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Icarus Week 186 Update | Small Pouch in Tan, Blue, Red & Green

Week 186 brings our new customizable Small Pouch, which comes in Tan as the base colour, but can be crafted into Red, Blue and Green variants using paint at the Mortar & Pestle.

These hold up to six items, helping you have a cleaner and simpler inventory with more storage layers.

We’ve also got some updates on the work going into the Great Hunts missions, which we’re excited to be releasing soon.

Notable Improvements:
  • Buffs to Caveworm and Sandworm Javelin Damage
  • Liquid storage (from portable tanks to waterskins) has significantly reduced weight when not filled

[hr][/hr]
This Week: Small Pouches


This week we’re adding a new Small Pouch with 4 different colorways so you can mix and match to your stylistic content.

The pouch cames in ‘Tan’ as the base colour, requiring five rope, 20 leather and five iron nails to craft.

From here, it can be upgraded using paints, with Red, Green and Blue variations available.

To craft, you will need one ‘tan' base pouch and five paints in your colour of choice. You can do this at the Mortar & Pestle.

The Small Pouch is unlocked in Tier 2, and crafted at the Textiles Bench. These pouches hold six items and help compartmentalize your inventory. This will help you carry more items, but you’ll still have to monitor your total weight as this is not impacted.

Pouches can store all items except utility slots, other bags and noxious materials.


[hr][/hr]
Coming Soon: Great Hunts Bosses and Mission Chains


A couple of weeks ago, we talked about how we’d internally delayed the launch of Great Hunts, so we could make some improvements to the experience before we released it.

In that time, we’ve done a semi-overhaul of the UI, balanced and tweaked the Boss encounters, improved the combat experience, buffed the mission rewards and added new bases, quest objectives and unique creatures to each different quest.

We’re also completing a lot of bug fixing and testing, with the team playing daily and reporting back on any blocker or even small inconsistency that we can quickly address.

We’ll have new details to share with you soon, so keep your eyes on our update posts and ask questions of us in Discord also.


[hr][/hr]
Next Week: Prometheus Effects on Workshop Gear


Next week, we’re adding a range of ‘Prometheus Effects’ to elemental weapons from the Orbital Workshop that released with New Frontiers.

These are effectively ‘buffs’ or ‘perks’ that are logic and lore relevant, for example:
  • Fire damage workshop gear will gain a chance to smelt or cook instantly
  • Frost damage workshop gear will gain a chance for frozen ore, frosted wood or chilled food
  • Poison damage workshop gear will gain an opportunity to gain Noxious Crusts, Acidic Glands or Infected Bark

[hr][/hr][h2]Your support makes these updates possible.[/h2]

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

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.61.139213


[h3]New Content[/h3]
[expand]
  • Unlocking Pouches for Weekly Patch
  • Fix Generic Pouches allowing other pouches/bags inside them

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fixed Heavy Obsidian Armor unlock being called Heavy Chest Armor

[/expand]

[h3]Future Content[/h3]
[expand]
  • Small improvements and adjustments to sniper rifle impact bullet. Adjustment to delay on hit indicator audio to feel more snappy and less laggy
  • ApeClub: Add Sweeping attack setup to base weapon (left click) attack. Add capsule for sweeping setup. Updated upgrade stats as per document
  • Adding uinque sniper rifle impact audio event and ballistic data table setup
  • Reword RG_C NPC descriptions
  • small ADS adjustments and position adjustments to sandworm crossbow so it points to the correct position when aiming
  • Replace consumables within RG_C base. Fix typo in Wedge description
  • Resaved Damage Ship widget to ensure proper translatable text linking
  • Adding additional wounded NPC breathing audio in to account for increased use of NPCs
  • Fixed missing Salvage text string in damaged ship interface
  • Fix interact for stasis bag to be able to pickup new NPCs with left click
  • Added base setup for legendary sniper and bow alteration stats
  • Small dialogue timing pass
  • Updating dialogue to have ccorrect end of mission line
  • Clawfire: Reduce recoil, new CamShake setup, added MuzzleSocket as a MeshSocket and repositioned to suit shorter barrel
  • Turn off drill arrow damage for Ice Slug spawners
  • Adjusting the priority of the dialogue so that GH dialogue plays over intro line
  • Shortening the bullet in sound for the legendary sniper rifle to better match the animations
  • Updated LODs on legendary bow arms and handles
  • Fixing ads on sniper rifle not quite lining up again
  • RG_C - Adjust Quest Objective Preview & Adding Keybinds to Quest objectives for Map
  • RG_C - Adding 2nd Half of RG_C where players have to Stabalise, Revive and Extract 2 NPC's
  • RG_C - Adding Natural Spawn Blocker to the Area so we can control the spawns via the quest
  • RG_C - Added ability to apply custom damage to NPC's that require stabilization in missions
  • RG_C - Adding new Quest Steps so there is quarrite burrows at the Outpost Location
  • RG_C - Removing map marker and using Grid Coords instead
  • RG_C - Adjusting Worm Spawn location to use closest player instead of middle of the arena (with a max distance)
  • RG_C - Adding new quest steps to close burrows and take out caveworms before the Landhark appears
  • RG_C - Buffed Landshark stats for RG_C now similar to RG_E
  • RG_C - Added new Logic so if the worms are too far from the player they are cleaned up and new ones spawn
  • RG_C - Adding new Quest Markers & Gameplay Tags for Burrow Locations
  • RG_C - Adjusting mining platform so there is a few pathways to climb up when in the water
  • RG_E - Fixing issue with quest step where it was not granting the session flag to allow crafting of the Stasis Bags
  • Adding new stat to stop projectile tool type inheritence where required
  • Fixed issue where the sandworm crossbow was inheriting rifle stats because of its incorrect tool type instead of bow/crossbow stats OR Spear stats. It now correctly just uses bow/crossbow stat scaling
  • Adding Sniper Rifle Ammo Type and Item Setup
  • Updated UMG_BinocularsOverlay to use a material-based overlay for better resolution scaling support
  • wip on creature eye shader improvement
  • Added legendary recurve bow assets to the living weapon, living weapon upgrades, and meshable data tables
  • Volume balance pass on various GH UI sounds to avoid some from being too loud
  • Updated naming of the legendary recurve bow core piece
  • RG_F: Rehook up first half of quest that was unhooked for testing
  • Fixed DT validation
  • Adjusted Frostbreaker stats and renamed part names to be representitive
  • Revolver: Reduced HandleC damage buff from 30 to 25%.
  • Removed ItemWear and Reload stats from ChamberA/B/C.
  • ChamberA now hits much harder and has a high chance of slowing.
  • ChamberC now fires much faster and has a chance to cause burn.
  • ChamberB is a safe middleground. All fairly even in terms of DPS
  • Added art assets for the legendary recurve bow
  • IM Fight - Reduced IM head crit hitbox size as it was far too easy to hit
  • Firearm scopes are now enabled using FirearmScopeType_Enum stat, which should directly map to D_FirearmScopeData index
  • FirearmScopeData rows now additionally control ADS time, target FOV, ADS offset in first-person
  • IM Fight - Added a health threshold that the IM will return to refresh his armor (currently 66% and 40% hp)
  • Added BEAST Scanner Device VFX
  • Reapplying position ADS offset and grip for sniper rifle with SK that was missing and stopped previous adjustment from working
  • Removing reference to Norex station from RG D2_7 audio event to avoid any confusion
  • Change all Throwable Spears to use BaseCriticalDamage instead of the Spear-specific stat in order for this to propagate to Sandslinger crossbow.
  • Remove -50% crit damage as it destroys DPS in comparison to throwing it by hand
  • Enabled scopes in D_GameplayConfig for GH weapons that support it
  • Add resource widget (such as on Blueprint unlocks) translatable text
  • Fixed issue in RG_E, C, B where LandShark was being spawned at incorrect scale, preventing from dealing damage during it's dive attack
  • Update Olympus translatable text in terrain selection
  • Adding audio blueprint logic that was somehow missing for legendary block that was legendarily blocking the audio from playing
  • Add translatable text for the Min in crafting windows
  • Adjusting dialogue delay at the end of the mission to wait for 3 seconds for better result. Various UI balances
  • Update C0NT4CT device header text to be translatable
  • Fix ClawFire being able to be fired before reload had completed by moving animNotify to the end
  • Added 100% break chance to Quarrite gun projectiles, to ensure stone isn't added to carcasses
  • Returned ape to it's higher health level now that the 60s of 80% projectile damage reduction has been removed from boss
  • Fix quarrite burrows taking damage from things they shouldn't
  • Added text for NullSec achievements
  • Fixed bug where Killer Throw talent worked on boss/epic creatures
  • Updated Killer Throw talent description to show that it requires a stealth attack (behaviour hasn't changed, this just wasn't previously communicated anywhere
  • Adjusting ADS offset for sniper rifle so it looks in the middle of the scope. Fine tunes to the grip socket so the hand touches the gun.
  • Adjustment to UI ducking to not be as dramatic for purchasing legendary weapon
  • Adding position adjusted animations for potential use for sniper rifle and crossbow sandworm
  • Fixing Ensure - It was backwards in terms of triggering
  • RG_F - Quick Second Half of RG_F where you follow the quarrite tunnels and close them then fight some epic creatures at the end
  • RG_F - Adjusting QM to get the Burrows Spawning in the Correct Locations
  • RG_F - Committing First Half of new quest - players now have to find and scan golems with a BEAST then track tunnels with an ECHO device
  • RG_F - Adding new QM for marking out locations
  • RG_E - Adding Hint Text to inform that some caves may have been resealed
  • Replace RG_Gauntlet durability increase to be reduced wear instead
  • Landmine - Added isvalid checks to ensure the landmine isnt trying to set non existant dynamic materials
  • Repaired some missing sections of navmesh inside RG arena
  • RG per-player health/armour bonus on hard difficulty increased from 33% -> 50%
  • RG now teleports to blocker wall in edge case where it gets stuck during pathing
  • RG JumpAround behaviour now has damage source come from centre of NPC
  • Slightly increased RG melee damage bonus on hard difficulty from 15% -> 20%
  • RG Ceiling Rocks no longer affect navigation
  • Updated RotateToFaceBBEntry BTTask to support 2D direction vectors if desired
  • Fixed bug where RockGolem Rock payload wasn't cleaning itself up
  • MoveToVectorAdvanced behaviour can now optionally move agent to nearest patch of navmesh before beginning move operation
  • Fixed bug in BTS_SweepBoneDamage where SelfActor BT key was getting overridden
  • Update RG_Gauntlet to use biofuel and updated all upgrades
  • Added Rocks to block player snipe ape on Ape Arena
  • IM Fight - Fixed bug where pillars wouldnt be removed from the pillar array when destroyed from collision and timeout
  • Updated legendary bow handle A mesh and textures with corrected normals
  • RG_C - Reduced Worm Spawn Frequency from 30s -> 40s Base
  • RG_C - Reduced Max Worm count at anyone time based on scaling from difficulty and player number
  • RG_C - Increased time it takes for worms to move 5s -> 10s
  • RG_HUNT - Adjusting Objective Description to match the bosses name
  • Adding an AI setup for the Rock Golem Juvenile Arctic so it differs from the base
  • Adjusting the Rock Golem Juveniles Loot so that the variations add the specific ores and the base is more plain, also gave them soft meat as a 100% drop
  • Preparing Materials for the Arctic Element Armor Variations
  • Adding Rock Golem Juvenile Arctic Variation Textures for Bones and Carcass and Implementing on the Corpse
  • RG_C2 - Adding additional Natural Spawn Blockers around the quest area's where the quarrite burrows are
  • RG_C2 - Adding new Quest Steps to Build a Simple T3 Base and Craft some Basic Equipment before hunting down the quarrites
  • RG_C2 - Adding new quest base to pull item name from itemable rather than always specifying it within quests
  • RG_C2 - Adjusting Landing Location of the Droppod so it doesn't land in the base you just built
  • RG_C2 - Incorperating existing dialogue for first finding the quarrites and then updates when skinning and collecting vestiges
  • RG_C2 - Adding new Map Icons for the Quests
  • RG_C2 - Adding Natural Spawn Blockers to Areas surrounding base outpost and Quarrite Burrow Locations
  • RG_C2 - Removed Collection of Basic Vestige
  • RG_C2 - Adjusting Faction Mission DT to show Previews of the Quest Correctly
  • RG_C2 - Changed up flow to give more context and change dialogue triggers to allow for dynamic collection
  • RG_C2 - Adjusted Map Markers, Tags and Trigger steps to allow for better quest objective locations
  • Feature Locking New GH Accoldes / Achievements
  • Adding Helper Functions of Quest Object Cleanup so you can specify lifespan so you don't need to call the 2 other functions
  • IM Fight - Removed random pillar spawning.
  • Added EQS based Pillar spawning (1 under player, 9 in area around player, and 10 max.)
  • Boss can now walk through pillars to prevent him from not being able to go into caves and for players being able to destroy pillars.
  • Added a lifespan to the pillars so after 5 mins they'll destroy
  • Repositioned damage source location for RG jump attack
  • Fixed issue where RG's jump attack BT task wasn't receiving the additional stats given to it
  • re-organized files for creature eye shader
  • Added cheat to update prospect difficulty at runtime
  • Reduced drill arrow damage from 85->25, but now it deals an additional 3 instances of damage over time after hitting target
  • Drill arrows are no longer affected by armour that causes projectile ricochet
  • RG boss fight worm spawns are now affected by prospect difficulty
  • Slightly increased base health/armour of RG based on difficulty level
  • RG melee damage now scales based on difficulty level
  • Added new attack in final phase of RG fight
  • Potential fix for rare issue with RG fight where boss won't emerge after burrowing
  • Various small timing tweaks to RG boss fight
  • Adding sniper crack blend layer to give more mid range aggression. Currently blended in - may adjust and fine tune
  • Adding legendary bow reload, draw, fire, shaft, stick events and data table setups. Added possible animation for holding the bow slightly further away for better visibility
  • Adding new Chance to deal double damage stat
  • Adding New Endurance Modifier & Stats for one of the ape club modifiers
  • Naming Legendary Club Parts
  • Adjusting legendary Club so the alternate attack is given by default and the 4th upgrade now provide bonuses which apply to all attacks
  • Adjsuting Stat name to not mention lava pools but instead mention setting the ground on fire
  • Adding Names for Crossbow Alterations
  • Removing Summon Sandworm Stat and Replacing with Damage and Projectile Speed
  • Fixing issue where only one affliction stat should be shown on the upgrade tooltip (fixes issue where bleed and wound where both not being shown at the same time)
  • Revolver Upgrade Name Pass
  • Removing Outcome Text from GH interface as it now just uses World Stats and Flag Descriptions (this was changed a few weeks ago and the data not removed)
  • Adding DT for Stasis bags so we don't need to keep 2 maps up to date in different locations
  • Adding new Arctic Rock Golem Texture Variations for the Elemental Infusions
  • GH_RG - Updating Outcomes of RG Great Hunts to balance out the tree
  • GH_RG - Adding Rock Golem World Stat Outcome for Landsharks appearing in large caves
  • GH_RG - Setting up new Cave Creature Landshark for it appearing in caves
  • RG_O2 - Adding specific spawning and hints to player as to where the spawning is happenning
  • RG_O2 - Adding a bit more context as to why you are doing what you are doing
  • RG_O1 - Adding new Creature Subsystem Notify for creature armor breaking
  • RG_O1 - Adding Specific Den Spawn Locations for the quest and letting the player know via objectives
  • RG_O1 - Adding new Objectives to give he quest more context, such as aquiring a vestige, more context on what needs to be built and using arrows specific remove armor
  • RG_A - Replaced Map Icon with Grid Coords in Objective
  • RG_A - Removed Scarecrow as it was adding a search area to the map which was not intended revealing the base location
  • RG_A - Adding a Map Marker when players find the base
  • RG_A - Capping Max rock Golems in Area to 1 - Making an epic creature with no new stats - will help players learn about the creature rather than be overwhelmed mission 1
  • RG_A - Capped Number of Extra Spawns - even with multiplayer spawning - now has a 120 second delay before attempting to spawn an additional
  • RG_D - Adjusting the Condensed Extotic Dropped Mesh to be the same as the back, and applying a map icon when the object is dropped
  • RG_D - Removed the Cleanup timer from the Condensed Exotic when dropped
  • RG_D - Fixing Quest Description that was not ticking off correctly making it look bugged
  • Fix projectiles for fireball/slug launcher not visible when terrain deformation is on, also re-added color variation for slug launcher ammo types
  • Ape Fight - Increased healing from 4% to 35% as he seemed to only heal once in the fight
  • Reduced legendary bow base arrow speed, increase rate of fire on fire rate upgrade, reduced arrow speed slightly and added projectile damage to arrow speed upgrade
  • Frostbreaker fix stamina consumption for base attack. Adjust stats on weights to reduce freeze, increase shattering rewards and reduce stamina consumption. Remove stamina consumption bonus from mining upgrade
  • Reduce Behemoth damage variation to 10% from 20%
  • Update Noxious Cloud upgrade to show modifier for attack chance
  • IM Fight - Pillars now have a little spike that is in the ground on spawn that shows there is a pillar there and raised the niagara effects to give better visibility. Removed the ability for pillars to hurt/knock back the boss on spawn (being destroyed instead)
  • RG_Gauntlet significantly increased durability, reduced fuel use and fuel capacity.
  • Added mining rewards and tweaked damage and attack speed
  • Add blinking Red/Green nav lights to Drone.
  • Add DF shadow setup for DroneSpawner.
  • Add supporting light and toggle on/off material states.
  • Lights will go out when no more drones are queued to spawn.
  • Remove bespoke highlight setup that isn't needed
  • Buff Sandworm Javelin damage and crit damage
  • Buff Caveworm crit damage
  • Fixed bug where CF_MED_002 cave was spawning caveworms at the wrong scale

