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Icarus Week 152 Update | New Tier 3 Windmill upgrade from Mortar & Pestle

Welcome to Week 152.

This week, we’re completing the Tier 3 tech tree project of having a T3 upgrade for every available T2 bench, with the addition of the Windmill.

This sits between the Tier 2 Mortar & Pestle and the Tier 4 Material Processor.

We’ve also got some hot news on next week’s new item and what it means for some upcoming additions in the weapon and creature categories.

Jump in and have a read.

Notable Improvements
  • Added missing meshes for the remaining canteens and oxygen tanks, so all versions are now held in hand correctly
  • Fixed Shadows in the final Nullsector cave as there was some strange ‘artefacting’ going on
  • Bats no longer collide with players and other NPCs. Improved targeting behavior of bats means they should miss the player less often when attacking. Increased chance for bats to break out of their idle flight loop to attack nearby target

[hr][/hr]
This Week: New T3 Windmill


This week, we are introducing a new deployable - T3 Windmill.

This aims to fill the gap between the Mortar and Pestle (Tier 2) and the Material Processor (Tier 4), just like we have with the other benches. This provides a direct upgrade and rounds out the tech tree for T3 in this regard, with all Tier 2 benches having Tier 3 counterparts.

This will allow for faster and more efficient recipe processing and a more suitable option as you level up.

The Windmill needs to be placed outside as it requires wind to generate mechanical energy for processing. This is similar to the wind turbine, as it requires its blades to be clear at all times to run.


[hr][/hr]
Next Week: Reddit AMA


Next week, we’ll be hosting a special Reddit AMA over at r/survivalgaming. This will be both Jake (Exctoris) and Dean (Rocket) and will be a chance for you to ask any question you like!

While you may have some basic questions about Icarus, we want this to also be a chance for you to ask some of the trickier and more piercing questions you’d like to know some answers to.

Feel free to ask the tough ones, and we’ll do our best to answer them.

The AMA will start on Thursday the 7th of November at 12pm NZT and carry on through till Sunday the 9th of November at 5pm NZT.

We’ll link a post in Discord next week when this starts, and put a link in next weeks blog too.


[hr][/hr]
Next Week: Flamethrower


Next week, we are introducing a new weapon type that runs exclusively off biofuel. This is the start of a few new weapon types that we plan on introducing before some new creatures. You will soon be able to shoot jets of flames and cause even more devastation to this peaceful planet you’ve invaded.
[hr][/hr][h2]Your support makes these updates possible.[/h2]

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

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.27.129232


[h3]New Content[/h3]
[expand]
  • Added grain VFX to Windmill
  • Unlocking Windmill Item / Blueprint
  • Updated angles on windmill particles and added additional processing particles
  • Windmill is now a manual processor and you have to select what you want to craft

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fire arrows flammable component turns off when touching a water source
  • Added workshop Dirt resource pack, mainly for the use on outposts or in areas without access to dirt
  • Increase the weight of dirt
  • Add LODs and Collision to FlatCrate meshes and added names to DT
  • Enabling/Disabling RTX now requires a game restart (this was required before, but user wasn't notified). Fixed ensure on editor startup complaining about missing settings cvar
  • Fixed falling through the world when logging in, Volcanic Cave Purple Quad
  • Fixed Shadow Geo Issue on Yellow Quad, in Nullsector Final Caves
  • Further angle adjustments to canteens in hand for best view with no clipping. adding unique rotated socket for waterskin to match the angle of the others. Standard canteen angle to be rotated by Brent
  • Fixed scale and pivot for several assets to better fit in the character's hand
  • Fix Horse extra carry talent not requiring prerequisite talents, and the fall damage reduction talent requiring the extra carry talent

[/expand]

