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Icarus Week 193 Update | New backpack options on Armor Stands

Week 193 is here, and this week we’re adding new backpack-specific functionality to the Armor stands, to make using the ‘hot-swap’ feature more simple.

Notable Improvements:
  • Added Great Hunts boss respawn time to C0NT4CT device's 'Bosses' tab
  • Fixed Heavy Flamethrower unintentionally consuming large amounts of biofuel for Alt attacks
  • Added interaction prompt to collect all dead player inventories inside of empty boss arenas
  • Improve overall visual quality on Low/Medium Anti-Aliasing settings

[hr][/hr]
This Week: Armor Stand improvements


The addition of Armor Stands in Week 180 was well received, but a few unexpected issues cropped up that we wanted to address this week.

Backpacks were being included by default in the ‘Hot-swap’ functionality, which meant that excess items were being dropped on the ground if there was a difference in inventory capacity and slots. Not only was this messy, but it also meant you’d have to spend time re-organising your inventory system, something that defeats the whole purpose of ‘hot-swapping’ gear for efficiency.

To address this, we’ve added a new toggle option titled ‘Swap Backpacks’ which you can set to either include or exclude backpacks as part of the hot-swap functionality. This toggle can be found in the inventory UI screen for the Armor stand, just below the ‘Swap’ button.

This will be set to ‘disabled’ by default, and the setting is per armor stand, not per player. This means you’ll need to set it up the way you want for each armor stand, and check your teammates haven’t changed it also.


[hr][/hr]
Next Week: Carbon Fiber signs


Next week, we’re adding a new Carbon Fiber signs set, for something a little more modern to decorate and signpost your base.


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

https://store.steampowered.com/app/3315290/Icarus_Great_Hunts_Campaigns/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.3.4.140913


[h3]New Content[/h3]
[expand]
  • Players can now swap armour via the armour stand UI, in addition to in normal interaction
  • Added armour stand UI string to string table
  • Armour Stands can now be configured to not swap backpacks via a checkbox in the stand UI

[/expand]

[h3]Fixed[/h3]
[expand]
  • Quick Solution so that LureItemWearRate does not show up on the Flamethrower Legendary Weapon when looking at the Upgrade Stat Comparision
  • Added GH boss respawn time to C0NT4CT device's 'Bosses' tab
  • Undo range //Icarus_Stream/Trunk/Icarus/Content/BP/Objects/World/Items/Deployables/AI/BP_Deer_Corpse.uasset from revision 43 to revision #head
  • Increase required level for Beehive unlock to 15 as it requires Refined Wood from the Carpentry Bench which is gated at level 15
  • Change accolades 'Harshest of Conditions' (Survive5Hours) and 'Outpost Veteran' (10HoursOutpost) to be hours rather than seconds
  • Change the 'Poor Hans' (EndAbyss) Accolade from being a three step to a one off (as achievement description is no clear)
  • Fixed a mismatch between subtitles and dialogue in IM OPT2 mission
  • Fix an issue with clean up of instanced levels where the level geo is not built at the origin
  • Gated ManualAISpawnPoint 'Cleanup on EndPlay' behaviour behind a config bool
  • Added IsServer checks to arena boss summon cleanup
  • Arena bosses are now cleaned up properly when all players leave the arena level. This should fix an edge case where players could end up fighting more than one boss at once
  • Arena boss summons are now cleaned up properly when all players leave the arena level
  • Delete obsolete AISpawnZone rows that shouldve gone in CL 117959 and 132693
  • Remove now obsolete AISpawnConfig row that should have gone in CL 117959
  • Fix wrap policy on new translatable text for Weather Cards
  • Remove Item.Utility, Traits.Equippable.FocusLock, Item.Utility.ShowBackpack, and Item.Slot.SkinningBench tags from animal corpse ItemsStatic rows that use the AnimalCorpse_NoCarry or AnimalCorpse_Mount interactable, as they cannot be picked up and don't need these tags.
  • Also remove Usable and Deployable entries from these rows as they are also not needed.
  • Fix Large Deer being blacklisted and not having the correct display name
  • Refactor and tidied Burst logic for Heavy Flamethrower Burst Injector to no longer hit the same target more than once resulting in undesired behavior (roll change running multiple times) and unncessary damage packet spam. Cleanup unused duplicate logic (eg; LavaPuddles). Doubled Pyrophobia lifetime (5->10) if triggered by Burst Injector. Add explosive stats to Alterations so performance is communicated in UI. Balance fuel consumption for both Charged (1000->350) and Burst (1000->450) injectors. Balanced damage of Charged (300->350) and Burst (600->450) injectors
  • Updated Quarrite bestiary entries to reflect it's lack of weak points, mining damage weakness, and boss' ability to ricochet bullets
  • Added scale box to Creature Trait widgets in bestiary so that text doesn't overflow
  • Fixed Legendary Heavy Flamethrower's 'Charged Injector' not firing fireballs on alt fire
  • Fixed Legendary Heavy Flamethrower's alternate attacks using 1000 biofuel instead of the specified 100
  • Fixed mammoth tusk bone powder recipe giving 800 powder instead of 400
  • AIcarusActor, AIcarusPayload now replicate by default. This should fix some intermittent GetGridNodesForActor errors where actors were being culled at a much closer distance than they should have been for clients
  • Juvenile Rock Golems are no longer targeted by other hostile creatures
  • Fixed issue with Juvenile Rock Golem where it's armour pieces would fly off when first spawned
  • Fixed issue with Rock Golem where it's armour pieces would fly off when first spawned
  • Added more encouragement for calf up ramps
  • Fixed 'success' text not being in string table on creature scanner
  • Added missing native files to fix build error
  • When all players leave a boss arena, there is now a interaction prompt on the entrance to collect all dead player inventories inside
  • Adjusted 'leave cave' tooltip positioning inside boss arenas
  • Fixed boss arena exit tooltip saying 'enter'
  • Added system for pulling out specific recorder components from BaseLevelCaveRecorders save states
  • Remove obsolete Floatable rows from all ItemsStatic rows
  • Increase Anti-Aliasing quality settings on Low/Medium as the performance gains (on hardware well below min-spec) didn't nearly equal the visual quality loss

[/expand]