[/expand]

Icarus Week 185 Update | Boss Items from Missions buffed and balanced

This week, we’re completing part two of revising mission rewards by improving the baseline stats of the items you receive when completing some of the original mission chains.

These include Sandworm, Scorpion, Black Wolf and Caveworm Armor, weapons and tools.

We’ve also got a few new Great Hunts freebies from our Art team for you to download and use.


[hr][/hr]
This Week: Better Boss Items


This week, we’re making substantial improvements to a range of mission rewards, specifically the gear you earn for a few missions that have been around since the early days of Icarus.

Through the course of 185 weeks of updates and expansions, new gear has scaled in all applicable categories to leave a lot of the original gear lagging behind and being unviable for use outside of display only.

This, realistically, doesn’t make completing these mission chains very rewarding, something that we wanted to address so that all the in-game content feels enjoyable and worth your investment.

The gear updates are as follows:

[h3]Caveworm Gear[/h3]

  • Knife Durability 2500 → 7500
  • Spear Durability 5000 → 8000
  • Spear Crit Damage 10 → 15%
  • Arrow Crit Damage 10 → 15%

Caveworm Gear has received buffs for the Knife, Spear and Arrows. Knife Durability has the most significant improvement, tripling to 7500, making it viable as a multi-purpose tool that won’t wear out as quickly.

[h3]Sandworm Gear[/h3]

  • T2 → T3
  • Knife Damage 65 → 75
  • Knife Yield 175 → 225%
  • Knife Durability 5000 → 22000
  • Spear Damage 60 → 75
  • Spear Durability 15000 → 25000
  • Spear Crit Damage 10 → 25%
  • Bow Damage 50 → 75%
  • Bow Durability 8500 → 15000
  • Arrow Damage 60 → 85
  • Arrow Break Chance 20 → 15%
  • Arrow Crit Damage 10 → 20%

Sandworm Gear was one of the biggest culprits of being severely underpowered for the time investment required to collect it. As such, damage, durability, yield and more have been buffed fo the Knife, Spear, Bow and Arrows.

[h3]Blackwolf Gear[/h3]

  • T2 → T3
  • Knife Damage 55 → 70
  • Knife Yield 175 → 225%
  • Knife Durability 2500 → 22000
  • Arrow Damage 20 → 75
  • Arrow Break Chance 90 → 15%

The Blackwolf Knife was in need of a large durability boost, and it got it. We’ve given it an 8.8x boost to 22,000 durability, and a small increase to damage and yield also. Blackwolf Arrows have also received a massive buff. Damage has increased 3.75x and break chance has decreased 75% from 90% to 15%.

[h3]Sandworm and Scorpion Armor[/h3]

  • T2 → T3
  • Minor resistance increases across the board
  • No longer use fiber
  • Sandworm armor uses bone instead
  • Scorpion armor uses cured leather instead
  • Sandworm armor added 20% poison resist to base armor and 25% health regeneration in the desert to armor set

Sandworm and Scorpion Armor have received improvements, but also some recipe changes to make them more in-line with higher tier armor sets.

Neither set will use fiber in the recipe anymore, replaced by bone for the Sandworm Armor and Cured Leather for the Scorpion Armor.


[hr][/hr]
Extra Content: Great Hunts Concept Art Wallpapers


In the lead up to Great Hunts, we wanted to share some of the amazing work coming out from the team, in a slightly different style than we’ve done before.

We’ve grabbed three high-resolution concept art pieces from our Art Director and formatted them for desktop screensavers, so you can download them and get excited for the expansion alongside us.

If you’d like to see more of this from us in the future, let us know in the comments.

Click here to download the wallpapers


[hr][/hr]
Next Week: Small Pouches


Next week, we’re adding three new variations of our small pouches, in Red, Green and Blue.

These can be crafted at Tier 2, hold six items, and will effectively reduce the amount of inventory space your resources take up.


[hr][/hr][h2]Your support makes these updates possible.[/h2]

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

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.60.138841


[h3]New Content[/h3]
[expand]
  • Buffed many Scorpion, Sandworm and Blackwolf crafted items while shifting to T3. Increased damage, yield and durability on knives and spears. Increased damage of arrows, while reducing break chance (notably Blackwolf arrows now do high damage and have 15% break instead of 90%)
  • Buffed Caveworm gear slightly, this is still easily accessible but now mainly has a lot more durability so will be more comfortable to use
  • Adjusted Scorpion and Sandworm armor set crafting costs to use advanced leather and bone respectively, and increased their resistances across the board
  • Sandworm armor now grants additional poison resistance baseline, plus desert health regeneration

[/expand]

[h3]Fixed[/h3]
[expand]
  • Swapped cave entrance in OLY, K5 (green quad) so it is open by default
  • Updated meshes and textures for the baby deer, including the carcass, along with updating the textures to be consistent
  • Volume balance pass on the large landshark to make it not as intrusively loud within missions
  • More subtlety to the cave scanner audio to stop it from becoming annoying when beeping fast when a cave is found
  • BROKEN ARROW: Fix out of range message being untranslatable
  • Fixed issue with Blueprint Tree tooltip hovering where 'Default Recipes' list wasn't being cleared properly between different Blueprints
  • Tag Water Barrel as Fillable.Water to use dynamic water weight adjustment

[/expand]