[h3]New Content[/h3]
[expand]
  • Adding Cheese Icon
  • Adding cow idle audio, event and data table setups
  • Reduce cost of workshop platinum resource pack purchase
  • Increase unlock cost of gold resource pack, reoganized column so it is with other packs that cost the same
  • Add additional workshop resource packs setup for future release
  • Adding cow flinch and death audio and events and data table setup
  • Added SM_DeepMining_Wood node asset, including materials and textures
  • Misc updates to Editor tooling
  • Adding 1ST person version of the golem gauntlet attack along with hooking up into Actionable context
  • IMP Pass Blockout on Yellow Quad, Elysium
  • DLC2 - added temp in-game map
  • Adding equip audio and event for the milk bucket. Also applying to the standard bucket
  • Dev-locked nearby player RTXGI volume until performance testing is done
  • Added additional RTXGI volume around player with higher sample density. Added dev-only settings for testing various other RTX functionalities. Added ability for a RTXGI volume to be offset if required (not centred on player)
  • Added boss inhaler item icons to Itemable and Modifier tables
  • Delete unused emissive texture for flamethrower
  • Hook up fuel gauge on Flamethrower, add AnimBP
  • Adding appropriate audio for bull in data table
  • Added GetSectionCastShadow editor function
  • Legendary Weapon Datatable Fixes so the weapons can be spawned
  • Fixes for issues related to the build breaking in reguards to Legendary Weapons
  • Fixing Deployables for the Rock Golem
  • Adding the Rock Golem Vestige Icon
  • Add T_ prefix to generate map image filenames for validation purposes
  • Adding Various Rock Golem Item Icons
  • Added Setup for Rock Golem Throne & Trophy
  • Fixing Recipe Feature Levels for all Great Hunt Related Weapons
  • Prefixed all Legendary Weapons with 'LegendaryWeapon' and added missing legendary Weapons (Ape Club, Icemammoth Sledgehammer, LavaHunter Flamethrower)
  • Adding Juvenile Rock Golem AI Setup, Bestiary, Creature Type, Growth Etc
  • Adding new Validation to DT for AI setup to allow for Rocks being collected from a carcass
  • Adding calf idle and flinch audio and volume adjustments. Data table setups etc
  • Added Fire animation for SK_GUN_Assault_Rifle_T4
  • Setup Milk Pail item to be held like the current bucket with replacing the focusable and importing a mesh with the correct pivot offset
  • IMP Pass Blockout on Yellow Quad, Elysium
  • Fixed Issue where Biomass involved in the Great Hunts was able to be brought up to orbit, feature locked the data table rows and removed this specific currency from the main screen
  • Swapped Orbital Biomass images to match the bosses as intended, and not use the generic icons
  • Adding rooster audio row to the ai setup table
  • Reverting two 3rd person idle anims that curves had broken sprinting with rifles. To be adjusted again when a fix can be implemented that doesnt break out of water gunplay as well as in water gunplay
  • Adding Missing Vestige Icons
  • Delete duplicate unused generated map images in wrong folder
  • Adding rock golem rock fragment pickup audio event and data table setup
  • DLC2 - added fully enclosed geothermal terrace mesh
  • Adding Rooster audio idle audio and event and table setup
  • Adding descriptions and names to first set of great hunt planetary items
  • Adding mesh and carcass mesh for Rock golem Juvie and hooking up to relavent BPs, and Data tables, rest is over to behavior and corpse hookup for bosses since they dont turn into corpses yet
  • Bats no longer collide with player and other NPCs. Improved targeting behaviour of Bats, they should miss the player less often now when attacking. Increased chance for bats to break out of their idle flight loop to attack nearby target
  • Re-export T021 map images to test more streamlined tooling settings
  • Update MapCreatorUtility to configure texture settings and output HDR images at lower resolution
  • Delete assets with old file names and refresh DT entries
  • Adding Frozen Wood Ore Deposit & Frozen Wood, Frozen Wood needs to be defrosted in campfire / furnace to convert into regular wood to be used
  • Landscape Painting Pass, Landscape Sculpting Pass and Decal Pass, Green, Blue and Purple Quads, Elysium
  • IMP Pass Blockout on Yellow Quad, Elysium
  • Adjusted pivot of milk bottle for better hand placement
  • Adding pickup / equip milk bottle audio and event. Also adding new focusable row which is a duplicate of the 1H row but with the bandage hold idle anims used instead of 1h wep idle anims to account for larger held items to avoid clipping. now when holding 1h items such as milk bottles it will fit in the 3rd person characters hand and will be shown more on screen in first person too
  • DLC2 geothermal biome - foliage and rock testing in test map, additional decals for landscape texture transitions
  • GH_RG_B mission is now in and fully playable
  • Adding first lot of ape vocals. Aggro 1 shots, audio event and data table setup
  • Fixing terrain select screen to display correct image dimensions
  • Disabled use of thrown weapons with shield as it's 2 handed and shield often blocked vision while aiming grenade
  • DLC2- added tundra and geothermal variant materials for cliffs
  • Mac Pass Blockout on Red Quad, Elysium
  • Added WITH_EDITORONLY_DATA wrapper around new texture info function to fix compile error
  • Added function GetTextureInfo that can be used to validate information on a texture asset like streaming size, mip count, etc
  • Stripping out armour pieces from the Juvie rock golem base to hook up to the armor piece system that the main golem has, quick texture tweak needed so that the base skin holds up without armor on it
  • Fixed panini issue
  • Added destructile meshes for IceMammoth Trophies
  • Fixed Lavahunter backpack modifier reinitialization and icon
  • Fixed vial slug trophy destructible mesh
  • Adding new code for consisten cleanup of quest actors, added missing C++ and Json file
  • Namimg all GH RG quests
  • Fixing terrain select screen to display correct image dimensions
  • Added new cheat that allows saving to disk and restoring loadouts/equipment (SaveLoadout, RestoreLoadout)
  • Landscape Sculpting Pass, Landscape Painting Pass and Decal Pass, Green and Orange Quads, Elysium
  • Mac Pass Blockout on Red Quad, Elysium
  • Misc file cleanups
  • Did an additional pass on LODs for all the larger windmill assets
  • Add Empty developer test level
  • Enable shadows on various Foliage assets that had them disabled at a Material Section level. Update tooling to suit
  • Disable RVT (terrain blend) on billboard materials for foliage. Tweak some LOD screensizes. Update tooling to pick up on this
  • Tweak LODs to various assets
  • DLC2 map - new tundra transition decal, riverstones landscape textures, tundra waterbody testing
  • Disable Gfur on Chick on Low spec
  • Adding Icons for the Ape Armor Set
  • Fixing issues with Animal Spawning Dens where they would not take into account the AISetup override if the spawer was set to loop
  • Adding GH_RG_A Mission, fully playable
  • Adding Dialogue Setup for GH_RG_A
  • Adding custom mining outpost for GH_RG_A
  • Adding 2 variations of the Juvenile Rock Golem Spawners
  • Set up improved LOD's for DeepMining_Wood DeepMining_Wood_Ice nodes
  • Added Ice version of SM_DeepMining_Wood
  • Add cheat (ToggleWeather) to stop weather system from running new forecasts. ClearWeather cheat is very temporary in the sense that it only clears the current one and forecasts new tier0 events
  • Fix DFAO bias on Crevasse meshes causing self shadowing artifacts
  • Adding audio for milk pail and bucket and lantern carry sprint. Adjustments to equip audio. Adding blendspace for sprint with lantern anim to be used to trigger correct sprint first person animation for audio use
  • DLC2 - duplicated DC caves and applied LC material variants
  • Fixing milk bottle not being visible when held in first person so the audio can play off the equip animation. Also fixing canteens and thermos not being visible. Thermos pivot to be adjusted to
  • Updated DEP_Bench_Kitchen_Stove and DEP_Bench_Kitchen_Stove_T4 with windows and new destructibles
  • Updated fixes for Ice Mammoth Trophy destructibles
  • Fixed Ape Rug item template setup
  • Fixed slug trophy collisions and destructible assignments
  • Update ice mammoth trophies destructible meshes
  • Updates to Arena_RockGolem map actors, navigation
  • Updates and fixes to RockGolem behaviour. SaveLoadout cheat now correctly sanitizes item data before saving
  • Removed atmosphere controller from rock golem arena
  • Fixing Rock Golem Juvie texture to work without armor by reimporting new version of albedo and MRO mask
  • Adding ape attack vocals, event, data table setup
  • Add some warning to the EUW tool when adding/updating an instanced level DT (Atmosphere and RVT still present)
  • Fix an issue with the highlight component on instanced caves for clients
  • Adjusted the scale of the main stump area of the DeepMining_Wood and the DeepMining_Wood_Ice nodes to better fit with the ice borer
  • Adding in ape roar audio, event and data table and anim notify
  • Re adding accidentally deleted socket when attempting to add another socket for better placement of the milk bottle in first person hands. Fixes the reference to the fishing anims
  • Unified naming in GFur shader for tooling improvements
  • Committing missing skeletal socket commit which was throwing data table errors
  • Setting up new node for Frozen wood deposit, this is drilled with an Ice Borer
  • Better socket placement for first person hand held canteens to avoid clipping. Also added missing mesh for other canteens and oxygen tanks
  • IMP Pass Blockout on Yellow Quad, Elysium
  • Fixed open world select button image sizing issue
  • Changed terrain background images dimensions to the power of 2
  • Fixing the prometheus mission selection button which was missing a prospect model to load, this was accidently removed in another commit
  • Fixed Prometheus squished image on terrain select
  • Fix Contact/Far shadow settings on all Outposts. Flush grass. Update tooling
  • HeatHaze Material wanted to be resaved
  • VFX polish pass on Stoves, additional lighting to support new windowed meshes. Increased albedo texture resolution on both Stove meshes

[/expand]

Hotfix 2.2.26.129046-rel-Laika

Contains the Following Fixes:
  • Fixed snap actors not loading on SMPL3 quests and Styx expeditions, this prevented deployments of radars and some other quest objects not allowing the missions to progress.

Icarus Week 151 Update | Reinforced Wood: Out. Beeswax Wood: In

Welcome to Week 151.

This week, we’re giving Reinforced Wood a makeover and a new name - Beeswax Wood. This will have the same stats, but a new look and design.

We’ve also added static boss health bars, something we discussed a while back and was important in preparation for some exciting, upcoming content.

Jump in and have a read.

Notable Improvements:
  • Fixed a timeout issue when hosting prospects if the loading took over 60 seconds
  • Fixed an issue that was causing long loading times due to array copying. This was causing unnaturally long load times when hosting or joining games
  • Removed the 180s session timeout that sends players back to the main menu if they took too long to load (was possible to see this on hosts / singleplayer)
  • Fixed a bug where the shield would block poison/miasma damage. Shield now specifically only blocks 'melee' and 'projectile' damage

[hr][/hr]
This Week: Beeswax Wood


Reinforced Wood has received a makeover.

