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Hotfix Version 3.0.0.150041-rel-DangerousHorizons

Contains the Following Fixes
  • Fixed issue where doors in Operations 'Elysium: Nexus' 'Fallout' and 'Reckoning' could become permanently closed for clients,
  • Fixed VFX in Operation 'Elysium: Reckoning' not playing correctly for clients,
  • Fixed issue where part of the structure in 'Operation Elysium: Reckoning' wasn't being loaded.

Icarus Dangerous Horizons Expansion & Free Kepler Update

Our first major expansion since New Frontiers, Dangerous Horizons delivers a whole new map, Elysium, including new missions, threats, mechanics, recipes and more.

[previewyoutube][/previewyoutube]
As with all of our major DLC content, we've paired this with a massive free update for all ICARUS owners, the 'Kepler' update. Kepler gives players access to new resources, a whole new tech tier, missions across all existing maps featuring humanoid NPCs and more. Keep reading for all the details.

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Launch Discounts


https://store.steampowered.com/app/1149460/ICARUS/
https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansion/
Dangerous Horizons Expansion

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New Map: Elysium


A entirely new 8x8km map made up of Desert, Tundra, Geothermal and Volcanic areas and, a first for Icarus, an NPC encampment. This map also features a few other unique gameplay modifications not seen before on other maps, waiting to be discovered.


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Creatures


Alongside the new environments, Elysium presents the player with a menagerie of new creatures to avoid, fight, tame, farm and ride. Many of these new creatures are fully-integrated with existing systems like the genetics system, and many can be tamed and have all new talent trees to discover.

[h2]New World Boss[/h2]

As with the other maps, Elysium features its own boss fight that will truly test the limits of your combat capability.


[h2]Tames and Mounts[/h2]

Elysium features many newly-discovered native fauna that prospectors can tame, from mischievous primates to menacing canines, towering camels and not to mention the fast and lethal raptors. All these creatures have their own unique talent tree of buffs and abilities.

[h3]Storka[/h3]
Storcas are mid-sized predators native to the tundra, built for agility and endurance in low-visibility conditions. As social creatures they are typically found in packs, making them particularly hazardous to wayward prospectors invading their territory.



[h3]Gribbler[/h3]
Gribblers are small, fur-covered omnivores that scuttle across the tundra with unnerving speed. You will occasionally catch them hanging from trees, and they've been known to throw sticks at unwary prospectors.



[h3]Skulk[/h3]
Stocky, low to the ground and armored with jagged dorsal spines, the Skulk is a predator built for ambush in the frozen wastes of Elysium. When tamed, they make an excellent guard dog.



[h3]Slinker[/h3]
The Slinker prowls the tundra biome, its sleek frame and low stance built for silent pursuit across frozen plains. Its camouflage makes it nearly invisible in twilight, striking fast from cover.



[h3]Raptor[/h3]
The Raptor is a swift, bipedal predator built for speed and endurance, using powerful legs and curved talons to strike prey with precision. Unlike other mounts, they can learn new attacks and be commanded to crouch or sneak.



[h3]Dune Raptor[/h3]
A subspecies of Raptor tailored to life in the desert, that if trained correctly can utilize a devastating fire attack.



[h3]Draven[/h3]
Dravens are hardy, thick-skinned desert dwellers built to endure the scorching winds and blistering heat of Icarus' arid biomes. Over time, environmental adaptation has thickened their hides and altered their physiology, making them far more resilient - and far less patient - than their ancestors.



Breeding & Husbandry
With the release of this patch, Raptors, Dune Raptors, and Slinkers can now be bred to produce offspring, each with their own Serums and unique phenotypes. Gribblers, like the Wolf, have also received new phenotypes that can be acquired through capture and taming.

We will continue to add breeding to more new and existing creatures in future updates.

[h2]Aggressive Wildlife[/h2]

Over 45 new creatures and variations have been added to Elysium, ranging from gentle deer to the terrifying Yeti. Each region offers unique wildlife, so thorough exploration is key to encountering them all. Many of these creatures feature new behaviours, adding both challenge and variety to your adventures across the planet.


[h2]Soldiers, Drones & Outposts[/h2]

In addition to the natural wildlife, prospectors will encounter hostile soldiers, their outposts, and drones scattered throughout Elysium. These hostile forces spawn in a manner similar to how beehives appear in the wild, creating dynamic encounters as you explore. Successfully locating and clearing their outposts rewards players with valuable resources, making these zones both dangerous but worthwhile. Be prepared for tactical combat, as drones and soldiers will actively defend their positions, adding a new layer of challenge to life on Elysium.


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New Vehicle: Hoverframe


The first terrestrial vehicle to be utilized planet-side on Icarus is a form of hover-bike. While not typically available to prospectors, a series of operations take you through the process of obtaining one through... less-typical means. It requires Refined Oil to run, can be picked up after placed down (though it is very heavy and requires a utility slot) and can be transferred off-world like any mount.


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Missions/Operations


Featuring an all-new mission chain that extends the story of Icarus, another side quest chain to unlock Icarus' first planetside vehicle, and many other side-quests, Dangerous Horizons adds 17 missions that take you on a journey across this new map, with unique rewards like the new hoverframe vehicle.


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Radioactive Zones


Some items, objects, and zones in Elysium are radioactive, creating a radial area of effect that slowly irradiates players. As radiation builds, prospectors will progress through stages of sickness: mild, acute, and terminal - each providing a progressively worse debuff. Protective gear such as the new Hazmat Suit or Containment Armor can help reduce radiation exposure, and several new medicines have been added to gradually remove accumulated radiation.


Within these radioactive zones are large uranium deposits. Uranium Extraction Units can be placed on these deposits to gather raw uranium, which is itself radioactive and must be processed before it can be used for crafting or further extraction.

Unique to radiation zones are several mutated creatures drawn to uranium extraction. These creatures will actively attack both prospectors and their extraction devices while active.


[h2]Uranium Processing[/h2]

Uranium extracted from these areas can be processed in a Nuclear Centrifuge, creating several by-products - some useful, some dangerous.



[h3]Uranium Rods[/h3]
These can be delivered back to the orbital workshop to be used as an exotic currency to purchase the newly available workshop gear or sold for Ren. These can also be used on planet to run a Nuclear Generator for a lot of electricity. Uranium Rods are Radioactive and will taint an area with radiation when stored in containers or carried in mounts or on prospectors.

[h3]Inert Uranium Ingots[/h3]
These are a core crafting component for a lot of the new equipment, deployables and items exclusive to Dangerous Horizons. These also offer the unique opportunity to be converted via the chemistry bench into other high tier materials, making them a true dynamic metal. These ingots are inert and can be safely stored without the risk of radiation tainting nearby objects.

[h3]Radioactive Waste[/h3]
A byproduct of processing uranium that will clog inventories and irradiate all objects and creatures around them. It is up to prospectors where and how they deicide to store or discard their waste.

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New Armors

[h3]Bastion Armor[/h3]
Crafted through a process of combining Uranium and Titanium, this creates a strong protective armor.

[h3]Hazmat Suit[/h3]
Offers complete protection against radiation and cave sickness at the cost of physical protection.

[h3]Containment Armor[/h3]
Adapted from Hazmat exosuits, this configuration crafted from Uranium and Synthetic Fibers keeps you mobile while minimizing exposure. The best storm protection available.

[h3]Stabilization Armor[/h3]
Uses advanced medical technology to provide chemicals directly into the bloodstream to promote recovery. Purchased for Ren and Uranium Exotics from the orbital workshop.