[h3]Future Content[/h3]
[expand]
  • Removing idle audio drill audio that was stop starting for unknown reasons. Adjusting distance of drill spin so its not too audible at longer range. changing behavior from float to bool
  • Grenades and Drill Arrows now Deal Damage to AI Spawners
  • RG_D - Fixing mission Objectives shown in Mission Preview
  • RG_D - Adding a prebuilt cave to the mission & Shifted mission markers and spawn locations of quest elements
  • RG_D - Adjusting Bosses spawn logic so they spawn and charge the player when the player is close
  • RG_D - Adjusting wording of objective so its clear you have to pickaxe you way into a cave if required
  • RG_D - Adjusting name of 'Unearthed Exotic Shard' -> 'Exotic Shard' we didn't need that much of a descriptive name
  • RG_D - Changing First Travel Location as it was far to large and didn't feel quite right when approaching the area
  • RG_D - Adding basic lights to the Exotic Cluster so it glows slightly in the cave
  • RG_D - Reworking Mission Objectives to provide more context and reason, did a pass on mission objective wording and adjusted preview objectives
  • RG_D - Adding A Scan Objective to Located the Exotic Deposit
  • RG_D - Adding Secure Objectives which involves fighting an epic Quarrite and closing associated Dens within an area
  • RG_D - Shifted the Exotics Location to be within a cave as it felt better then being out in the open
  • RG_D - Adding Bindable function to Radars to signify when the quest is finished
  • RG_D - Adding new Epic Creature and map marker required for the quest
  • RG_D - Adding new map markers and spawn locations as required
  • RG_A - Renaming Quest Marker so it can easily be identified
  • RG_B - Adding Cave Spawn Blockers to the 3 Caves so that players only enounter Quest Spawned Creatures and not Natural Spawns
  • RG_B - Fixing Descriptions for 2 objectives which can overcount the required amount of caveworms that need to be killed
  • Adding new Mission Deployable the can be spawned to block AI spawning in caves and the surrounding area if needed
  • IM Fight - Removed 'can affect navigation' from ice projectiles and it only gets applied on the pillar as it reaches its highest point
  • If obstructed the IM will now do 1 stomp, if its still obstructed it will charge and destroy everything infront of it. (to prevent building/hedgehog cheese)
  • Adjustment to legendary flamethrower and slug gun idle height to enable the player to see more of the weapon when holding in hands. For review
  • Enzyme propagation hub - Added destructible mesh for T4_Communication_Device, applied to BP_Enzyme_Disperser_Hub
  • Fix currency exchange widget not coloring red exotics correctly
  • Updated Legendary Licence exotic exchange to a purchase licence button
  • IM Fight - Changed 'move to' node to a node that doesnt use navmesh and just walks in a straight line to its intended position to get around nav bugs on spawn. Also removed 'can affect navigation' on a few more missing icicles in the IM cave to prevent boss getting stuck
  • Statify Drill Arrow armor weakness (attacker and defender)
  • IM Fight - Added further debugging to discover why sometimes the mammoth wont go to its intro location
  • Adjust attachments to show afflictions/modifiers when they're applied. Show max stacks of each debuff, if higher than 1
  • IM Fight - Changed tusks from 'crit_none' to 'none' and removed the last change with floating point numbers changing the colour of 'crit none'
  • Add some more GC/lifecycle bullet proofing around async voxel tasks
  • Adding more subtleties to the drill arrows. Aiming is now slightly reduced spin volume, impact is slightly lower in volume when up close to impact
  • Drill arrows now damage Quarrite burrows
  • '- Fixed ensure-spam with UMG_Talent_GreatHunt that could cause editor to lock up when local player hadn't properly initialised after hosting a game
  • Slight balance to bolt close audio for sniper. To be adjusted as the mesh changes and is updated
  • Adding v2 of sniper rifle direct close sound with more focus on center image, slightly less distance between thump and crack and slight increase in tail volume
  • Added remaining APEX destructible meshes for curved and diagonal Glass BLDs
  • Added Spider/Web FXs (buildup, release, projectile, hit, decending strand and snare)
  • Various improvements to cave worm world spawner actor
  • Dones now correctly grant experience on death
  • Drones no longer instantly attack target until hurt, or close enough to target
  • Drones can now be hidden from without being attacked if player runs during it's 'investigating' state
  • Drones will now attack target during movement if LoS exists
  • Drones should no longer swap back and forward between 'idle' and 'investigating' states during combat
  • Fixing landshark not playing death vocals in cave mission due to cave context param. Adjustements and fine tunes to NPC volumes and distances
  • Added various APEX destructible meshes for curved and diagonal Glass BLDs
  • Removed 'Night' related stats, now all the time. Removed Wolf Summoning stats, chambers now reflect magazine size with subtle differences in wear and chance to slow. Decreased Elemental multiplier from 75% to 25%. Reduced Barrel_A Crit multi from 25% to 15%. Reduced Barrel_B Bleed/Wound chance from 100 to 33%. Reduced Barrel_C Immobilize chance from 25% to 15%
  • Removing dialogue from within mission BPQ which was repeating a RG line twice unnecessarily now that two events have become one
  • Fixed arrow drill FX artifacts
  • Corrected Water/Biofuel quest steps in RG_D2 to point to correct BPs
  • Corrected spelling of Access on Interaction text
  • Update licence purchase button to show the ren cost
  • Small tweaks to thumper audio balance
  • Move NPC DPS test logic to ActorComponent. Bind to correct DamagePacket event from ActorState. Tidy up GOAP Char event graph
  • Clean up unused duplicated content for Flamethrower Fireball. Add SpawnPerUnit for smoke trail for projectile as it moves quickly and the puffs became disconnected
  • Adding mini thumper anim BP so I can add mini thumper audio. Swapping thumper anim bp in mini thumper BP. Updating legendary sledge equip audio. Landshark audio volume adjustment and fine tunes
  • Added big dusty FX for BP_Ape_Spawners
  • Disabled block-all collision on legenday flamethrower alt fire projectile
  • Added various APEX destructible meshes for curved and diagonal Glass BLDs
  • Adding unique equip audio for legendary sledge hammer. Event and animation duplicates and data table setup. Setting up mini thumper event
  • Drone should now face it's target when moving around
  • Drone can no longer be stealth-attacked
  • Drone will now prevent player from being 'stealthed' when crouched if they're currently targeted
  • Reverted drone light colours back to what they were previously
  • Added a particle light flare at the source of drone's spotlights
  • Drone will try to keep at least a certain distance away from current target
  • Drone will now attempt to reposition itself if target moves behind cover
  • Drone will no longer continually shoot through walls and other obstructions
  • Fixed positioning of drone's muzzle fire particle
  • Update enzyme hub highlight and tooltip location
  • Adding new events for cave wounded NPC so each has a unique voice and does not have any chance of saying the same things. Updating spacializers to feel better within a quiet cave. Pitch variations etc
  • Tweaked the weight painting further around the jowel sac on the Ape Boss to reduce texture stretching, this time focussing on the area directly under the mouth
  • Slight reduction in ricochet volume to account for arrows impacts
  • Stopping audio event of drill flying sound when ballistic has reached 0 speed to prevent the audio continuously playing when the arrow ricochets
  • RG_E - Updating Faction Missions Objective Preview
  • RG_E - Adding New Objectives so the player has to explore 2 new caves, one requires players to save 2 dying miners and face a landshark the other requires players to close 2 quarrite burrows and eliminate an elite enemy
  • RG_E - Adding new map markers and items are required for the mission
  • RG_D2 - Missing Files from last commit
  • RG_D2 - Adding Mini Thumper Blueprint, Recipe and Item as a Reward
  • RG_D2 - Adding new Mission Steps to deploy and activate a mini thumper to take out the creature that destroyed the outpost in the first place
  • RG_D2 - Adding new Epic Creature so the Landshark has additional stats and an increased difficulty
  • RG_D2 - Added some extra materials to the base to help players build
  • RG_D2 - Replaced Concrete Furnace with new one so it works with the quest
  • RG_D2 - Adjusted Quest wording to mention low T4 Base
  • RG_D2 - Fixing Issue where the Biofuel and Water Storage Units where not being counted as part of the rebuilding storage sub-quest
  • RG_D2 - Fixing Issue where Crop Plots incorrectly required shelter
  • RG_D2 - Fixing Issue where Biofuel Composter incorrectly required shelter
  • RG_D2 - Fixing issue where 3 water containers where needed instead of 1
  • RG_D2 - Adjusting Destroyed Prebuilt base as the contents where auto completing some elements when it shouldn't have been
  • RG_D - Upping the number of required crop plots and beds so it wasn't just 1 - we are establishing a mining base
  • Fixing Sandworm Building Pieces from being unlocked in the incorrect order on the tech tree
  • Add DPS testing logic (gated, disabled) into Base NPC class
  • Fixing the constant drill spinning audio by removing it from the animation and adding it into the drill arrow BP
  • Grounding pass on Magma Surge: Renaming parts, shifting lava pool and damage bonus, improved tooltips
  • Tweaked the weight painting around the jowel sac on the Ape Boss to reduce texture stretching
  • New static and destructible mesh for Enzyme propagation hub, updated BP and preview mesh in D_DeployableSetup
  • Adjusting dialogue that mentions final hunt but you are only halfway through the mission chain. small adjustments and balances to in mission sandworm so the volume isnt too loud in the world
  • Cleaned up weight painting for Ape Juvenile
  • Infant ape ducking adjustments to make sure the breath turns down enough when its whimpering
  • Adjust exotic delivery interface to not block hotbar (as this is usable UI in this window)
  • Removed fillable from Clawfire, as it is not be used
  • Biolab UI - Selecting an item->scrolling away->selecting another item->scrolling back now properly unhighlights the original item
  • Rework stats on Clawfire: Multishot replaced by marked target, electricity tier replaced by elemental infusions
  • Increased Bloodmoon Pistol reload time from 2.2s to 3.75. Added unique camshake with more punch. Improved readability of FirearmData DT validation. Fixed HuntingRifle skeleton preview mesh not being the hunting rifle. Add merged SM version of base Revolver for visualization purposes
  • Removing dialogue C2 from BPQ quest and combining c1 and c2 into one event that already plays from within the quests data table. updating dialogue text
  • Fix pilot lights on both Flamethrowers. Allowed for inheritance and socketing on different skeletons. Updated VFX slightly
  • IM Boss - Moved boss spawn point closer to the enterance of the waterfall. Removed his roar inside the cave incase that was messing with his pathing. Added a failsafe that if the 'walk in a direction' fails he will look in the direction and charge to get himself out of the waterfall
  • Adding softer GH generic UI interface click to help smoothen some transitions. Reducing max instances of rivers by 1 and subtle volume pass to sniper reload to make some layers a touch more subtle
  • Add Mesh Socket for Scorpion Rifle 3rd Person Grip
  • Updating the drone audio to play the spot audio from the BP rather than the ai audio setup so that I can apply cooldowns to them in a way that doesnt break the vocal system
  • Reverting recent talent changes to wood->sticks/leather->rope talents that made it so you didnt have to unlock them via blueprint tree
  • Fixing armor stand audio being set to 2d and being heard from any distance
  • Sniper audio handling adjustments and fine tunes. Sniper fire balance
  • Applying directional filtering and volume adjustments for the two downed npcs in the mission E cave. This helps avoid the player hearing too much groaning when in between the two NPCs
  • Elysium - more testing of volcanic/swamp biome combination on ArtTest map
  • Fixed bug where two talents to turn leather->rope and wood->sticks wouldnt do anything
  • Adding potential bow sounds to the FMOD session for legendary bow. A few volume balance adjustments to prep for bow progress
  • Fix an issue refreshing RVT's for a edge case where clients are stopped from entering an instanced level
  • Adding unique sniper rifle bullet load audio. Slowing down all reloading animation audio to attempt to match the slowed down time. Balanced as close as I could
  • Generic reduced crafting cost - Added 'BaseCraftingCost_+%' that will check the player and deployable to reduce overall costs of a recipe based on stats. Added 5-10% reduced crafting costs on WaterConnection / 2x modifier as per ticket
  • Make the 'bad pak file' message more meaingful
  • Fix an issue with in flight sound sometimes sticking for drill arrows
  • Elysium - exploring volcanic/swamp biome combination on ArtTest map
  • Updated firearm data table to reduce the speed of the legendary sniper reload animation by half and added the HasSingleScope stat
  • Quick fix for RG Mission E to stop the pod from flying back to space after deploying biofuel and water leaving that part of the mission in an incomplete state
  • Add fallback case capturing ActionableBehavior_Base which Flamethrower inherits directly from (not a Firearm) for Char 3rd person AnimBP so that offhand IK can be setup. Fixed equip montage for Flamethrower not having MetaData setup. Fixed missing IK curve track on Flamethrower Idle anims. Fixed Pilot light socket rotation
  • Add Great Hunts device to Contact Device Field Guide set page
  • Ape Fight - Reduced difficulty hp scaling by about 20%
  • Adding Arctic Version of the Rock Golem Juvenile which spawns from Arctic Rock Golem Dens
  • RG_B - Adjusting Objectives to Mention Grid Coords and added Tag to Grid Locations
  • RG_E - Adjusting Objectives to Mention Grid Coords and added Tag to Grid Locations
  • RG_E - Removing Code which Sends Retrieval pod up to orbit when completing an unrelated objective
  • Converting Check to Ensure as it didn't warrent crashing the game in development when we can catch the bug when generating harvested rewards
  • Resaving ItemStatic DT
  • Items that can be filled with water or biofuel now take the number of stored units into their weight calculation, with this both the large portable tanks (water & biofuel) have had their weight reduced down to 5kg, when full with water they will be 155kg. Items effected are jerry cans, portable tanks, canteens, bladders etc
  • Fixing Small Pouches so they now have weight when things are placed inside
  • Juvenile apes that are buffed with gas cloud now have a particle effect attached to them to make it more obvious they're buffed
  • Fixed bug where ape gas cloud buff was incorrectly being applied to Garganutan ape (instead of just juveniles like was intended)
  • Tweaked lifetime of ape gas cloud particle system that should gracefully deactivate it before actor is destroyed
  • Adding more unique purchased sound when buying a legendary weapon from biolab
  • Nerf extra damage and wound chance for enraged GreatApe
  • Updated legendary sniper rifle models and textures with the new design. Polish pass still needed
  • Further nerf GreatApe health for single players only
  • Add some more GC/pending kill checks around forced anim pose updates when projectiles are fired at GOAP
  • Fix description on Verbose Damage Logging cheat to specify its player-only damage
  • Fixed a number of typos
  • GreatApe: Remove regen on little jumps. Reduce damage radius on big jumps. Fix an issue with logs not damaging
  • Reducing excess dialogue lines from open world intro event 1 to ensure they dont interfere with opening the GH intro briefing. Just removed unnecessary lines and updated dialogue table
  • Ape fight - Reverted the change in scaled health and reduced base health by 20%

[/expand]

Icarus Week 184 Update | Mission reward improvements and UI updates

Welcome to week 184.

