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Icarus Week 179 Update | Stone Signs and UX improvements

This week, we're introducing a new addition to the Tier 2 tech tree: Stone Signs.

We’re also sharing some insight into how our weekly patches come together - what we plan in advance, how we adapt based on priorities, and why the content in each update can shift from week to week.

Finally, we’re giving a quick look at what’s coming next: Armor Stands, a new feature that lets you display your armor around your base or use them as quick-change stations.

Notable Improvements:
  • Fixed an Unreal Engine crash that occurs when particle systems are cleaned up while active
  • Workshop items with missing ownership will now have their ownership set correctly when placed into an exotic delivery pod (by the player who brought it down initially). This should fix the issue where Envirosuits with missing ownership would be deleted upon trying to return to space via the delivery pod
  • Items placed in exotic drop pods that cannot be transported to space are now put into an overflow bag instead of being destroyed
  • Did a UX readability pass on the mission objectives widget. It should now be more readable in the majority of lighting conditions, especially improved in the Arctic
  • Redid the Greek Alphabet map Icons as they were too thin to identify easily

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This Week: Stone Signs


This week, we're adding a new sign option for lower tech tree tiers: Stone Signs. These signs provide a more rugged and natural-looking alternative to the existing wood and brick variants, and are designed to fit in with early-to-mid-game building styles.

Stone Signs can be crafted at the Masonry Bench (Tier 2) using stone and iron nails, making them accessible without needing to progress too far into the tech tree. They're an excellent option for players who want to organize their bases, label storage areas, or mark outposts without jumping into higher-tier materials.

Three variants offer three different placement options: floor-mounted and wall-mounted versions, with both tall and angled designs. This gives you flexibility when placing signs on other types of terrain or integrating them into various building layouts.

As with all signs in Icarus, these new stone versions are fully customizable—you can edit them to display your own text or icons, making them a functional and aesthetic addition to your structures.


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Next Week: Weekly Patches


We aim to release a patch every week. This is part of our ongoing support for Icarus and allows us to deliver free, minor updates and improvements between larger content drops like expansions and DLCs.

Not every week will have a big patch. Sometimes, it’s because a feature or fix isn’t ready yet, or we’re focused on bigger updates. Other times, it’s due to technical issues (like the source control outage in Week 176), holidays, or time spent setting up for sales and promotions.

We try to stay flexible. While we usually have the core weekly content ready a few weeks in advance, we often reshuffle things based on what’s most important at the time. If a major fix is ready earlier than expected, or something breaks and needs quick attention, we’ll adjust the schedule to ensure it goes out as soon as possible.

One example is the solo pause feature. We’d been working on it for a while, and once it was ready, we moved the stone signs back a week so we could release it alongside some other quality-of-life changes.

This approach also helps with minor, incidental updates. For instance, the UE4 crash fix and Mission Objective Widget readability improvements in this week’s patch weren’t planned for this week specifically, but they were done in time, so we included them.

Some weeks will be light, like this one. Others will have more content and major fixes, like last week. That’s just the nature of steady development.

We’re still actively working on Icarus, including another expansion and ongoing work on the Great Hunts campaigns DLC. As long as people keep playing, we’ll keep updating.


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Next Week: Armor Stand


Next week, we’re introducing a new Armor Stand that lets you display your armor sets or use them as a quick-equip station. It’s a handy quality-of-life addition we’ve enjoyed using during internal testing. Whether you're organizing your base or want to swap gear quickly between missions, the Armor Stand makes it easier to manage your loadouts and keep things tidy.


[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/
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Changelog v2.2.54.136562


[h3]New Content[/h3]
[expand]
  • Added Stone Sign Icons
  • Unlocked stone sign blueprint talent, recipe, item

[/expand]

[h3]Fixed[/h3]
[expand]
  • Hammerhead Slug Icon - Fixed replication bug where clients saw both world boss spawner icon and boss icon at same time
  • Fix an UE4 engine crash when owner of particle system is cleaned up whilst particle system is playing
  • Cleaned up skinning on base Swamp Quad SK, as well as added updated textures for the carcass. Also added a new bones SK mesh and textures for the creature, as it previously did not have them
  • Changed compression settings on normal maps from Default to Normal Map for Plat Weave curtains
  • Added Dale's updated mesh and textures to fix normal map issues
  • Fixed a bug where putting heated canteen into water purifier would keep the cooling buff instead of turning it into warming
  • Added new bloodied textures for bear cub bones to replace the clean bones
  • Added proper texture for Lava Blueback bones SK mesh
  • Reset pivot on pan mesh to original position
  • Added switch to mask out normal intensity on MA_ITM for signages
  • Fix half pitches swapping direction when upgraded to or from stone brick
  • Fixed being unable to upgrade wood half pitches by removing a very old unused version of that buildable
  • RESEARCH: KIWI: Increased time between additional wolf spawns at the sigma map location (doesn't affect those that come from the dens)
  • Updated wolf and hyena dens tooltips and related quest objectives to tell players to destroy them with a pickaxe
  • Halved default health of spawner dens now that firearms can no longer be used
  • Adjusted the normals strength for the surfaces where the text widget is located for better readability on the Stone and Concrete signs
  • Readded old wood halfpieces, as the removal broke old missions, but moved after craftable version so upgrading should still work
  • When reloading building pieces, prior damage is now applied asynchronously instead of all in one frame. This should hopefully fix some hitches people were having when reloading prospects with many broken building pieces
  • Fixed recent change that was loading all buildings in in a destroyed state
  • Fixed issue where the envirosuit worn by players when selecting their initial drop loadout weren't initialised correctly, meaning they couldn't be returned back to space via a drop pod
  • Increase basic wood sign normal resolution to 1k and reduce normal intensity for readability
  • Update Sign widget positions to be closer to mesh so text doesn't float.
  • Fixed cleanup of POTSHOT
  • Added more async optimisations to building destruction to reduce impact of loading in partially damaged or destroyed buildings
  • Building destruction FX are now limited to 20 operations per frame
  • Buildings will no longer play destruction audio or particle effects for dedicated server or when in an unloaded tile
  • Cleaning up lots of audio files that played too many times. Reducing some spacializers of deployables to account for buildings with lots of deployables making excessive constant noise
  • Limiting number of channels can play at once for various channels of audio events
  • Added missing PM to other chicken coop to play correct footstep sounds. Also adding missing tick box setting for occlusion on general creature movements
  • Reducing the amount of turbines that can be playing at once and setting to virtualize to stop excess audio spam
  • Fix old stoves that cannot be constructed anymore (but may exist on historical prospected) are listed in FieldGuide
  • Meta items with missing ownership will now have their ownership set correctly when placed into an exotic delivery pod (by the player that brought it down initially). This should fix the issue where envirosuits missing ownership would be deleted upon trying to return to space via the delivery pod
  • Items placed in exotic drop pods that can't be taken up to space are now put into an overflow bag instead of destroyed
  • Correcting the chicken coop not having the correct PMs set on the roof collision boxes - causing the audio to sound like walking on dirt instead of wood which would seriously effect the players immersion causing mass panic

[/expand]