Going forward, it’ll now be known as ‘Beeswax Wood’, with a new texture and shades that make it visually distinct from regular wood. We’ve previously done this with Reinforced Glass, and wanted to do the same for some of our other tiered building sets.

This should also help you find it in the tech tree and recipe lists, making it stand out from its wood counterparts.

Any existing Reinforced Wood buildings with the reinforced alteration will still exist in your prospects, but you’ll no longer be able to craft new pieces. You will not need to unlock any new blueprints to craft Beeswax Wood however, as these will use the same blueprint unlocks as before.


[hr][/hr]
This Week : Static Boss Health Bars


This week also introduces static boss health bars - something we’ve discussed in the past and was important to introduce before some upcoming content that is in the works.

These bars act like boss health bars in other games, being present at the top of the screen when actively engaging a boss creature, and should help you manage these encounters more efficiently.


[hr][/hr]
Next Week: New T3 Windmill


Next week we are introducing a new Tier 3 Windmill that aims to fill the gap between the Mortar and Pestle (Tier 2) and the Material Processor (Tier 4).

This will allow for faster and more efficient processing of recipes, and allow for a more suitable option as you level up.

The Windmill needs to be placed outside, and requires wind to generate mechanical energy for processing.

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

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

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.26.128817


[h3]New Content[/h3]
[expand]
  • Added SMPL3 quest rewards containing dirt for use in areas where you cannot get dirt naturally (notably non-forest outposts)
  • Added Kiwifruit SMPL3 quest reward
  • Added procurement info for Kiwifruit and Sugar Cane, advising they're available from SMPL3 quests
  • Enabled reskinned version of reinforced wood, now it's own tier of Beeswax Wood. Existing pieces unaffected
  • Enabled reinforced glass door and window
  • Added static, on-screen health bars for world bosses
  • Boss vision stats increased so the boss hp bar is persistent from a longer distance (nearly whole arena)
  • Updated blueprint name of Beeswax Wood set unlock

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fixed Field Guide not showing durabilities or spoil times
  • Fixed typo in Guano description
  • Adjustments to the chicken workshop item. Adding air hiss when spawned and then air release when interracted with. adjusting delay on chicken so it appears after opening
  • Adding appropriate deploy audio for the heavier workshop crates
  • Applying open air hiss and air release audio to all animal workshop crates
  • Fixed Mesh Clipping in Second Arctic Area Rebuilt, on Blue Quad, Prometheus
  • Flushed Grass Across All Quads on Prometheus
  • Updated many quest snap actors to ensure proper reloading, will now respawn the snap actor and set it to the correct state based on the mission progress, when the session is restarted (restarting game or dedicated server)
  • Updated the watermelon plant master shader with a tint value to reduce the brightness. This will make it stand out less in the environment
  • HEADSTONE: Fix final step retreival pod disappearing before quest is complete
  • Fixed a bug where shield would block poison/miasma damage. Shield now specifically only blocks 'melee' and 'projectile' damage
  • Fixed spacing on exotic sell button
  • Fixed Cave Lighting in Second Arctic Area Rebuilt, on Blue Quad, Prometheus
  • Lava Hunter's health bar no longer starts visible and only appears after a delay once it has emerged
  • Fixed bug where boss health bars weren't showing the correct amount of health until they were first damaged
  • Fixed bug where clients couldn't see current amount of armour on boss health bar
  • Fixed bug where 'armour' bar on boss health widget wasn't being hidden if boss didn't have any armour
  • Fixed in-world Creature Deterrant text being untranslatable
  • Fixed map selection translation for Requires text
  • COMPOSITION: Bravo objective now correctly respawns on reload
  • Fix slottable inventory containers list (as shown on oxidizers, purifiers and the skinning bench), now correctly updates to show the type of item required
  • Added workshop animal cryo cage icons in D_DeployableSetup
  • Removed the 60s network connection timeout that auto-kicks players from a server if they don't join in time. Can be added back in by adding 'bConnectionTimeoutEnabled=True' under the [OnlineSubsystemIcarus] heading in Engine.ini
  • Added Radar field guide set
  • Updated Radar description to mention exotic scanning, the results on map and the arc is an approximate direction
  • Added tooltips to map buttons to explain scanning more
  • Removed the 180s session timeout that send players back to main menu if they took too long to load (was possible to see this on hosts / singleplayer)

[/expand]