This week we have updated the item rewards from missions and split them out a little more around the tree.

We also briefly go over some changes and QoL being made on the Tech Tree and the Contact Device.

We offer an update on Great Hunts and then go into detail about last week.

Originally posted by author
Last week some larger terrain changes where made to the Styx map. Specially at map locations I6, O8, and K15. These changes where made as part of our maps enhancements and to add content for the upcoming Great Hunts Campaigns. If you need to revert to a previous build to be able to dismantle your base and move gear there is a branch on Steam called 2.2.57 which we will leave up for a few weeks



[hr][/hr]
This Week: Mission Reward Changes


In Icarus, players occasionally receive special rewards for completing specific missions, such as the ability to craft Sandworm, Caveworm, and Scorpion gear. While these items were powerful and exciting, they lacked visibility because they weren’t integrated into the tech tree. As a result, many players either forgot about them or never discovered them at all. To address this, we’re making a few key changes.



[h3]Tech Tree Integration[/h3]

Previously, these recipes were granted directly upon mission completion without being tied to the tech tree. We've now added them as blueprints that appear in the appropriate spots on the tech tree. Completing a mission will unlock the ability to unlock the related blueprint in your tech tree, making their presence clearer and easier to track. We’ve also adjusted some crafting locations to better reflect their placement within the tree.



[h3]Account-Wide Unlocks[/h3]

Originally, only the character used to complete the mission could access the reward recipes. This reinforced the idea of each character being unique. However, with the ability to take multiple characters across different prospects, that uniqueness has become less meaningful. We're moving these reward unlocks to the account level, so completing a mission with any character will unlock the associated blueprints for all characters on your account.

We’ve also implemented upgrade code to convert existing character-based unlocks into account-wide ones. So, if you log in with a character who already has the reward flagged, the system will automatically upgrade it and unlock the blueprints across your account.

[h3]Reward Distribution[/h3]

Some missions previously granted six or more items upon completion, which made certain missions feel overloaded in terms of rewards. We've redistributed these items more evenly across the mission tree. This should create a better sense of progression and help balance the reward structure.

[h3]Upcoming Item Buffs[/h3]

Finally, we’re planning a round of buffs for these items. Many were added in the early days of Icarus, and while powerful at the time, they’ve since been overshadowed by newer gear. Given that they often require players to complete nearly the entire mission tree, we feel they deserve to pack more of a punch. Expect updates in the coming weeks that bring these items back into relevance.


[hr][/hr]
This Week: Tech Tree Update


This week, the tech tree received a few updates, including visual and functional improvements that aim to make it easier to understand and navigate.

[h3]Preparing for The Great Hunt Campaign[/h3]

You might notice some gaps in the tech tree—don’t worry, that’s intentional. We've created space for all the upcoming gear tied to the Great Hunt campaigns. These items will be unlockable by all players, but acquiring the necessary materials will depend on defeating specific bosses, both old and new.

[h3]Blueprint Hover Tooltips: Crafting Context[/h3]

We've added a handy feature where you can now hover over a blueprint and see all the recipes associated with it. For example, hovering over the Campfire blueprint will now show you everything that becomes craftable once you’ve built it, helping you plan your tech path more efficiently.



[h3]Hover Tooltips for Blueprint Sets[/h3]

In addition to individual blueprints, you can now hover over blueprint sets to see everything that will be unlocked together. A great example is the Wood Building Set—hovering over the core node now reveals all the structural pieces included in the set, making it easier to know what you’re investing in.



[h3]Armor Set Consolidation[/h3]

We’ve streamlined armor blueprints by grouping full armor sets into single tech tree nodes. If you’ve already unlocked individual armor pieces, any spent points will be refunded automatically if those blueprints no longer exist. When hovering over an armor set node, you’ll now see:
  • All armor components included
  • Materials required to craft them
  • Total stat bonuses when wearing the full set, shown clearly in the tooltip


These changes should make unlocking and planning your builds smoother and more transparent while laying the foundation for the exciting gear to come.


[hr][/hr]
This Week: CONTACT Device Update


We’ve made some updates to the Contact Device to improve usability and clarity. You can now view all missions through the device, even if they haven’t been unlocked yet. This lets you browse rewards, descriptions, and other key information beforehand, helping you plan your next steps. We’ve also added clearer messaging to explain why specific missions are unavailable. Whether one is already in progress, located in a different region, on cooldown, or affected by other restrictions, you’ll now see the exact reason. Alongside these functional improvements, we’ve made some light UI tweaks to clean things up and improve the overall experience.

Looking ahead, we’re in the middle of redesigning this interface's visual layout, with a focus on consistency and usability. You can expect more updates in the coming weeks as we continue refining the Contact Device.


[hr][/hr]
Coming Soon: Great Hunts Release


We are hard at work with the Great Hunt Campaigns, as our staff plays through the various elements. We have decided to make some large changes to some of the content, particularly improving the rewards and legendary weapons. Unfortunately, this does mean we have decided to push back the release date. We covered some of the reasoning in last week's post. We appreciate your understanding in this.

If you didn’t catch our new trailer in the PC Gaming Show, you can watch it here:

[previewyoutube][/previewyoutube]


[hr][/hr]
Next Week: Mission Item Buffs


As mentioned above, we are planning on buffing many of the existing mission rewards (Sandworm, Caveworm, Scorpion, and Black Wolf Equipment) so they better reflect the current state of the game and are once again noteworthy items as they should be.


[hr][/hr][h2]Your support makes these updates possible.[/h2]

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

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

[hr][/hr]
Hotfix Changelog v2.2.59.138676
  • Fixed issue where players could not start many missions due to the the menu mission list lacking upgrades as if it was an open world mission board.


[hr][/hr]
Changelog v2.2.59.138512


New Content
  • All Character Flag Rewards from Missions are now Account Flags, when loading in with a character a conversion process occurs
  • Adding Blueprints for All Account Blueprint Unlocks from Missions so they items are no longer hidden in the tech tree
  • Adjusting quests to grant the correct account flags during missions as opposed to the character flags that where granted before
  • Split out some of the items granted from missions and spread them out amoungst the mission trees (for example one mission was granting 6 items before -> now the mission grants 2, and the other 4 are granted from other missions)




Fixed
[expand]
  • Extractors will now passively get attacked by animals - you need to defend them
  • Add function to ActorTools to get distance to selected actor from current viewport location
  • Update Cave Entrance main mesh to not use culldist volumes and have static 1km draw distance. This should prevent the entrance mesh from culling too soon and leaving visible holes in the landscape... may require world generation again for properties to take effect
  • Fix inability to headshot Ubis from front-on due to poor accuracy collision setup. General collision/capsule component pass
  • Tomoto now provides a little hydration when eaten raw
  • Platinum Lightning Rod health has been increased to 10k
  • Fixing Issue where Cake would not clean up on dedicated servers and audio for taking pieces would not play
  • Cake Now Requires Butter to Make and Decays
  • Upper Ice Sheet in the Nullsector now has a lower temperate range, and uses the IceMammoth Arena Atmosphere Type
  • Added dirt backfaces to T4 crop plot for when you can see the underside through glass floors (SM_DEP_CropPlot_T4_SML)
  • Tonics are now visually in players hands
  • Creature scanner no longer applies a debuff to mounts/tames
  • Fix a compiler warning about default property assignment in ResourceNetworkInspector
  • Fix a BP compile warning about default variable value in BP_Sign_Base
  • Increased Beast scanner trace distance from 10m to 100m
  • Commit skeleton fix for Tonic visibility change
  • Fixing issue where charater flags where being retrieved without an active player state when attempting the character flag to account flag conversion when logging into the game
  • Fixing issue where the character flag conversion whas not passing through the player state correctly
  • Buffs to Ghillie and Hunter Armors with reguards to the Forest and Swamp Biomes (Set Bonuses)
  • Adding small movement speed buffs to Ghillie and Hunters Armor Boots while in forest or swamp
  • Adding missing Biome Related base Stats (Volcanic, Swamp - OxygenConsumption, WaterConsumption, FoodConsumpton, ThreatModifier and MovementSpeed)
  • Added a stat to resist the swamp parasites debuff
  • Fixing Workshop item inhalers which where referencing old meta currency
  • Adding Drinks their own icons & name while looking at the blueprint recipe preview
  • Updated meshes and textures for Rabbit, including carcass
  • Preventing the Blueprint Recipe Checks from trying to access outside their bounds
  • Fixing Armor Set Bonuses Stat Display as they where wrapping a lot earlier than intended making them very hard to read
  • Fixing Alignment on the Recipe count on the Blueprint Talent so it lines up nicely with the edge
  • Enabled DF on Megatree meshes to improve distant shadowing visuals. Fixed LOD screensize settings on Trunk
  • Portable generator - Fixed LOD screen size values for LOD2-4
  • Added custom LODs to portable generator mesh
  • Potential fix for intermittent FLOD Flammable FISM async race condition crash
  • Misc asset fixes, made crevasse LOD mat not blue, increased DF quality on Bunk Bed, add small default white texture. Delete obsolete buffalo trophy mesh
  • Added DM for portable generator at correct scale and implemented in BP
  • Fixed issue with the Bait BP as it was still referencing a character flag
  • Fixing issue where resources required for recipes where showing as copper ore
  • Added connections for reoganized blueprints so they appear connected to the blueprint tree bench they're crafted at. Slightly shifted blueprints so items are grouped with similar unlocks
  • Fixed issue with new Talent Widgets that caused 'Mission is Currently Locked' tooltips from persisting incorrectly
  • Fixing socket that was moved incorrectly causing the sledgehammer in third person to be held wrong
  • Add a missions unavailable button that shows after the mission communicator is opened, reminding players they can't accept missions and giving them the ability to reopen the error mesesage UI
  • Collapsing the new upgrade and buttons related to great hunts on the communicator UI
  • Fixing issues with the character flag and account swap over - character flags now grant ALL new account flags associated with the old ones
  • Added missing target dummy blueprint to the T2 tech tree and adjusted recipe to be crafted at the carpentry bench
  • Shifted logic for calculating recipe count to native code
  • Fixed bug with new RecipeCount UMGs that was causing main menu to lag significantly after selecting character
  • Fix BEAST not appearing as meta item

[/expand]