[h3]Future Content[/h3]
[expand]
  • Stop Quorites From Overlapping Each Other So Much. - Remove map boss icon from quorites
  • Resave desert ape spawner
  • Update Ape_C2 with deployable laser step
  • Sandworm crossbow - fixed replication bug with movement slow on reload. Added validity checks on owning player to prevent log spam
  • volume balance for opening dead miners inventory
  • Adding audio for when interacting with a dead miner to better sell that you are searching them
  • Added Composite, Concrete, Iron, Sign Icons
  • Elysium - cliffs and crevasses in geothermal, red quad. Adjusted scale of dead tree FTs, swapped textures in crevasse LC material
  • Adding ape 1 shot cave scream before spawning in Ape B mission to ensure it screams every time. added 2.5 second delay to spawning of the ape to ensure no overlaps in vocals. Sped up ducking bus time ever so slightly so it doesn't bring the whole mix down for too long when ducking dialogue
  • Replaced Greek Alphabet map Icons to have backings for visibility
  • Setup Ape_G mission general layout, needs set dressing and notes
  • Balance pass of GH boss combat music
  • Ape_G: Added placeholder note data
  • Add an Upper variant to Geothermal voxel pools
  • LOD, DF, widget placement, and collision fixes for new sign assets
  • Updated meshes for composite signs
  • Updated meshes and material for DEP_MXC_CampCooker_PanProxy and DEP_Prop_Cooking_Pot
  • LOD, DF, widget placement, and collision fixes for new sign assets
  • Fixed bug where Golem Gauntlets were dealing too much hammer-fist damage due to stats scaling twice
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Shifted location of Mammoth spawn closer to arena entrance in IM_C3
  • Add mission counter to Ape_G notes step
  • Add radio interact step to Ape_D mission
  • Remove DF on MacTop collision meshes
  • Delete old obsolete Stove material/textures now that proxy meshes have their own sets
  • Fix Ape_D camp setup quest not having completion logic
  • Tweaked LOD screensize on Silo mesh. Removed unused texture references from materials
  • Fix no biome is sticking when leaving an instanced level
  • Add ProtectiveRocks for Ape Lair in Strange Troop mission as a separate actor so they don't contibute to taking damage
  • Committing Missing Files that where not reconsiled after working offline, this should fix the build
  • IM_A - Removing Search Area and Setting up ECHO Device Tracker to find the base
  • IM_A - Swapping Search Area for Echo Device Tracking and adjusted quest to mention the beacon number to follow
  • Snow Slug and Icy Mammoth now both have a small amount of armor and have a chance to freeze with attacks, removed stats from snowslug epic creature and moved them into base creature
  • Adding snow slug armor growth curve
  • Removing GH which are no longer present in the IM Campaign
  • Adding Armor Health Bar to Creature In World Widgets (disabled as widget required to finish is checked out)
  • Small Adjustments to In World Creature Health Bars to Match Epic Creature Health Bars
  • Setup new Hunt Flow for GH_IM
  • Setup Missions and Pass on Difficulty & Tech Level for GH_IM
  • Quick Pass on Mission Descriptons for GH_IM
  • World Spawn Ice Mammoths are now Aggressive by default
  • Adjusted World Spawn Ice Mammoth Stats, Adding Frost Damage & Chance to Freeze
  • Added new Recovery Beacon enteries for all IM missions where appliciable
  • IM_01 - Added Extra Step to Locate a Storage site after finding dead prospectors, added new step where you have to fight an ice mammoth, adding new notes where appropriate
  • IM_01 - Adjusted Researcher Avery so they have an encampment
  • IM_01 - Shifting Quest to be in the southern arctic of Prometheus rather than the northern as it is now the first quest
  • Fixed Roots of BPQ IM_Researchers 1/2/3 as they where scaled and throwing all things spawned by them off
  • IM_01 - Rebuild storage container in the new location as it has shifted
  • Adding Map Icons for different prospector colours and beacon coolours
  • IM_01 - Removed Reward Step as it is no longer required
  • IM_01 - Viscids and Mammoths now guard and area and will instantly agro to anyone who enters that area
  • IM_01 - Complete and playable
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Added 3 variations with growth and death states for HRB_Truffle_Plant
  • Elysium - foliage and decal painting, cliff placement in geothermal, red quad
  • adjusted scale settings on slope rock FTs
  • Rock Golem gauntlets should no longer grant xp when hitting rocks and voxels
  • Resave modifier and quest marker changes for Ape_G base and alterations hiding
  • Ape_G setup base and set dressing, cage pending audio
  • Fixed non-item containers showing alteration text when no alterations were present
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Fixed visual for garganutan blood trail and adjusted material settings for the blood decal
  • Implemented Biofuel Fireplace assets, pending some VFX?
  • Updated fireplace assets so they're childs of their respective base fireplace assets, this allows easier maintenence of their functionality
  • Fixed issues in code to match coding standards
  • Removed 'auto' usage in iterating over alterations
  • Changed !( x == y) to x != y. due to generated code not allowing != operations for alterations enum
  • Added material variant for the Enzyme cannon arm to match the enzyme propagation unit. Added DMs for the enzyme propagation unit and enzyme cannon arm
  • Changing the beep of the mines to differentiate more between the beep on one of the hand held devices
  • Elysium - foliage and decal painting, cliff placement in geothermal, red quad
  • Ape/Golem spawners can now only be damaged with pickaxes
  • Updated tooltip on Ape/Golem spawners to mention that they only take mining damage
  • Apes/Golems now spawn tethered to their dens, and will prefer to stick around them instead of walking off into the abyss
  • Added ability for IcarusGOAPMoveToActor to use custom acceptance radius
  • Added the art assets for the enzyme propagation unit
  • Adding turret destroy audio and item audio data table setup so that the destroy audio is more obvious. This helps inform the player they have destroyed enemy turrets more obviously
  • Add Icebreaker to NE mountain on Frostfall
  • FTs for temp truffles (I forgot about this last week)
  • Added textures and material for Brick_Stone Signs
  • Added DMs for Weapon Rack
  • Adjustments to ape cage audio and attempting to play audio more consistently within BP
  • Elysium - foliage and decal painting, cliff placement in geothermal, red quad
  • Fixed a few typos in quest steps and items
  • Committing bp changes for previous commit with ape mission cage
  • Adding cage rattle - bang, small med and large for ape mission. Also adding reverbed vocals for ape as its in the cage so it feels appropriate. To further adjust in mission
  • Fixed skinning issue for CHA_MAL_ARM_Sand_Chest
  • RG_C2: Update objective dens to only respawn if you don't meet the requirements, but have a shorter respawn time
  • RG_C2: Fix hint text for taxidermy knife being always visible
  • Fix warning in logs about titlescreen camera
  • Small adjustment to search dead miner audio to make it slightly more subtle
  • IM_A2 - Adding base for quest, hooking up to faction mission so mission can be triggered
  • IM_A2 - Adding Tags for quest locations for spawning
  • IM_A2 - Adding Logic for 3 different experimental creatures, setup, spawning, stats and world locations
  • IM_A2 - Setting up Quest Marker Locations for the 3 experiments and 2 machines
  • IM_C2 - fixing issue where Mammoth Boss would still chase players after being hit and completing the quest
  • Armor Bars are now visible if the creature has armor and the talent / stat to show health bars
  • Fixed issue in actor state where when max armor was set, this wasn't triggering a refresh in the armor updated events, meaning on intial setup of the armor bar widget the armor bar would appear empty when it was full
  • Updated CHA_MAL_ARM Sand SK meshes
  • Tweaked IM_C2's EQS so that it doesn't spawn horde NPCs near the bottom of the cliff
  • Added updated armour stand skeletal mesh to deployable
  • Added interact on armour stand that lets player quick-swap their currently equipped armour for what's on the stand
  • IM_C - Added Step to Craft and ECHO device
  • IM_C - Removed Search Area and Added Recovery Beacon Tracking to find the base instead
  • Updating Generic quest text that mentioned the ECHO device was craftable at the Fabricator instead of machining bench
  • Reworked IM_C2/3 into one quest
  • IM_C2 - You now have to upgrade / prepare defences, then craft the modified EDS ammo & an EPU, then Place activate and trigger the EPU, once complete the Boss will spawn, you need to then weaken the boss, then hit it with the modified EDS ammo to complete the quest
  • Adding new EPU deployable setup
  • Fixing issue with Snow Viscid & Mammoth trophies where not feature locked out
  • IM_C2 - Adding Session Flags for the EPU
  • IM_C2 - Adjusted Location where IM Spawns and Force Argo the Boss
  • IM_C - Added new final Step which involves the unlocking and crafting of EDS ammo
  • IM_C - The EDS round Account Flag is now also granted on mission complete for late joiners if they aren't present during the 'Craft EDS' quest step
  • IM_B - Locations are now found via the ECHO Device, removed search area's and Hint step which requires you to go back to previous step
  • IM_B - Added Deliver Step for Collected Digested Enzymes and Frozen Mammoth Sample
  • Added Common Quest for Finding a Location Via an ECHO Device and adding a map marker when the players enter the area as well as allowing subquests to run after this point
  • Changed names for Alpha/Beta/Gamma in Recovery Beacons table so they can be reused easily and swapped to use new map markers
  • Fixing Collectable notes present in IM_O1 and IM_B
  • Fixing prebuilt structure in IM_B to use the correct note for the quest
  • IM_B - reduced the number of base viscid spawns before scaling
  • IM_B - Adjusted move to location steps as they where not needed, removed quest enteries and blueprints
  • IM_B Viscids now trigger immediatly when players enter their area
  • Adding quest stat to research materials in IM_A
  • Adjusting IM_A so the ECHO device is now used instead of a search area
  • Adding missing gameplay tag that was preventing IM_0 from being playable
  • Added Garlic plant, including 3 wild variants, 5 growth stages and dead stage, including all FTs, BPs and data table entries
  • Added Snow Mammoth and Snow Viscid trophies setups
  • GH_RG_C2: Cleaned up search areas once each step is complete
  • Elysium - foliage and decal painting in geothermal, testing prickly pear and truffle in desert, red+yellow quads
  • Elysium - tweaks to slope rock textures and material
  • Added temp Prickly Pear assets + FTs
  • RG_F: Update briefing text
  • Updated DEP_Weapon_Rack textures and static mesh
  • Updated CRYSTAL Shovel crafting to be based on the shovel tag, rather than specific item
  • Added a generic craft quest for an array of items, instead of a single item
  • Fixed invalid instigator log spam when turrets fired
  • Added SandArmor item setups
  • Added first pass 3RD, 1ST CHA_MAL_ARM_Sand, ITM_Backpack_Sand, SK meshes, materials and textures
  • Update tooling to find buried voxels. Auto select text when updating location in WorldManager tool
  • Elysium - foliage and decal painting, cliff placement in geothermal, red quad
  • IM_D2 - Setting up new Mission Flow
  • IM_D2 - Setting up Enzyme Propagation Hub item for the quest
  • IM_D2 - Creating prebuilt structure for IM_D2 and connecting wires to follow during the quest
  • IM_D2 - Setting up Area Stability logic for spawning and applying alterations
  • IM_D2 - Adjusting and adding talents for the Enzyme Elixir (now called Luriform Serum) can now be unlocked and account flag is granted during the quest
  • IM_D2 - Is now playable - but missing some extra spawning and final touches
  • IM_A2 - Adjusting Objective Text to make it clearer
  • IM_A2 - Mission now has heavy storms in the arctic regions while the machines are active
  • IM_A2 - Mission now has creatures that spawn with the ice mutation modifier while the machines are active
  • Reparented and created a new base class for quests that involve moving to a location and doing something, so map markers can be added by default to allow for reuse
  • Adding ability to retrieve multiple deployables of the same class from the prebuild structure class after spawned and built
  • IM_A2 - Adding the enzyme propagation units, their defences and their spawn locations