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Lasers

Dangerous Horizons introduces laser weapons to Icarus. The Laser Sidearm supports several attachments that let you modify the light emitted to deal Frost, Fire, Poison, or Electric damage, allowing you to tailor it to your target.

The Mining Laser gives prospectors a high-energy cutting beam designed to vaporize rock and reveal valuable ore with precision - all from a safe distance.


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Friendly NPC Encampment


A faction has established a base, Eden, in a rock formation in the deserts of Elysium prior to your arrival, and missions will ultimately take you there to rendezvous with an old friend.


[h2]Central Mission Hub[/h2]

Eden will serve as your central mission hub on Elysium as the C0NT4CT board and orbital exchange are initially unavailable.


[h2]Interactable NPCs[/h2]

After completing the Operations to unlock them, traders can be invited to live in Eden, creating a central on-base trading hub. Additionally, a Culinary Specialist has been added, running a small food shop that sells emergency provisions for Ren. We expect more traders and NPCs to be added to both Eden and the base game over time.


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Unique Resources

[h2]Lithium Tools Set[/h2]

As the primary material for a new tools set on Elysium, Lithium gear is powered, providing unique bonuses but requiring charging either at your base or in the field.

Like the Obsidian, Miasmic and Cold Steel Tools before it, each Lithium tool provides unique abilities when collecting resources.



Lithium Tool

Effect



Axe

Gain Organic Resin and Tree Sap when felling



Pickaxe

Gain Ionic Dust when mining



Sickle

Gain Tainted Plant DNA when reaping



Knife

Converts Bone & Leather into Carbon Paste when skinning



Sledgehammer

Gain Ionic Dust when breaking rocks


[h3]Ionic Dust[/h3]
This can be converted into Iron, Copper or Gold at the chemistry bench.

[h3]Tainted Plant DNA[/h3]
This can be infused with purple exotics to create Volatile Exotic Bulbs which which can be planted to produce a single harvest of Unstable Exotics, previously only found on Prometheus.



[h2]Lithium Bow + Crossbow[/h2]

A new pinnacle for string weapons crafted planetside, the Lithium Bow and Crossbow like other Lithium gear can utilize a charged battery to add electrical damage to their attacks, giving all arrows a chance to shock targets, affecting their movement speed and damage output.


[h2]Uranium[/h2]

Elysium is a source of a powerful new resource - Uranium. This is a core ingredient in everything from new ammunition, equipment and armor sets to hoverframes. It can even be processed and sent up to orbit as the latest exotic resource used in the orbital workshop. Unfortunately, it is highly radioactive and can only be unearthed in hazardous new zones found in this inhospitable new area.

[h2]Ruby[/h2]

Sourced from mining, Ruby Crystals can be shaped at the Glassworking Bench so they can be used in light focusing equipment - required by weapons like the Laser Sidearm and Mining Laser.


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And More...


[h3]Achievements[/h3]
Unlock 51 new achievements ranging from Jurassic Perks to Drill Baby Drill and Gone Fission, awarded for engaging with all Icarus' systems from animal taming, missions, fishing, exploration and much more.

[h3]Foods and Recipes[/h3]
Elysium has several new additions for those culinary adventurers as well, with four new plants and 20 new recipes utilizing them from Garlic Bread and Onion Rings to Tequila.


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The Free Kepler Update


While Elysium remains the exclusive destination for the Dangerous Horizons expansion, we’ve made many of the new items, resources, and core features available across every map. This ensures that the innovations we’ve built for our latest content can be enjoyed no matter where you play.

To keep our community together, we’ve maintained our 'Host-Owned' multiplayer policy: only the host needs to own the DLC for everyone in the session to enjoy its content. However, every DLC purchase funds the continued development of these free resource updates and the future of the game.

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Tier 5 Manufacturing


Tier 5 introduces the latest manufacturing technology available planetside. Crude Oil, its refining into Refined Oil, and by-products such as Plastics, Synthetics, Compounds, and a new bulk Epoxy recipe can be accessed across all regions of Icarus, giving prospectors and manufacturers new ways to craft advanced items and equipment.



[h2]Oil Deposits[/h2]

Oil deposits have been discovered across Olympus, Styx, and Prometheus, providing one of Tier 5’s most essential resources: Crude Oil. These deposits are key to advancing manufacturing capabilities and crafting some of the most advanced items in Icarus.

Crude Oil can be extracted using Pump Jacks and transported via piping to your refining facilities, where it can be processed into Refined Oil and a variety of valuable by-products.

Due to the addition of Oil Geysers this week there will be a FLOD reset, meaning on all existing prospects felled trees and mined rocks will respawn. This may cause some disruptions to bases but is a necessary cost for the Oil inclusion.




[h2]Oil Refinement[/h2]

Refined Oil can be obtained through two different methods using the new Tier 5 material processing machines: the Crude Oil Refiner and the Natural Oil Processor.

The Crude Oil Refiner produces Refined Oil directly from Crude Oil. This method requires locating an oil geyser and transporting the Refined Oil in barrels from a processing facility.

The Natural Oil Processor offers an alternative, converting Biofuel directly into Refined Oil. When connected to an Organic Extractor, which turns organic matter into Biofuel, it allows farmers to generate oil naturally and pipe it directly into the processor for continuous production.

Once refined, the oil can be used in a Polymerizer to craft Plastics, Synthetics, Compounds, and even a new bulk Epoxy recipe - perfect for those too busy to hunt Mammoths.

[h2]Industrial Equipment[/h2]

The absolute peak of planetside resource gathering tech is introduced in Tier 5 in the form of the Chainsaw and Jackhammer which run off Refined Oil. We also introduce the Nailgun, which when charged and stocked with nails, allows you to repair structures from afar. No more dangerous climbing to repair the ceiling in a storm.


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NPC Traders

[h3]12 New NPC Missions across Olympus, Styx & Prometheus[/h3]

While NPC Humans introduce a new threat with Kepler, not all of them are hostile.

New NPC traders have been added to Olympus, Styx, and Prometheus, and can be unlocked through new Operations. Once their respective Operation is completed, each trader will remain available, ready to exchange various raw materials for Ren.

Dedicated traders are available for Fish, Crops, and Animal Vestiges.


[h2]NPC Biomass Trader[/h2]

For prospectors who have defeated some of the greatest threats on Icarus, the NOREX Exchange offers a new opportunity.

Trade your Biomass for boss-specific items, allowing equipment that was previously uncraftable on certain maps to now be crafted across all maps.

Access is granted only once you’ve proven you’re up to the challenge.

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New Defensive Structures


[h2]Flame Turret and Tesla Coil[/h2]

For those who are absolutely confident in the flame-retardant nature of their base, the new flame turret and tesla coil are new additions to prospectors' base defense arsenal.


[h2]New Fortifications[/h2]

For those who prefer to take a more hands-on approach to base defense, all the existing fortifications are now available in stone and concrete variants with new platforms allowing you to navigate your walls more safely and target creatures outside the wall with much greater precision.


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New Building Pieces


One of our most frequently requested additions has been expanded building options - particularly curved structures. With the Kepler update, we’re introducing both curved and diagonal building pieces to give players greater flexibility in their designs.

In addition we have added two brand-new construction sets: Ice and Limestone.

The following construction sets now include curved pieces: Ice, Stone, Scoria, Glass, Stone Brick, Clay Brick, Scoria Brick, Tempered Glass, and Concrete.