[h3]Future Content[/h3]
[expand]
  • Add Banana bread food data. Tooling tweaks
  • Removing v1 of rad pros spot and adding v2. balance, adjustments and additional layers
  • Outpost_012 - fixed more floating rocks, adjusted some river splines and added waterfalls to fix transition to ocean water type
  • Added first pass SK mesh, Physics asset, materials and textures for the hopping creature
  • Updating rad pros aggro loop audio for better timing
  • ELY1 - Adding Missing Texture for the Maps
  • ELY1 - Enabled full quest runthrough and not subsets
  • ELY1 - Added quest markers to Map for Communicator Tower, Eden and the NPC's within EDEN
  • ELY1 - Make Text Adjustments and more verbose objective failure / description messages
  • ELY1 - Adding Steps to use the provided map to find the communication tower
  • ELY1 - Added Steps to find and disable the communicaton tower
  • ELY1 - Adding Steps to use the ECHO Device to Find EDEN
  • ELY1 - Adding Communication Tower Prebuild Structure and BP for Deployable
  • ELY1 - Fixing issues with defend step as they location wasn't updated correctly so the mission would stop if the player wasn't at 0,0,0
  • Extending Note System to be able to display Images
  • ELY1 - Increase Defence Time from 60seconds to 300seconds
  • ELY1 - Setting up new Towers Map Note to grant to player with locations of potential TPS communicaiton towers
  • ELY1 - Rejigged Quest Steps so you have to search a few potential locations to find a communication tower
  • ELY1 - Removed Steps involving Radiation will spin off into own quest
  • Add unique Beach AI spawn group for Outpost012
  • Replaced Raptor art assets with updated mesh and textures
  • Imported art assets for the Raptor juvie
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Updates to rad prosp aggro eq
  • Frequency adjustments to Rad Pros
  • Reimported some item icons to be 256x256
  • Chew - Implementation
  • Adjustments to irradiated prospectors audio volumes
  • Adding irradiated prospector death, aggro loop, spot audio event and data table setup
  • Meta uranium initial blockout and FX
  • Elysium - cliff placement, decal and slope rock painting in NW volcanic, red quad
  • Added Gas and Electricity Fireplace Variation icons
  • Slinker - Adjusted physics asset, Removed ability to pick up corpse. Unchecked jump debug
  • Bounder - Fixed jump arc numbers. Adjusted bounder physics asset
  • Added Stone Brick and Scoria Brick icons
  • Resave ProcessorRecipes for whitespace fix
  • Add 25 new food/drinks recipes with unique stats for Dangerous Horizons. Add tooling for viewing foods
  • Fix ignored warning on Outpost012 ProspectList DT entry for image
  • Elysium - cliff placement in NW volcanic, red quad
  • Slinker - Added lookat ctrl rig -Fixed jump anim config. -Fixed ragdoll physics. -Fixed slinker turn not being root motion. -Added slinker corpse recipe
  • Adding first batch of irradiated prospector vocalisations and events and data table setups. Not currently playing most sounds
  • creature fur shader update, removed the switch to use 2nd UV channel
  • Outpost_012 - fixed some floating rocks
  • ELY1 - Adding Scaffolding for Mission Steps
  • ELY1 - Setting up Makeshift Beacon Mission item, Session Flag and Functions
  • ELY1 - Added Implementation of Steps to Craft a Makeshift Beacon, Deploy to a Suitable Height, Defend the Beacon and Then Collect the Equipment Sent from EDEN
  • Finished Mission Setup & Implementaiton for ElyStory0
  • Renaming MaximumRadiationTolerance_+ to MaximumRadiation_+ to keep in line with other survival stats
  • Initial Setup of Elysium Mission 0 & 1
  • Quick Setup of Flamethrower Turret, Item, Recipe, Blueprint etc
  • Basic Item Setup and Blueprint Setup for the Tesla Coil including recipes / icons / talents etc
  • Added icon to Creature name text entry widget on MountInterface to better signify that names can be edited
  • Adjust wind bending based on quality level to test performance cost. By default, no change, but lowering r.MaterialQualityLevel to 0 will disable wind bending (set quality to 0)
  • Updated BP_Manufacturer
  • Adding Wall mounted Charging Station which snaps to others which are placed, item setup, blueprint, recipe, icon etc
  • Added DEP_Manufacturing_Unit_T5 with destructible and BP
  • Added DEP_Powered_Charger_Wall
  • Added DEP_Turret_Flamethrower, with destructible and updated BP
  • Hopping Creature - First pass implementation
  • Added first pass of some Irradiated Prospector (IP) behaviours
  • Added a bunch of anims for IP
  • IcarusNPCCharacters can now override the MoveSpeedMapping multiplier if required
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Update material, mesh and FX for Meta_Uranium
  • Updating rad prospector attack to a v2 with a better direction. Will replace most sounds. Unlinking audio from rad prosp for now until actions are in place
  • updated raptor juvie skinning, added bones and carcass skeletal mesh
  • Updated skinning on raptor skeletal mesh. Updated physics asset
  • Elysium - cliff placement, decal and slope rock painting in NW volcanic, red quad
  • Adjusted eye material and physics asset constraints for the hopping creature
  • Chew - Updated size to match reference (2.5x). Fixed feet sliding after scaling. Fixed jump distance/arc. Added Damage Curve. Chew now acts similar to the buffalo, wanders until attacked
  • Add farming packets to workshop for new DHs resources
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Adjustments to distancing of Rad pros footsteps
  • Lots of updates and additions to rad pros vocals, movements, data tables, notifys etc. Lots to go
  • Elysium - cliff placement and decal painting in NW volcanic, red quad
  • Adjusted wind settings for Alpine Lilly and Yucca Flower plants. Also updated the Alpine Lilly meshes and textures
  • Snow Pygmy Lop - Added initial implementation (without meshes)
  • Updated meta uranium FX and material
  • Disable DT validation for Fillable. Disable icon check for ItemsStatic validation as its repeating what Itemable validation does. Small fixes
  • Added first pass SK mesh, Physics asset, materials and textures for the Dragonfly creature
  • Adding more vocals and layers to the rad prospector. Volume tweaks etc
  • Fixed orientation of APEX meshes for Curved Angled Glass Walls
  • Added slinker swim and sleep animations to the project
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Added first pass of the sulfer worm's skinning with materials and textures
  • Small tweak to rad prospector drag audio
  • Replacing all rad pros spot sounds with trash creature blended in to make it more scary and intense
  • Second pass on SMs for GT_Stick_Tree assets for the geothermal area
  • Juvenile Raptor Implementation
  • Elysium - cliff placement and landscape sculpting to reshape impassable slopes in NW volcanic, red quad
  • Adding Irad Pros crawl audio sounds. 1 shots and looped audio triggering additioanl crawl 1 shots. Varioius adjustments
  • Add dithered PerInstanceFade rendering support to Rock master material. This softens the pop on meshes coming in and out of view, most noticeable on the new scree slopes in T021. Cleared out some texture references to old non-CAC AO setup
  • Misc fixes for DT validation warnings
  • Adding rad prospector updated spot and death audio

[/expand]

Icarus Week 192 Update | New Arctic Survival Saddle with cold resistance

Welcome to week 192.

This week, we are adding a new higher-tier saddle specifically for use in the Arctic regions, as well as a few smaller fixes to achievements and great hunt content.

We also give a preview of a requested feature that we have added, thanks to feature upvote.

Jump in and have a read.