  • IM_A2 - Setting up remaining quest steps so the quest is playable to completion
  • IM_A2 - Adjusting Enzyme Propagation Unit to add effects and splitting world version from craftable version
  • Adding Great Hunt feature to some recipes in GH
  • Adding Snow Slug and Ice Mammoth Icons for Vestiges and Trophies
  • Adding Icon and Mesh for the Enzyme Propogation Unit
  • IM_O1 - Ajusting Quest Objectives to Mention using the HEAL device to Stabilise an NPC
  • Updated skinning on DEP_Armor_Stand_T2
  • Added additional larger caps for Electric and Gas Fireplaces, with rigs and animations for the Electric Caps
  • IM_C2 - Updating Quest Step for Activate as the World Object changed
  • IM_D - Adding basic lights to cage
  • IM_D - Adding Rimetusk run away event to the IM_D quest
  • IM_D - Setting up new base with caged animals, adding new map markers and quest queries where appropriate
  • IM_D / D2 / A2 - Attempting to fix issue with Enzyme Disperal Units
  • IM_D2 - Adding Special Ice Bat Spawners / Nests for the Mission
  • IM_D2 - Adding quest markers for Ice Bat Spawners
  • IM_D2 - Adding 2x Creature Spawners at each Enzyme Propagation Unit to help draw players to that area
  • IM_D2 - Adding large epic creature spawners at base of Enzyme Propagation Hub to help draw players to that area
  • IM_D2 - Removing Extra un-nesseary particle systems from the Enzyme Disperser and Hub
  • Added Anchored GOAP motovation, goal and actions for the swamp bird
  • World Spawn Enzyme Dispersers no longer attract animals by default
  • Dynamic Great Hunt den spawns now rotate to fit terrain better when spawning
  • Great Hunt faction mission den NPCs now only inherit yaw from their spawner
  • Putting limits to how many voices some audio events could play at once and setting to virtualize to potentially help an issue with a prospect
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Elysium - foliage and decal painting, cliff placement in geothermal, red quad
  • Added HRB_Onion with all growth stages and 3 wild variants, including all SMs, FTs, BPs, textures, materials and data table entries
  • Added flowers to garlic plant, updating all SMs, textures and materials
  • Fix potential double up of rewards on Ape_B final boss
  • Adding audio occlusion for when an ape is banging its cage to account for when a player is inside
  • Small adjustments to the volumes and spacializer settings of the trapped ape. Also adjusted delay after you kill the ape to give space
  • Reduced refraction on IM D mission explosions and added a scalability limit to number of spawned systems to improve performance
  • Volume and spacial balance of the sonic device for better audibility in environment. Adjustment to sandworm to better balance for playing not just as a boss
  • Increased Garganutan Jr health
  • Adding additional lines for missions. Audio, events and dialogue table entries
  • Added support for customising armour stand mannequin pose
  • Tweaks to armour stand inventory screen
  • Added Landmine VFX for Eletric and Fire and implemented vfx for all other landmine elements
  • Resave socket position on electric fireplace
  • Add setup for electric fireplace and initial setup for clay brick fireplace
  • Added art assets for the handheld ECHO scanning device
  • Adding audio for slotting a weapon on the weapon rack. Audio, event and BP Imp
  • APE_G: Add cage collision and destruction
  • Adding recovery beacon click audio when changing between targets. Event and BP Imp
  • Creature spawners that only take damage from pickaxes now show a pickaxe required icon
  • RG_A: Update helper text
  • Added WIP mesh, materials and BP for Snow Viscid den
  • Adding hang armor audio, event and BP imp. Also adjusting cage mission timer to have bangs between 5 and 10 seconds instead of 3 and 5 to avoid becoming too audibly repetitive
  • GH_Ape_C: Added small base, require shelter for interact quest
  • Ape Research equipment now requires shelter to play the interact animation
  • Update CT_CreatureSpawner to support preview meshes with multiple material slots
  • GH_Ape_O2: Fix progress percentage and dialogue trigger
  • Update ape cage shake triggers
  • Adding audio for when the ape eats what is given to it in the mission cage
  • Increasing the range of the turrets audio fire for better audible recognition of whats happening when one is firing at you
  • Setting more audio limits to a few events, setting to virtualize. Adding missing occlusion tick box from audio sources that didnt have it for creatures. Saving profile of broken map for further investigation
  • Added physical material to the enzyme propagation units
  • Adding a custom quest function where you can sepcify the lifetime of an object and turn its recorder off when cleaning up
  • Adding Armor Stand Icon, Blueprint, Recipe and Description
  • IM_O3 - Adjusting Quest so you now have to kill 2 Enzymes Enhanced Mammoths that players track with the Echo Device
  • IM_O3 - Adding New Quest Step where players need to kill creatures and obtain their biotags and deliver to a droppod
  • IM_Campaign - Ensure that whenever the player is asked to craft an ECHO device the quest step grants them the accout flag
  • IM_D2 - Granting the Account flag for the Luriform Serum on the craft step
  • IM_D2 - Fixing issue where Luriform Serum was craftable without the required Blueprint
  • IM_D2 - Adding Implementation of Enzyme Elixir to Draw Enzyme-Enhanced Creatures to the Player
  • IM_A - Adjusting Mine Locations at the base and spread out, mines will no longer go off while in the building
  • IM_D - Adding Landmines and Stocking Turrets with Ammo
  • Landmines now stack to 20 (they used to not stack at all)
  • IM_D - Landmines will no longer trigger while inside the base
  • IM_D - Adding lights to the Ice Mammoth Cage and small location adjustments to meshes
  • Setting up Echo device to use new mesh & icon
  • Retaking all scanner item icons as they where inconsistent
  • IM_D - Mission now requires the use of an ECHO Device to find the Lab
  • IM_D - Adjusted mission to use a beacon & Orbital Laser instead of an explosive
  • IM_D - Tidying up timings on explosions, IM Spawn and Particle Effect
  • Added WIP fur and eye cornea shader for creatures
  • UX readability pass on mission widget. Should now be more readable in majority of lighting conditions, especially improved in the arctic. Add info about keybinding to toggle widget visibility
  • DamageAllAI cheat now kills worms and anything under the FactionBoss base class
  • Changed button hover states and animations, fixed buttons shifting issues, wrapped text for item display images, replaced world boss images
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Added art assets for the wild and crop versions of the prickly pear plant
  • Update quest interface to mention campaign instead of operation, when undertaking great hunts
  • Update Highlightable entry for Exotic Shards actor
  • Adding additional 'Large' widget version for ranch gates
  • Ape_E: Remove map icon from deploy step, as it is already on the location step
  • Added foliage types and BPs for the prickly pear. Added FTs and BPs to the FLOD data table. Added growth stages to the farming data table
  • Adding generic hurt prospector loop audio, event and adding to NPC for mission. Can be swapped out as needed
  • |Elysium - voxel placement, foliage and mesh polish in Geothermal, red quad
  • Adding all new dialogue lines for ape missions. Adding audio events, and data table setups
  • Added static and destructible meshes for GH spawner destruction effects
  • Move keybind element to left side of Mission Objectives widget instead of right
  • Ape_C: Fix shelter check on research equipment
  • Update electric chimney to stop/start when the fireplace is on
  • Add half height chimneys to biofuel and electric fireplaces
  • Ape_F: Fix creature count not showing for clients
  • Fixed reference in the FLOD data table. Added foliage overlap collision on the prickly pears
  • Update CFMED001 prefab cave volume to be tighter to interior bounds to prevent cave pushing outwards too far and causing unintended overlaps outside
  • Adding electric and gas fireplace open and close audio, event and notify
  • Fine tune and adjustments to ape sonic device start so it ignores instant flashes of start - stops
  • Fix Ape_E_Defend logic re-activating BPQC spawners after they had been deactivated on quest end. Add in WIP logic (unhooked) to shutdown transmitter automatically on quest end. Deactivate both spawners when players aren't near
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Ape_D2: Fix kill quest wording
  • Fix snow mammoth head loot
  • Fur cards WIP shader adjustments for Alpha Wolf and cornea shader
  • Adding generic drill arrow destroy rock audio and event
  • Elysium - adjusted material settings and placement of stick trees in Geothermal, red quad
  • Added animation, skeletal and static meshes for spawner hole blocker
  • Increasing intensity of the gas can gas release audio for better understanding of whats happening
  • Fixed up asset reference in ShopPanel UMG
  • Added package flag locking to Buy button on WeaponInfo umg
  • Created a unified Buy button umg for use in Biolab UMGs
  • Added foliage types and BPs for the wild kumara plants. added the FTs and BPs to the Flod data table
  • Added wild Kumara variant art assets. Updated existing kumara growth stages with the texture layout that includes the wild variants
  • Misc updates to Ape mission text
  • Can no longer individually highlight meshes on RG & Ape spawners
  • Elysium - mesh, decals, foliage rocks in desert to geothermal transition, red+yellow quads
  • Fixed Ape_B and Ape_G missions not spawning a correctly initialised juvenile ape character
  • Fixed Ape_B issue where Sonic Device was spawning in simulated state and falling beneath the terrain
  • Made Ape_B juvenile variant a subclass of standard juvenile ape
  • Created a new AISetup for Ape_B variant of juvenile ape
  • Removed old Ape_B juvenile variant BP class
  • Adding loop audio for gas and electric furnaces
  • Add a 'tink' sound effect hook for drill arrows first hit
  • Removed debug logic from EnvQueryContext_BB_AnchorTarget
  • Elysium - added kumara, general foliage and landscape polish in geothermal, red quad
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Fixed issue with T2 armour stand where backpack wasn't being equipped correctly
  • Halved additional health added to Den spawners based on difficulty level
  • Spawner den creature count, spawn time, health, npc level now all have their scaling rules exposed
  • Spawner dens now have their creature spawn count limits removed if set to 0
  • Small adjustment to LW ICe Mam Sledge to reduce debris audio for general hits
  • Adding audio for when a drill arrow drills rocks
  • Adding more appropriate deploy audio sounds for the new and some existing chimneys. Adjusted volume of gas chimeny close to better match others
  • Ape_D: Quest adjustments for map area and objectives
  • Fine tunes and balance pass of fireplace gas opening and closing audio. Also reducing distance slightly of internal shutter audio to accomodate for lower play number to avoid harsh dropouts between shutters. Tidier internal audio
  • IM_O2 - Fixing the build data table validation caused by the IM_O2 rework
  • IM_FINAL - Chaning map marker to be the use of an ECHO device for the Final Rimetusk mission so it fits in with the theme of the campaign
  • IM_O2 - Reworking mission so you find and capture a vesper, perform experiments on it and then release back into the wild, mission is playable
  • IM_O2 - Adding Neurotoxin, Vesper Cage and Virus items as well as associated recipes, icons, stats and alterations
  • IM_O1 - Ensured any time we ask the player to craft a medical device, we grant the account flag to all players
  • Adding Manual function to new Deployable Manual base class to turn/force the device off
  • APE_E - Adjusting Sonic Device to use new base class so it requires user interaction to active and turns off after the quest has ended
  • Adding a new simple base class for consumer that do not automatically turn on and require used input to run
  • Converting Enzyme Disperser over to use the new simple base class & fixing up associated quests
  • Adjusted M_GH_GolemSpawner_Hole_Blocker to remove moving texture when mesh is animating
  • Added new item display images, fixed box stretching, map titles are now hooked up, changed hover animation on other regions hunt
  • Added missing occlusion tick boxes for the slugs to enable audio occlusion on all animations
  • Drill arrows now tunnel through (FISM) rocks, leaving the resources in world for player to collect
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium

[/expand]

Icarus Week 178 Update | Solo Pause, Multiplayer Hitboxes, and more

We’re excited to roll out a long-requested Solo Play Pause feature. This is a true pause, stopping all aspects of gameplay. It’s a significant quality-of-life improvement for solo players, and we know how important it is when life pulls you away mid-session.

We also have a few big fixes coming through this week, including improved multiplayer creature hitboxes (especially on dedicated servers) and fixes for deep ore vein duplication on Prometheus.

We’re also discussing our new content coming next week, which will be an addition to the new signs we added in Week 176.

Notable Improvements:
  • Fixed an Issue with Creature Deterrents that was preventing from repelling creatures correctly
  • Fixed an issue with the equipment resupply button meaning it could only be used once per mission - this was incorrect, it is now fixed so it can be used multiple times
  • Escape menu now closes after using Unstuck command

[hr][/hr]
This Week: Solo Pause


We've introduced a true pause feature for solo play - a long-requested quality-of-life improvement, especially for those who often play alone.

We understand that real life can interrupt gameplay, and this feature ensures you won’t have to worry about a swarm of creatures approaching while you're away from the screen.

This functionality is exclusive to single-player sessions and does not apply to multiplayer or dedicated servers. Pressing Escape in a solo game will pause the session entirely: enemies will stop moving, health, food, and water will no longer deplete, items will stop crafting, and in-game time will completely freeze.

Implementing a proper pause system wasn’t something we could ‘flip on’. It required a detailed review of multiple game systems and mechanics to ensure everything would behave correctly without introducing bugs or breaking core gameplay. We've wanted to include it for some time, and we took extra care to do it right.

To make this work, we had to examine every system, both custom-built and those from the underlying engine, to ensure they respected a paused state. That meant ensuring everything was built around ‘delta time’ (the variable time between frames) since the pause effectively halts that flow to prevent any interactions from taking place.

Delta-time is a fundamental concept in game development. It ensures consistent and fair experiences regardless of a player’s frame rate. Frame rates can vary moment to moment due to hardware or software conditions. By scaling work (like crafting progress or resource depletion) based on delta-time, the game ensures a consistent experience for all players.

Take crafting in Icarus as an example. Crafting takes time—some items may take five seconds, others 30. Consider two players - James is running the game at 30 FPS, and another, Rebecca, at 60 FPS. If we increased crafting progress by 1 unit per frame, Rebecca’s crafts would complete twice as fast. By instead scaling progress by delta time, both players experience the same intended crafting duration.

There are notable examples in gaming history where systems weren’t designed this way. For instance, in The Elder Scrolls V: Skyrim, the physics engine was tied to the frame rate. Running the game above 60 FPS could cause the player to move faster and physics objects to behave unpredictably - think flying carts and launched NPCS.

We’d love your feedback. Let us know if you encounter any issues or edge cases in Feature Upvote.


[hr][/hr]
This Week: Multiplayer NPC Hitbox Fix


We're currently trialling an improvement that will enhance the experience for players connecting to dedicated servers or friend-hosted games. This update ensures that creature animations are entirely played on the server while in combat, regardless of their visibility or distance from the host.

After a thorough investigation, we discovered that early optimizations made during Icarus' development led to desynchronization issues on the client side—specifically with NPC animations and hitboxes not always aligning correctly.

To resolve this, we’ve updated the animation system so that NPCs on the server and client should be in the exact same pose during combat. This should align hitboxes, weak points, and strong points and lead to a much more reliable experience for clients.

Internal testing and feedback from players on the experimental branch have been extremely positive so far, with a noticeable improvement, especially on dedicated servers. Thank you to our Veterans in Discord for helping us identify and resolve this issue.


[hr][/hr]
This Week: Deep Ore Duplication Fix


We’ve resolved an issue where deep ore veins were duplicated each time a prospect was loaded. This could cause veins to appear as if they had changed resources, leading to significantly bloated save file sizes.

While earlier fixes made this more stable, we recently discovered a new issue with deep ore veins on the Prometheus map, introduced as part of the Null Sector update. Some objects were incorrectly configured during world generation, leading to duplication.

We’ve now addressed the root cause and added checks to prevent it from happening again. Additionally, any duplicated veins will be automatically cleaned from player save files when the game loads, with any attached drills preserved.

For those with save files badly affected by this issue, the fix should have a noticeable positive effect on load times. Please note that removing duplicates may cause ore veins to revert to the resource type first located there.


[hr][/hr]
Next Week: Stone Signs


Next week, we are releasing another set of stone signs craftable at T1 so players can customise their base in a new and different way.


[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 v2.2.53.136221


[h3]New Content[/h3]
[expand]
  • Enabled pause-game functionality in escape menu (singleplayer only)
  • Adding missing ENV No LPF bus to pause. Was still having the occasional building creak play when in pause menu
  • Updating logic of unpause audio to account for unstucking
  • Escape menu now closes after using Unstuck command
  • Adding vocalisation bus to pause when game is paused to stop low health vocalisation state continuing to play
  • Loot Retrieval and Resupply buttons now unpause the game when clicked
  • Fixed issue where audio wasn't being unmuted in all cases where game was being unpaused

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fix invalid node in Riverlands Delivery quest (should function the same)
  • Fixed mission equipment resupply timer going into negatives and not being usable after the first resupply
  • Deep ore miners attached to incorrectly duplicated deep ore veins are now attached to the nearest valid ore vein on prospect reload
  • Fix for some Prometheus Deep Ore deposits that were getting duplicated on prospect reload

[/expand]

[h3]Future Content[/h3]
[expand]
  • Revamp Ape_D to require a little bit of construction and some taming
  • Fixed typo in IM researcher tooltip
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Elysium - cliff and ledge placement, dead tree test placement with temp meshes in geothermal, red quad
  • Adding a bunch more and better GH UI sounds. Giving the weapons a more deluxe feel
  • Updating ape lab text to Chrissys suggestions. Gving dead prospectors correct ammo types for the guns they are holding
  • Great Hunts UI - fixed a bug where 'world bosses' would only create 1 widget. Added new defaults so when on a map that doesnt have a great hunt the buttons are all still populated
  • Setup placeholder Ape_G mission for Great Hunt outcome testing
  • Adding first pass of GT_Dead_Tree with four vairants for the Geothermal biome
  • GH UI audio balance
  • Fixed a few GH typos
  • Updates to rock golem gauntlet behaviour + damage balance tweaks
  • Wip on wound material for creatures
  • Added Landmine VFXs for base, poison and frost explosions
  • Changed round cliff in volcanic on Purple Quad, Elysium
  • Improved projectile hit registration for clients when attacking NPCs, especially on dedicated servers
  • NPC's UpdateVisibilityBasedAnimTickOption now uses nearest player on server instead of player in slot 0

[/expand]

Icarus Week 177 Update | New ‘Culinex’ Backpack for extra food buffs

Welcome to Week 177.

We're currently in the middle of a short week with Easter holidays, but we still wanted to keep things moving—so we're happy to bring you a patch this week! While it's a lighter update than usual, it still includes some useful fixes and improvements.

This week, we’re introducing the ‘Culinex backpack' in the workshop. This backpack will help with both the creation and consumption of food on Icarus.

We also provide an update on the Solo Play feature we mentioned last week - it is currently accessible on our experimental branch for anyone who wants a preview.