[h3]Future Content[/h3]
[expand]
  • Finished First Macro Pass Blockout on Yellow Quad, Elysium
  • Elysium plaecholder stage select image added
  • Added Milkcan and wheatsack proxy assets and added them to the BP, as well as placement proxies for windmill
  • Feature locked Felling Attachment that was showing in Field Guide, as this is not released. Will be reassesed for future release
  • DLC2 - additions to master rock material for better snow control, tundra variant materials for macros, replaced incorrect meshes and applied materials to snow/tundra macros in Blue, Green, Yellow quads
  • Standardized stage select working files. This will reduce resource size
  • Adding New Elysium Map Images and reimporting Oly / Styx / Prom Terrain Select Images
  • Adding Player Starts to Elysium Terrain
  • Setting up Terrain, Quests, Prospect List and Faction Missions for the Elysium Map
  • Adding an Open World and Mission Selection Screen for Elysium
  • Adding level boost to 30 for Elysium and new account flag to keep track of data
  • Setting up Elysium Visual Map (Basic)
  • Converting Elysium Map to use External Actors rather than a whole map checkout
  • First pass audio for assault rifle. Will need looping behavior setup to avoid frame drop audio drops
  • IMP Pass Blockout on Yellow Quad, Elysium
  • When attempted fertilization occurs cows now become 'hopeful', while 'hopeful' cows movement speed is reduced, food and water consumption increased, if they are over 65% in food and water periodically they will try to esculate to Pregnant with a 25% chance, if they become Pregnant the cows will sit down and need to be hand fed and watered, then prospectors can interact with them to help them give birth to calfs, no trait inheritance yet
  • Cows no longer produce milk while Hopeful or Pregnant
  • Cows will now lie down when pregnant
  • Player interaction for birthing cows has been fixed, the calf spawning will appear next to the mother
  • Commit item template for windmill blades
  • Added Windmill Blade item placeholders for future release
  • Added windmill proxy mesh setups for all materials
  • Updated windmill deployable mesh to use combined mesh
  • Further tweaks and fine tunes of the assault rifle volumes and balances
  • Work around UE4 shortcomings with RVT volumes when loading/unloading instanced levels
  • Added ITM_MilkBottle with materials and textures
  • Resaving GOAP datatable
  • DLC2 - new grass type for Tundra, associated meshes + materials, switches for enabling added to MA_LND3
  • Adding Missing Code Files for the modifier states, so you can specifiy custom conditions for when esculation occurs
  • Added a handle to the milkcan, with updated textures and meshes
  • Adjustments to assault rifle volumes and spacializer. Also tweaked cave and iinternal shot tails. Fixed directional EQ that wasn't reseting to 0 at no pan
  • Adjustments to the ice mammtoh projectile audio. Travelling and impacts are now adjusted depending on their speed
  • DLC2 - new landscape texture set for geothermal areas (using C_erosion layer)
  • Setup Egg Incubator and started work on upgradable chicken coop prototype
  • Fixed issue where the roosters where not tagged correctly and would try to fertilize animals other than chickens
  • Fixing Spelling mistake in asset name Ferilize -> Fertilize
  • Chickens now loose fertilized modifier after they lay an egg
  • Fixed issue where roosters / bulls / rams would gain food / water when fertilizing rather than losing it as intended
  • Swapped mesh in for great hunt device
  • Swapped mesh in for Assualt Rifle
  • Swapped in Milk Bottle Items / Can
  • Adding item Icons for Windmill, Great Hunt Device, Cow / Bull / Rooster Vestige, Milk Bottles, Assault Rifle and Rock Golem Grenade
  • Adding Talents and Recipes for Flamethrower and Assault Rifle
  • Chickens can now lay fertilized eggs, if the chicken has been fertilized by a rooster
  • Fertilized Eggs will display the Fertilized Alteraiton on their item hover, they can still be cooked / used in recipes like normal eggs
  • Roosters can now fertilize chickens
  • Rams can now fertilize sheep
  • Fertilization now has a cost of 30 food + 30 water per instance
  • Chicks now grow up into chickens or roosters
  • Adding Ram & Rooster Vestiges
  • Adding Ram & Rooster Trophies
  • Adjusting loot drops for Ram, Rooster, Chick, Calf, Sheep, Lamb
  • Lambs can grow up into Sheep or Rams
  • Setup of Rams / Rooster Trophies
  • Added DEP_Trophy_Golem_Statue and DEP_Trophy_Golem_Throne with destructibles
  • Added SK_GUN_Assault_Rifle_T4
  • Elysium - flushing grass cache
  • IMP Pass Blockout on Yellow Quad, Elysium
  • Adding audio for rock golem grenade ground traps landing. Also adding physical damage tear audio to Char Damage event to play appropriate audio when spikes are stood on. Adjustments to the close sound for the Ice Mammoth Trap
  • Added Inhalers for the rest of the world bosses
  • Updated Inhaler time to be 30m
  • Testing concepts for desert oasis
  • Fix instanced level mesh is not being setup for clients
  • Added Clay, Obsidian, Dirt and Scoria resource pack icons
  • Added valid checks to prevent null value bug
  • Adding animation and armor setup for the Golem Gauntlet POC including punch and idle animations for 3RD and idle anim state for 1ST persion, needs the charge animation hookup into charge functionatlity moved into left click so secondary attack can be added to right click but general implementation done
  • Added medium tank slug trophy item icon to Deployable setup datatable and hooked the other icon trophies up
  • Adding rock golem grenade explosion audio event and blueprint imp
  • Clean up some extraneous logs (Steam DLC file presence)
  • Added required sockets to T4 Assault Rifle, adjusted left hand attach point, ADS alignment, casing eject point
  • Clean up some extraneous logs (BP_DropShip again)
  • Add a test instanced level in Outpost_009 leading to the Rock Golem arena
  • Ice Mammoth Changes
  • Adjusted amounts of birds spawned (10 + 10 per player at a time)
  • bird spawn rate decreased
  • Changed ranged bat circle behavour to match the other bats
  • Bats will now destroy on boss defeat
  • Adding Chocolate / Coconut / Carrot Cakes, recipes and itemsetup as well as 'pieces'
  • Cakes are deployed where prospectors can interact to pick up a piece, the cakes themselves cannot be consumed, but the individual pieces can
  • Adding T3 windmill audio. Loop, scatter, event and BP data
  • Removed level bounds in Ice mammoth arena and exchanged for new instanced level bounds. This is to fix a crash for 'too many world objects'
  • Set up appropriate LODs for all windmill assets, as well as optimized most texture sizes. Also added DMs for windmill meshes
  • Prevent infinite building without stability checks in some caves
  • Adding Cheese Recipe, Item and Modifier when eaten
  • DLC2 - Added new geothermal terrace meshes, new decals for geothermal and LC transitions, material tests of geothermal cliffs, new ice material for cold swamp

[/expand]

Icarus Week 150 Update | 12+ fixes and improvements for Null Sector

Welcome to Week 150 - another milestone we’re proud to achieve with you all.

We released the Null Sector last Friday and, as we mentioned in the post, spent the start of this week at our company ‘Re-Orientation’. This has meant we’ve had less than three days this week to spend on the patch, so we have focused on fixes for the Null Sector and improvements from your feedback.

If you missed the post last week we do a full breakdown of the Null Sector here.

The Null Sector is a new hardcore region of the Prometheus Map which requires the New Frontiers Expansion to play.

https://store.steampowered.com/app/1648532/Icarus_New_Frontiers_Expansion/
[hr][/hr]
This Week: Notable Fixes
  • Fixed issues with the Northern Prometheus Arctic Regions as some meshes were not brought across in the merge. This meant there were large landscape meshes missing and areas in which you could fall through the map
  • Fixed an issue with Prometheus' prebuilt structures - where the resource networks were incorrectly using the same IDs as player-placed ones. This meant that networks would break when loading prospects
  • Added a details panel to the Escape Menu to show how many buildables, deployables and mounts are active in the level. This should help users identify potential issues with too many of 'X' objects active in their prospect and why performance may be suffering
  • Added the ability to change the ‘sell’ amount by tens in the workshop when selling exotics
  • Ensured that info text doesn't create a blank box in the quest UI
  • Fixed a bug where clicking ‘empty container’ on canteens that weren’t in the first storage slot in the character UI would cause it to not fill up until you moved it
  • Fixed dark-toned mount/tame preview images displaying incorrect iconography when bringing animals down from space via OEI (only applies to animals that are sent up to space after this fix)
  • Fixed a bunch of the scanners appearing upside down in third person view due to an incorrectly rotated prop bone in the scanner focusable. This has been fixed by creating a new anim with the correct rotation and offset for third person
  • HEADSTONE: Added additional cleanup steps to clear quest objects if the quest is abandoned or otherwise ends without the final completion cleanup
  • Updated the flow meter so when reloading prospects it will not initialize and work correctly again.
  • Fixed generators and the electric water pump not correctly displaying their relevant electricity and water consumptions/provisions

[hr][/hr]
Next Week: Updated Reinforced Wood


Next week, we’ll continue with any more fixes for Null Sector that crop up, and also add a new variation to the wood.

Reinforced Wood will have brand-new materials and require beeswax in its creation, so it is visually distinct from its regular wood counterparts. We previously did this with the Reinforced Glass tier, and now thought it was time to do the same with the wood.


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

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

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.25.128673


[h3]New Content[/h3]
[expand]
  • HEADSTONE: Added additional cleanup steps to clear quest objects if the quest is abandoned or otherwise ends without the final completion cleanup
  • Added the ability to change sell amount by 10s in the workshop selling exotic UI
  • Add details panel to Escape Menu to show how many Buildables, Deployables and Mounts are active in the level. This should help users identify potential issues with too many of X objects active in their prospect and why performance may be suffering
[/expand]