Notable Improvements:
  • Fixed Biomore backpack as it was granting aura to bosses & enemies (not just friendly)
  • Lowered survival Stats on Carbonweave backpack (they were very unbalanced)
  • Various Achievement Fixes (Cha-Ching!, Easy Tiger, Ring Leader, Damage Resisted By Shield, Gimme Gimme Gimme, Not Lost, Still not Lost, What is this Place, Colossus Collapse, Starstruck)
  • Fixed issue with Mission Paths, which were correctly locked out in Great Hunts - allowing all missions to be done and causing issues with the GH mission flow
  • Preventing Food / Water / Oxygen consumption from being completely mitigated, the value will always be at least 1
  • Giving the Lava Hunter a Large Fall Damage Resistance
  • Add missing ColdSteel Spear to valid ammo types for Javelin Launcher

[hr][/hr]
This Week: Arctic Survival Saddle


This week, we have added a new saddle to the Animal Bench. It represents a higher-tier of saddle that is designed specifically for arctic travel.

The ‘Arctic Survival Saddle’ has five base inventory slots, two additional utility item slots and extra cold resistance, making it ideal for quick-moving mounts such as the Moa. This saddle aims to add higher-tier equipment for mounts that help them both in terms of their survival and utility in late-game scenarios. The Arctic Survival saddle requires platinum weave, wool and rope to craft, meaning you must bring down a sheep from orbit to gain access to wool.


[hr][/hr]
Next Week: Armor Stand QoL


Next week, we have a QoL with the armor stand coming, and we're adding a customisation option to prevent backpacks from being swapped when swapping gear on the armor stand.


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

https://store.steampowered.com/app/3315290/Icarus_Great_Hunts_Campaigns

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

Changelog v2.3.3.140683


[h3]New Content[/h3]
[expand]
  • Unlocking and Enabling the Arctic Survival Saddle

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fixed an issue where resource network spline splits could have incorrect visuals going to both world 0, and spline local 0
  • Hammerhead Slug - Removed ability to stealth crit the boss
  • Field guide should no longer include hidden items in the processor list for recipes
  • Add proper base class setup for Fireplaces instead of inheriting from Stone Fireplace.
  • Use iterated scene components to drive bespoke FX.
  • Quality pass on lighting and VFX.
  • Fix Gas Stove offsetting the mesh after playing an animation as they were imported incorrectly with an offset.
  • Add new VFX for gas stove.
  • Remove fire VFX from Electric fireplace.
  • Increase DF resolution on Electric Fireplace so the windows are cut out.
  • Resave DMs in attempts to fix engine materials warnings
  • Added variant assets for Stone Fireplace to bring it in line visually with the stone buildables
  • Fix Biomore (medic) backpack is granting aura to all NPC in range (not just friendly)
  • Fix text on medical scanner is not being translated
  • Fix 'Outcomes' heading not translated in GH campaign board
  • Fix a problem with multiple aura instances affecting a single actor
  • Fixed an issue where specific deployables that spawn other deployables (e.g. fishing bench/bunk bed) were spawning the other deployable and then reseting its foundation actor to null so in the fishing benches case never deleted the filleting station
  • Adjusted wind settings for both the HRB_CocoPalm and HRB_Sugar_Cane assets
  • Fixed Still Not Lost achievement not triggering after biome row was renamed but not updated in Tracker BP
  • Add missing ColdSteel Spear to valid ammo types. Add some unhooked DTvalidation logic to find incorrect setups
  • Fix What is this place (FractureCave) Accolade
  • Retroactively apply 'Soft Landing' (FirstDropPromStory) accolade as description isn't clear (and in this case we have the requisite info)
  • Volume pass on scorp rifle bullet eject
  • Fix display issue with 'Colossus Collapse' (AllGarganutanMissionsDone) Accolade - wrong mission name 'Pursuit' -> 'Blood Thirst'
  • Remove all player/meteor distance based checks, for Starstruck/ViewMeteor achievement (players complaining 'seen and not awarded')
  • Fixing kinetic rifle playing incorrect bullet eject sound. Added metal bullet drop instead of just shotgun shell
  • Fix Biomore (medic) backpack is granting aura to bosses (not just friendly)
  • Fix Viscid slug den eggs using busted material (decal that is not transparent domain), create new bespoke material
  • Fixed a few typos in quest and item text
  • Fixed 'Not Lost' and 'Still Not Lost' achievements not triggering on steam
  • Changed weather card back to have text and added the text string
  • Fixed the Deer Corpse BP which had the incorrect mesh assigned to the gfur node. It is now the correct mesh
  • Reimported Exotic Licence Icon
  • Lowered the Survvial Stats Provided by the Carbonweave backpack as the stats where too high and providing and imbalanced player experience
  • Preventing Food / Water / Oxygen consumption from being completely mitigated, the value will always be at least 1
  • Fixing issue where the Boss information was not correctly displayed in world with the Norex Boss Upgrade Module when slotted into the Contact Device
  • Giving the Lava Hunter a Large Fall Damage Resistance
  • Fixed issue with Mission Paths where not correctly locked out in Great Hunts - allowing all missions to be done and causing issues with the GH mission flow
  • Updated accolade trackers to use new steam stats
  • Fur card material adjustment for albedo
  • Remedy some very misleading 'dev only' logs in the AccoladeSubsystem
  • Add explicit goal counts for AllSixStoryMissionsProm and EndAbyss accolades
  • Add a datatable validator for Steam achievements that are not one off and don't have a SteamStatId

[/expand]