Limestone is a brand resource found naturally on Elysium but can also be purchased from the orbital workshop for Ren. Limestone recipes include building materials and some alternate recipes for glass, steel and concrete.

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Workshop Saddles


With all the recent flexibility introduced with Mounts allowing you to take them down on a mission, players wanted to be able to land planetside with a saddle ready to go. There are now multiple options for Saddles you can purchase from the workshop and take down so you can land even more prepared to hit the ground running.


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New Armors


[h3]Resurgent Armor[/h3]
A synthetic bio-loop system turned for regenerative performance in hostile environments.

[h3]Dusty Miner Armor[/h3]
Specialised armor designed specifically for survival and resource retrieval in the caves of Icarus. Grants bonuses battling cave-based creatures and increased mining yield.



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New Attachments


Tier 5 also offers the new 'Specialist' tier of 15 brand new or upgraded tiers of attachment for your tools, weapons and armor.


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Next Week: Kepler Follow-up


Next week we'll add all the things that didn't make the cut for the Dangerous Horizons launch, plus any fixes required for issues identified at or soon after launch.


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

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
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Changelog 3.0.0.149794-rel-DangerousHorizons


[h3]New Content[/h3]
[expand]
  • Adding missing mount fall damage row for speeder bike
  • New Images for Side Quests
  • Removing Smoke from Broken Speeder No Smoke
  • Adding empty speeder base for spawning in the base
  • Adding broken speeder no smoke to spawn in the base during ambush / lifeline, swapped out in lifeline after simmons returns
  • SQ_Ambush - Adjusting NPC Spawn Location so they don't get stuck inside a turret
  • Swapping dmaaged speeder mesh for an acutal damage speeder
  • Adding Updated Speeder Kit & Carcass Icon
  • Removing hightlightable and interactable from the foward base
  • Reducing Enzyme Loot from Radioactive Creatures
  • Fixed speeder bike VFX staying enabled if you got on and off bike quickly
  • Renamed interaction text to get on speeder bike
  • Reduced speeder bike fuel-per-second consumption by 20%, boosting is now 4x more expensive instead of 2x
  • Fixed speeder bike turning back on immediately after getting off (if holding down input)
  • Shifted speeder bike follow camera slightly forward
  • Added flashlight to speeder bike that activates when ridden
  • Improved speeder bike terrain IK, control rig
  • Disabled verlet smoothing on speeder bike character anims
  • Speeder Bike should now get swapped out to destroyed variant when killed
  • Prebuilt structure world spawners will clean up immediately when desired
  • Prebuilt world spawners will become more likely to cleanup over time and after NPCs have been cleared
  • Added NPC towers to ELY swamp biomes
  • Fixed NPC spotlight log spam after it gets cleaned up
  • Fixed PopulatePrebuiltContainersWithLoot function not working
  • Switched out Soldier NPCs assault rifle mesh
  • Fixed soldier NPC flashlight not being disabled after dying
  • Fixing some transport drones not having spacialisers on them
  • Fixed SQ_Courier scaled int node throwing errors when trying to calculate before drone is initialised
  • Fixed choppy drone movement for clients in SQ_Courier
  • SQ_Courier drone now drops off crate and fades out at end of mission
  • Fixed SQ_Courier drone not going to correct location at forward base
  • Fixed SQ_Courier escort quest step progress not displaying correctly for clients
  • Fixed drone disappearing when reloading SQ_Courier
  • Fixed being able to stand on SQ_Courier drone
  • Speeder Bike FX update on BP
  • Add Terrain_021 entries for Bestiary data
  • Ignore Speederbike DT validation for Carcass
  • FG Blacklist new Wyrm Submachine Gun
  • Increase Fur weight from 10g to 50g. FurStack no longer gives XP to match other resource stack recipes. Swap meshable to Fur mesh
  • Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Update DHs feature level icon to Raptor. Fix MIP settings on other icons
  • Carrier drone should no longer attempt to spawn ads when more than 100m away from target
  • Drone transport start and end updates
  • SQ_Trials - Fixing Churches Dialogue at the end of the mission
  • Added speederbike backpack mesh to the BP and DT
  • SQ_Trials - Adjusting Map Markers, Locations and Distance Thresholds for the route markers so it feels better, the locations and placement are now a lot more forgiving
  • Fixed pigs being spawned when snare trap was baited with wild boar bait
  • Fixed a number of AI setup DT rows that were incorrectly tagged with creature baits
  • Added updated dialogue for tucker using jakes old lines with current voice processing to match other NPCs
  • Added 'corpse' to speeder bike
  • Picking up a speeder bike now transfers all items into player inventory (or spawns overflow if full)
  • Claiming a speeder bike no longer prompts for a name
  • Speeder bike corpse no longer gets the rotting carcass modifier applied
  • Speeder bike corpse no longer transfers virtual saddle item to loot inventory
  • Speeder bike light materials are now disabled when turned off
  • Updated some speeder bike VFX to ensure dedicated server isn't turning them on/off
  • Added Backback asset for the speeder bike
  • Fix several holes in Olympus transition cave
  • SQ_Trials - Churches Inventory does not fill up with items every time you log back in
  • SQ_Lifeline - Churches Inventory does not fill up with items every time you log back in
  • SQ_Trials - Adjusting Ordering of Quest so you make your speeder first and you no longer need to be briefed by Church
  • Ely - removed some decals around Eden entrance that were causing flickering on landscape
  • SQ_Lifeline - Adding Delays to Moving of NPC's to Forward Base so that the audio can deregister the npc identity
  • Inventory - Hover QoL fixed bug where hovering over a slot and closing the inventory would keep switching on hotbar press (dev locked)
  • Update rewards for Elysium missions
  • Adding new church line when he first meets you back at his base to help better sell that moment. Adding session flag so that simmons thanks dialogue can play. Cleaning up quest
  • Eden - fixed canvas wall mesh clipping with itself
  • SQ_Courier - Fixed Highlightable Table
  • Added static meshs for a damaged state of the speeder bike
  • SQ_Courier - Removing Report to Church Quest Steps so you can make the parts before leaving your base, renaming Drone UDA Transport Drone and adding references to Jump-Starting the Drone, Also added some hint text to various objectives
  • SQ_Lifeline - Fixing Faction Mission Pointing to an Objective that doesnt exist
  • SQ_Lifeline - Fixing the number of cooked food so it is consistent between steps
  • SQ_Lifeline - Removing Speak to Church Steps when they are not needed
  • SQ_Lifeline - Enemies that are targetting tucker will now attack you if you hit them
  • Update Elysium minimap to paintover images. Update source files
  • Fixed Injured NPC's from saying the NPC Flag lines as well as the injured / healed lines
  • decreased laser miner mines per second from 10 to 4
  • increased laser miner mining radius from 30 to 45
  • increased mining laser time to overheat from 5 to 9
  • decreased mining laser time to cooldown from 5 to 4
  • decreased mining laser power usage per second from 100 to 30