[h3]Fixed[/h3]
[expand]
  • Removed some unnecessary blueprint array copying that was causing infinite loops to trigger in editor
  • Added fix for existing spline/resource networks becoming broken or disconnected when starting some of the null sector missions; Spline networks that are loaded in at runtime via prebuilt mission structures now check for network ID collisions and will automatically adjust. Previously prebuilt structure networks would re-use their original IDs, meaning that if existing networks had matching IDs they would be overridden, resulting in incorrectly merged networks and splines being disconnected / deleted
  • Fixed generators and electric water pump not showing their electicity and water consumptions/provisions
  • Floor Torch mesh replaced with new combined mesh, shadow casting turned off to avoid visual noise
  • Adjusting deploy audio for animal crates
  • Added more weight to the large animal crate open audio
  • Adding large and medium cryogenic crate audio and events and notifys
  • Delete revisions file from Outpost001 folder that has been retired
  • Updated flow meter order of reloading network to prevent multiple settings of network type on restart
  • Rebuild Second Arctic Area, on Blue Quad, Prometheus
  • Moved Floating Macro Meshes Down on Blue Quad, Prometheus
  • Rebuild Arctic Area, on Blue Quad, Prometheus
  • Removing profilings from Nullsector audio testing
  • Adding base setup for the golem gauntlet and slug launcher legendary weapons to test out the new base poses for the weapon types, gauntlet needs some bespoke hookup as it is a different apporach to equipping weapons so just has a placeholder BP at the moment, respective anims etc added and hooked up
  • Fixed a bunch of the scanners appearing upside down in 3RD person due to incorrectly rotated prop bone in the scanner focusable, did this by creating a new anim with the correct rotation and offset for 3RD person
  • Fixed dark mount/tame preview images when bringing animals down from space via OEI (only applies to animals that are sent up to space after this fix)
  • Ensure info text doesn't create a blank box in quest UI
  • Optimised mining drill logic that would become significantly more expensive when drill was powered and inventory was full
  • Fixed a bug where if you scroll over empty slots it will stop allowing you to scroll
  • Fixed bug with new AtmosphereController settings where WeatherMan utility widget wasn't able to set time correctly. Fixed bug where nativised AtmosphereController wasn't correctly initialising some variables, leading to flashing sun colour
  • Nativised some more AtmosphereController update functions. Devs can now use the '-ForcedPlayerIndex=' command line parameter to reload a save as a different on-prospect character (development build only)
  • Fixed Lake Depth on Outpost 9, on Red Quad
  • LC Macro rocks - added moss, sand, snow material variants for DLC2 map
  • Add Cheats to destroy all/certain deployables, and all buildings for Prospect performance testing
  • Re-save level after file move
  • Remove empty obsolete sublevels from Olympus
  • Cleanup remaining Outpost001 file, moved to developer folder
  • Misc updates to Editor tools for profiling
  • Disable CPU access on Trees which shouldn't need it (no other trees do)
  • Fixed shield stats overwriting the main weapon stats. Incidentally fixed the bug where if you equip 1h item/shield then press the same 1h item slot it wont bring hands out (now correctly does)
  • Fixed Foliage RVT mask actor bounds not covering the level properly in Prometheus. Grass should now properly cull when buildings are placed on it
  • Icesheet Prefab cave with doublestacked ore Removed
  • Fixed second Ent to Volcano Cave on Outpost 9, on Red Quad
  • Added moss variant materials for LC cave floors
[/expand]

[h3]Future Content[/h3]
[expand]
  • Bulls now have a behaviour option to enable fertilization of nearby cows, when the option is set to fertilize they will now gain a modifier which will start the fertilization process
  • Adding audio for the ice mammoth trap. Set and catch. Also correcting the items static audio row and deploy audio
  • DLC2 - added biome heatmap/gameplay texture + source art, new row to D_Terrains for Jake to populate
  • Added function to quickly setup multiple proxy meshes with different item configurations
  • Fixed cases where you could skip proxy mesh states (eg if you put in more than required to go from no proxy to 2 proxies)
  • Moved temp navmesh blocker volumes to persistent level
  • DLC2 - Added NavArea_Null volumes to inactive quads to reduce unnecessary navmesh bloat while building map
  • DLC2 - disabling nav generation on new impassable and macros meshes, added imp versions of ledges, added tundra transition decal and adjusted settings on LC scree decal
  • Updating Bull Setup so it now has a vestiage, trophy and correct creature type information
  • Updated LODs on the rooster skeletal mesh. Updated rooster dead anim BP to remove the neck extension
  • Cows now accumulate milk over time and when milked will provide a certain number of liters, it may take multiple objects to milk a cow
  • Added Stats to cows for producing milk and adjusted mount tooltip to display milk amount
  • Adding Cow Vestige, Loot and Trophy
  • Adding Milk Bottle and Pail Blueprints and Recipes
  • Updated calf skeletal mesh position in the blueprint. Updated cow gfur splines and cleaned up the skinning on the belly
  • Updated Gfur in chick blueprint tweaked LODs on the chick skeletal mesh
  • Updated calf blueprint with scale reduced on the skektal mesh and gfur settings tweaked. Added the correct physical material on the cow, bull, and calf materials
  • Added Male and Female creature modifier icons
  • Fix spacing on context menu for repair, ensuring text fits in other languages
  • Decal and Cliff Placement, Green and Yellow Quads, Elysium
  • Adding Virtual Stats for Time Between Cow Milking, Resources To Produce Milk, Milk Production etc, all related to cows producing milk
  • Fix spacing on currency sell buttons in other languages
  • Inital Macro Pass, Temp Foliage placement and Flushed Grass on all quads, Elysium
  • Cows are now Milkable
  • Added placeholder proxy meshes to Windmill. Updated deployable and attached windmill blades
  • New impassables and cliffs for DLC2 map
  • Fixed workshop animal crate smoke FX not deactivating before crate is cleaned up
  • Black wolf trap implementation
  • Tweaked assault rifle fire rate, durability, required ammo, horizontal and vertical recoil values. Added ability for projectile weapons to define a horizontal and vertical recoil that is applied after firing. Dev range targets will now have markers fade out over time by default
  • Committing code change to IcarusTamingData so we can now specify multiple creatures that juveniles can grow up into, this is done via stats in the override column
  • Fixed a bug where pressing empty container on canteens not in the first slot would cause it to not fill up until you move it
  • Added DEP_Windmill with all textures, materials, animation and proxy meshes. Will still add further proxy meshes for output
  • Changing Cow / Bull / Calf / Ram / Chick / Lamb Base Classes
  • The Calf can not grow up into a Cow and Bull
  • Created a workshop item to purchase Calfs
  • Adding Sex Assignment of a Calf once it spawns in
  • Adding Milk as a resource, Milk Bottles and Milk Pales
  • Inital macro blockout and Landscape sculpting pass, Green and Red Quads, Elysium
  • Macro Pass Blockout on Yellow Quad, Elysium
  • DLC2 map setup - material variants for cave entrances and cliffs, WIP meshes and materials for new desert impassables
  • Fixed shadow geo mesh in Nullsec cave
  • Ice Mammoth Nest Trap implementation
  • Added Chemistry Bench FX Prototype
  • Fixed second Ent to Volcano Cave Water on Outpost 9, on Red Quad
  • Updated golem rock fragment physical material and added it to the meshable data table
  • Added BatWing Trails FXs for Cave and Snow Bats
  • New sand normal map for DC_incline layer
  • swapped textures in DC_incline layer of DLC2 map material
  • Optimised BP_AtmosphereController tick function
  • Optimised expensive tick function on T4 Omni animal feed trough
  • Added Cave_LC_MED_004_NoObsidian & Polished Second Ent to Volcano Cave on Outpost 9, on Red Quad
  • Added Golem Rock Fragment art assets to the project
  • Added impassable meshes and variant of Macro 01 from PHNX, new materials for impassable slopes
  • Removed floating rock in purple quad, Prometheus
  • Swapped cave floor meshes to moss variants, Outpost 11
  • Added moss variant materials for LC stalagmites
[/expand]

Icarus Week 149 Update | Welcome to the Null Sector

Welcome to Week 149 - The Null Sector.