[h3]Future Content[/h3]
[expand]
  • Outpost_012 - added deep mining, meta and enyzyme deposits
  • Added nav blockers to areas of ice mammoth arena where he was likely to get stuck e.g. pillars/protruding ice chunks
  • Adding raptor attack vocalisation, event audio and data table setups
  • Resaving AI Setup to fix build
  • Slinker - Fixed feet sliding
  • Added frst pass bones and carcass sk mesh, materials and textures for CRE_Chew
  • Outpost_012 - general polish, placement of lake audio splines and water points
  • Fixed a bug where the slinker was walking with his right side on tippy toes. Changed comp_lean blendspace neutral animation to a more natural neutral anim
  • Adding second DH music geo track. WIP to improve and evolve over time
  • Add some more (editor only) logging around IcarusStateRecorders
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Added custom LODs for the slinker. Updated the slinker bones texture to match the base model
  • Fixed dynamic movement of Bounder ears, as well as gfur settings for the corpse BP
  • Outpost_012 - foliage and landscape texture polish based on design feedback, added pumpkin and watermelon
  • Small tweak to DH music track
  • Adding raptor spot, duplicates of anim montages, anims and BT and data table setups to separate from other creatures
  • Fix Streaming Distance settings on Outpost012 (was 50k now 500k units to match other Outposts)
  • Outpost_012 - added to to AI_SpawnConfig, placed BP_AISpawner in map
  • Exotic Uranium Nodes are now Radioactive
  • Quick Pass on Radiation Protection Armor adding in Radiation Protection Stats
  • Adding Radioactive waste as a byproduct of Uranium Conversion
  • Adding Radioactive Waste Item
  • Removed Decay from Radioactive items
  • Adding Anti Radiation Transfusion Item which slowly heals radiation exposure for 5 minutes
  • Adding Anti Radiation Injection Item which will instantly heal a small portion of Radiation Exposure - Workshop item
  • Adding Cheat to quickly add / remove radiation exposure from the player
  • Adding RadiationTolerance_+, RadiationResistance_% and AttacksCauseRadiationBurn_%
  • Adding new Radiation Burn Modifier and Icon
  • Adjusted Radiation Accumulation Caluculation to include Resistance
  • Adjusted Max Radiation Value to take into account Radiation Tolerance
  • Adjusted Radiation Accumulation Modifier so partial units can be kept / stored and accumulated so we don't lose data if there is high resistance
  • Radiation Accumulation at a base will take approx 5 minutes to progress from 0 -> 100% going through the 3 different stages
  • Adding a base Radiation Tolerence of 1000 to players starting stats
  • Adding new Stone Fireplace Variation
  • Adding Truffle Images for Item, Seed Packet and Seed
  • Ruby texture for Voxel_01 and 02., applied materials to D_VoxelMaterialMap
  • Adding garlic plant audio
  • Adding onion plant audiuo
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Adding audio for agave plants harvest
  • Outpost_012 - cliff and foliage polish
  • Adding CHEW cre idle vocalisations, event and data table setup
  • Outpost_012 - decal and foliage polish, added variant of SandVariance decal and swapped with original, tweaked macro and cliff material settings
  • Outpost_012 - mesh and decal polish, set up in D_Outposts, D_ProspectList, D_Talents to enable access in dev build
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Outpost_012 - corrected phys materials in landscape layerinfos
  • Adding setup for coastal ambience within new outpost
  • Added missing textures for DLC2 snow slopes decal
  • Adding radiation survival variables, replication, events and save/load
  • Adding 3 levels of radiation debuffs that are reiggered by survival triggers
  • Adding ability to accumulate radiation over time via modifier
  • Adding icons for radiation levels
  • Adding Radiation Display bar which appears when radiation is gained
  • Remove unhooked logic from TreeV2 master. Clean out dud references to NoOldWind param. Delete some unused MI's. Repath incorrect material on Pine01 mesh
  • Swapping Irradiated Modifier to use count instea of longest duration
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Outpost_012 - mesh and foliage polish, added more navblockers
  • Bounder Implementation - Added isvalid check on IcarusNPCGoapCharacter to stop error spam on creature death
  • Lithium textures for Voxel_02 and 05, assigned to voxel material and distribution data table
  • Adding Orka footstep, death, idle audio events and data table setups
  • Outpost_012 - Added biome heatmap GT + source files, data table setup for new atmosphere and biomes
  • Added tundra deer bones and carcass assets to the project. Small update to the Gfur
  • Lithium texture for Rock_Gen_Voxel_01
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Slinker - Added/hooked up montages for eat/idle/attack
  • Fixed 'look at' ctrl rig not working
  • Fixed Attack range and attacks playing too slow to hit a moving player
  • Fixed name badge being on the ground instead of above head
  • Fixed anims not having root motion and causing stuttering/being rotated
  • Fixed Slinker losing sight of the player at seemingly random moments
  • Outpost_012 - drop+respawn ship spawns, mesh and foliage polish, added flowpoints to ocean
  • Added new animations for the sand wyrm queen
  • Adding raptor death vocalisation, audio event and data table setup. Music adjustments and fine tunes
  • Imported art assets for the tundra deer. Created character BP and did a first pass on the Gfur groom
  • Adding Raptor flinch audio, event and data table setup
  • Adjustments to DH combat music
  • Updating Geo Music track 2. Setting combat music for ELY new biomes, volume adjustments and tweaks to music
  • Fixed material for Agave billboards
  • Replaced Radiation Icons
  • Elysium - cliff placement and decal painting in NW volcanic, red quad
  • Tundra Deer Implementation
  • Elysium - cliff placement, decal and slope rock painting in NW volcanic, red quad
  • Adding raptor idle vocals, footstep adjustments, duplicate of dodge BTS and updating anims so the striker is not referenced. AI audio setup etc
  • Outpost_012 - minor foliage polish, adjusted tile size settings in new ocean water mat
  • Added DEP_Tesla_Coil
  • Outpost012 - Put Coastal atmosphere back to CF fog settings. Add extra row of ocean tiles to blend horizon better. Add new ocean material shader and water setup and apply to Outpost012 water tiles. Organize outliner folders
  • Fix SteamStatIds for RedExoticsEarned (Cha-Ching!), CreaturesTamed (Easy Tiger & Ring Leader), BlockedDamage (Damage Resisted By Shield), ResourcePack (Gimme Gimme Gimme)
  • Ruby ore texture for Voxel_05 and applied to D_VoxelMaterialMap
  • Added groundwork for additional armour stand backpack toggle and swap button
  • Added armour stand calls into network proxy so players can call RPCs from the UI
  • Added capability for armour stand to interact with different arrays of inventory slots
  • Added new string table entries for armour stand UMG
  • Outpost_012 - generated in-game map
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium

[/expand]

Hotfix 2.3.2.140630-rel-GreatHunts

Contains the Following Fixes:
  • Fixing the Widgets in the Habitat so they correctly show the Legendary Biomass Currency on various locations in the Main Menu and Workshop Screens as it was accidently hidden in a previous commit this week.

Icarus Week 191 Update | New Electric Fireplace with 48 cooking slots

Week 191 brings the new Electric Fireplace, a Tier 4 alternative to the existing Biofuel and Standard options.

With more slots, faster cooking and better comfort boosts, it’s the ideal piece for the almost-perfect base.


[hr][/hr]
This Week: Electric Fireplace


This week we’re adding the Electric Fireplace - a Tier 4 upgrade on the Biofuel and Standard Fireplaces already in-game.

The Electric Fireplace has a substantial slot count with 48, double the Biofuels 24 and four times that of the Standard Fireplaces 12.

It also cooks meals 10% faster than the Biofuel Fireplace—17 seconds for a T-bone Steak compared to 19 and 23 seconds for the Biofuel and Standard Fireplaces, respectively.

It also provides our highest comfort level yet, 16. This is again more than the Biofuel Fireplaces' 12, and Standard Fireplaces' 8.


[hr][/hr]
Next Week: Arctic Saddle


Next week we’ll be adding some new Arctic Saddles to the game, perfect for those freezing treks across the arctic biomes with your trusty mounts.