Future Content
[expand]
  • GH Mission Commuicator Rework - All GH Device Functionality has been put into the the C0NT4CT Device
  • GH Device is removed from the talent tree, the radio has been removed from the talent tree and they are no longer craftable
  • Adding +2 Character Talents for completion of Great hunts
  • Rework of Mission / Great Hunt UI for consistency
  • Added ITM_Giant_Cat_Lure
  • Adding Workshop Splint which heals broken legs and provides protection for 5 mins, as well as a small fall damage reduction for great hunts
  • Small Bags can no longer hoild utility items
  • Fixing Scorpion Armor Set not being bound to the new blueprint correctly
  • Hitching Rope can now be crafted on character when unlocked
  • Changed some UV parameters in MI_IcePlaneBase_LitTraslucent to fix distance field artifacts
  • Adding generic impact hit to default audio axe and pickaxe events to account for instances where no PM is set but you are still hitting something
  • Add extra is-valid checks to deployable rotation warning messages
  • Prevent vesper cage from being deployed without a vesper
  • Fixed deployable rotation toggle appearing on deployables that don't allow rotation
  • Added starting logic for supporting fullscreen overlay scopes on weapons
  • Sharpening up some longer dialogue events to be a little snappier to reduce wait time for dialogue
  • Updated custom LODs for DEP_Chicken_Coop_Royal and Rustic
  • Rock golem spawner - Added PM_Rock phys material override on invisible blocker
  • Updating Item Description for the small pouches so they now specify 6 slots instead of 12
  • Adding a better way of displaying item sets in blueprints, visual with recipes
  • Fixed BP_EDSCanister FX not visible
  • Vesper Cage can be crafted in GH quest, so whitelist in FieldGuide
  • Fix the build (don't check in DT with the editor open kids)
  • Further adjustments and fine tunes to bullet impact distance vs volumes to help them not be too loud at close proximity but still audible at range. Also balance to armor which was consistently too loud even at lower velocitys
  • Added various APEX destructible meshes for curved concrete BLDs
  • Fix the build (DT)
  • Ape_A: Hookup rescue dialogue line
  • Recompiled NS_LavaHunter_Flamethrower_01
  • Updating every mission complete dialogue in GH and replacing the line to mention the contact devices instead of the norex devices for better understanding for the player
  • Fixed Vesper Cage being undeployable on clients, removed right click deploy as this still showed even if it is not deployable
  • Add a hook for setting a scope overlay based on weapon stats
  • removed little flame FX on Lava Hunter weapon
  • Legendary Slug Launcher and Lava Hunter muzzle flash vfx
  • World Manager location input string now supports older XYZ string format
  • Update MissionDevice BP now that SK/SM meshes have been split. Add lighting effects to all upgrades. Fixed missing GH upgrade idle audio
  • Fixed 0 scale debug spam. Ice mammoth bat cloth affector and head blocker changed from 0 scale to 1
  • Deleted meta file from disk and obliterated the history. Added original back
  • Removed 'can affect navigation' bool from many of the blocker volumes to fix ice mammoth getting stuck in waterfall
  • Delaying dialogue after giant explosion. Bullet impact updates for turrets, volume balance pass on mammoth etc
  • more improvements and fine tunes to bullet impacts to make shooting mission items more audible with better connection to player. Also improving the range of destruction of metal deployables for better feedback
  • Separated DEP_T4_Communincation_Bench into Skeletal and Static meshes
  • Separated DEP_T2_Communication_Device into static and skeletal meshes, also updated normals
  • Updated SK_DEP_SpawnBlocker_T4 and T3
  • More scope overlay WIP
  • Update DestroyAllAI cheat to also output how many AI are being destroyed
  • Updates to spacializer settings of all weapon impacts to help better let the player know when they are hitting things like turrets etc since the player now shoots more things from a distance that don't have the hit impact notify
  • Update Great Hunt Device itemstatic to work same as other Contact device upgrade modules
  • Update collision on CONTACT device to be correct to what upgrade state its in. Fixed GHs device not having lighting setup copied over to new system
  • Fix Ice Mammoth relationship status so they are not attacked by wolves/other creatures
  • Add Great Hunt Intro dialogue to GH UI rework
  • Fixing issue where account flags where being checked before the playerstate was initialised when trying to display in the infor screen for the biolab
  • Removing individual currencies for each boss and replacing with 2 [Biomass & Licence]
  • Fixed References in various data tables to convert all biomass over to the new item (Living items, upgrades, rewards etc)
  • Setup Legendary Weapons to be purchaceable via Licences and Upgraded Via Biomass
  • Added icons to the bottom of the Exotic and Biomass items to show that they connect with the meta currency used in the biolab and workshop
  • Adding quick new icons for generic biomass and licences
  • Fixing Stat Descriptions which Still mentioned EXP-VIS and not Glaci like it should have
  • Update some strings so they make more sense in exchange contexts
  • Fixing incorrect tints and colours in the exotic exchange UI
  • Ading Tooltip to Legendary Licence purchase button
  • Showing Biomass (Green Resource) on main currecny screen
  • Adjusting all boss drops to include the general biomass now the specific ones have been removed
  • Adding Default Recipes unlocked on crafted devices when hovering over them in the tech tree
  • Adding Auto Scroll box to Elements that can have over 15 recipes or craftable elements when unlocking one tech tree blueprint
  • Updated helper function which looks up item name quickly to take seed itemable overrides into account
  • Converting planetary boss item recipes to now grant the correct biomass post conversion
  • Adding tooltips for Workshop Currencies so players can hover over and see what they are
  • Adding ability to buy a Licence for 15000 Ren (3000 Purple Exotics) - Added this widget to Biolab and Workshop
  • Removing Biomass Tag from the Biomass Item as it is no longer required
  • Fixing Currency exchange widget to allo large numbers
  • Adding Legendary Licence Rewards to the first and last missions in each Great Hunt Campaign
  • Adjusting Biomass Icon so its not so rough
  • Fix Blueprint tooltips showing armor set data on other blueprints if the armor does not fully open
  • Add dummy entries for Miasmic and Crystal missions so the string is formatted correctly for mission objectives
  • Commited missed file which was causing a build break
  • Adding Small Explosive Damage weakness to Quarrites
  • More sniper shot balances
  • IM Fight - Added debug messages in intro section to see why sometimes on steam the IM doesnt walk to its intended location before starting the fight
  • Increase number of digs on drill arrows, so they dig through thick walls (and basically destroy voxels)
  • Distance adjustments to sniper rifle for other players
  • Adding third person sniper animation and montage and data table setup. Swapping out bolt action rifle sounds for sniper rifle sounds. Adding short version of bolt in for ending of animation. Adjustments and balances
  • Fixing build - Missing JSON file
  • Adjusted the FX for Arrow Drill
  • Fixed a bug where IM could be stopped by building walls when coming to and from caves
  • Removed NPC look at angle restriction, as this is already restricted by control rig
  • Commit a file that was missed (P4V issues)
  • Small timing updates to sniper rifle additional bolt to normalize all and make more consistent
  • Adding harvest banana tree audio to BPs
  • Adding additional sniper reload bolt audio to give it a more slick feel moving slightly further away from crafted vibe. several balances for the sniper audio
  • Fix Ape_C2 boss dialogue trigger time
  • Tell player to try again if multiple people try to join an instanced level simultaneously and a blocking load is already in progress on the server
  • Added Glass Beams, Diagonal wall, and curved and angled floor pieces, with all SMs, DMs, materials and textures. Apex DM meshes still need to be created
  • IM Fight - Added a new 'mini crit' weakspot that does more than base but significantly less than regular weak spot for when IM has armor on. IM now has different crit spots for when hes got armor/armorless. Decreased fire resistance from -300% to -500%. Increased Head Crit spot to more fully encapsulate his head. Added floating number colour/icon to new crit spot
  • Ensure EDS Aerosol effect triggers during quest correctly. Disable rotation on aerosol deployable
  • Adding potential legendary bow audio and event
  • Resubmit communicator file for great hunt dialogue change
  • Add infant ape breath animation and allow left click stasis bagging
  • Update Great Hunt intro dialogue to play once per character
  • volume pass on baby ape
  • Small volume balance of sniper bolts in and out
  • Update drill arrow FX to distinguish small and large voxels, removed unused particle
  • Adding bullet in event for sniper rifle, lengthening all bolt in and out events and volume adjustments, adding additional sinper tail layer and volume tweaks and fine tunes. Adding data table setup
  • Removing Explosive Weakness from Dens / Spawners
  • Fixing the Build Issue with D_FactionMissions
  • Reworking hittable mission spawner logic so that spawners take damage from pickaxes and explosive damage (via projectiles)
  • RG_A - Adding Spawn Blocker at quest location so natural spawns don't occur
  • RG_A - Adding new Quest Steps to Frame whats going on in the Mission
  • RG_A - Changed so there are no Golems on enter, one will spawn in front of the player, then others spawn surrounding in different locations
  • RG_A - Reduced Multiplayer scaling so there are less creatures to fight the very first time you encounter them
  • RG_A - Ambient Golems will now find and attack you after spawned rather than wander around out of the quest area
  • RG_A - Rewording Objectives and Helper text so its spread out and is only relevant for the current step
  • Fixing Widget Display in the Biolab
  • Removing Licence purchase from the workshop and kept in the biolab
  • Adding Mesh Setup for Legendary Sniper Rifle
  • Adjusting Stats on the Sand Armor so it now becomes a desert and volcanic survival armor focused on heat resistance, exposure and water retention
  • Dusty Miner Item, Blueprint, Stats, Recipes and Talent Lock all Setup
  • Adding Arctic Survival Armor DT Setup, Stats, Blueprint Recipes and locked so it required completion of an Rimetusk Campaign mission to unlock - Ready for 3D when the art is committed
  • Added Sand Armor & Backpack mission lock so it requires completion of an Garganutan mission to unlock
  • Adding Legendary Sniper and Bow Items and Brief setup, requires meshes to be added to DT and will just work, also added placeholder alterations which can be adjusted when design is done
  • Fixed GFur toggle cheat not being set to 'checked' by default, causing it to require being toggled twice to take effect
  • Improved drill arrow FX and applied BP_Payload_Arrow_Drill on D_Ballistics
  • Adding greatly improved bullet impact flesh sound to help better notify the player that they have been hit by a turrets bullet
  • Added first pass legendary sniper rifle art assets
  • Adding new dialogue line to play when you first find the ape baby. Adding audio, event, dialogue table entry and quest entry. Ready for test
  • Updating all dialogue lines in the dialogue table to mention Your next contract can be found on your chosen C0NT4CT Device instead of the norex device to match the updated audio
  • Fixing audio location for the reserach crate so when you pick it up it doesn't feel like the sound plays from the right hand side
  • BP_Mission_Ape_Desert - tweaked blood decal placement to reduce unwanted spillover
  • Ice Mammoth Fight - Added a 1:45 timer to the bosses armorless phase. When 'charging' the boss will run to player then start it to fix a bug where if they were too far it wouldnt charge and then consume one of the 1 loops making the armorless phase shorter
  • Adding upgrade connect audio to the GH communicator event since it is now an upgrade not just a standard deployable
  • Ice Mammoth Fight - Added max amount of armor charges (currently set to 2 refreshes)
  • Increase radius on Ape_C2 quest from 30m to 50m when counting creatures killed
  • Adding baby ape wounded audio, event and BP entry
  • Adding unique audio, event and BP imp for when searching a dead ape so its different from searching a dead NPC
  • Adding Sand Armor Icons, Blueprint Talent, Stats and Recipes
  • Adding Norex Boss Upgrade Recipe - as it was accidently removed
  • Fixed Cooking Bench Blueprint as it wasn't attached to the crafting bench like it should have been
  • Added a Number on the Blueprints in the Tech Tree to show how many recipes you unlock when you gain the talent
  • Great Hunt Devices / Crafting Tables can not longer be created - if any have been placed they are replaced with upgraded contact devices
  • Incorperating All Great Hunt Blueprints into the T2/3/4 tech trees
  • Adjusted GH Item Recipes to Fit Tier
  • Removing Great Hunt Device Crafting Recipe Set
  • Converting Armor Blueprints to be single blueprints instead of the 5 seperate ones
  • IM Arena - Removed collision between the IM and the waterfall ice on off chance he runs into it. Lowered blocks of ice that are protruding from the ground to prevent boss getting stuck. Removed bloat from 'find closest location' task to try prevent IM from immediately attacking player from inside the waterfall instead of walking to his set position
  • wip on improving arrow drill FX
  • Adding sniper rifle bolt out and bolt in audio, events and duplicates of animation and animation montage for use within Sniper rifle when its in
  • Adding distant sniper rifle layer and blending with close layer for realism. Removing previous mid layer which was using bolt action audio. Fine tunes and balances for first person, third and other players
  • Update mutually exclusive talent icons to have up arrows and fix a case in the Ape talent tree that wasn't showing correct talent arrows
  • Added remaining APEX destructible meshes for curved concrete BLDs
  • Adding sniper rifle audio. Close gun shot and gun tail. Data table setup and adding it to dev scoped rifle for now for testing until real gun is in
  • Biolab Inventory - Removed audio repeating when scrolling over selected item. Anim doesnt replay when reclicking on selected item
  • Fixed a few typos
  • Simplify T4 Spawn Blocker glass emissive to be static. Add light. Toggle between states. Add additional gating logic for resource network. Fix physical material to be glass. Tweaked visuals on both materials
  • Updated Great Hunt intro audio to play locally only
  • Adjusting Sandworm Gear Crafting location to be on the anvil and not the crafting bench

[/expand]



Icarus Week 183 Update | Map Fixes + Great Hunts Update

Welcome to week 183.

This week, we’re doing a large pass on all three maps, cleaning up over 2 million instances of inaccessible and buried foliage and voxels, and as a result, making small performance improvements.

We’ve also got an update on the progress of the Great Hunts expansion and what we’re currently working on internally to get it ready for release.

Finally, we’ve got some information on next week's update and what you can expect.

Notable Improvements:
  • Improved creature hitbox accuracy
  • Fixing issue where on reloading some quest objectives where not collapsing like they should
  • Fixed Hammerhead Slug duplicating itself at 0hp and cause repeated VFX

[hr][/hr]
This Week: Map Updates


Over the last few weeks, some of our team has been undertaking a massive map clean-up, addressing a whole stack of issues reported by the community covering things like gaps between rocks/cliffs, floating objects, clipping, cave issues and more, across all three maps.

More than simply a quality pass, the tools used to cover the map with as much visual detail as we see in Icarus can often paint with quite a broad brush, meaning it can wind up placing things like foliage under the ground or in areas where they cannot be accessed or even seen. Unfortunately these still have a performance cost, so cleaning these up can be a nice win in the ongoing battle against performance bottlenecks which we try to put work into with every update.