Notable Improvements:
  • Fixed an issue which prevented fish from being killable with projectiles (thrown weapons, arrows, bolts and firearm ammo).
  • Fixed 'Pain in the Bass' achievement as it wasn't always being granted correctly
  • Fixing issue where custom crafted food would not scale its stats in their tooltip correctly

[hr][/hr]
This Week: The Culinex Backpack


The Culinex Backpack (or Chef's Backpack) is purchasable from the Workshop and can be equipped for use on the planet. It provides a range of benefits focused on food creation, buff enhancement, and survival efficiency.

While the backpack is worn, any food crafted by the player will have an extended duration and increased effect strength. Any player can consume these improved food items to receive the enhanced benefits.

Additionally, any active food buffs on the wearer are further amplified in both duration and effectiveness. This makes the backpack particularly valuable for extended missions or high-intensity scenarios where sustained buffs are critical.

The backpack also reduces the rate of food and water consumption for the wearer, decreasing the frequency at which sustenance is required. This makes it a strong utility item for long excursions or resource-scarce environments.


[hr][/hr]
Next Week: Multiplayer NPC Hitbox Fix


We're currently trialing an improvement aimed at enhancing the experience for players connecting to dedicated servers or friend-hosted games. This update ensures that creature animations are fully played on clients at all times, regardless of their distance from the host.

After a thorough investigation, we discovered that early optimizations made during Icarus' development led to desynchronization issues on the client side—specifically with NPC animations and hitboxes not always aligning correctly.

To resolve this, we've updated the system so that NPCs now check their distance from any active player, not just the host. This allows them to correctly play their full animation sets and ensures hitboxes are accurately positioned on all clients.

Internal testing and feedback from players on the experimental branch have been extremely positive so far with a noticeable improvement, especially on dedicated servers. A big thank you to our Veterans in Discord for helping us identify and resolve this issue.

This fix is available now on the experimental branch, alongside the other changes listed below.

[hr][/hr]
Next Week: Deep Ore Duplication Fix


We’ve resolved an issue where deep ore veins were being duplicated each time a prospect was loaded. This could cause veins to appear as if they had changed resources and led to significantly bloated save file sizes.

While earlier fixes made this more stable, we recently discovered a new issue with deep ore veins on the Prometheus map, introduced as part of the Null Sector update. Some objects were incorrectly configured during world generation, leading to duplication.

We’ve now addressed the root cause and added checks to prevent it from happening again. Additionally, any duplicated veins will now be automatically cleaned from player save files on load, with any attached drills preserved.

This fix is also available now on the experimental branch, alongside the other changes listed below.

[hr][/hr]
Next Week: Solo Pause


As mentioned in last week’s update, we will be introducing a long-requested feature next week: the ability to pause the game during solo play. This functionality is now available for testing on the Experimental branch.

The pause feature is limited to single-player sessions only and does not function in multiplayer or on dedicated servers. This ensures no disruption to connected players in shared environments.

We encourage players to jump onto Experimental and provide feedback. If you encounter any issues or unexpected behaviour, please let us know.


[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 v2.2.52.136091


[h3]New Content[/h3]
[expand]
  • Unlocking the Chefs backpack so it can be purchased
  • Renamed Chefs Backpack Astron -> Culinex
  • Adjusting the Chefs backpack so its price fits more in where it sits in the workshop tree
  • Fixing the Workshop Backpacks Talent Tree so the Chefs backpack can be selected and unlocked

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fixing issue where the BaseFoodStomachSlots_+ stat was being incorrectly scaled in the tooltip - making it seem like foods where consuming multiple slots - in cases where food was cooked by a player with the CookedFoodModifierEffectiveness_+% stat
  • Fixed not being able to shoot fish with projectile weapons

[/expand]

[h3]Future Content[/h3]
[expand]
  • Potential fix for clients not rotating to correct orientation when teleporting into an instanced level
  • Quarrite: Liberation - Fixed issue where caveworms would spawn inside an object if there were too many worms around it and couldnt find a better spot to spawn
  • Added FTs and temp meshes for geothermal dead trees
  • Fixed an issue where BioLab_ShopItem widget was trying to check feature flags before they were available
  • Fixed issue where BioLab_ShopItem was setting the required feature flag but the internal CachedFeatureLevelCheckResult wasn't being properly invalidated
  • Added DEP_Fireplace_Gas and DEP_Fireplace_Electric with animations and destructibles
  • Adjustments to spacializer and pitch variations and volume of analyzers to accomodate for multiple analyzers next to each other in mission. Small adjustment to general deployable volume over distance to help with same issue
  • Improved prebuilt base building cleanup code
  • Adding pause to the music bus as well as the others
  • Enabling mutally exclusive talent connectors on the IM Tree
  • Fixing Building Transform in IM_O1
  • Doubled Scanning Range of the Recovery Beacon Tracker as there are cases where players could not find recovery beacons, relevant for IM_O1
  • Tagging Organic Analyzer as a quest item
  • Fixed issue on RG_O1 where the organic analzyer was not being saved as a relavent actor correctly
  • Fixed issue on IM_B where the base would duplicate everytime the prospect was reloaded
  • Fixed issue with IM_B where the viscid and mammoth spawners where never being spawned
  • Fixing Spelling Mistakes on the Research Notes on IM_B
  • Fixed issue on IM_B where a new search area would spawn every load / reload - incorrectly
  • Added Code so that when prebuilt bases are cleaned up they now remove their building pieces as well
  • Fixing issue with IM_D where the search area would duplicate every time the prospect is loaded
  • Fixing issue where the base in IM_D would not call cleanup on an abandoned mission

[/expand]


Icarus Week 176 Update | 4 new Brick Signs to place and personalize

This week, we’re adding a brand new set of Brick Signs, with four variants for you to craft, adorn and place around your base.

We’ve also got some insight for you into our development process after we had a perforce outage last week that impacted our development timelines.

Finally, we’ve got some details on an ongoing feature development - a solo pause option.

[hr][/hr]
This Week: Brick Sign Set

This week, we’re adding a new set of Brick Signs, with four different variants for you to craft.

These are unlocked at Tier 3 and crafted on the Advanced Masonry Bench. Ten clay bricks, two concrete mixes, and four iron nails are required for each sign.

The four variants come in floor and wall options, with tall and angled variants for use in different terrains and settings. Just like all other signs, these can be edited to display your own text or icons.



You may have noticed in last week's patch notes that we also improved how signs appear in-game by removing the artificial glow and making them look less digital. The full note is below:
Originally posted by author
Update Sign widget material to use Decal domain which allows it to take on normals of sign mesh and handles lighting better, removing emissive glow, making the signs look less digital and cohesive within the scene

[hr][/hr]
This Week: Perforce


Last week two Perforce crashes happened on two days in succession. Functionally, this turned our 5 day work week into only 3 days for our normal weekly patch.

Perforce is the source control system we use for Icarus, keeping the developers working in alignment on the code and assets required to make all the different versions of the game (at minimum each week is a new version). Historically, our Perforce instance has been running (not up-time) since June 2016, with our first Icarus code commit seen as 2019.



Since those first commits, the source control has grown to 6TB of project data. We use a Google Drive to keep all the full sized Icarus art assets, so the true scale of the project files is much more. The 6TB is just the raw foot print of the source code and binary assets to build the game for distribution, with the latter accounting for the majority of the 6TB. And then to ‘serve’ the data effectively to developers and build servers bring along additional requirements.

The reason any of this is part of a blog post is because one of our servers experienced a “Blue Screen of Death” recently and caused corruption in our Perforce database files. Bringing Perforce back up required multiple database reads, rebuilds, and verifications. Last week two crashes happened on two days in succession, significantly effecting operations. As developers, we mitigated this by using the time to playtesting on steam and in a few cases juggled feature work in “offline” mode.


Hosting the 6TB of critical data means a lot more than a PC with a few SSDs. Huge failover batteries protect our whole office site, multiple high IO drives for RAID, spares, and backups, and we need NVMe drives to push the architectural limit to serve this data fast over the local network to multiple people. Many syncs early in the morning can saturate our 10Gb uplink.

Since we’re covering our live data footprint, we should also mention that for backuping up the data we provision 20TB of HDD storage so we can have daily backups, snapshots over time, and space left over to take a full fresh backup on demand. But you can’t just have one back up, you actually need a duplicate of your backup, so there’s another 20TB. Mirror that all again, as we must save it all in another form off site in the the cloud, so we provision another 20TB of cold archival storage in a datacenter that is in geographical region outside of New Zealand. You can see how just the 6TB critical data for Icarus has quickly escalated to requiring 100TB of provisioned storage for its stable existence.

Recently, rapid system halts and “blue screen of death” has caused us data corruption in our Perforce database, to the point Perforce is turned off for repair and the developers have to immediately adjust their work schedule. What does repairing Perforce involve? Perforce by design works and manages our files, the versions, and meta history for those, through several dozen paired databases. When the system halts and those databases are open or are being written, they break and they break in ways that are very bad for productivity. Luckily, there are specific Perforce tools and commands that are run as a check on the database file pairs and we keep documented in our internal wiki the process.


Fixing the corrupted perforce instance has a few steps. After the first attempted read of the database set, all the corrupt files are identified. A second pass is done to write out new replacement databases identified from the last successful checkpoints. These new replacement databases are replaced in their directory and another different integrity check is run on all the databases. This step is very slow and can take a several hours. If everything goes well, there are no more corrupt database files found. But if we find another corruption in this check, we have to redo the whole process until all corruptions are fixed.


Ultimately, the Perforce service is returned to working condition, with developers and the build servers now all syncing at the same time. Now the developers are happy again and continue to work unimpeded in Unreal and the build servers can go back to assembling builds for you.