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

https://store.steampowered.com/app/3315290/Icarus_Great_Hunts_Campaigns/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.3.2.140487


[h3]New Content[/h3]
[expand]
  • Unlocking Electric Fireplace, Extensions and Cap

[/expand]

[h3]Fixed[/h3]
[expand]
  • Adding unique generic footstep event for generic - default surfaces to avoid it sounding too specific when PMs are not added or surface is default
  • Fix Hardcore Mission, Difficulty and Modifiers text being untranslated on some mission selection UIs
  • Fix Custom Highlightable setups for Fireplace
  • Fix DeployableSetup DT validation not working because assets weren't being block-loaded first. Fix remaining entries that didn't have their nav setup correctly. Add some more entries such as beds and traps to the ignore list
  • Fixed a number of typos and inconsistencies in quest and item text
  • Fixed mismatched materials between the SMs and DMs of a few Stone Buildables
  • Fixed a typo and edited text on cement mixer recipe for clarity
  • Fix the 'Discover The Cave' achievement (FractureCave). Dialog queues changed since tested
  • Merge setup/config params in BP_ResourceNodeBase to avoid things not being setup because its hidden further down in the scroll bar
  • Misc DT warnings fixes: Remove Focusable/Actionable for Flamethrower fireball. Add Icons for StoneBrick small signs. Add dummy items for objects that can't go into players inventory (mission corpses, etc)
  • Achievement 'Barking up the Right Tree' - Fixed achievement not working on existing mounts/pets in space
  • Added scalebox to legendary weapon text in Biolab UI to allow other longer text in other languages
  • Commit missing item data table
  • Add translatable text to mission outcomes
  • Fix achievement 'Not The Bees' (UpgradedBeehive) so that it will trigger when beehive pieces are placed either directly in world, or upgraded via the beehive inventory UI
  • Achivement 'Fur Baby' and 'Mountie' - Fixed achievements not being granted on existing max level mounts/pets. will now attempt to grant the achievement when interacting with the existing mounts inventory
  • Fix Flesh and Circuitry achievement (Extract1000Biomass). Was previously tested during development when there were multiple different types of biomass
  • Add a data table validator for stat replication (currently unpinned)
  • Change UMG_RecipeElementNonInteractive to do validated gets to prevent error spam when opening Fireplace. Tidied BP function layout
  • Change to Custom Highlightable setup on Crop Base so crops highlight alongside base plot mesh
  • Clean out original Farming system data that was made obsolete by V2 system in 2023
  • Adjusted the horse's proportions to fix bad positioning of joints, especially in the legs and neck, and redid weight painting, improving overall quality of creature animation and movement
  • Fixed a typo in experiment instruction text
  • Removing Explosive Sniper Round from the Workshop & Adding Firedamage+% which now scales Fire DOT to the Sniper Incendiary Round
  • Achievement 'Snow Problem' - Adding 'arctic set' tag to both polarbear armor and arctic survival armor
  • Fixed bloom brightness of buckshot hit FX on iron buildables
  • Updated color of emerge FX in Desert area
  • Achievement 'Snow Problem' - Swapped 'arctic set' tags to be on polar bear 'arctic armor' instead of the new 'arctic survival armor'
  • Achievement 'Not The Bees' - Fixed bug where achievement wouldn't trigger
  • Fixed a few typos in quest text
  • Updated emerge vfx for caveworms

[/expand]

[h3]Future Content[/h3]
[expand]
  • Added proper collision to aspen saplings and small trees
  • DH Geo music setup to play in correct biome. Volume pass
  • Adjustments and additions - fine tunes to DH Geo music cue
  • Added custom LOD3 for all truffle plants to bring polycount closer to all other foliage
  • Outpost012 - rivers and foliage
  • Add PMs for T021 LayerInfo assets
  • Added missing collision to full size Aspen tree imposters
  • Updated slinker textures back to the more saturated blue and red. Changed the eyes to use the new eye shader
  • Add Agave, PricklyPear and Garlic farming and seed setups. Fixed collision setups. Optimized textures
  • Fix missing collision on Onion meshes. Fix Onion FTs not using DF lighting. Optimized Onion textures. Add seed and farming setup
  • Added crude oil refiner blockout mesh to the project
  • Added organic extractor blockout mesh to the project
  • Added natural oil refiner blockout mesh to the project
  • Fix Slinker XP event setup based on the errors output by DT validation
  • Added T5 polymerizer deployable blockout mesh to the project
  • Added T5 pump jack model to the project
  • Added T5 manufacturing unit model to the project
  • Created irradiated prospector carcass meshable entry. Fixed broken reference in item static data table
  • work in progress setup for the Irradiated prospector creature
  • Adding very WIP music 2 tundra DH music piece to FMOD project
  • Elysium - Macro and cliff placement in NW volcanic, red quad
  • Add Truffle FLOD, item, seed and farming setup. Fix Truffle PM being flesh. Improved LOD screensizes. Increased normals resolution and removed _Dead variation. Improve collision from Box to 26DOP. Change Meshable entries to Generic_Food as none of the items look great in-hand
  • Outpost_012 - river tweaks and polish, navblockers, added parameters to BP_waterfallbase for controlling size
  • Add implementation of homestead and brick chimneys, pending recipes
  • Remove LOD Bias graphics setting
  • Fix destructible material overrides on many glass curved building blueprints
  • Fix FieldGuide items now stay highlighted in left panel in some contexts
  • Adding DH music 2 cue into its own event and setting to correct data table
  • Updated the slinker look at control rig
  • Second pass at Tundra DH biome music 2
  • Adjusted billboard LOD distances for the Agave plant assets so that the billboard doesn't pop in too early
  • Adding secondary DH tundra biome music track WIP
  • Adjusting Location of Falloff Distance Initalisation
  • First Implementation of Radiation, specific flagged items in inventories and dropped on the ground will become emitters and push out radiation, this can be queried via the radiation manager - currently tagged items include Raw Uranium and Uranium Rods
  • Adding Radiation Falloff to GameplayConfig
  • Adding Aura's and Aura Effects for Radioactive and Irradiated
  • Adding Radiation Protection Armor (T5) Item Setup, Blueprint, Recipes
  • Basic Setup of Hazmat Suit, Recipe, Blueprints, Items
  • Adding Lithium Crossbow, Recipe, Blueprint
  • Adding Lithium Shield, Recipe, Blueprint
  • Adding Lithium Bow, Recipe, Blueprint
  • Remove DNT from Prickly Pear text
  • Updated slinker anim setup. Still WIP
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Outpost_012 - foliage and decal painting, set map to use external actors, added blocker volumes around edge of map
  • Add recipes for glass, reinforced glass, clay brick, stone brick, scoria brick and concrete curved building pieces
  • Further work on the irradiated prosperctor anim setup
  • Fixed rotation on all Wall_CurvedAngle Glass buildables, as they were rotated 90 degrees from their correct orientation
  • Add curved brick items and template setups
  • Add initial implementation of brick curve pieces
  • Fixed rotation on all Wall_CurvedAngle Concrete buildables, as they were rotated 90 degrees from their correct orientation
  • Elysium - Cliff placement in NW volcanic, red quad
  • Setting up Uranium generator which runs on Uranium Rods, Blueprint, Recipe, Item
  • Basic Setup of Radiation Tracker, Item, Blueprint, Recipe
  • Added Blueprints and Recipes for the Lithium tool set
  • Setting up Mining Laser Item, Recipe, Blueprint
  • Setting up Chainsaw / Jackhammer biofuel and blueprint fixes
  • Setting up Chainsaw / Jackhammer items, recipes, blueprints
  • Adding Shaped Ruby item and recipe to craft
  • Adding Refined Lithium item and recipe to craft
  • Adding Cobalt ingot item and setting up recipe to craft
  • Lithium Tools Durable Data Setup
  • Basic Item Setup of Lithium Tool Set (Axe, Pickaxe, Knife, Spear, Sickle, Sledgehammer)
  • Adding Icons for Agave, Garlic, Onion, Prickly Pears - their seeds and farming packets
  • Item icons for Agave, Garlic, Onion and Prickly Pear
  • Setup of Permafrost breakable rock
  • Setting up Cobalt Breakable Rock
  • Setup of Lithium & Ruby Voxels
  • Setup of Lithium & Ruby Deep Ore Deposits
  • Adding Item Setup Ruby Ore & Noxious Crust
  • Adding Item Setup Lithium Ore & Noxious Crust
  • Adding Item Setup Cobalt Ore & Noxious Crust
  • Remove referenced assets from developer levels. Update TextureTools display formatting. Misc CheatRegister fixups
  • Added implementation of glass, reinforced glass and concrete curved/diagonal sets
  • Work on the slinker animation setup
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Elysium - cliff placement, decal and rock painting in NW volcanic, red quad
  • Fixed DF settings on new FTs. Add missing Highlightable. Add Onions to FLOD DT. Update ResourceNode BPs with new data