This new, dangerous region will test the most seasoned players. Scarce resources, no map, dangerous biomes, and a new, immersive mission chain lie before you.

[h3]For the first time you will encounter NPC's on ICARUS, and you will receive extra talent points as a mission reward[/h3]

[previewyoutube][/previewyoutube]

The Null Sector is a new hardcore region of the Prometheus Map which requires the New Frontiers Expansion to play.

https://store.steampowered.com/app/1648532/Icarus_New_Frontiers_Expansion/

[hr][/hr]
Reworking the Game


Steam have started limiting character content in posts, so a detailed outline of our strategy and how we got here will be included by me (the CEO) as the first comment in the thread below. As an aside, I have asked Valve several times if they could remove this restriction and I have not received any reply. Which is a shame, as we think providing you as much information as possible is in the interests of everyone - and limited characters in these update posts is unnecessary. If you agree - please let Valve know maybe we can get this changed. - Dean "Rocket" Hall, CEO


[hr][/hr]
The Null Sector


The Null Sector region of the Prometheus Map is filled with unique challenges. It’s a considerably more difficult experience than the standard Icarus gameplay you have become familiar with. The environment, creatures, traversal, and general play all provide unique threats, so come prepared.



[h3]Scarce Resources[/h3]

The Null Sector is an expansive, barren, and resource-scarce area that requires detailed planning to survive. Logistics, resource management, and cooperation in team sessions will be the difference between survival and near-certain death. For a start, we recommend bringing portable water and fuel tanks, especially when setting up forward bases.



[h3]Trail Beacons and Map Limitations[/h3]

The most noticeable difference right away is the lack of a discoverable map. Even as you traverse the Null Sector, the area won’t be revealed to you, requiring you to navigate it without any familiarity to fall back on. A new type of technology - Trail Beacons - can be used instead to map out pathways through the area like a trail of breadcrumbs. The substantial atmospheric interference causing this map blackout also makes the Orbital Exchange Interface null and void, restricting you from being able to call down equipment or resources.



[h3]New Immersive Missions[/h3]

Missions within the Null Sector will also be a new experience for even seasoned Icarus players. These are narrative-driven and focus on immersion, with many twists and turns. You must strike a balance between survival and pushing forward into the unknown. These missions include new detailed locations, bespoke mission structures, refined quest mechanics, and new experimental elements that prioritize quality over quantity in their design. One of these new elements is the inclusion of interactable NPCs, which is something we want to expand even further upon in the future. There are 8 Missions in total, and these are all Operations, meaning they can be triggered from Open Worlds.

Originally posted by author
The New Mission NULLSECTOR: FINALITY Provides a new reward for players - three additional Character Talent Points. These points are gained upon first-time completion and are granted to every character on your account, current and future.




[h3]The Ashlands and The Ice Sheet[/h3]

There are two separate zones within the Null Sector. ‘The Ashlands' is a rocky volcanic maze with a unique biome modifier that drastically increases water consumption. 'The Icesheet’ is split into upper and lower tiers, with the lower being subject to intense whiteouts and bottomless crevasses, while the upper is less well known but is apparently home to a new, jaw-dropping creature. The Ice Sheet also has its own unique biome modifier, food takes longer to spoil when carried on your person with the caveat of increased food consumption while in this zone.



The Null Sector is a brand-new experience in its entirety. If it’s enjoyed and people feel it is a strong improvement on existing content, we’ll look to incorporate the learnings into our future expansions.

[hr][/hr]
Other Notable Improvements
  • New Updated Prometheus Visual Map with more detail - making it much better for traversal (excluding the Null Sector)
  • New Crates for Deploying Animals when purchased from the Orbital Workshop
  • Fixed the issue with the first mission on Olympus not granting 'baby steps' achievement
  • The T4 Water Trough now provides a new 'Filtered Trough Water' Modifier to Mounts / Tames that drink from it. This provides food/water consumption reduction and a stamina regen buff
  • Water troughs now consume water until full and no longer act as batteries. This fixes various issues, such as water tanks being unable to fill up water troughs
  • Workshop items now use a purple background in inventories to help them stand out
  • Fixed Interactable with Portable Biofuel Container so that when it is deployed, you can fill it up / remove biofuel with a jerry can in hand, the same way the portable water container works with canteens
Originally posted by author
Important Note
Due to us unlocking a new region of the Prometheus map, the map FLOD elements had to be regenerated, meaning old rocks, ores, trees, etc, will be refreshed on existing Prometheus maps.
[hr][/hr]
Next Week: Bug Fixes


Next week’s update is being kept open for any fixes required for the Null Sector. As usual, if there are any major bugs, we will push a hotfix as soon as it's ready.

The entire RocketWerkz team is also away for a couple of days next week as we go on our annual re-orientation. This is somewhat of a mini-conference internally where we share knowledge between our teams and projects and do some team building. We’ve had many new people join within the last year, so it’s also a chance for them to get to spend some time with their colleagues who they might not have got to work within their roles. This process really helps us to upskill and enhance all our current and future products and will bring some fresh ideas to Icarus going forward.