  • Removing Landing Pads as Rewards for ELY2
  • ELY4 - Adding NPC Spawn Points to Mission 4 Base & Scaling Per Player Count
  • ELY2 - Scaling number of NPC's per player count
  • Fixing mission quest delay to make sure it matches the dialogue event that has been shortened since its first implimentation
  • ELY3 - Adjusting Spawn Locations of the Specters so they don't get stuck in the ceiling in the lab
  • Tundra Money Tame - Fixed bug where monkey would attack player if stuck
  • Fixed Speeder Bike saddle inventory/stats not getting applied
  • Fixed Speeder Bike sprint particles showing when turned off
  • Fixed a number of typos and changed wording for clarity on quest steps and item text
  • Update terrain selection background image for Elysium. Optimize all BG images to 1024x512 as the images are heavily blurred over the top
  • ELY3 - Removing Laser Pistol and adding NPC spawn points
  • Update Advanced Beam buildables, icons, material overrides
  • Fix Brick Beam Diagonal Angle having no collision and BP pointing to glass meshes
  • Adding Collectable Notes to ELY4
  • Unlock new buildables talents
  • Field Guide blacklist Devlocked new items
  • Fixed Speeder Bike still generating genetic values
  • Adding in Post Campaign Notes that will spawn in EDEN
  • Fixed Speeder Bike fuel not recording
  • Norex Pod - changed light glow mesh to rectangle instead of sphere for better appearance in swamp lighting
  • Removing QM which where being used for collectable notes
  • Adding Mission Enteries into ItemTemplate for Flavour Collectable Notes
  • Adding Notes for EDEN Setup that spawn when EDEN is spawned
  • Removing speeder bike audio and VFX logic playing on tick and adding it on begin play with event by timer loop. Adding smoke trail when going high speed. Audio fine tunes and adjustments to add a little more weight
  • Adding Mision Enteries into Itemable for Flavour Collectable Notes
  • ELY2 - Adding Flavour Notes
  • ELY2 - Adding Enemy NPC's to the Lab Base
  • Small Adjustment on Scouts SMG Texture
  • Fixed physical material on DEP_CookingStation
  • Adding information only flag for the sandwyrm queen boss quest mentioning how it will now spawn in open worlds
  • Adjustment of ELY Mission Rewards to Spread out
  • Hiding Speeder Bike Seat so it can no longer been seen
  • You can now pickup your bike after placing it down (Owners or Unclaimed Only)
  • Speeder Bike State is now stored and reflected when picking up and putting down (Fillable & Durability)
  • Fixed Speeder Item Data to include the correct fillable and durability values
  • Removed Crate from Speeder Deploy replaced with static mesh
  • Slight Adjustments to Raptor Phenotype Weightings
  • Locking Claybrick/Scoriabrick and Scoria Curved / Diagonal Bleuprint talents
  • Slighty Adjusted Ice Building Piece Recipes
  • Fixing Concrete Curved & Diagonal Building Recipes to use Rebar and screws instead of wood and leather
  • Adjusting Ionic Dust Conversion Rate on the sledgehammer and pickaxe - its no longer 1 per swing but 30% of total acquired ore
  • Adjusting Recipes for Ionic Dust, now looking at a conversion rate of 5 -> 1 - works out to be about ~3 ores per voxel node
  • Ionic Dust now stacks to 500
  • Fixing issues where operations such as sorting etc in inventories where the radiation count does not change but item changed delagates fired would clear the radiation emitter from that inventory instead of leaving be as no change occured
  • Adding new alternate recipe on the chemistry bench for Distilled Miasmic Coating that uses lithium as a multiplier
  • Adding new alternate recipe on the chemistry bench for cold steel ingots which uses ruby as a multipler
  • Adding new alternate recipes for volatile subtance that uses lithium and water
  • Adding Alternate Solar Panel Recipes that use shaped ruby instead of glass
  • Adjusting Lithium Battery Recipes (Now 1/2 Cost of Standard but including lithium)
  • Adding Uranium Rods -> Ren Exchange
  • Adjusted Currency Exchange UI and Added new Strings and widgets as needed
  • Fixed courier drone not reaching final landing pad
  • Updated SQ_Courier quest text to show when drone needs repair
  • Carrier drone in SQ_Courier now spawns ahead of player to make sure it catches up
  • Fixed SQ_Courier drones not moving to target
  • Fixing issue where you could not deploy player crafted landing pads
  • All enemy turrets no longer have the unobtainable applied to them when part of prebuilt structures
  • Changed text from 'Defend Drone' to 'Clear Out ...' in courier mission
  • Courier drone is no longer attacked while damaged/not repaired
  • Courier drone now correctly descends when it requires repair
  • Improved Courier drone movement blending
  • Added drone swarm wave halfway between courier outpost 1/2
  • Increased courier drone speed to 500
  • Courier drone now takes longer to charge
  • Updated courier drone movement spline to end at new base
  • SQ_Courier should now end when drone reaches base
  • Fixing issue where Stabalisation Workshop Armor was not accessible in DH builds
  • Adding 250 Ren and 50 Exotics to the level boosts when selecting a map
  • Adding Meta Workshop Refined Oil Canisters
  • Adjusting Images & Meshes for Refined Oil, Biofuel & Hydrazine workshop canisters
  • Various speeder bike balances and adjustments
  • Reduction in reverb for Church's lines which were sounding too echoey in the environment
  • Update CurvedWall buildables, icons, material overrides
  • Inventory - Fixed warning error when inventory items created in space
  • Enemy turrets now use new Soldier/Drone relationship row
  • Speeder Bike - Added ability to repair backpack version from repair bench/manufacturer. Added T5 to the repair enum
  • Removed 'Pet' from Speeder Bike interaction
  • You can now fill up Speeder Bike with refined oil cans via interaction
  • Adding correct PMs to soldiers so they have blood and gore sounds when shot
  • Update CurvedAngle buildables, icons, material overrides
  • Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Adjustments to mission quest delays to better account for length of dialogue
  • Adjustments to a few dialogue lines. Adding the correct MissionNPC row to medic since the new one I added was removed
  • Added updated skeletal mesh and textures for the speeder bike
  • Fixed Speeder Bike not appearing when spawned
  • Update Curve Wall Angles buildables, icons, material overrides
  • Adding Limestone Workshop Pack
  • Added function to randomly distribute loot within a prebuilt structure's inventories
  • Improved the quality of the Tusker Fur for both the adult and juvi by doing a proper groom pass and heavily reducing the physics
  • Adding SMG alternative fire and audio event for scout version. Small adjustment to lithium audio FX to reduce even more over time but still reflect VFX
  • SQ - mesh and material fixups, extra set dressing in BP_SQ_Forward_Base, macro and cliff adjustment in green quad so base fits better with surroundings
  • Partially Implementing the Refined Oil & Crude Oil into the Field guide
  • Update icon on all diagonal/curved pieces so that they're consistent. Fix material swaps for StoneBrick skins
  • Hoverframe now adds a movement speed modifier if you are carrying it on your back - added temporary carrying mesh
  • Added Desert Raptor variants to the Mounts Data table
  • Increased ELY Story 3 spawn blocker radius from 150m -> 175m
  • Fixed bug in ELY Story 3 where spawn blocker wasn't getting cleaned up properly if you abandoned mission
  • Adding smoke effect on speeder bike rev when starting to tie in with the audio. Also adding new SMG audio to firearms. Adjustments to dialogue to match missions