[/expand]

Icarus Week 190 Update | Updates, improvements and fixes for Great Hunts

Week 190 brings our customary ‘week one patch’ after a major expansion.

The reception to Great Hunts has been awesome, so we’re happy to bring you an array of tweaks and improvements and catch a few bugs that slipped through the cracks.

We also have some details on the two hotfixes that went out last weekend if you missed them.

Finally, we’ve got details on next week's update, as we keep moving towards the week-200 milestone.


[hr][/hr]
This Week: Great Hunts Week One Update


As is tradition, the week after a major expansion or update is reserved for a ‘week one’ patch, where we address any bugs, imbalances or issues that may have slipped through the cracks when releasing it.

Here are some of the key fixes and balances you can find in this week's update:
  • Added Incendiary Sniper Ammo for the Anti-Materiel Rifle available from the Orbital Workshop
  • Fixed buildings and deployables placed in instanced levels that were not being registered to the correct biome in the weather controller
  • Fixed a bug with Outpost Veteran and Outpost Builder achievements, where they could be granted incorrectly on Open World prospects
  • Fixed NPC dialogue not playing at the end of Ape B due to the ‘Bool default value’ being set to 'Played'
  • Fixed Blackwolf armor set not allowing alterations
  • Fixed the legendary bow with the 'fortified grip' attachment, not using stamina on secondary click hold
  • Fixed Frostbreaker not using stamina when blocking
  • Fixed the Gauntlet image on the Great Hunts selection buttons, which were incorrectly displaying
  • Removed Great Hunts Module Item Tags as they were incorrectly marked as meta items
  • Recommitted the ‘connecting overlay’ as it was not saved correctly
  • Removed the ‘glow effect’ from SMPL3 Mission Cards
  • Added UI fixes for prospect outcomes, so that at various scaling and zoom levels, the outcome text does not overlap
  • Swapped the T3 Cleaner, dropped the mesh to use the machining bench kit
  • Hooked up an optional water connection processing speed to the Biofuel Cleaner
  • We now allow broken weapons to open the radial ammo menu so that loaded ammo can be unloaded without having to first repair
  • Ape_A: Fixed ‘base cleanup’ to not clean up half the base immediately and the water after a delay, added cleaning up of the NPCs
  • Small pouches are now crafted with the raw materials and paints rather than using the base pouch with paints - this is to avoid players using their pouches with items in crafting recipes, which results in loss of items
  • Fixed issue on Great Hunt arena entrances where clients wouldn't see the 'returns in xx seconds' interact prompt
  • Rimetusk Arena - Removed collision on many of the lower-hanging waterfall icicles to address the boss creature running into them and not being able to reach his location to regenerate armor
  • Fixed the issue where the legendary weapon stat comparison widget would break in Bio-Lab after upgrading a slot
  • Removed the Galileo Feature Level Lock on achievements - which may have been preventing unlocking achievements in Steam for anything introduced in Copernicus
  • Fixed an issue where explosive rounds weren't getting cleaned up properly, potentially causing performance issues over a play session
  • Added new ammo type in the workshop for the Anti-materiel Rifle - Incendiary rounds. These rounds also scale the damage of the fire damage which is applied to targets.
  • Dead mounts with items in their inventory now persist between game reloads
  • Loot Retrieval now works at a distance of 15m instead of 4m & Loot Retrieval no longer places loot bags halfway into the ground if player is crouching while they use it

This is just a small selection of the adjustments see the full list in the patch notes below.

Thank you to everyone who shared their feedback and experiences on our Discord and Feature Upvote.


[hr][/hr]
This Week: Hotfixes v2.3.0.140125 and v2.3.0.140148


Some things are too important to wait for a weekly update, so we sometimes publish hotfixes.

Two hotfixes were pushed over the weekend, 125 on Friday NZT and 148 on Sunday NZT. A few of the details are below:

[h3]125 - Rimetusk Campaign Mission: ‘Field Work’ Blocker:[/h3]
  • Fixed an issue in the Rimetusk Campaign: 'Field Work' - where the mission could not be completed due to the objective asking for an item that no longer exists in Icarus to be crafted and placed

[h3]148 - Garganutan Boss & Achievement Fixes:[/h3]
  • Fixed issue where the Garganutan Boss would not take the appropriate amount of physical damage after players had completed the mission BLOOD THIRST, making the fight require fire/explosive damage instead of just regular ammo and melee. This has now been corrected
  • Fixed an issue preventing the client from properly communicating with Steam to check off achievements. Any existing achievements that players have gained will sync up and be granted on Steam on login

[hr][/hr]
Next Week: Electric Fireplace


Next week, we’ll be adding the new ‘Electric Fireplace', a Tier 4 option similar to the Biofuel Fireplace but connected to your power grid, rather than requiring a manual fuel source.