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

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

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.24.128494


[h3]New Content[/h3]
[expand]
  • Added new Med / Lrg workshop animal crates, the various animals now use correct size of crate when deployed from workshop item
  • Merge from PrometheusPartII -> Trunk
  • Additions and tweaks to nullsector cave set dressing
  • Additions and tweaks to nullsector cave set dressing
  • Fixing up Floating Items in the Icesheet Outpost
  • Removing Duplicate enteries for the final nullsector mission
  • Adding Highlightable override to the interactable Notes table so it can be set when reloaded
  • Fixed Functions in the CollectableNoteRecorder Component and CollectableNoteInterface so they work correctly and set / save the information correctly when saving and reloading
  • Fixed issue where the dead prospectors in the icesheet mission where reverting to their old highlightable when reloaded
  • Adding Quest Markers and Quest Queries for the Last Nullsector Mission
  • Added Additional Quest Steps to help frame the last nullsector quest a bit more
  • Spawning in Narrative events for Last nullsector Mission
  • Fixing Icesheet Mission giving players 5 audio logs when there is only one needed for quest progression
  • Removing Ashlands Static Mesh Blocker which was preventing players from entering the ashlands
  • Allow CPU access for NPCTrail spline mesh as it was spamming log from Lava Slug in built out game
  • Temporarily removed 0.5s delay recently added to UMG_RadarMainScreen::UpdateMapIcons to fix various map icon related render issues, most notable being the trail beacon lines flashing
  • Redo of shadow geo to fix shadow artifacts in caves
  • Adding metal grate scatter audio around cave to play audio cues
  • Adjustment to audio location for cave metal grates ambient audio
  • Update handheld scanner widgets to improve visibility specifically in arctic areas
  • Adding FMOD ambient audio to the approved assets list to enable sounds to be placed and play in the environment
  • Adding audio for all mission blockers to be destroyed. To be double checked in game
  • Adjustments to ice breaker audio so it cannot be heard when within a cave
  • Adding Quest Steps and Triggers for the Final Nullsector mission, adding triggers, explosions, fixing dialogue triggers, removing lights from final cave room
  • DROVER: Update quest step to mention pylon instead of station
  • Adding explosion to NPC blocker sequence in Finality Mission
  • Adding unique explosion audio separate from first blocker explosion for better individuality between explosions
  • Adding new Prometheus Map Images
  • Adding VFX for finality NPC explosion, still needs to be hooked up to blocker
  • Added some more NPC animations
  • Adding running away footsteps and snapshots to nullsec dialogue lines to add more atmosphere to the event
  • Fix RVT issues in PRO after merge
  • Adding Extreme Chill to upper Ice Sheet Biome and added small food consumption increase while in the icesheets area (+50%)
  • Changes tot he final cave and mission lighting
  • Adding correct teddy audio to Deployable Setup table, also adding footstep notifys for NPCs
  • Adding pick up and place sounds for teddy bear
  • Adding VFX for Finality cave blocker destruction, adding simple VFX functionality to BP_Destructible_Blocker
  • PRO_D_Recovery: Update HEAL device quest step to mention collecting the device to trigger the quest
  • Adding more audio layers to the cave and balancing volumes of lava waterfalls and cave ambience
  • Adding more rockfalls and other cave ambient adjustments
  • Fixed bug where teddy bears couldnt be placed on any deployables. 'Max Restacking amount' on teddy bears is now 1 instead of 0
  • Converting Ashlands Story Prebuilt structure load to be a soft reference and use a blocking load before spawning
  • Adding a base class to the Rescue mission in the Ashlands, so the truck and camp spawn as intended
  • Updating final explosion to use new event. New audio to come. Adjustments to grate footstep blend layers. Reducing in volume
  • Removing Stonejaw quest step from the first ashlands missions as it is not working as intended and can prevent mission completion, this is due to the triggered spawners having a hard time with the rocky terrain of the ashlands
  • Adding new Table for Talent Modifiers so additional talent points can be granted per session/character/account flags
  • Adding new reward in the faction mission rewards so account flags can be rewarded
  • The final Null Sector mission will now grant 3 player talent points (account wide) when completed
  • Modifying mission UI to show that extra talent points are granted
  • Adding Description Strings for Account Flags so if they are granted via missions this information can be displayed
  • Modifying reward for the Nullsector Finality Mission, as it was way too high and no provides talent points as a one time reward
  • Adjusting the final explosion. Removing the stutter part of the scream. Fits better in context
  • Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Fixing Cliff Holes & Bugs on Outpost 9, on Red Quad
  • Lots of updates and tweaks to spacialisers and reverb amounts and added additional footsteps for final nullsec mission dialogue etc
  • Removed fake static fog from Prometheus, this is now built into the visual map
  • Added Missing Quest Marker which was preventing the last step of the Nullsector mission from completing correctly
  • DLC2 map - final map build and setup
  • Redone Neullsec top cave and removed bottom cave on Yellow Quad, Prometheus
  • Recipes requiring resource input will now drag containers into the crafting bench automatically if not connected to a water network
  • Fixing issue with Mission NPC modifers where not saving / reloading, making the CRISIS mission a lot easier than intended
  • Resaving NPC Prebuilt Camp so the guns / bows do not have bad inventory containers (guns could shoot arrows and bows shoot bullets)
  • Ashlands story mission: Fix Stonejaw spawn issues
  • Adding unique explosion audio for end of nullsec mission. Also increase to volume of the base nullsec ambience and scatter rock falls
  • Add FarShadowMeshes collection for improved tooling workflow
  • Delete Empty Vista/TilingTextures collections
  • Fixed p4ignore not allowing .collection files anymore
  • Generated Edge Splines on Lava Lakes Final Cave in Nullsec on Yellow Quad, Prometheus
  • Fix RVT aren't rebuilt for clients when leaving an instanced level
  • Update HEAL quest step to say pick up instead of collect (to not imply going out to collect them)
  • Updated mesh and textures for GUN_Flamethrower_SML
  • Flushed Grass on Outpost_003
  • Fixing Finality SMPL3 dialogue to match changes in scripted sequences
  • Reduced the bat nest's polycount to to 60%, including the broken version
  • Minor fixes to Outpost003, removing objects outside playable/visible space, fixing some dropship positions, fix FarShadow settings on Impassables
  • DLC2 map - texture weightmap fixes and polish, adjustments to river height in swamp
  • Fixed bug in prebuild structure system that caused linked inventories to be incorrectly initialised on load
  • Cleaning up NPC camp (the aluminium structure) for the NPC Ashland Missions, it was sticking around when it shouldn't have been
  • Updating NPC Prebuilt Camp - removing the trailbeacon as it tells you exactly where the camp is
  • Adding new Idle Animation for the Prospector at the end of the nullsector mission
  • Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Added rooster skeletal mesh, materials and textures
  • Cleaned Up Generated Edge Splines & Volcano Cave on Outpost 9, on Red Quad
  • Fixing Audio issues in final nulsec mission. Tweaks to first and second explosion audio. Adjustments to character dialogue
  • Fixing negative emissive values on Nulsector Explosions, adjusting trigger positions
  • Enabling Last NullSector Mission, adjusting nullsector missions required tech as it was incorrect
  • Turned Off Cave Entrance Voxel Blocker on Neullsec Final Cave on Yellow Quad, Prometheus
  • Lighting adjustments for BP_Nullsector_EndProspector - brought more in line with lighting leading up to final scene
  • Hiding the prospect in the flash prospector event in the nullsector final mission, the prospector still casts a shadow but the mesh cannot be seen by players
  • Removing placeholder cube mesh from propector flicker event blueprint in the last nullsector mission
  • Reducing reward for Nullsector: Finality as now players get a (one time) account talent buff
  • Added a missing subtitle line to the FINALITY mission dialogue
  • Initial adjustments to BP_Nullsector_Person_Flicker Lighting to match other cave lighting
  • Update shelter display to use translatable text
  • Additional 0.74 second delay on End Prospector Death for final mission scene, fixes timing with dialogue
  • Nullsector final mission - Altering placement of flicker event location, fixed lighting to account for new position, added light mesh to BP_Nullsector_Person_Flicker to give in world reason for light
  • Nullsector final mission tweaks - Switching flashlight material to on version, repositioning quest marker for flashlight spawn to fix lighting issues, added custom entry for flashlight in highlightable, removed redundant SMPL3 dialogue entries from quest table
  • Nullsector final mission - Adding in extra set dressing for note placement location. Re-order of notes for continuity, and small edits
  • Adding in folded version of the stasis bag, updated mesh to include more detail, oxygen tanks and control box, as well as hooked up 3RD person carry animations to hold the bag properly, switched up the focusable and added tags to force focus lock when carrying a full bag
  • Nullsector final mission - Added flicker light function, added version of Tripod_Light_On material with emissive flicker, hooked up on one of the lamps in nulsector final cave
  • Nulsector final mission - turning shadow castion off for placed spotlights
  • Nulsector final mission - switching all placed lights in final cave to be movable instead of static. To avoid any issues with baking
  • Updated creature health bars so epic creatures that do not have unique names will not show health bars or show as epic. This is used in NullSector specific creatures
  • Nullsector final mission - more explosion tweaks
  • Removed landing dialogue from NullSector NPC mission chain, changed STRANDED completion dialogue
  • Fixed Mining Truck Highlightable, added new Highlightable entry
  • DROVER: Ensure creature spawns each time and only one per session
  • Removing light hidden in geo, slight changes to some rock positions in final cave to help frame spotlight
  • Nullsector Final Mission - Adjustments to final sequence vfx
  • Floating Deep Ore Deposit in front of final cave & added new one on Yellow Quad, Prometheus
  • Fixing issues where the cave blockers are still present when kicking off Nullsector Missions, in Mission Mode - When kicking off these missions or reloading the blockers are removed
  • Fixed seee under rock outside Neullsec cave on Yellow Quad, Prometheus
  • Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Fixing Cliff Holes & Bugs on Outpost 9, on Red Quad
  • Nullsector Final Mission - Adding placeholder build up effect to final NPC speech
  • Allow sitting on the toilet
  • Nullsector Final Mission - Removing light hidden behind geo, removing lights no longer needed due to quest object lighting, moving ribcage geo as it was distracting from quest sequence
  • More tweaks to BP_Nullsector_EndProspector lighting
  • Nulsector final mission - More lighting adjustments for final scene, consistency color and intensity pass. Added alternate material instance for end prospector crystals with emmissive
  • Adding Whiteboard Variation & Setting up whiteboard in the Icesheet Mission
  • The Outpost now spawns in The Nullsector : Finality mission
  • Adding Notes to the Nullsector : Finality Mission
  • Clean up some extraneous logs (meta node spawning)
  • Increased tick rate of IcarusSplineNet during game initialisation
  • Clean up some extraneous logs (disaster controller lightning)
  • Objectives are now listed on NULL SECTOR : Finality
  • Fixed multiple cliff seams and removed foliage rocks with no collision
  • Adding new Icons / Images to show that talents and BP's are unlocked when completing certain mission in the Nullsector, adding new information to account flags so information can displayed where appropriate, adjusting RequiredTalentIcon to now pass in state to display the required information
  • Fixing NPC Camp having a mesh positioned incorrectly, it was poking through the side of the tent
  • Fixed Collectable notes in nullsector appearring in the wrong order
  • Fixed the final note position in the nullsector cave, it was distracting from the narritive climax
  • Adjusted the flashlight mission object so it no longer can be interacted with
  • Fixed the SMPL3 mission dialogue (intro & outro) from not triggerring on the final nullsector mission
  • Fixed No flow on Lava Falls in Final NullSec Cave
  • Fixing issue with Simmons being unable to be picked up in a stasis bag, was introduced when we forced focus on the bag when carrying as it was consuming the focused actor after focusing the bag - deleting the bad
  • ASHLANDS: Fixed final mission dialogue playing twice
  • Changed Nullsector Final Cave Ent to SM on Yellow Quad, Prometheus
  • Fixing issue with the Acocunt Flag for the H.E.A.L. Device unlock was not setup correct, it now grants the accout flag when starting the CRISIS mission as intended
  • Fixed Collectable notes in nullsector appearring in the wrong order
  • Fixed the final note position in the nullsector cave, it was distracting from the narritive climax
  • Adjusted the flashlight mission object so it no longer can be interacted with
  • Fixed the SMPL3 mission dialogue (intro & outro) from not triggerring on the final nullsector mission
  • Fixing NPC Camp having a mesh positioned incorrectly, it was poking through the side of the tent
  • Converting Static Meshes into Deployables in the Nullsector Mission Finality
  • Submitting auto-generated sublevels and navigation
  • Fixing issue with Nullsector : Finality where you can skip the first trigger in the cave softlocking the mission, this has been fixed