  • Adjusted nav blocker and two static meshes in Mission 3 to fix navigation not being generated on ramp out of lab
  • Removed campfire from yellow quad, added to BP_NPC_Chef
  • SQ - Adjusting Speeder Recipe
  • Removed soldier outposts from Tundra biome
  • Add Sandwyrm Egg recipe ingredients to Lantern and Target items
  • Speeder bike fall damage audio, adding to creature audio component as a variable to swap. Various adjustments to volumes of SB and fall damage event
  • Removed Cobalt Nodes in the Swamp on Yellow Quad, Elysium
  • another attempt to fix BP_Eden_Campfire
  • SQ Trials - Committing missed files from when source control disconnnected
  • SQ Trials - Adding a new quest step where you need to interact with a device to kick off the trial
  • SQ Trials - Granting players the account flag so the can build the speeder mid mission
  • SQ - Fixing up NPC Dialogues
  • SQ - Fixing Churchs Lines
  • SQ_Lifeline - Committing Quest Marker for new travel step
  • SQ_Lifeline - Adding Extra Steps for Finding the TPS Cache in the Cave Near Simmons
  • SQ_Ambush - Slight Adjustments to prebuilt structures adding in mission device and other useable devices to built and adding turrets to destroyed
  • SQ_Ambush - Slight Adjustments to quest marker locations
  • SQ_Ambush - Adding Prepare and Equipment Steps to Ambush to Prevent Backtracking
  • SQ_Ambush - Church is now in the emergency pod when it lands
  • SQ_Ambush - Fixing Quest Marker Positions for the landing pod, restock and captain
  • Additional edits to SQ_Courier. NPC outposts should now be functional and part of quest steps
  • Fixed bug where mines that were spawned with unobtainable prebuilt structures couldn't be damaged
  • Added new AI relationship rows for drone/soldier NPCs
  • Update and add icons for Diagonal building pieces. Remove icons that aren't correct so that they can be replaced. Fix ScoriaBrick piece pointing to incorrect skin. Fix StoneBrick piece pointing to incorrect material after creating new materials
  • SQ - the Captain NPC now sits at a desk
  • SQ - Shifting Base Location, Shifting all Quest Markers for all vehicle side quests, adjusting foward bases meshes so they work with the new location
  • Removing test bp committed placed on elysium
  • Fix incorrect mask on Scoria Brick angle inverted
  • Fix incorrect mask in Scoria Brick Diagonal Floor
  • Fixed unlock hierarchy for Glass Building Trim set. Organize new talent unlocks to be in same order and same icons as each other for consistency. Fix missing icons for talent unlocks
  • Fix icons and display names of new Ice curved pieces
  • Resaving DMs to fix engine folder material ref
  • Now adjusting speederbike audio based on in - idle, move - sprint, and also speed. Adding speed layer in and adjustments to all layers to balance against each other. Adding BP logic
  • Adding Scouts SMG and Sandwyrm SMG, adding rewards to missions
  • Removing talent rewards from ely fisher mission and adding uranium ammo rewards for the fallout mission
  • Resaving DMs to fix engine folder material ref
  • Attempting to fix FMOD having a tantrum
  • Setting up Speeder bike audio BP ready for two layers. Waiting for fmod param banks before I can setup correctly
  • Setting up secondary speeder bike event to account for rev and other event to account for speed to work in conjunction with each other. Adding new FMOD param for Rev to be used
  • SQ_Courier - Adding new Scouts Arctic Armor Envirosuit as a Reward
  • All Churchs Crew all wear the same new envirosuit under their armor
  • SQ_Trials - Full Implementation of Quest, needs a little polish and adjustments
  • Add icons for ScoriaBrick Curved Set pieces. Set correct destructible meshes
  • Remove interact from Wyrm Target
  • Increase weight of Throne from 500g to 2kg
  • Improve seating position on Wyrm Throne. Optimize textures
  • Fix Wyrm head pointing to Yeti itemable. Add icon
  • Sandwyrm Queen Lantern: Fix materials wapping to Biofuel Lamp when activated. Improve glass and 'on' material visuals. Change capsule collision to box so it stands when dropped. Lighting adjustments. LOD adjustments
  • Improve damage output on Sandwyrm bow. Now sits between Compound and Lithium Bows
  • Add BP Projection UI component to Nailgun so that Building Durability shows on highlighted piece
  • Add DT validation for DT Mount AISetups defines that are used non-exclusively
  • SQ_Norex - Reworking quest to spawn in a special landshark instead of the slug boss due to issues with the slug boss in this mission context
  • Adding Speeder Bike Kit item, Talent, Recipe etc
  • Tierified fortification durability [Wood]
  • Adding Gribbler Skins to the Datatable so they can rolled as phenotypes
  • Allowing multiple materials be assigned to G-Fur for Variations
  • Fixing Wolf and Slinker Variations to have the correct GFur Setup
  • SQ_Hunter - Fixed Highlightable Meshes
  • Fixes to ELY courier sidequest, improvements to spline movement
  • Ignore Speederbike for Mounts DT validation for survival stats
  • Replaced need for titanium plates with powerbank in SQ Courier
  • Increased time taken to charge drone in SQ Courier
  • Added wobbly animations to courier drone
  • WIP AI movement proxy for courier drone to replace timeline-based spline movement
  • Adjusted location of final spline point in SQ Courier to prevent drone from phasing through wall of base
  • Fixed smoke particle effects on courier drone playing even when repaired
  • BTTask_FollowSpline path and associated boss spline actor now work correctly on Pawns as well as Characters
  • Added clamp to Speeder Bike AnimBP, preventing transform lerp from exceeding alpha of 1.0
  • Inventory - Hovering over an item and tapping a hotbar key will drag the item to that slot and then focus it. (Dev locked)
  • Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Fix hold transforms for Lithium/Sandwyrm bow, add missing FKScale to idle anims
  • Added 5 Rare and 2 Legendary skins for the Desert Raptor, including all materials and textures
  • Update weight of Sandwyrm backpack, fix incorrect Meshable, optimize textures
  • Biome override - fixed leaving override on a mount makes the biome persist
  • Add RoofPeakConnector and RoofPeakCap Buildables to all building tiers (except Interior Wood). Fix material override on ScoriaBrick Cap and fix incorrect Mask texture in material
  • Added SK_GUN_SMG_Sandwyr_Queen with materials and textures
  • Raptor carcass skin variation applied to mount DT
  • fixed slinker feathers z fighting
  • Added Sandwyrm Queen Boss button and coming soon to UMG_Boss_Button widget
  • Updated alignment of new title screen purchase button
  • Added sounds to new title screen purchase button
  • Fixed slinker mount corpse having carcass/bones meshes reversed
  • Fixed slinker mount corpse overriding skinned material
  • Adding lots more dialogue. Griff and simmons hi, hello, thanks, and info etc
  • Slinker mount - Removed stat preventing players from attacking when riding slinker mount
  • More dialogue additions. Adding new NPC griff table row to stop old nullsec dialogue playing. Adding relief sigh to chrizzyyy
  • Reduced turn rate of Speeder Bike while sprinting
  • Drastically reduced braking friction of speeder bike to make it slowly come to a stop
  • Some tweaks to MountInterface to better make use of screen space when mount commands aren't visible
  • Disabled mount-related widgets inside of MountInterface when inspecting speeder bike
  • Increased speed of speeder bike
  • Added Ice Snow Areas on Green Quad, Elysium
  • Adding lots more dialogue lines for mission chains. Church, griff, injured, healed, generic mission etc, invite farmer etc