We’ve also cleaned-up thousands of mineral voxels across all three maps that were also buried or inaccessible. Again, these should help with performance, with little to no impact on players due to them being inaccessible in the first place.

Since last week's announcement of these fixes, we’ve received and actioned more reports. We prefer to do these in bulk, as it minimizes the impact on players' existing prospects, so all of these are being collected and collated for a future date.

Please keep these reports coming - with the size of our maps, many hands make light work, and your reporting helps us cover more ground, more efficiently.

[hr][/hr]
Coming Soon: Great Hunts Release


We planned to release the DLC this week in tandem with the PC Gaming Show at Summer Games Fest. However, we’ve decided to delay this release as after lots of playing, we still weren’t entirely satisfied with the legendary weapons and rewards available.

While the missions, bosses and encounters feel fresh and interesting, the rewards you would receive didn’t meet this same level. While we hadn't announced a release date yet, we know many people are wondering how development is going and transparency is something we firmly believe in. As gamers ourselves, we know how frustrating it is when you get mixed messages from the developers of the games you love.

We don’t have a release date for Great Hunts, as we will work on the legendary weapons and rewards until they are at a level we're happy with.

We appreciate your patience and hope you understand why these tough decisions must be made.


[hr][/hr]
Next Week: Mission Reward restructure


Next week, we’re doing a pass on mission rewards, particularly how these are divided amongst prospectors, and making them account-based rather than character-based for a more seamless experience.


[hr][/hr][h2]Your support makes these updates possible.[/h2]

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

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.58.138313


[h3]Fixed[/h3]
[expand]
  • Fixed various reported world issues with Styx. General optimization and cleanup pass on foliage. Reduced total foliage instance count from 4.86 million to 4.32 million and deleted over 400 buried voxels
  • Fixed various reported world issues with Olympus. General optimization and cleanup pass on foliage. Reduced total foliage instance count from 5.61 million to 4.22 million and deleted over 2200 buried voxels
  • Fixed various reported world issues with Prometheus. General optimization and cleanup pass on foliage. Reduced total foliage instance count from 3.17 million to 2.96 million and deleted over 300 buried voxels
  • Adjust Olympus navmodifier volumes to better cover out of bounds areas that were generating navmesh
  • Fixing issue where on reloading some quest objectives where not collapsing like they should
  • General FLOD Map Cleanup on Prom Map
  • General FLOD Map Cleanup on, Red/Green Quad, Styx
  • General FLOD Map Cleanup on Oly
  • Fixed floating ores located in C9 on, Blue Quad, Styx
  • Undo generated LOD update on Chicken Coops that was supposed to be custom LODs
  • Painted landscape out on Yellow Quad, Oly
  • Exposed rock seen from crevasse fixed on Blue Quad, Prom
  • Added cave volume to C3 cave on Red Quad, Oly
  • Swapped Master Material for MI_Kit_Thatch_Foliage to correct panini issues on the Thatch building kit mesh while being held in first person
  • Replaced proper Carcass mask for the Juvinile Tusker material
  • Misc Prometheus fixes
  • Misc Styx fixes
  • Misc Olympus fixes
  • Hole in backface wall of cave in G9 on Green Quad, Prom

[/expand]

[h3]Future Content[/h3]
[expand]
  • Ape_C_Lab - removed excess lab props from tables, disconnected wind turbines, drained battery
  • Adding Rule for Capping the Populations of Rimetusks in an area at any one time, so you do get swamped by pairs
  • GH_IM - Adjusting Rimetusks AIRelationship so they are an enemy to players only
  • IM_D - Adding Extra Step to disable turrets and drone defences when entering the base
  • Adding Basic Drone Spawner Setup
  • IM_D Reducing Power Requirements / generation and power storage of the base
  • IM_C2 - Removed requirement for modified EDS ammo, quest now just requires basic EDS ammo
  • APE_C - Swapping over to use new prebuilt
  • Ape E2 - Added support tag to rocks/ape habitat to help players building their way up to the next step of the mission
  • APE_B - Fixing issue where upon reloading you could not shackle or kills would not count
  • APE_A - Shifting Collectable Note Required for Quest into a new location so it doesn't rely on the terrain to see
  • APE_A - Removing Visible Debug Red Sphere on Hyena's
  • Tweak Ape_F trigger distances and hook up dialogue
  • Add IM_D explode audio
  • Add Ape_F and Ape_C mission categorizations
  • Ape C Lab - fixed typos and tweaked wording of various signs
  • Ape A Base - moved AC units into enclosure to fix sheltered status
  • Ape_C: Fix lab poster text
  • Adjustments to dialogue lines. reduction to footstep scans for apes to reduce unnecessary footstep checks. Removing profilings
  • Added Landmine_Enemy that auto sets itself to the final state (1 sec explode)
  • Small spacializer setting updates to the ape mission explosive. Delaying dialouge by 1 more second to allow for explosion tail to play
  • GH_Ape_E2 - added juvie ape corpses, bones, blood decals
  • Adjustments to occlusion settings and various mix tweaks for caged ape etc
  • Dialogue delay adjustments to better fit within mission ape C
  • Drone pass, adjustments and fine tunes
  • Dialogue volume pass. Reduced volume of new dialogue lines that were louder than previous ones
  • Adjusted collision on the large lab poster to fit the new larger size
  • Extended backing board asset for the APE_C mission to accommodate the larger widget size
  • Removing unused dialogue function from BPQ that possibly caused double up of dialogue line to play
  • IM_D2 - Turning off AI target on world spawners and hub so creatures don't kill them accidently completing the mission
  • IM_A2 - Cleaning up Enzyme Dispersal Devices as this can cause issues in future quests
  • IM_B - Fixing Prebuilt Structure File Name
  • GH_APE - Adjusting GH Mission Names
  • APE_G - Increased base level of boss, gave it extra health and physical resistance
  • APE_E2 - Adding Extra Spawner and forcing spawn when player enters travel area
  • APE_E2 - Hunt count will not count apes until you have reached the enclave
  • APE_B - The enclave trave quest step now only triggers when in the enclave
  • APE_F - Lower Required Grenade Kill Count
  • APE_F - Only 1 Poison Sample Will Appear Per Lair now as opposed to 2
  • APE_F - Removed Max Spawn (not concurrent spawn) to Poison Ape Lairs
  • APE_E2 - Upped number of Creatures and added additional stats to Epic Creatures
  • APE_E2 - Upped the Level of the Cougar and Scorpions
  • APE_E2 - Adjusted the map markers for the spawners
  • APE_E2 - Fixing Progression blocking step n campaign
  • RG_B - Added 2 more objectives with subobjectives that make you search other mining caves in the area
  • RG_B - Tidy of Quest Markers in the world so they can easily be found an accessed
  • RG_B - Cave1 now requires a caveworm fight
  • RG_B - Cave2 now requires Quarrite fight and Salvaging Gear
  • RG_B - Cave3 now requires a caveworm fight & Landshark Fight
  • RG_B - Eliminate Objectives have been compressed into one objective (Caveworms+1, Adolencent Caveworms +3)
  • Quest Info now uses a rick text box and can colour text if required
  • Increased Durability for Mining Prop Assets
  • APE_C - Small Adjustment so new 'find' step is done prior to the setup equipment step
  • APE_C Fixing issue where the surgical sets would spawn scalpels in the inventory at incorrect times (not during the mission)
  • APE_C - Adjusting prebuilt to shift lab poster, remove scalpels, and slight adjustments to dressing
  • Adjusting Lab Poster as it was missing a procedure step
  • Swapping Over Prebuilt
  • RG_D2 - Swapping over prebuilt structure
  • RG_C - Swapping Over Prebuilt
  • RG_A - Swapping over prebuilt structure
  • Adding Propaganda signs / defaced
  • APE_O1 - Removing Frostbite from NPC as it is not required
  • Added Ramp_Diagonal_Glass and Ramp_Diagonal_Glass, with all SMs, DMs, materials and textures
  • Glass shader update for jam jar, beer bottle and centrifuge
  • Adjusted spawn for the Slug Launcher FX
  • Slightly dropped the health and max drones for GH_IM_D after another play through
  • Added destructible meshes for IM_Cage glass and base meshes
  • Tweaks for the drones spawned in GH_IM_D mission
  • Volume tweak and rock fall addition to mission explosion. Big volume pass over all apes to make them more subtle in world and slightly less intense. Spacializer distance adjustments for more subtlety. Removing over here from prospector for now
  • Fixed a few typos across GH text
  • Adding unique explosion for ape O1 mission to sound more intense
  • Hookup Ape_C dialogue triggers, split out blue text into new quest step to find storage room
  • GH Device - In world screens now correctly show which bosses are up
  • First pass polish on GH_Ape_E2 (BP_Mission_Ape_Desert)
  • Added the lab instruction poster backing boards to their BPs
  • Optimized shrund collision
  • Adding burner specific mission audio
  • Added backing board art asset for the instruction boards in APE_C mission. Updated the BPs with the new assets
  • Updating ape B mission dialogue opening line. Adjusted the juvi ape health scaling as per request
  • Various tweaks for mission ECHO scanner
  • Removing healed audio for zoo researcher 2 so important mission dialogue plays and the dialogue always makes sense. Fixing ape body added to mission bench
  • Removing logic in Ape slot bench that was causing the audio to play but the proxy ape to not show
  • A few volume adjustments for NPC lines
  • Added a defaced veriant of the propoganda signs' material to the project
  • Adding audio for when ape is put on examination table
  • Removing bat sounds from infant ape. Adjustments to juvi ape death audio
  • Fixed issue in APE_D2 Ethics, where swarms were too fast pasced for a player carrying a bag. Increased timer from 30 to 120, and forced a first spawn
  • fixed missing paragraph in GH dialogue
  • Fixed issue where blackmarket quest optional hunt subobjective could keep sending apes forever
  • Fix particle system isn't replicating on clients for drill arrows
  • Fiexed a few typos in the ape campaign
  • Added additional GH lines for context
  • Balance tweaks for GH_IM_Ape_E mission
  • Adding unique animation for the vesper in teh cage so I can have specific audio on it that doesnt just sound like looping wings
  • Commit missing ice mammoth spawn change
  • Fix Snow Viscid dens not spawning when the player has the appropriate world stat (was spawning just a single viscid instead)
  • Diabled Ice Mammoth den spawning, as it is not setup to spawn as a den and normal spawns now spawn as world spawns
  • Fix consistency in stat names 'critical damage' vs 'weak point'
  • Setup Ape_C2 dialogue and mission types
  • fixed projectile FX for legendary lava hunter and slug launcher
  • Ape_E: Ensure both Swarm components are using best 25% setting, not just the '_Local' one
  • Balance pass of various in game item reverb sends to stop overly aggressive reverb tails
  • Fixed issue in APE_C2 where Prime might not properly leave at 75% health, because sonic beacon was deactivated
  • in APE_C2 made all parts of bosses and prime sections not dependant on state of the sonic device
  • in APE_C2 decreased Prime wait timer from 180 seconds to 60
  • in APE_C2 lorified Elite and Prime Text
  • in APE_C2 Slightly changed Primes combat text to imply you wont fully have to kill him, and changed health requirement from 50% to 66%
  • Reduce levels of 'Extra' Ape spawns on Ape_B mission from 50-100 to 10-40 to match the Den spawns for the Easy area
  • Added dirt backfaces to T3 crop plot for when you can see the underside through glass floors (SM_DEP_CropPlot_T3_SML)
  • Setup Ape_E2 dialogue and categorizations
  • Add critical hit areas to little Apes
  • Ape_D2 setup dialogue and mission types
  • IM_D3 change luriform hint text to cull quest step
  • GH UI - Fixed incorrect row on hammerhead slug to show slug launcher when clicked
  • Added SM_MTK_Drone_Spawner
  • Adding audio for the vesper cage mission. Adjusted dialogue delay so it doesnt interrupt mission. Adding add virus and opening cage animation correctly and adding release vesper audio cue
  • Removed GFur from Juvie Ape + Corpse for perf/crash reasons
  • Setup Ape_D audio and mission types, setup remaining boss mission types on final missions
  • Updating dialogue lines and splitting some lines as per requests. Adding generic mission complete event
  • Fix drill arrow audio position (again, for real)
  • Tweaked glass shader and fixed material swap setup on metal lamp asset. Tweaked Lighting slightly. Added NormalTilingMulti functionality to Glass shader
  • Purchasing a legendary weapon now correctly opens that weapon customization in the UI
  • Fix drill arrow audio position (again)
  • Hookup Ape_O1 dialogue and mission types
  • Removed invalid internal note from ape head loot
  • Adding more drill arrow sounds. Drilling fly sound and idle sound
  • Added meshes from GH_APE_E2_Camp to STYX, painted grass and foliage (yellow quad)
  • Change Mega Tree Versions on Styx
  • Update IM great hunt prospect select images
  • GH Ape_B - Fixed killing the boss not completing quest step
  • Added NoFoliage variant prefab of Megatree_001_V2
  • Added QM_GH_Ape_D2 as meshes to Styx
  • Removed GFur from additional Ape corpse BPs. Fixed blood decal on 03
  • Pedantically straighen up some BP lines
  • Fixing eds canister auto activating FX and also not being able to be deployed due to placement adjustment
  • Wire destructable meshes for glass globe in GH_IM_D mission
  • GH HEAL Device - Implemented Vesper Paperdoll
  • Adding all GH dialogue redos, audio and event additions
  • Detail pass and custom LODs for SM_MTK_Drone_Spawner
  • Update Drill Arrow to use new mesh. Add SKItem BP with animation hooked up. Add BallisticPA. Optimized textures
  • Added QM_GH_Ape_B_Refugey as meshes to Styx
  • Added Wall_Diagonal_Solid_Glass, including all SMs, DMs, materials and textures
  • Polish pass on the mining set dressing assets
  • GH IM_C2 - Changed text to show 'fully' powered as the issue was power not being 100% and unclear wording
  • Added Vesper Paperdoll
  • Fix an issue with the chance to immobilise stat was being counted twice in some cases
  • Adjusting cannister to not deploy half in the ground for better visibility within the mission
  • Changed Posters for APE_C Compliance Mission to use a standard widget material insteal of a non lit one
  • Changed a string in quest table that still implied you needed to fully kill prime in APE_C2
  • Updated four set dressing corkboards with edited images from Concept
  • Adding cave bat caged processed audio to sell the moment. Caged wings and caved vocals
  • Added Wall_Angle_Curved_Glass, with Left, Right, and Inverted variants, including all SMs, DMs, materials and textures
  • RG_B - Adjustments to timing and location of Caveworm & Shark Spawning
  • RG_B - Fixed Caveworms spawning on top of each other
  • RG_B - Fixing timing issue and landshark placement issue
  • Adding Drone Spawner Mesh to BP
  • Added ITM_Giant_Cat_Stealth_Tonic
  • Adjusting Wolf World Boss Location so its not on ring lake anymore
  • Adding Explicit Steps for the player so they have to prepare a spline tool and power generation before heading out to power the sonic device
  • IM_A2 - Adding Platforms for both Enzyme Propagation Units
  • APE_A - 004 now swaps to a world object, plays an animation and then is lootable for the biochip and sonic device
  • Cleaned up Epic Creature, AI Setup and Juvenile Character BP's for Apes
  • IM_C - Fixing Blocker in quest which was not counting up kills correctly
  • Growth Enzyme now also highlights creatures
  • Added ITM_Giant_Cat_Tail_Chunk
  • APE_B - Boss now takes no damage
  • IM_O1 / APE_D2 - Full stasis bags no longer decay and will show a map icon when dropped
  • Added ITM_Giant_Cat_Whiskers
  • Added ARR_Drill_Heavy with animations
  • IM_D - Enemy Landmines are now present
  • IM_A - Enemy Landmines are now present
  • Stasis Bags and digested enzymes now have a much bigger decay timer 30mins
  • IM_B - The enzymes now drop throughout the entire quest not just on the hunt step
  • Added mesh masks and detail normals to the mining props to make them look better. I will work on them a bit more tomorrow
  • Adding unique deploy audio for spikes so they dont occlude themselves leaving the sound feeling weird. Putting a cooldown on creature damage from spikes so its a bit more sane and less distracting
  • Updates to the medical cabinet using unique audio events, updates to drill arrow loop to go over whole animation and spacializer adjustments
  • Hole in backface wall of cave in G9 on Green Quad, Prom
  • IM_D_base - removed hatch and ladder that were underneath drone spawner
  • Fixed mega tree material in BP_Ape_Cage
  • Added SM_IM_D_Rubble_01-06
  • Adding alternate icemam opt2 4 dialogue line. Adding gauntlet shield deploy and loop event. Adding aerosol disperser world explosion electric spark to better match the visuals and help indicate the player where to go
  • Adding wall mounted hitching post variation
  • Adding Small Pouches with 6 inventory slots that can be cafted on the armor bench - T2
  • APE_E2 - Removing Meshes from Spawned in BP as its not longer required as the changes have been made to the map
  • APE_D2 - Removing Spawning of Ape Camp as its no longer requred as the changes have been made on the map
  • APE_B - Removing Spawning of Ape Refuge as its no longer requred as the changes have been made on the map
  • Fixing issue with Firing the events for scanning creatures so they can be listened to by quests
  • The Drone now can display its name correctly
  • Updating BEAST Device so it works on clients - small feedback tweaks to UI
  • Reverting my change to utf-BOM as all other game.po files. Unsure how to fix the utf+w reporting in Perforce
  • Fixing BOM to text
  • Replacing the corrupted files for es-419 and fr-FR
  • Updated Idle animation for ARR_Drill_Heavy
  • Updated material asignment for SK_BOW_Crossbow_Sandworm_ARM_Std
  • Slug launcher muzzle flash vfx
  • Adjust Ape_A dialogue trigger for AGENT's barbaric remark
  • Adjustments to Ape_O1 dialogue
  • Decrease Bat damage from 50-150 to 35-70
  • Vesper cage now only plays vesper audio when there is a vesper inside
  • Resave Ape_E dialogue trigger
  • Added some extra AGENT lines for use in APE chain
  • Whitelist battered centrifuge, flasks and microscope in FieldGuide as players have the option to craft these items in some GH quests
  • Added new Handler lines to GH IM and Ape chains for context
  • Fix some Ape dialogue setups to prevent dialogue clipping
  • Dialogue timing fine tune
  • Adding a few more small dialogue delays and increasing distance of spark explosion to help with mission locating smoke machines
  • Drill Arrow - Fixed bug where if you charged then swapped weapon it wouldnt do its fast spin until you fired one arrow
  • Fixed trigger for Ape_A dialogue
  • Fixed categorizations and tech requirements on IM great hunt tree
  • Enabled ledge meshes in BP_IceSlug_Spawner with new 'SnowIce' variant material
  • Adding a few dialogue delays to help with mission timing. Also replacing one line that felt like the delivery was too harsh before
  • OLY: Remove collisionless rock and some other buried foliage from Developer Blue level
  • Styx, yellow quad - minor foliage and decal pass around Ape_E2 areas
  • Reduced height of enzyme disperser hub tooltip
  • Reduced Luriform Serum timer to 10m from 20m, allowed removal by click and slightly reduced cost (2 synthetic enzyme instead of 3)
  • Adding fast spinning drill audio for when its aimed
  • Various tooling updates
  • Modified LandingPad Decals B textures, added decal details to Drone spawner
  • Drill arrow now switches between idle and fire animations based on bow being charged
  • Hide reload for legendary Rock Golem Gauntlets
  • Fix no settle explosion on clients for GH mission drones
  • Removing unused spawner loop audio component from drone spawner
  • Adding drone spawn audio. Replicating to clients
  • Add more rubble for GH_IM_D mission post explosion
  • Add additional Worldspace emitter for NS_SmokeDrop so that character movement is represented on the attached effect
  • Cleaned up Dropships, pods, deep ore and added BP_Mission_Ape_B_Base as meshes on Green Quad, Styx
  • Update tech level recommendations to ape missions