[hr][/hr]
Coming Soon: Solo Pause


We’ve been working on a new feature for Solo play. It allows players to pause their session rather than the game continuing to run in the background.

This is quite a large change and requires layers of experimentation and testing internally to iron out any bugs or issues that arise. For example, multiple mission chains have to be tested as a pausing feature may impact (or impact, vice versa) their logic.

At this point, we’re putting out early iterations of this change into our experimental branch, which gives us a much larger testing pool to catch bugs or oversights that slip through the cracks. We’ll be ready to release this onto the main branch once we are comfortable it is at a standard we are proud of.

A quick note: this will not work on multiplayer or dedicated servers. This is due to the presence of other players and their own sessions, as well as the logic required to run a dedicated server.


[hr][/hr]
Next Week: Chef Backpack


Next week, we’re adding a new ‘Chef’ Backpack for culinary arts specialists.

This will allow prospectors to craft better foods with longer-lasting buffs. Alongside a decrease in the food consumption requirement, there is also a buff to water consumption, so you’ll be able to last longer without two of three pillars of your prospector's well-being.

[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 v2.2.51.135901


[h3]New Content[/h3]
[expand]
  • Added sign blueprints and item setup
  • Resave items datatable for sign grouping
  • Update new sign item variant grouping
  • Add new sign talents and recipes
  • Unlocked Brick Sign recipes, item and talent for release
  • Added temporary brick sign icon

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fixed Beehive Processing VFX to replicate on client
  • Add translatable text to Operations banner on C0NT4CT device
  • Adding interact audio for when opening up a dead prospectors inventory. Adding to base class
  • Fix spelling of Juvenile on Desert Training talent description
  • Fixed Taxidermy Knife being called Trophy Knife
  • Fixing typo spelling of Juvenile in talent tree

[/expand]

[h3]Future Content[/h3]
[expand]
  • Adding the correct ammo types to the dead bodies in the GH RG Base A Location
  • Dead researchers in GH_APE_A now correctly hide the items in their hands when looted
  • Fixed a number of typos in mission objectives for GH chains
  • Added implementation of Swamp Ape Attractor, and localised attraction mechanic
  • Added ability for generic actors to act as spawn tethers via a new interface
  • Fixed radar material on swamp ape attractor not turning off when unpowered
  • Adding interact sound for the great hunt device so its not just silence when you enter the UI screen
  • More various updates and improvements to GH UI audio
  • Adding goop dialogue line into dialogue data table. Fixes to some dialogue events where things were cut off abruptly, updating shorter mission complete line where appropriate
  • Initial setup of prototype Drone AI
  • Adjust name of Icy Mammoth -> Enzyme-Enhanced Mammoth in the Bestiary
  • First pass on Strange Troop mission rework: Moved location to nearby cliff. Add Garganutan Jnr lair spawn where they now spawn from. Add poison cloud surrounding area to encourage antipoison pill usage and stackable poison modifier. Players must destroy lair and any spawned Jnr Apes to complete the mission
  • Show instanced level exits on the compass (only as there is no map)
  • Updated the icy mammoth bestiary image to match the new textures
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Setting PM on wood corner stairs thats used in GH Lab base so that the footsteps played are wood and not default which is usually grass - dirt sounding
  • Putting ape lab door on its hinges - on the wall so players dont open it through the ground. Visually it looks like the ape broke out through the bloody broken wall
  • Elysium - cliff and ledge placement, decal and foliage painting in geothermal, red quad
  • Added FTs for Stick trees (vars 1-3)
  • Mammoth now sprints to arena after being hit by bullet
  • Shifted the ice chunks on the back of the icy mammoth in the character and carcass BPs
  • Mammoth now sprints to arena after being hit by bullet
  • Move any attached arrows to corpse inventory when various Great Hunt bosses die
  • Added trophies for the icy viscid and icy mammoth
  • Adding updated text for the graves in the GH RG mining outpost A
  • Adding legendary gauntlet aint - power up loop audio, events and notifys
  • Change particle system attachment for Legendary SledgeHammer Impact Ribs
  • Temporarily adjusting mission talents to reroute instead of mutually exclusive to prevent missions from being blocked. Can undo once fix is in place
  • Added first pass art assets for the geothermal stick tree to be use for blocking
  • Small update to the opening and closing the fort gate used in GH mission to make it feel more appropriate. Small adjustments to scorpions volumes in world to make sure they werent too intense compared with their vocalisations
  • Adding various UI sounds for great hunts and a few that were missing from the main menu for no reason. Added missing hover over various items and adding select difficulty audio and biolab menu and item clicked etc
  • Elysium - Added V2 blockout mesh for Iris Biolab to Eden
  • Modifying Talent System to now support different talent types such as mutally exclusive selection which is required for great hunts, setting up new mutally exclusive talent connectors for all the great hunt mission trees
  • Added PRP_Bench_PSU
  • Fix DT Validation
  • Elysium - cliff and ledge placement, decal painting in geothermal, red quad
  • Removing ducking from various weapons that were causing the ambience to lower in a way that was not subtle enough. Especially noticeable during the rock golem earthquakes or by rivers etc
  • Added emissive textures for the exploder bat and the ice dart bat
  • GOAP Tweaks for baby apes (no longer chase birdies)
  • Great Ape: More balance for large numbers of players
  • Great Ape: Wire Norex world stat
  • Add new world stats for rewards for great hub ape missions
  • Great Ape: More ongoing balance tweaks
  • Potential fix for instanced levels where everyone dies, leaves and then terminates the server instance before save happens
  • Fixed bug where clicking RTCS / Quit / Unstuck wouldn't work until you unpaused the game
  • Pass over all dialogue lines used in GH missions. Adjusted any dialogue that felt off, adding unique log voices, sharpened up timing etc
  • Fixed issue with ESC-menu pause that prevented other players from joining while paused
  • Elysium - cliff and ledge placement, decal painting in geothermal, red quad
  • Adding correct death collision audio event to ape juvis so they play the death fall sound
  • Disable shadow casting on invisible weather culling mesh spawned from BP_CaveInstance which was causing shadow artifacts to appear on cliff faces near cave entrances
  • Initial implementation of the new Alpha Wolf art assets
  • Add various new ape related world stats to mission outcomes (stats still not wired)
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • IM_C3 removed debug testing logic
  • Geothermal material instances for various meshes
  • IM_C3 mammoth can no longer be killed, is tethered to it's spawn location, fades out after reaching arena location, freezes correctly if a player causes the tile to be unloaded
  • Fixing issues with legendary sledge hammer playing spear equip sound when aiming.
  • Did a pass on spear equips to make sure all of them worked subtley and woudlnt cause issues under different circumstances
  • Fix Ape Norex World stat isn't quite working as intented
  • Added SK files, as well as Materials and Textures and BP, for Desert Bounder. Implimentation still in progress
  • Great hunts selection is now data driven from new DT. Added in changing item displays
  • Ensure GeoThermal pool VFX is distance culled
  • Wire Ape Expuragtion world stat
  • Wire Ape Escape world stat
  • Fix instanced level compass exit does not show up for clients
  • Wire Ape Blackmarket world stat
  • Update BP_Crevasse to use Atmospheres enum to drive material overrides for future expandability
  • Adding more GH UI main menu sounds. Adding the hover for upgrade slots, and select for upgrade slots
  • Added WiP material override functionality to BP_crevasse
  • Elysium - landscape sculpting, cliff and crevasse placement in Geothermal, red quad
  • BP_Crevasse - assigned material overrides for geothermal and volcanic
  • Added altenative fur setups for the alpha wolf to be compared for performance
  • Pausing the audio when the game is paused for better indication of whats happened
  • Update Ape_B mission to spawn a creature with the item, instead of having the item already on the ground
  • Fixed stones in pickable oxite mesh not rendering properly. Fixed LODs
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Adjusting where the GH device interract sound plays from to ensure it plays each time
  • Further BP setup for Bounder and Carcass, as well as a second pass on the gFur. Passing on to Joe to do the final BP and Data Table setup
  • Wire Ape Strange Troop world stat

[/expand]

Icarus Week 175 Update | Envirosuit Swapping & Seeds Buffed

Based on your feedback on last weeks seed changes, we’ve further tweaked parts of the new seed system. Extracting seeds is now faster and requires less produce. Seed Pouches have more slots and we’ve added a Seed Harvester to the Harvesting Cart.

We’ve also implemented the long-requested ability to swap your envirosuit while on planet, allowing complete customization of your player loadout in Open World.

Notable Improvements:


  • If tamed mounts fall out of the world without freezing correctly, they will now attempt to teleport to owning player (if online) or to their last grounded location

  • Fix auto reload message showing up for both client and host when initiated by client

  • Fixed clients being able to see the Hammerhead Slug boss spawner and boss icon at the same time

  • Attempted Fix of the Crop Plot Tooltips so they display correct information and growth progress when snapping between them as a client



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This Week: Seed Revisit and Buffs


Last week we wanted to ensure that seed amounts throughout early, mid and late game were meaningful, and give players more options to opt-in to a larger seed stockpile when they want to start a farm.

The passionate reception to this has identified some continued annoyances that we’re addressing this week; seed processing time, specific large plant seed amounts and seed storage.

Last week’s addition of the Seed Extractor took too long to process each seed. We have lowered the 60 second timer to 30 seconds. We kept the seed extractor crafting cost low so players can choose how many to build, just like the drying rack or furnaces, allowing you to drop off a bunch of produce, go on a mining trip and return to seeds ready to plant.