  • Armor paperdoll - Added dev locked radiation barrier that turns on when you have rad resist
  • Updated Damaged material for DEP_Fortifications_Concrete
  • SQ_Hunter - Fixed Highlightable Name
  • SQ_Fisher - Removed Wait for building to compelte before sell as it used to be done in parallel - no longer
  • Raptors, Desert Raptors and Slinkers can now all be bread and have serums that you can craft
  • You can no longer toggle NPC map icons when they are shifting
  • Adding popup with text that appears when inviting npcs to EDEN
  • When attempting to register a map icon on a component which already has one we break our early to prevent orphaned map widgets from being created and added
  • Trade NPCs can now be invited back on clients
  • Fixing issue where trader NPC's would try and register their map icon multiple times
  • SQ_Fisher - Now requires you to craft a fishing rod
  • SQ_Fisher - Reworked fisher quest so you are front loaded with items you need to craft
  • SQ_Fisher - Fisher now uses better skeleton and stands up when healed
  • SQ_Lifeline - Church and Griff now play a standup animation when healed
  • SQ_Fisher - Bear now has more projectile resistance
  • Items marked as unobtainable are now fireproof
  • SQ_Courier - Adding T5 onto the Prospect Talent Wiget and code enum
  • SQ_Courier - Switch Tag queries and Item Queries on Refined Oil Can & Titanium Plate so they are shown in the field guide again
  • Further tweaks to speeder bike handling, animation, and FOV
  • Improved Speeder Bike control rig
  • Fix incorrect type on Limestone RoofPeakCap
  • Fix Limestone TrapDoor and RoofPeakCap material setup, add icons. Fix Limestone WallAngle4 icon taken with broken materials. Add DT validation to D_BuildingPieces that flags non-Deprecated rows which aren't utilized in D_Buildable so that it is clear what content is currently in use. Mark unused rows as Deprecated
  • Fixed Transition Cave Light Leaking & Fixed Tunnel Hole on Orange Quad, Elysium
  • Adding mission transport drone audio. Need to test it works in all situations
  • Bosses Tab - Added sandwyrm queen to list (dh locked)
  • Added simple terrain following ctrl rig to Speeder Bike
  • Slinker skins applied on data table
  • Raptor geothermal skins variation
  • Getting dialogue to correctly play on vic in mission ambush
  • Ely - added more nav blockers around mission 3 lab, fixed mesh placement in entrance tunnel, red quad
  • Fixed Buried Voxels on Orange Quad, Elysium
  • Wyrm Queen world boss spawner should no longer activate until Story 5 has been completed
  • Wyrm Queen World Boss Spawner that is automatically created at end of Story 5 mission should now be placed on cooldown on mission completion
  • Fixed issue in Story 1 where quest flag was being marked as complete after abandonment of quest
  • Raptor feather skin texture
  • Igloo mission - Fixed duplicate rewards missions
  • Adding speeder bike audio to speeder bike. Also adding temp pilot lights at back of bike that start when the bike does to help support audio. Removing moa sounds from bike
  • Changed logic in BP_Eden_Campfire to 'activate' instead of 'set active' to try and fix missing fire FX
  • Added new drone and prospector map icons
  • Ely - fixing floating and buried voxels in green, yellow and red quads
  • Fixed Buried Voxels on Purple Quad, Elysium
  • Added missing text to Gribbler talent tree
  • Updated bestiary text for drone and pig entries
  • PROM - added non-flod duplicate of LC_MED_10, replaced instances in Blue, Purple, Red quads
  • SQ_Courier - Trnasport Drone now moves at correct speed and stops when players are too far away
  • SQ_Courier - Adding Quest Marker and Drone Movement
  • SQ_Courier - Fixing NPC's in foward base saying they are injured when they are not
  • SQ_Courier - Adding WIP Map Icon
  • SQ_Courier - Fixing Washingtons placement location in the base
  • SQ_Courier - Setting up first half of the side quest
  • Creature skin variations now support a map of material slots -> material overrides instead of a single material
  • Adding manufacturer generic kit item and hooked up to meshable
  • SQ_Farmer - Dropping Fruit / Vege requirements down to 50 each
  • SQ_Igloo - Coziness requirement dropped to 25 - 100 based on difficulty
  • SQ_Igloo - Piece requirement dropped to 20 - 50 based on difficulty
  • SQ_Igloo - Shovel is now a stone shovel with the expectation players will need to repair it
  • Added first pass implementation of new DH title screen
  • SQ_Fisher - Adding Heal device Account unlock to quest
  • ELY6 - Reverting last commit and fixing ordering in Notes Table it would have broken multple quests
  • ELY6 - Swapping Door Document Codes as they were the wrong way around
  • Add Bestiary images for Drone and Eagle
  • Adding new sniper event in for mission sniper. adding sniper event into BP. Dialogue adjustments and fine tunes
  • Fixed Floating Rocks and Double Voxel in AC_SML_004_DLC2 on Green Quad, Elysium
  • Further work on Speeder Bike anims, fuel usage, replicated events, movement, AI behaviour
  • Mounts can now optionally override a new function that adds a widget to the bottom of current mount info on player HUD
  • Speeder Bike now turns on/off when player mounts/dismounts or when running out of fuel
  • Speeder Bike now runs on refined oil
  • Speeder Bike no longer has food/water/stamina
  • Devlocked tame capture grenade
  • Fix incorrect D1 SK mesh on Concrete Fortification Gate
  • Swapped out RVT mats for NoRVT variants on AC Cave entrances - Changed parentage of CaveIcePillar mats - Added extra cave influence checks and params to master snowIce and ice lake mats - adjusted 'cave' params on top-level ice material instance to reduce brightness in cave atmosphere
  • Add experience progressive stat to pig. Fix DT validation not picking up on empty array
  • Fixing audio events calling invite not using call to parent and therefore not inviting back correctly. Various other dialogue additions and adjustments to play back correct dialogue in missions
  • Add DT validation for empty Bestiary lore entries
  • Mount Audio - Fixed mount footsteps dissapearing when walking into a cave
  • Fixed Landscape Blending and Angled Grass on Green Quad, Elysium
  • Added missing dialogue line in data dialogue table. Removing events and adjustments
  • Added Carcass materials for the Gribbler variants
  • Added dialogue entries for ELY side quests
  • Adding all of Norex mission dialogue NPC and mission start
  • Made allignment adjustments to Fuel type widget for fillable tools/weapons
  • SQ Farmer - There is now a map icon when selling your crops
  • SQ Fisher - Adjusting Bear Spawn Location
  • Added carcass materials for all Wolf variants, as well as added tehm to the Mounts data table
  • Fixed Cave Bugs, Fixed Cave Entrance Landscape Blending on Green Quad, Elysium
  • SQ Lifeline - Unlocked on DH Builds
  • Oil geyser placement and decal painting on Prometheus, purple quad
  • Added bool to D_MapIcons table that enables a simple hover tooltip displaying text
  • Oil geyser placement and decal painting on Styx, red + yellow quads
  • SQ Lifeline - Now Fully Playable
  • Added carcass materials for all the buffalo variants, as well as added them to the Mounts data table
  • Oil geyser placement and decal painting on Olympus, green + blue quads
  • SQ Lifeline - Committing mission flow and 3/4 events
  • Adding Image to talents for sandwyrm queen
  • Remove prototype NPC turret data/BP
  • Devlock Alloy Arrow/Bolt items to match recipe status until they're ready to be used
  • Remove devlocked example/test query recipes that have errors
  • Update Generated LODs for Elysium. Update tooling