[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 v2.3.1.140342


[h3]New Content[/h3]
[expand]
  • Enable 2-sided DF generation on IMP_Mountain_02_CaveHole mesh used in M7 (Styx) cave as it was suffering heavy shadow artifacts without it
  • LavaHunter Flamethrower: Update FlameBurst VFX to have 'low' and 'high' quality light setups with high spawning several lights that move with the flames to enhance the effect. Add server-only function for spawning new Scorch decal on ground for FlameBurst. Remove 'GetPlayerCharacter' logic and base off SKItem owner instead as this resulted in the server (Player0) also always getting the effect at their feet. Remove FlameBurst NS component that isn't used
  • Biolab UI polish: Fix hover not coloring button angle, fix button tooltip appearing when hovering nearby and fix buttons appearing prior to animation playing
  • Adding DT Setup, Item, Recipe, Blueprint Etc for Advanced Arctic Saddle
  • Swapping T3 Cleaner dropped mesh to use the machining bench kit
  • Hooking up optional water connection processing speed to Biofuel Cleaner
  • Added the art assets for the arctic survival saddle with 5 skeletal meshs for the 5 different mount shapes
  • Adding Arctic Survival Saddle Item Icons
  • Sparkle FX for collectibles
  • Add UseRainDroplets shader functionality to held items. This adds a wet look to items during rain. Improve tooling to pick up on this better and retain consistency across items

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fix buildings and deployables placed in instanced levels are not being registered to the correct biome in the weather controller
  • Remove DF from Weapon meshes. Fix LODs on Legendary SMs
  • Fixed a bug where the hover tooltip wouldnt display the correct weight. Changed carry weight stats to be replicated to fix this
  • Fixing armor rack audio being able to play 6 armor swaps at once when swapping all armor instead of individually by adding a short cooldown to the event
  • More reductions to overly long audio events
  • Reducing event length that was far too long for when chopping a whole tree down in one hit
  • Update sleep screen well rested buff duration to display in minutes instead of seconds
  • Added and applied no RVT material variants to SM_SW_Mangrove_ApeCageVar
  • Adding short cooldown to UI event that was triggering multiple UI instances at once causing the sound to be overly loud
  • UI Fixes for prospect outcomes so at various scaling and zoom levels the outcome text does not overlap
  • Added XP Events to the sledgehammer breaking clay/scoria/obsidian
  • Removing Glow from SMPL3 Mission Cards
  • UMG_ModifierStateContainer can no longer refresh layout multiple times per frame
  • Incorrect Item Weight Bug - Changed base stats to not replicate and added replicated virtual stats in their place
  • Grant Bestiary XP for shearing sheep
  • New dropships are now spawned 50cm lower to reduce occurrences of floating dropship legs
  • Fix MeteorShower master after fur texture type changed
  • Fix spelling of Electric on ElementalDamage stat description
  • Reducing bloat from dialogue lines causing it to play for far too long
  • Fixed Frostbreaker not using stamina when blocking
  • Allow broken weapons to open the radial ammo menu so that loaded ammo can be unloaded without having to first repair
  • Adding correct dialogue line to play at the end of Ape C2
  • Fix Caveworm and Fish poisons being unaffected by resist stats
  • Updated Sustenence tonic to also increase food buff duration for the duration of the tonic
  • Fixed tooltip referencing [DNT] Snipers and changed to Sniper Rifles
  • Remove reference to .50 cal and fix spelling of Materiel
  • Ape_A: Fix base cleanup to not clean up half the base immediately and the water after a delay, added cleaning up of the NPCs
  • Fixing NPC dialogue not playing at the end of Ape B due to the Bool default value being set to Played
  • Adding hover and click to GH mission upgrade area
  • 10ft Extractor - Replaced and deleted old versions of textures with bad source paths, replaced references in materials
  • Small pouches are now crafted with the raw materials and paints rather than using the base pouch with paints - this is to avoid players using their pouches with items in crafting recipes which results in loss of items
  • Adjusting Blueprint node for pouches in the tech tree to display all recipes and not just the base pouch
  • Fix Panini Shader error logging not being fed the item value
  • Fix untranslatable Operations and Upgrades text on C0NT4CT device
  • Adjusting GH DLC Package Data Icon to match the in-game one on items
  • Added additional logging to help track down missing client Account Flag rewards
  • Hammerhead Slug - Added missing server checks to prevent client from spawning a second slug manager and from allowing the client to determine cocoon state
  • Fix boss respawn tracking upgrade showing time since last spawn, instead of time until respawn
  • Fixed issue on Great Hunt arena entrances where clients wouldn't see the 'returns in xx seconds' interact prompt
  • T3 Cleaner -Fixed a bug where the water spline was connected about a meter away from the mesh - Moved spline location to be within the mesh bounds
  • Updating Great Hunts Info Text in the Biolab
  • Fixing Gauntlet Image on GH Selection Buttons
  • Removing GH Module Item Tags as they where marked as meta items when they are not
  • Adding Ability for DOT modifiers Damage to be scaled by causer stats
  • Adding virtual stats for Fire/Frost/Poison/Electric Damage
  • Fire Burning Damage DOT's are now scaled by FireDamage_+%
  • Fix typo in Burning modifier description
  • Fixed legendary bow with fortified grip not using stamina on secondary click hold
  • Fix Composition quest spelling Chemistry
  • CharStats tooling improvements for comparing multiple creatures. Now properly supports toggling between either Character or AI stats
  • Medical items such as Pastes and Pills are now visible in the players hand. Remove unncessary SK BPs
  • Stats cleanup: Fixed StatTitle UMG having '+25 per minute' as default text masking a bunch of stats that didn't have descriptions setup correctly.
  • Improved logic to have fallbacks for missing stat text.
  • Fixed StaminaRegenPerMinute stat value displaying incorrectly as it was being divided by 1000 instead of 60.
  • Put various Stats into correct categories, added Tames/Pets and Turret categories and retired (and marked via MetaData) several smaller categories that suited elsewhere.
  • Fixed stats with missing description text causing the stat text to not update and display correctly.
  • Improve performance when full stats window is open by not updating on tick
  • IM Arena - Removed collision on many of the lower hanging waterfall icicles to fix boss running into them and not being able to reach his location to regen armor
  • Fixed a bug where armor stand wont show items when low fps and dragging items in quickly. Added an extra check to make sure the item has already been loaded before we attach it to the stand
  • Fixed edge case which could cause an invalid player loadout to be generated, preventing orbial exchange interface from working
  • Fixed bug where sometimes the medium slug wouldnt spawn small slugs on dedi server because of animation interuption. Switched death behaviour from animation 'on complete' to 'on blend out' and have a case for if its interupted
  • Output velocity on MA_GLS shader so it doesn't blur when turning with motion blur enabled
  • Fixed issue with in-world boss respawn timers counting incorrectly (on upgraded Contact device)
  • Disabled auto-wrap on UMG_Boss_Button's name text to prevent flickering
  • Fixed issue where boss respawn widgets weren't using the correct property to check for dead boss count
  • Fixed boss respawn widgets going into negative values on prospects that didn't support boss respawning
  • Added IsValid check to BP_PlayerTrackerListenter
  • Fixed issue where legendary weapon stat comparison widget would break in Bio-Lab after upgrading a slot
  • Adding a legendary weapon upgrade now invalidates the cached item stat container
  • Fix water containers >100L not fully emptying when using the context menu Empty Container function. Tidied BP
  • Hide Blueprint and Solo refresh buttons, as these are no longer required
  • Increase storm tier of Sandworm building to match Stone
  • Add translation entries for biolab return to store button and mission select screen button
  • Rehooked up Operations selection button translation on C0NT4CT device
  • Removing Galileo Feature Level Lock on achievements - may have been preventing unlocking achievements in steam for anything introduced in Copernicus
  • Removing Double XP Weekend Stats and Banner
  • Fixed a case where Mounts could be destroyed if player was riding one while they crashed or were kicked
  • Update SM asset validator to detect LODs with a screensize value of 0.0 and flag as invalid
  • Fix meshes with LOD screensize values of 0.0, meaning they will never be selected
  • Cave AI are now given IsCaveCreature boolean stat on spawn
  • wip on updating the Niagara Dynamic Script for Caveworm Emerge VFX
  • Removed unused/old control to reload legendary flamethrower
  • Added opacity switch for M_Creature and updated MA_EyeShader Sclera
  • Tidied up a number of Payloads that weren't using IsServer calls correctly and made sure their physics impulses weren't triggering every frame
  • Removed a number of unused payload BPs
  • Radial force component on explosive round payload no longer activates every frame
  • Updated NPC stabilization quests to also complete when the NPC is no longer valid, to ensure that if they're collected the quest is complete
  • Fixed issue where explosive rounds weren't getting cleaned up properly, potentially causing performance issues over a play session
  • Remove SlowTick event for UMG StatsWindow optimization which unintentionally caused a background hitch. Delay off tick instead so hitch is gone once UI is closed
  • Resave operations button title update
  • Added name and description for Glaci spawner/den
  • 'Loot Retrieval' button in escape menu now checks for loot bags and corpses around world origin
  • Loot Retrieval now works at a distance of 15m instead of 4m
  • Loot Retrieval no longer places loot bag halfway into the ground if player is crouching while they use it
  • Dead mounts with items in their inventory now persist between game reloads
  • Fixed bug with certain mounts that prevented their items from being added to their corpse on death. Affects Terranus, Zebra, Shaggy Zebra
  • Added DT validation to prevent new mounts from being added with incorrect configuration