We also saw that some of the seed recipes were too expensive, when compared to the harvest quantities from the wild. We reduced many of the requirements to create seeds, and boosted some crop yields. Yields can feel significantly different from player to player depending on if they are hand picking in the wild, crafting sickles, farming, building greenhouses, using talents,crafting attachments, using fertilizers, or bee keeping.



The Seed Pouch and Farmers Satchel are also receiving buffs to their number of slots this week. The Seed Pouch capacity is doubled to 12 (from 6) while the Farmers Satchel can carry 8 more seeds for a total of 24 (from 16).

This week we’re also adding a new attachment for the harvesting cart to make mass seed gathering on the farm easier, the Seed Harvester. This will enable your cart to quickly provide seeds, allowing you to rapidly expand your farmland.

As always our continual aim is to improve the game as a whole for both new and old players. With the diverse range of playstyles and experience levels throughout the community we have many factors to consider, so we appreciate all your feedback and strive to guide the game in the best direction.


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This Week: Equippable Envirosuits


A major change this week allows players to bring multiple envirosuits from orbit via the Orbital Exchange Interface and replace your current envirosuit.

In the original mission based format the player loadout selection (and envirosuit decisions) were locked-in choices that modified your gameplay. Envirosuits were a special case vs all other items in the game. Even after our transition to an open world game, envirosuits remained a complex case, which required refactoring of several core inventory systems.

With this update envirosuits can now be replaced by another suit, allowing players more customization options each time they leave their base. This also allows us to add more envirosuit options without worrying about locking players in to their decision for an entire prospect.

This feature was enabled on development builds a couple of weeks ago, allowing us to test during our Great Hunts play sessions, as we further refine our mission content.


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Next Week: More Base Deployables


Next week brings some rework to the sign system, allowing more sign materials and allowing you to label and decorate your base in more styles as you desire.

We’re continuing to work on Great Hunts and Dangerous Horizons, with plenty of map and mission work underway.

Find out more next week.


[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/
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Changelog v2.2.50.135633


[h3]New Content[/h3]
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  • Added new attachement slot to Harvesting Cart
  • Added new Seed Harvester attachment item to enable collection of seeds on Harvesting Cart
  • Add Seed Harvester cart recipe
  • Halved the amount of time taken to craft seeds in Seed Extractor (60s -> 30s)
  • Increased the number of inventory slots in Seed Pouch and Farmers Satchel, 6->12 and 16->24 respectively
  • Removed incorrect stat on Harvest Cart which implied it could harvest seeds without the use of an attachment
  • Added temporary WIP icon for Seed Harvester Attachment
  • Fixed wonky wheels on the cart physics assets when dropped in world
  • Envirosuits can now be brought down from space, either in the dropship or orbital exchange
  • Added extra logic in to make sure player can't duplicate envirosuit by equipping it AND taking it in dropship cargo (duplicate is ignored when dropping)
  • Renamed Volatile Exotic Seed to Volotile Exotic Bulb, to differentiate it from other seeds (eg it can still be gathered without seed gathering equipment)
  • Updated Seed Harvester attachment icon
  • Seed pouches - Fixed a bug which caused seed pouches to lose its reference to its inventory when shifting its location within an inventory. This should fix these issues
  • Shifting seed pouch made seeds no longer automatically go into the pouch
  • Icon showing how many seeds are within the pouch not updating correctly
  • Dropping the seed pouch straight onto the ground doesnt remove the reference to that inventory, so all seeds would teleport to the seed pouch that is not on your character
  • Automatic seed pouch drop would only work with the first pouch placed into your inventory, all subsequent seed pouches will need to have seeds manually placed
  • Fixed mount saddle attachement slot (in mount inventory screen) not updating correctly when swapping in and out different carts
  • Fixed bug where exotic resource deposit map markers weren't being shown for clients after performing a scan nearby

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[h3]Fixed[/h3]
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  • Update DF shadow setup on T4 Cooler
  • Fixed collision for DCO_Bookshelf_MetalGlass to allow item placement on shelves
  • Attempted Fix of the Crop Plot Tooltips so they display correct information and growth progress when snapping between them as a client
  • Fix auto reload message is showing up for both client and host when initiated by client
  • Adding bigger moment for when reaching level 60 in the level up audio cue. Balance levels under that to better work with hitting L60
  • Hammerhead slug boss icon - Fixed issue where the icon on the spawner would stay visible even when boss has spawned. now will dissapear when the slug is alive and a new one follows the boss
  • Update display of flamethrower fuel use to show per second
  • Reworked input and output mesh areas for the T4 Anvil, as well as separated the animated piston from the main mesh and added it as a separate Skeletal Mesh. The main bulk of the asset is now a Static Mesh, minus the previously mentioned piston SK, which should help with perfomance as well as Distance Field Shadows
  • Fixed broken vertex normals on BLD_Window_Curtain_Fur
  • Added backface geo to certain Lett Cot elements
  • Hammerhead slug icon - Fixed clients being able to see both boss spawner and slug icon at the same time
  • Add custom snow material for Scorpion Arena that spawns in the Arctic biome
  • Reverted T4 Anvil Proxy crates to fix issue with a mission crate BP issue. Also created separated crate meshes as generic props from the T4 Anvil proxy meshes
  • Chem bench lights now turn on when connected to a network that has supply and vfx play when processing
  • Fix LOD2 and LOD3 on Fur Curtain having noticable artifacts
  • Remove Wolf Jump anim reference from Boar BP. Tweaked jump arc to better suit animation (more vertical). Tweak blends of jump montage to match other jump montages. Expose jump delay timer as variable for fine tuning and debugging
  • Fix Striker/Stalker using Wolf montages with incompatible skeleton. Creature can now jump properly. Fixed swim height by offsetting root bone in AnimBP. Fixed EyeSocket rotation
  • If tamed mounts fall out of the world without freezing correctly, they will now attempt to teleport to owning player (if online) or to their last grounded location
  • Fixed shadow on workshop animal containers not fading out correctly
  • Hammerhead Slug Icon - re fixing client seeing boss spawner and slug icon
  • Fixed hammerhead slug icon not updating properly for clients
  • Bat Orientation - When bats leave the nest they reset their orientation so that they dont fly at weird angles depending on the rotation of the nest
  • Added new Albedo texture fo Arctic Moa with properly adjusted values for fur, while retaining HSV levels for non fur parts like legs and beak, etc