[/expand]

[h3]Future Content[/h3]
[expand]
  • Adding ITM_Legendary_Chainsaw parts and animation
  • Devlock Wyrm Queen trophy as its not gated behind devlocked talent

[/expand]

Hotfix Version: 2.4.1.149492-rel-Homestead

Contains the Following Fixes
  • Fixed an issue which was preventing the new phenotypes of tamed wolves from being selected, this has now been correct and newly tamed wolves can now select the new phenotypes

Hotfix Version: 2.4.1.149477-rel-Homestead

Contains the Following Fixes
  • Fixed issue with tag query for 'Spoiled Item' being inaccessible, preventing Stale Gruel from being crafted on the Electronic Food Trough
  • Added unbind event on the 'loot all' binding for a few inventories that were missing it. fixing being able to loot all when not in the UI

Icarus Week 221 Update | Mendel/Homestead Fixes

Welcome to Week 221.

This week we’ve focused on fixes and adjustments following last week’s update, driven by bug reports, community feedback, internal playtesting, and dedicated developer time.

We’ve addressed concerns surrounding the Electric Food Trough, added seven new tamed wolf phenotypes, and implemented a wide range of additional fixes and balance tweaks.

We also have something to announce for next week:



Check out the full details below.

Notable Improvements:
  • Display Aura Range on Aura-based talents hover tooltip
  • Fixed missing Stay/Lie Down, footstep particles, and survival values on Bull mount
  • Fixed Cuckoo Clock not playing sound on multiplayer clients
  • Rhubarb is now tagged as vegetable, can now be used in recipes requiring vegetable type items
  • Homestead Flower Pots no longer take camera focus during interaction
  • Fixed an issue where the pitchfork was not displayed correctly on the weapon rack
  • Improved sheep, ram and lamb head animations as they where not working correctly
  • Fixing Ram Trophy using the incorrect mesh & icon
Second Chance Bundle - Final Days

After the amazing reception we got back in the Winter Sale, we continued to offer Icarus and its major expansions at a heavy discount as part of the Second Chance bundle, but this comes to an end next week in preparation for our Dangerous Horizons launch.

https://store.steampowered.com/bundle/66187/Icarus_Second_Chance_Bundle/[hr][/hr]
This Week: Electric Food Trough


Last week’s Mendel update introduced some significant changes to the Electronic Food Trough. These adjustments were an important first step toward creating a more engaging gameplay loop around feeding your tamed creatures.

However, building an engaging system also means listening to your feedback. So we have actioned a few changes, the first being dropping the power consumption of the trough back down to its old value and the second the introduction of two new animal food items:

[h2]Stale Animal Gruel [/h2]
This new gruel can be crafted in the Electronic Food Trough. While it’s not the most appetizing option, it’s more than nutritious enough to keep your tames well-fed - and gives you another practical use for spoiled plants and meat.

[h2]Silage [/h2]
This new resource can now be crafted at the Electric Food Trough or Ranching Station. It provides a simple, long-lasting feed option made from fiber or grain, and unlike other feed types, it does not spoil - making it a reliable choice for maintaining your tames, without providing useful bonuses, over extended periods of time.

Originally posted by author
As always, we encourage you to share your feedback via Discord or Feature Upvote. Your input is invaluable in helping us understand what the community values most and how we can better support different playstyles.

[hr][/hr]
This Week: New Wolf Phenotypes


A new set of Tamed Forest Wolf skin variations has been added, expanding on the Buffalo and Moa variations introduced in last week’s Mendel update.

As wolf breeding isn’t supported just yet, you’ll need to venture into the wild and capture them using a Snare Trap to discover and collect each of the new variations.


[hr][/hr]
This Week: Genetics Tree Fixes


This week’s update includes several fixes for talents within the new Genetics talent tree.

The auras and passive effects tied to Sire Vigor, Mother’s Care, and Hormones were not functioning as intended. These issues have now been resolved, and the talents should correctly apply their bonuses during breeding and animal management.

In addition to the Genetics tree fixes, the Bull’s Protector talent has also been corrected and is now operating as designed.


[hr][/hr]
This Week: Mount Inventory Updates


You can now sort your mount’s inventory.

A sorting dropdown has been added, matching the functionality of your standard backpack inventory. Items can be sorted by name, stack size, type, or weight.

We’ve also added a “Loot All” option for mount inventories.

Additionally, we’ve fixed an issue that allowed players to use “Loot All” after the UI had been closed.


[hr][/hr]
This Week: Beehive Starter Pack


Following feedback from our recent Reddit AMA, it was brought to our attention that Bees and Honey were unavailable in Outposts.

To address this, we’ve added a brand-new Workshop pack that can be purchased and brought down to any prospect: the Beehive Starter Pack. This pack includes a queen, drones, and honeycomb - everything you need to get a beehive up and running.


[hr][/hr]
This Week: Skinning Bench Update


The Skinning Bench has been updated to function as an auto-crafter. You can now drop animal corpses directly into it, and processing will begin immediately with no need to open the UI to manually start crafting. This allows for smoother world interaction and a more streamlined workflow.

In addition, the UI has been improved to display all possible outputs for each creature at a glance. Previously, this information was partially hidden, but it’s now clearly presented to help you better understand and plan your resource processing.


[hr][/hr]
Next Week: Dangerous Horizons


Dangerous Horizons is nearly here! We are working on the final pieces for our next large expansion and all going well we will be releasing this next week. Wishlist below!

https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansion/[hr][/hr][h2]Your support makes these updates possible.[/h2]

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.4.1.149282-rel-Homestead


[h3]Fixed[/h3]
[expand]
  • Added BP_Trophy_Ram
  • Increased min time between food/water trough searches in BTD_CheckNotHungryOrThirsty to 5s from 3s
  • Disabled CameraSpringArm component ticking on seats until local player enters
  • Updated pig and piglet carry anims and corpse BPs
  • Added Ram trophy icon
  • Skinning Bench is now an auto crafter and added new UI elements to be able to show recipes with multiple outputs (for auto-crafters only for now)
  • Adding Beehive Starter Kit to the workshop
  • Display Aura Range on Aura-based talents hover tooltip
  • Change 'Click to activate the station' to 'Click to activate the device' in UMG_Generator as 'station' doesn't suit anything
  • Hammerhead boss - Fixed issue where multiple instances of the boss would fall under the same 'slug manager' and so killing the final slug wouldnt 'kill' the boss because it still thought there was a slug active when it was actually a whole other instance. Now spawns a new slug manager per spawned boss
  • Eliminated missing patches of fur on Bull, as well as improved quality of gfur groom for Bull, Cow and calf
  • Mount inventory - Added sorting to mount inventory
  • Mount inventory - Loot all keypress now works for mount inventories
  • Adjusted Bull collision to help with stuttery movement and issues walking up ramps
  • Fixed Bull LookAt
  • Fixed warning print when UMG_CheatOverlay was trying to remove itself without a parent
  • Removed grey box from tame talent tree background
  • Fixed missing Stay/Lie Down, footstep particles, and survival values on Bull mount
  • Fixed Cuckcoo Clock not playing sound on clients
  • Rhubarb is now tagged as vegetable, can now be used in recipes requiring vegetable type items
  • Fixed deployables debugging their placement by default
  • Homestead Flower Pots no longer take camera focus during interaction
  • Deployable variation count should no longer include variations that have been feature-locked
  • Hammerhead Boss - Added dispatcher to slug manager for death. Shortened delay on spawning manager slightly
  • Updated collision on SM_DCO_Water_Tank
  • Updated sheep and ram skeletal mesh assets with better head position to remove head turning animation issues. Updated sheep and ram Gfur settings
  • Fixed bounds on Barn doors so that they stop flickering visually. Fixed shadow geo joint reference so that it rotates with the door
  • Creature Unclaim button no longer shows on tames with no owner
  • Fixed 'Sire Vigor' talent not applying correctly
  • Fixed 'Mothers Care' talent not applying correctly
  • Fixed 'Hormones' talent not applying correctly
  • Added gestation related cheats
  • Fixed Bull's Protector talent affecting animals outside of its aura radius, not affecting animals that didn't become pregnant from within it's radius
  • Fixed Spoiled Meat Query as it was feature locked
  • Added new Image for Spoiled Meat Query
  • Weapon Rack - fixed bug where pitchfork was having the same transform as sickles. now has its own transform
  • Adde two new animal feed recipes: Stale Gruel and Silage. Both are craftable on Electronic Food Trough, Silage can also be made on Ranching Station
  • Fixed issues with Electronic Food Trough audio and mesh FX not applying correctly
  • Reduced power cost of Electronic Food Trough
  • Tidied up quest selection screen on open world mission board
[/expand]