[/expand]

Icarus Week 182 Update | New 12-gauge CHAC ‘Boomstick’ Shotgun

This week, we’re adding the new CHAC ‘Boomstick’ Shotgun - a 12-gauge with a heck of a punch.

We’re also adding new 12-gauge CHAC shells, which can be bought along with the shotgun in the Orbital Workshop.


[hr][/hr]
This Week: CHAC Shotgun & Workshop Ammo


The new CHAC ‘Boomstick’ Shotgun is a 12-gauge, heavy-hitting single-barrel designed to punch a hole through any swarm you face.

This can be paired with the new 12-gauge CHAC shells, which come in a box of 25, bought from the Orbital Workshop. This follows the system from introduced when we reworked our ammunition options in Week 173, which aimed to more clearly pair weapons and their ammo.

This new weapon requires you to have the CHAC Pistol unlocked in the Orbital Workshop's firearms tree, as it is part of the same family.

Compared to the other shotguns in-game, the CHAC leads the pack in projectile damage and critical damage delivered. If you struggle with aiming from anywhere past point blank, this might be the weapon for you.


[hr][/hr]
Next Week: Map Updates


Next week, we’re giving all three maps—Olympus, Styx, and Prometheus—a quality pass and looking to fix gaps in terrain, floating rocks, foliage issues, bad landscape seams, and more.

In addition there are some terrain changes coming with Styx - around the Ring Lake, South Eastern Desert and a high plateau in the middle of the styx river. Just some small hints at some new areas used during the great hunts campaigns.

This update to the maps will cause foliage to regenerate (plants and trees), so you may have to do a little landscaping and maintenance around your bases to clear these out.


[hr][/hr][h2]Your support makes these updates possible.[/h2]

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

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.57.137721


[h3]New Content[/h3]
[expand]
  • Updated muzzle flash VFX for CHAC pistol, rifle and shotgun
  • Fixing CHAC Shotgun Unlock
  • Unlocking CHAC Shotgun in the Workshop
  • Updated SK_GUN_Shotgun_CHAC to include shotgun shell
  • Adding CHAC Shell Ammo and Box purchaseable from the workshop
  • Renaming Pistol 'Jacketed' ammo to be Pistol CHAC ammo

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fixed young coconut seed extraction using mid coconut
  • Fixed tag on control widgets so food now shows that it can be fed to mounts with right click
  • Fixed issue where armour bar wasn't initialising correctly on NPCs
  • Fixed issue with BP_Enzyme_Disperser_World (and other actors that subclass BP_Deployable_ManualToggle_Base) where client was incorrectly overriding active state on BeginPlay, causing various effects to not play
  • Potential fix for intermittent PhysX crash relating to fortifications
  • Updated LODs for Chicken Coops
  • BEAST scanner: Fixed screen widget alignment due to incorrect specified size on component.
  • Increased scan time from 2s to 5s.
  • Increase scan radius from 20m to 50m.
  • Fixed results coming through immediately instead of waiting for timer.
  • Added additional Right Click functionality to manually target creatures up to 100m away for a short period of time.
  • Update FocusItemInfo for additional input info

[/expand]