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[h3]Future Content[/h3]
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  • Redo of DLC2 arctic cave entrance BPs to fix bad positioning of cave blockers
  • Adding Cold Aura Around Ice Mammoth Clues and Experiments in the Ice Mammoth Campaign, this aura lowers players temperature when they are within range
  • Fixing Mutated Mammoth Experiment Blueprint to use the correct ice armor in its back, rather than the scaled up enzyme crystals
  • Adding Spliced Viscid Spawning in Arctic Regions of Prometheus when world stat is present
  • Adding Arctic Viscid Loot which drops enzymes when killed
  • Adding Spliced Viscid Spawning as an outcome in the Ice Mammoth Campign, it comes as a result of not destroying the research base, allowing research to continue
  • Fixing issue where the Spliced Viscid AISetup data row was renamed
  • Setting up Enzyme / Snow Slug Trail and Attacks so they use the correct effects and meshes
  • Created and added Slime Trail Materials assets for Red / Blue Versions if required (also uploaded materials to G-Drive)
  • Adding new Landmine Types (Poison, Burn, Shock, Freeze) - These are not Player Craftable
  • Fixing Landmine Stats (they where displaying Pure Damage on their tooltip but Dealing Explosive Damage)
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Fix Ape_D collection requirement not progressing
  • Add helper text to indicate progress on Ape_C
  • Slight adjustment to the ape spawner. Decreased volume but increased sound size. To account for players hitting with pickaxes not just shooting with guns
  • Adding ape juvi scream upon aggro to add more intensity to fight. Also slight adjustment to idle distant layer to make it play slightly more to give more ape awareness in the world
  • Increasing ape juvi footstep velocity volume. Adjustment to sonic device start and loop. Increased volume of distant ape scream in mission to make it more evident
  • Adding blueprint logic to play audio loop when ape sonic device is turned on
  • Halved Arena Juvie Ape GFur layers from 32 to 16 as a perf test
  • Resave deployable setup datatable
  • Adding sonic ape device audio event and audio
  • Balance pass on Female 2 vocalisations
  • Allow golem lamp to turn on and off
  • Great Ape: Reduce the number of gas fungi particles
  • Adding Female 2 death vocalisation
  • Setting up unique Ape Sonic Device BP so audio can be added to that instead of being within mission BP
  • Fixed Ice Mammoth arena entrance spawns player backwards
  • material variants for seracs and SW rocks for ELY caves, material swaps and general polish of ELY arctic caves
  • Reduce number of cards, remove collision and adding batching for Ape Gas Clound AOE
  • Small adjustments to ape slam, and sprint audio
  • Replaced other campaign buttons with newer buttons, added hover animation and changed the background of GH UI
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Improve exotic infused creature and adjusted particles to reduce perf cost for gasflyer
  • Added NoFoliage variant levels+prefabs of ELY arctic caves
  • Small adjustments and improvements to ape velocity speed footstep volumes and simplifying bear idle distancing curves. Small tweak to L60 level up sting
  • Added prefabs for ELY arctic caves (I knew I forgot something)
  • Resaving IM_D & IM_A base with Landmine Fix
  • Fixing issue where landmines where not dealing damage after leaving and reloading a prospect, they where setup to use the wrong recorder component meaning they never received stats, which means when they tried to deal damage it was using the value of 0
  • IM_D - Adding Turrets, Landmines, New Generatores and Expanded Base
  • IM_D - Adjusted Explosion Logic so its self contained in its own quest
  • IM_D - Adjusted quest steps to provide more information and swapped a map marker to use a search area until the base is found
  • IM_D - When the explosive is deployed you will have have 30 seconds to evacuate the area or be hit by the explosion
  • Blueprint unlock widgets now give more information about resource network and fillable storage information so that better informed decisions can be made before unlocking
  • IM_D2 Updating beacon placement and tracking logic so its more of a game / challenge with greater feedback as to what is happening
  • Added DEP_Armor_Stand_T4 with destructible and animations
  • Dropping Enemy Turret Health From 10000 -> 2000
  • Adding new Item Icon for Partially Digested Enzymes so it can be distinguished from regualr enzymes
  • Adding extra spawn on ice mammoth bat nest to ensure bats are there when players enter the area
  • Adjusting IM_B so that travel and examine steps are now explicit, also adding new info descriptions for the digested enzymes for greater quest context
  • Removing Interaction from IM_B Mammoth clue as it is not required
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Removing audio references for the ape sonic device from the mission BP and playing all audio from the Sonic Ape Deployable BP. Stopping audio loop from being able to be triggered if not properly powered
  • World boss button layout change, Great Hunt Interface layout changes and alignment, added boss item display widget to Great Hunt Interface
  • Added custom collision meshes for SW/GL/TU MACTOP meshes - more polys on top surfaces, less on sides to improve playability
  • Added BP_WeatherBlocker for use in ELY
  • Added flightless tank skeletal mesh to the project
  • Update Sign widget material to use Decal domain which allows it to take on normals of sign mesh and handles lighting better, removing emissive glow, making the signs look less digital and cohesive within the scene
  • Added Unique VFXs for Slug Launcher projectile, hit and spot for all ammo types (base, poison, healing, explosive)
  • RG_OP1 remove map marker as quest no longer requires a specific location
  • Adding unique triangulation beacon deploy audio with sonar pulse in it to help signify that its finding direction. Increased importance of explosion for mission to help play more consistently
  • Elysium - swapped cave prefabs to DLC2 variants in Yellow+green quads
  • Enable external caveworm spawns for Quarrite Great Hunt
  • Add placeholder ape cage
  • Added BP_WeatherBlocker in volcanic on Purple Quad, Elysium
  • Testing weather blocker BP in Tundra, green quad. Test placement of voxels in geothermal pools, red quad
  • Fixed Ice Mammoth arena entrance spawns player backwards
  • Added Ice/enzyme version of Viscid, with SK, DM, materials and Textures. I also updated the meshes and materials in the BP. Joe will do a pass on the back ice spikes to imporve skinning for some animations
  • Fixed Weather Blocker actor render distance settings preventing it from being picked up by shelter scene capture
  • IM_O3 Adding additional quest steps to kill specific creatures, adjusting mutation frequency so its all arctic creatures, updating quest objectives so its a bit clearer what is going on
  • Added Manual call to creature subsystem to notify on bat death, as it wasn't occurring
  • Adding ability to turn off map icons via the map icon component
  • Adding ToggleCaveVolumeDebug cheat to visualize cave volumes in-game
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Adding all main dialogue lines and events for DH
  • Replaced Map icon for dGH Deployable device
  • Elysium - voxel and foliage placement, decal painting in Geothermal, red quad
  • Updated Panda German Shepherd Albedo texture to a higher quality version
  • Updated skinning on the ice viscid skeletal mesh. Tweaked physics asset, and added physical material to the ice material
  • Added art assets for the unbroken drone including skeletal mesh and animation
  • Adjust Ape E logic and location and reduced smaller ape movement speed
  • Elysium - Foliage and decal painting in Geothermal, red quad
  • Setup modified snow viscid carcass
  • created bee processing VFX and implemented to BP_Beehive
  • Fixed bug where bats would run to 0,0,0 if it cant reach its random location
  • Move blood trail from first ape mission to second ape mission
  • Add additional location requirements to ape E quest
  • Flushing grass cache on PROM, all quads
  • swapped out T4 anvil proxy crates for standalone prop versions in yellow quad, prometheus
  • IM_O1 - adding 2 prebuilt structures for the mission, and outpost and a base for the researchers
  • Extending range of Recovery Beacon Device Actionable and reducing the number of actors it queries
  • Swapped out old T4 Anvil Proxy with new Crate SM for BP_ResearchCrate
  • Adjusting in Mission Reward to be Raw-Red Exotics instead of Purple
  • Shifting Quest Locations to make IM_O1 work, adding new prebuilt structure for quest
  • Adding Intro Dialogue back to IM_O1
  • Added Functionality to New ECHO Device item, so you can switch between targets, adjusted UI so its nicer and added various quest test and missions steps to make the mission nicer to play
  • IM_A Number of Now Slugs that Spawn is now scaled by player count
  • IM_O1 - New Quest Find Stabalise and Extract Researching while finding their Research notes which help find the weakness to the Rimetusk Boss
  • Adding new Blueprint and Recipes for the ECHO device, a device which tracks recovery beacons
  • Scanners now have an overrideable function to apply extra filtering methods to searched for actors
  • Scanners now have an overrideable function so you can specifiy more than one class to filter for in the scanner if required
  • Adding Concept of Recovery Beacons which is a component which can be added to any icaurs actor or character and then tracked with a special device
  • Adding Recovery Beacons Datatable to tracking of recovery beacon data
  • Adding Recovery Beacon Tracker for tracking npc's objects with a device, could be used to tag and follow creatures in the future
  • IM_OB - Setting up Mammoth Corpse / Nest to correctly reload and adjusting the quest so you need to break the nest open and not just interact with it
  • Great Hunt Interface animation tweaks, added region label to other region buttons
  • Sharpening up lots of GH dialogue lines with a quicker more to the point ending that also mentions the radio device. Fixed lines where the inflection felt wrong or word emphasis felt strange
  • Resave Ape_D2 map marker
  • Ape_D2: Updated mission including a travel step and higher quest requirements
  • Add background blur to central elements of Processor UI to make text easier to read and give it the desired level of focus
  • Fixed issue where new BP_WeatherBlocker wasn't being passed though world generation
  • Fix stairs in Ape Lab being unreleased version
  • Adjustment to dialogue interrupt timings for DH
  • Fixing issue with quest step previews
  • Fixing Missing Craft Step from IM_O2 and adjusted quest text
  • Adding item icons for Enzyme Elixir and Creature Tracker
  • Adding new Epic Creature to IM_C3 that the player needs to shoot with the tracker
  • Adjusting Steps for IM_3 so that you now have to draw the Epic Mammoth Out for delivering the Experimental Solution
  • Adding Enzyme Elixir which can be used to draw Enzyme-Enhanced Creatures to you
  • Updating Objective Preview Steps for IM_C2
  • Swapped EDS ammo to include Synthetic Enzymes instead of Crystallised Miasma
  • Adjustments to IM_C2 so that you need to upgrade the base and prepare defences for the next mission instead of building a base from scratch
  • Updating Bases for IM_C so it has to be rebuilt, and IM_D so there as better placed defences
  • Adjusting Objectives for IM missions (Infected -> Enzyme Enhanced)
  • Updating Mission Preview Objectives for IM_A,B,C,D, D2,O1,O3
  • Icy Mammoth -> Enzyme-Enhanced Mammoth, Spliced Viscid -> Enzyme-Enhanced Viscid
  • Adjusted GH_RG_OP1 Analyzer steps so they can be reused in other quests
  • IM_C changed mission so you find a facility, hunt and skin some creatures then analyze the samples
  • Setting up Trophy Skinning Items for Enzyme-Enhanced Mammoth and Enzyme-Enhanced Viscid
  • Updated meshes for DEP_Silo
  • Fixed Ice Mammoth arena entrance spawns player backwards
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Update ice slug carcass blueprint
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Updated Arctic bat besitary image and added the image to ther source art file
  • Replacing agent line for better clarity
  • Legendary sandworm crossbow - Movement Speed Slows on reload based on 'MovementSpeedWhileReloading_+%' stat and matching modifier applied
  • Tightening up and adjusting lots of dialogue events. Replacing a few agent lines with better emphasis of key words.Adding ape goo dialogue line and event
  • Updated the frosty mammoth textures to snow covered look. Updated Gfur with new materials using the new textures. Updated Icy Mammoth Carcass BP to display the gfur textures correctly
  • Elysium - cliff placement and decal painting in Geothermal, red quad
  • Adding delay to dialogue when first spotting the rock golem juvis so it gives the player a chance to spot them properly once they spawn
  • Updated arctic bat BP to use the blue material variant. Updated the glowing wing trail VFX to colour match the blue material. Updated the arctic bat trophy to use the blue material
  • Added new delegates to CreatureSubsystem that are fired when juveniles start taming process, or once taming progress completes
  • Adding additional DH dialogue lines
  • Applied new exotic infused material to NPCGOAPCharacter
  • Adding proper socket names for the ape juvi so it plays the death collision audio when it falls on the ground. Adding new setup for World Ape Juvi to play combat music
  • Small dialogue volume adjustment, increased length of ape spawner cry so its more audible in mission when spawned, reduced ambience ducking on sub machine gun which was too harsh, other small tweaks
  • Added DEP_Fireplace_ClayBrick_Grey and DEP_Fireplace_ClayBrick_Red (firplace, extension and cap) with destructibles
  • GH_IM_C3: Mammoth now disengages and runs away to arena location after being hit with bullet

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