[h3]Future Content[/h3]
[expand]
  • Added snow meshes for Floor_TrapDoor and RoofPeak building pieces
  • Added fixed bounds sizes to a few prevalent NS systems
  • Stormwall material and mesh rework
  • Adding Farmer dialogue in for interacting with mission farmer and then merchant farmer. Making sure both bodies are the same to match. More audio to come to make sense for mission
  • Cheat overlay will now construct on beginplay if cheats toml BeginPlay script has content to ensure it functions correctly
  • Hide 'basic' save button from Prebuilt Structure cheat as it shouldn't be used. Some format/layout tidying and button hover info
  • NPC helmet glasses set to opaque
  • Add snow mesh setups to various new building types.
  • EnvironmentalBuildup components destroy themselves on begin play if no mesh is defined (cleans up unused hierarchy inheritence).
  • Fixed Stone Stairs incorrectly overriding pos/rot/scale instead of using parent values
  • Ely - Added Lab sign and placed in Mission 3/4 lab on red quad, updated mission 3 and 4 lab prebuilts to remove existing elevator sign and fix positioning of some placed props
  • Added plant eating montage setup for flying/flightless tank characters
  • Added first DT rows/BP/AnimBP for WIP speeder bike
  • Polish Swamp Edge Spline, Fixed Cave Volume and Bugs Fixes on Orange Quad, Elysium
  • Cap max value for GrantExperience cheat otherwise too high values fail to be accepted
  • Add editor-only function to toggle visibility of snow meshes on buildings
  • Added Rare_VarE wolf variant, as well as adjusted several others
  • Remove Hitable Bones setup from GasFlyers and add validation for creatures without a corpse. Remove FleshSacFloater trophy/head setup. Fix up speederbike error
  • Norex Pod - disabled fake top spotlight, moved side spotlight + its visible light mesh to better line up with deployable
  • Added proper placement mesh for the Spider Trophies, as well as removed physics on their gfur
  • Adding dog idle to both versions of the NPC hunter and mission hunter
  • Updated meshes for the base and geothermal spider trophies to be more in line with the other creature trophies
  • Added T5 Generic Kit Item
  • Ely - polish and cleanup of waterfall cave in swamp, purple quad
  • Reimported DPS_Cargo_Container as static mesh, swapped out SK version in BP_SQ_Crate
  • dUMMY fmod change incase banks stall
  • Changed new DH fisherman audio rows from None -> DangerousHorizons
  • Adding a whole lot of fisherman dialogue audio. Injured, healed, thanks, hello, trade etc. Not all hooked up yet but a bunch is
  • polished Water Edge Splines on Yellow Quad, Elysium
  • Remove DevLocked Wood, Interior Wood and Thatch Frame data
  • Ely mission 3 - moved sign to above elevator buttons
  • Client Fort Wall - fixed issue where placing fort walls on client would fail if you were looking at the snapped wall because 'snap actor' was invalid
  • Remove unused CornerStair OG implementations
  • Ely Story 4 - Adjusted rotation of decal BP to align with quest marker, added spawning of grafitti to BPQ_ELY_Story_4_Lab and clean up to Story_4
  • Added Geothermal Spider carcass and head icons
  • Updating farmer need help and thanks lines
  • Added TPS to soldier nameplate to indicate faction
  • FieldGuide: Remove devlocked frames from FG sets. Add Glass, Tempered Glass, Dirt, Sandworm building sets
  • Added final note to be loaded into ELY6, corrected a number of typos, corrected mission objective phrasing for clarity, added item text for Sandwrym Queen items, loaded correct text for mission descriptions for side quests and speeder chain
  • Adding a whole bunch of generic dialogue from Vic for Dh use. Audio and events. Not currently in Data tables
  • Ely - mesh fix near Ambush mission in Arctic, green quad
  • Ely - fixed particle offset pos for some geothermal terraces, red quad
  • Ely - flushed grass in green+yellow quads
  • Add Half Stair icons for Limestone buildables
  • Fix Limestone buildable icon filenames
  • Add Ice and Limestone buildables to FieldGuideSets
  • Fixed Cave Volume, Adjusted Lavafall Cave to be more visible and Bugs Fixes on Purple Quad, Elysium
  • Adjusting creature groan dialogue to be none rather than theo
  • Fixed permafrost var2 FT referencing wrong mesh
  • Added 7 Gribbler skin material variants, 5 Rare and 2 Legendary
  • Ely - flushing grass in Tundra, green quad
  • Added NS_EDEN_Campfire_FX as variation of campfire with several emitters disabled, replaced NS in BP_Eden_Campfire
  • Updated SM_DEP_Fortification_Stone_Platform with adjusted LOD material assignments
  • Add dummy ValidAmmoTypes entry for IceMammoth_Fractured_Ice due to failing DT validation
  • Update Soldier Rifle Round to use correct Ballistic entry (50% damage reduction). Add dummy ValidAmmoType entry to supress warning
  • Delete duplicate icon in root folder
  • Adding agent dialogue for dh missions
  • Fix Limestone Pillar material setup, add icon and add as usable piece
  • Fixed some non-localized strings
  • Lots of NPC dialogue additions for hunter and fisher
  • Ely - added nav version of CaveIn_02 mesh and placed where needed - adjusted various nav blockers in NW volcanic, red quad
  • Ely - fixed frozen lake plane position in Arctic, green quad
  • Fixed LOD settings on SM_AC_Crevasse_04 to match other crevasse meshes
  • Ely - polish and nav fixes in Tundra, green + yellow quads
  • Add delayed toggle for Eden campfire VFX to see if it resolves first-time-load issue
  • Slinker skins material and textures
  • Eden - added QMs for lore notes, audio logs and post-story notes - added extra table outside Mo's area and adjusted color of various point lights
  • Add LODs for Elysium heightmaps
  • Made adjustments to the swamp Gribbler skin
  • Add Wolf tame skin variations to Mounts DT
  • Added new collection of generic dialogue by Victor for use in future mission content
  • Fixed Cave Bugs, Rock Blocking Entrance on Yellow Quad, Elysium
  • Adding all new dialogue events and processed audio for new missions
  • Tamed animal skin variations should now carry over to corpse actor (where alternate materials are available)
  • opaque glasses for BP_Mission Farmer and Hunter
  • Ely - mesh placement fixes in green+yellow quads
  • Fixed incorrect file reference on IMP_01_DLC2_FILL
  • Applied proper gFur spline settings to the Slinker Mount
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