[h3]Future Content[/h3]
[expand]
  • Adjustments to NPC dialogue volumes and spacial
  • npc dialogue spacial adjustments. Also adding flys buzzing to ape experiment in the middle of the desert for better audible cue of location
  • APE_F - Adjusting Mission Difficulty and required tech level
  • APE_F - Adjusting Lair Destruction quest step to mention that pickaxes are required
  • APE_F - Fixing issue where ape gas lairs where automatically playing their close animation instead of when destroyed
  • APE_F - Adding Prepare Steps so you have to craft a flamethrower, medicine and grenades
  • APE_F - Adding Testing Steps to frame quest and require kills with fire and explosive
  • APE_F - Adding Collect / Deliver Steps to Collect Poison Lair Samples and Deliver them to Retrieval pod
  • Adjustments to dialogue lines as per notes
  • APE_C2 - Quick Implementation, players need to now build a fortification to draw in and trap the Experiment 001, Build a fortification, place the sonic device and activate, kill waves of creatures and epic creatures
  • APE_C - Adjusting Difficulty and Required Tech Level
  • APE_C - fixing Heated Lysate Name
  • APE_C - DNA samples during minigame all go into the hotbar so its easier to do the procedure
  • APE_C - Heated Lysate Now has the correct item icon
  • APE_C - Adjusted quest text to mention powering and recharging a battery
  • APE_C - Updating Base with Parts for a solar panel, another broken wind turbine and fixed the power network
  • IM_D base - added pipes and base meshes to BP_IM_Cage, slightly adjusted scale and position of rimetusk and viscid cages
  • Add IM_C and IM_O2 dialogue and mission types
  • Fixed outcomes for mission locks showing on missions after choice nodes were selected
  • GH_IM_O1 mammoth now has greatly increased perception speed and range
  • Numerous deployable DF, LOD and collision fixes
  • Various material. texture, LOD, collision, and collection updates to the set dressing props used in the Great Hunts missions
  • Setup dialogue and mission typing for IM A, A2 and O1
  • Add additional mission type rows
  • Fix mammoth despawn on IM_O1 completion
  • Fixed issue where RGG projectile upgrade was colliding with player upon firing
  • Added surgical props to Dissected viscid carcass BP
  • Reduced attacking movement speed of Ape_B's juvenile garganutan ape
  • IM_D_Base - swapped signs, minor polish
  • IM_B_Outpost - removed stray beam, added additional props, T3 pistol and fishing rod added to dead guy's inventory
  • Did a pass on Juvenile Garganutan for Ape_B's animations, movement speed, character BP to remove foot slidling and reduce clipping issues
  • IM_A_Base - additional props and polish
  • Fix the build
  • Adding primal ape scream event for different ape. Adjustments to NPC lines, adjusting audio placement of cooler, adjusting spacializer settings of cooler and distance EQ
  • GH Den Spawners are now lootable containers once destroyed
  • Parameterise health bar view distance for epic creatures
  • Added missing quest file from last commit
  • APE_O1 - Adding Quest Steps and Basic Setup
  • Added surgical pin SM. Updated dissected slug BP with the surgical pin. Updated slug dissection mesh and texture to reflect the pins that were added
  • Adding ape primal vocalisation attack event and vocalisation data table entry
  • Added PRP_Mining_Tipper_v2 and PRP_Mining_Tracks_1 and 2
  • Updated BP_Mission_Burner VFX and bunsen burner mesh
  • Update Chemistry Bench glass material
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Adding sound for when using a scalpel in a mission. Also updating mission items to use correct audio row
  • GH_RG_A_MiningOutpost - removed perimeter walls, rewired electrical grid, added signs
  • GH_IM_D Base - added pipe props
  • GH_APE_A Base - pipe props and light placement
  • Adding missing GH agent line into event
  • Fixed a number of typos in item text and quest text
  • Updated the ice slug carcass textures to include a layer of frost
  • Added Bunsen Burner asset, including BP
  • Added dialogue and subtitles for additional ape AGENT lines
  • Adding ape juvi garganutan events and audio to play correct boss sounds on the spawned boss
  • Hooked up dialogue and mission type for IM_C2 and IM_D2
  • Fixed cleanup on IM_D2
  • Fixed progression percentage resetting on IM_D2
  • Fixing apes not playing combat music. Also adjusting some notifier cues since the combat has been adjusted
  • Adding ape Juvi Gargan Ai setup to have correct boss row to play correct combat music
  • Updated slug physics asset to make the ragdoll less extreme. Updated LODs on slug skeletal meshs. Updated physical material on the snow slug carcass material
  • Adding all new agent lines for Ape mission chain. Audio and events setup
  • Adjusted collision on Medical Trolly props to allow for placement of props on surfaces
  • Added prop Mining assets, Drill, Drill_Head, Drill_Leg, Drill _Leg piece, Rails x 4, Rail cart and Crusher
  • APE_G - Fixing issue where the Boss ape would not Attack you
  • APE_G - Adjusting Boss name to Engorged Garganutan
  • GH_APE - Adding new Ape Setup so that we can force apes to ignore the neutrality flag gained from APE_C if needed
  • APE_G - Adding Ape Lairs to quest location nearby
  • APE_G - Shifting Approch Cage Quest Marker as it wasn't triggering correctly
  • APE_E2 - Tweaking Quest Objective to meantion 'else' rather than implying yourself
  • APE_G - Removing Outcome from Ape Escape Mission as it is not needed
  • GH_APE - Swapped String Troop and Ape Escape locations in Campaign
  • Ape_E3 - Druing Rack no longer requires shelter to register as being place down
  • Ape_C - Adding new Notes for the Quest
  • APE_C - Adding new Notes to the Prebuilt Structure and Adding a few additional items
  • Adding Clipboard Collectable note BP
  • Ape_C - All Equipment Requried for the Lab can now be crafted during the quest if players lose any equipment
  • Ape_C - Adding 2 Lair Spawners and 1 Manual Spawner Near the Lab
  • Ape_C - Fixing Objective that was using incorrect markup for the map key-bind
  • Ape_C - Randomised Order of Deployment Equipment in the lab as it was inadventantly the order you needed to interact with the items to complete the mission - we want people to figure it out
  • Ape_C - Removed Steps for Uplink as it is not really required
  • Ape_C - Adjusted Ordering so you travel to the lab first and setup the lab before requiring to find an ape vestige
  • Ape_B - Morris now stops recording and will clear themselves up after 300s
  • Ape_B - Added delay to quest end so morris can say their piece
  • Ape_B - Removed mission complete dialogue as it was talking about the old mission b which was combined into a
  • Ape_B - Prime now stops following players when the leave the refuge and returns inside
  • Ape_B - Increased the Experiment 005's teather distance as it was too short
  • APE_B - Fixing Morris Audio so it plays when you return to them in the final step and not beforehand
  • APE_B - Vestiage Step Removed as it was overkill for the quest
  • APE_B - Remove audio line which should be reused for previous quest instead after swap combined ape_a & b
  • APE_B - Shifting Experiment 005 Spawn Location as it was in a rock
  • APE_B - Scaling Experiment 005 Boss by Number of Players
  • APE_A - Adjust Quest objective to mention crafting a HEAL Device in case players cannot find one, also grant the flag to unlock the HEAL Device
  • Added PRP_Cart_Mining
  • GH_APE - Adjusted Last Quest Step to be going back to Morries
  • GH_APE - Quick pass on Ape Campaign, mission difficutly, required tech level and propect descriptions
  • APE_O1 - Adjusting quest step to specify that you need to get clear of the explosion
  • APE_O1 - Quest Implementation, Quest involves finiding Morris, Crafting Explosives, Placeing them down and watching the explosion
  • APE_O1 - Adding Additon to Morris Outpost which includes and area for crafting explosives
  • Adding Loot to Various GH Spawners
  • APE_F - Adjusting ape spawners to look for a session flag to grant Poison Lair Samples for this mission
  • IM_B - Swapping Outpost out with new version
  • Adjusted the Juvenile Ape attack montage section start times to reduce the delay in between them reaching their target and actually dealing damage
  • Glass shader update for flask assets
  • Added new mission type icons
  • Reimported drill legs and heads with updated pivots
  • Adding mining Props and Assets
  • Stop creatures from spawning inside deployables (on top of pillars) for the Ice Mammoth 'IM_D2 Prevention' mission
  • Added FTs, DMs, BPs and Data Table entries for HRB_Banana wild variants
  • GH Ape_E2 - Increased tether range for scorpions and cougars
  • IM_Final resave travel quest step
  • IM_D added categorization
  • IM_Final added categorization and update map icon/echo quest step to use rimetusk icon and appear on map after you have discovered the den
  • GH_Ape_E2 - Increased teather range on the apes to fix them reseting when youre fairly close to the den
  • GH_RG_A_MiningOutpost - added mining carts and tracks
  • Fix IM_O3 not dropping biotags correctly, add dev warning when trying to add an item that has 0 size stack
  • Update dialogue and quest types for IM_O3
  • Fix IM_D2 cleanup
  • Fixed drill head pivots for real this time
  • Added HRB_Banana assets for all growth stages, as well as 3 variants for individual placement in missions. These variants still need FT, BP and Data Table setup, as well as DMs
  • Update 3 map image tiles for Prometheus northern area map changes
  • Add more Ice Mammoth bodies (set dressing) for GH_IM_D Mission Beta
  • Change Icon for Aura Cold to be a snowflake
  • GH IM_A2 - Added 3 quest markers for bat nests near the viscid patrol. Reduced the wolf boss health, was 1500% bonus health now 1200%
  • Add more Ice Mammoth bodies (set dressing) for GH_IM_D Mission Gamma
  • Replaced Mission Icons
  • Ape_E shifted defense locations
  • Added Ape Medical Scanner Paperdoll
  • APE_O1 - Added Swarm component to players who are in the den area
  • APE_O1 - Apes that spawn in the den no longer abide by the passive world stat
  • APE_F - All AI Spawners will now agro on the person that attacked then den when it is attacked
  • APE_F - Gas Cloud Spawners default to spawning apes that ignore the neutral check stat, explicitly added to destory lairs in quest
  • APE_O1 - Fixed issue where the explosive was not craftable
  • APE_D2 - Killing the Mother is now a quest step
  • APE_D2 - The player who is carrying the ape will now need to fend off apes continually until the package is delivered
  • APE_D2 - Juvenile Ape now no longer requires oxygen
  • APE_D2 - Adding Stasis bag Recipe to the electric textiles bench in addition to the advanced textiles bench
  • APE_D - Adjusting Quest Objectives to give context to the mission
  • APE_D - Adding new mission step to collect ape vestiges if the player lost them from the previous mission, during the step at the specified location there will be apes to kill to collect vestiges
  • APE_D - Adding new map markers for Lairs
  • Bananas are now unlocked on completion of APE_G
  • GH_APE - Removing Terrain Autonomus Spawner as its done via spawn locatons & zones
  • GH_APE - Fixing Stat Names, World Stat Spawning and Lair Spawning for all apes over Styx
  • APE_C2 - Boss Spawners now respawn after 600 seconds and not instantly, as to not softlock quest
  • APE_C2 - If Bosses Killed Spawner for Boss Deactivates
  • APE_C2 - Adding Delay Between General Spawns -> Epic Spawns -> Boss Spawnes (120 Seconds)
  • APE_C2 - Prevented General Spawns occuring during Ape and Boss Quest Steps
  • APE_C2 - Updated Jr Ape Boss Stats to match the World Boss
  • Adding Banana Meshes to the Farming Data tables so they can grow
  • Added new DM for DCO_DeskLamp_MetalGlass
  • Updated SM_DCO_DeskLamp_MetalGlass
  • Adding Mining Cart C Prop
  • APE_G - Swapping Over Structure
  • APE_G - Removing DNT from notes
  • APE_B - Swapping over structure
  • APE_A - Swapping over Structure
  • RG_B Swapping over to use new structure
  • Adding Descriptions and Flavour text to various science props
  • Renaming EDS Ammo -> Enzymatic Mutation Ammo
  • IM_C - Adding new quest steps to give context to mission
  • IM_C - Adding new quest steps so you have to trial the Enzymatic Mutation Ammo
  • IM_C - Removing Viscid Analyze quest steps and replaced with scanning via beast device
  • IM_C - Adding Glaci Spawners and Lairs to Mission
  • IM_D - Adjusting Mission name as to not conflict with another mission in the campaign
  • IM_D - Swapping Base Prebuilt structure over
  • IM_A - Adding Galci Set Piece
  • IM_O1 - Swapping Over Research Base Prebuilt
  • GH APE - Balancing GH Ape Rewards so there is more reason to go doen the 'kill' path
  • APE_F - Adjusting Outcome to add more interesting poisionous lairs to the map
  • APE_F - Fixing Quest Objectives for testing weapons, as they where not displaying correctly
  • APE_C - Updating Lab Posters to use UDA colours, making text translateable and general widget tidy
  • APE_E2 - Shifting location of Ape Encampment to a previously unsued area
  • APE_E2 - Adding Meshes to ape encampement to accomodate new location
  • APE_E2 - making a few small switch backs and dens for epic creatures to encapsulate that batter
  • APE_E2 - Redid blood trail and updated objectives to cater for new location, also added ape carcasses
  • APE_E2 - Added new deployable for devs (dead ape) which can be placed
  • APE_D2 - Adding Logic so if you find the infant, the mother will come running and attack you if she has wandered off
  • APE_D2 - Upadating Medical Scan to include Apes
  • APE_A - Adjusting biopchip hint text so it is better to read
  • APE_A - Removed Biomass and Creature Part from Locker
  • APE_B - Slightly Adjusted Ape Refuge BP to allow for passage through the STYX Persistent Blocker Cave
  • APE_B - 005's highlightable changes pre & post shackled
  • APE_B - Changing Name from Refuge to Encalve
  • APE_B - Changing Name from Refuge to Encalve
  • Added sockets and updated animBP for LegendaryWeapon_Lavahunter_Flamethrower
  • GH Interface - When 'mission in progress' is active all other available missions have an image over them saying 'Complete or Abandon Current Mission' to show theyre not available
  • Fixed notifies on BEAST scanner and added short delay and animation for right click
  • Setup Ape_B objective text
  • Stop the Ice Mammoth From Respawning (after wandering off) for GH_IM_D mission
  • GH IM Final - Added blockers to the IM boss so you cant walk through its corpse. Also changed collisions of the mesh/capsule to match other bosses
  • Categorize Ape_A and Ape_B
  • Hookup dialogue to Ape_B
  • GH_RG_C_MiningPlatform - set dressing and polish

[/expand]