[/expand]

[h3]Future Content[/h3]
[expand]
  • Added cheat to grant XP to Mounts for testing. Disable GrantXPDebt cheat as that system is obsolete
  • Outpost012 - cliffs, rivers, decals, foliage
  • Added 'Illumination' Payload round for Sniper Rifle, still WIP not unlocked
  • ELY: Remove duplicate Atmosphere Controller and RVTs from Vista sub-level
  • Added LODs for Ely Heightmaps
  • Outpost012 - cliffs, rivers, decals, foliage
  • Fix CycleBiome cheat to actually work (delete now-obsolete logic from AtmoController as its handled in Player ActorState instead). Add unhooked method of updating cubemap on AtmoController for debugging as its currently only triggered via biome transition
  • Remove or update redundant or incorrect description text for Cheat Functions
  • Updated caveworm emerge VFX
  • Add an optional per-recipe text row so there is not an extra 0 value that will never be defined
  • Outpost012 - cliffs, rivers, decals, foliage
  • Unhook Feature Level check and hard gate WIP ProxyMesh system until its ready so that it doesn't spam Dev builds
  • Set Illumination Round to be Field Guide blacklisted
  • Add DNT to Illumination round
  • Update collision on DC_Macro meshes to be more accurate
  • Update collision on DC_Macro_03 to be more accurate
  • Outpost012 - cliffs, rivers, decals, foliage
  • Outpost012 - cliffs, macros, decals, foliage. Added saturation control to IMP_Slopes material, adjustments to Slopes_Conifer mat instance
  • Fix DangerLevel array size error not accounting for new Elysium skull danger level
  • Added the art assets for the irradiated prospector creature including a skeletal mesh skinned to the UE4 mannequin
  • Creating audio event for Geothermal base ambience. Adding in light insect loops, base 1 amb, base 2 amb and data table setups
  • Fixed issue where some caves incorrectly had entrance meshes spawned even though bUseEntrance was set to false
  • Adding DH tundra biome audio, adding night and day insects, day birds, data table setup etc
  • dh ambience audio adjustments and fine tunes
  • Added first pass Chew Creature SK meshes, materials and textures
  • Adjustments to DH ambience events. Removing Crevasse audio from crevasse itself since its already playing within each ambience layer. Adjustments to crevasse audio per biome for more appropriate sounds
  • Added Wyrm Queen art assets to the project
  • Fixing Build Validation
  • Add DH feature level Icon
  • Made Changes to the Crafting System to Allow for Resource Only Crafting (Allowing recipes to be crafted without an item and resources only)
  • Setting up Oil Geyser and Pump Jack for Crude Oil Extraction
  • Setting up Crude Oil Refiner (Crude Oil -> Refined Oil)
  • Adding new Resource Type Refined Oil and associated images
  • Setting up ability to have CrudeOil Networks and Refined Oil Flows
  • Setup Natural Oil Processor (Biofuel -> Refined Oil)
  • Setup Biofuel Networks and Icon Images
  • Setup Organic Extractor (Plants -> Biofuel)
  • Setup Polymerizer with outputs of Epoxy, Plastic, Synthetics and Compounds
  • Setup Crude Oil Power Generator
  • Adding potential dh music track for tundra biome.WIP test
  • Outpost012 - cliffs, decals, foliage
  • Added slinker bones asset and first pass on Gfur. Updated slinker textures
  • Updating the DH music piece with V2 with fine tunes and additions
  • Implementation of the Uranium Converter Item (Raw Uranium -> Rods & Inert Ingots)
  • Setting up Raw Uranium, Uranium Rods and Inert Uranium Items
  • Setup Uranium Collection Device Item & Uranium Node for the World
  • Update to DH music 1
  • Outpost012 - cliffs, rivers, decals, foliage
  • work on Implimenting the slinker creature and added carcass assets
  • Update to DH music
  • Adding moog layers to DH music biome 1 music piece. Adjustments to mastering to ensure more consistent volume etc
  • Added new animations for the Wyrm Queen. Updated shader to use opactiy an map for the wing cutouts
  • Updated Slinker anim BP assets. Set up skinning states and corpse BP. Added initial data table entries for the Slinker
  • Volume pass on DH music 1
  • Outpost012 - cliffs, rivers, decals, foliage
  • Adding DH Geothermal biome music very WIP
  • Adjustments to DH geothermal ambience cravasse audio and various other balances. Music volume adjust to match other tracks
  • Adding beach assets, ambience and creatures ready for use within island outpost map
  • Add Impact Frag Grenade which explodes on impact with a surface. Currently Disabled/Hidden
  • InspectionTool: Output mesh scale, don't get meshes for LandscapeStreamingProxy as its junk data
  • Add Explosive and Incendiary 12.7 rounds to workshop
  • Add icons for 12.7 Incendiary and Explosive rounds
  • Add 12.7 Incendiary rounds to workshop. Update 12.7 round workshop icons

[/expand]