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fixed Interactable with Portable Biofuel Container so that when it is deployed you can fill it up / remove biofuel with a jerry can in hand, the same way the portable water container works with canteens etc
  • Fixed a bug where if you would right click on an item within a purifier and selected 'empty container' the physical representation attached to the purifier wouldnt update properly and would think the water is still full when highlighted
  • Flushed grass across all quads on Olympus
  • Flushed Grass across all quads, Green, Blue, Red and Yellow on Styx
  • Fix the build (control rig crash during cook)
  • Reimporting Bobblehead SK mesh to remove power cables
  • Workshop animals spawn vfx setup for SML,MED,LRG and optmization pass
  • Fix maximum health granted not being shown on food modifiers
  • Fixed flow meter not returning to previously selected flow meter on restart
  • Added shield automatically selecting if weapon allows it as long as its in the quickbar or utility slot. Removed unused nodes from old shield fixes. Added valid checks on null references in the message logs (reloading owning player/activate hotbar slot icarus character bp)
  • Fixed tutorial not granting 'baby steps' achievement. Mission was completing early and not reaching the grant achievement step
  • Adjusted collision channels used to determine safe exit point when getting out of beds, will hopefully reduces cases where players are spawned inside of the bed when exiting
  • Added a 'biofuel container' icon to composter recipes to show you need it to craft
  • Update crop plot tier text to wrap if required if longer than alloted space
  • Added BuildingBase asset validation, errors out if building pieces are added with empty material slots. Fixed issue where cracking concrete building pieces were causing log spam
  • Added generated LODs for all Bat Nest SMs, reducing LOD0 by 50 percent in the process
  • Prebuilt structure deployables that are destroyed when a player abandons an active mission are now cleaned up without spawning overflow bags if they contained items in their inventories
  • Fixed workshop radar not showing on back while being deployed
  • Remove Grass Disable Shadow CVar from Scalability groups as its not supported. Add option as a new graphics setting instead
  • Enable shadows on all Grass LGT assets
  • Disable Grass shadows on Low and Medium Shadow quality to afford some control over this change
  • Enable Volumetric Fog for Low/Medium spec shadows. This fixes underwater rendering being broken and creates better visual consistency across all specs for minimal performance cost
  • Fixed a few bestiary typos
  • Fix a slate ensure relating to nested invalidation boxes and 'stamina exhausted'
  • Fix a issue with new account flags delegate not firing
  • Fixed a bug where objects that are hidden on purifiers (e.g. portable watering can) wont fill itself. Added the tag to the watering can to not show it
  • Fix another intermittent terrain anchor crash reported in Sentry (again)
  • In a development build / PIE, you can now specify a player index override on BP_GameMode to resume a prospect json using a non-local character from that saved prospect
  • Temporarily disabled recent shield auto-equip functionality to fix bug where players couldn't mine, chop, or skin with their equipped weapon (stats weren't being correctly transferred to holder)
  • The T4 Water Trough now provides a new 'Filtered Trough Water' Modifier to Mounts / Tames that drink from it, it provides food / water consumption reduction and a stamina regen buff
  • Water troughs now consume water and no longer act as batteries, this fixes various issues such as water tanks being unable to full up water troughs
  • Clean up some extraneous logs (blocker interactables)
  • Update field guide to colorise workshop items
  • Improved hover colorization on field guide (reflects inventory colorizing now)
  • Clean up some extraneous logs (BP_DropShip)
  • Workshop items now use a purple background in inventories to help them standout
  • Clean up some extraneous logs (player ping)

[/expand]

[h3]Future Content[/h3]
[expand]
  • DLC2 map - Landscape texture weightmaps, path and impassable fixes
  • Updated bull gfur with splines and a better fur mask. Added control rig assets for the bull. Added cow skeletal mesh and textures. Created initial blueprints and gfur assets for the cow
  • Fix new attachment stats don't take reward stack multipliers into account for breakable rock
  • Cleaned up stone placement & Set Dressing Volcano Cave on Outpost 9, on Red Quad
  • Add exposure resistance stats for new atmospheres and new atmospheric stamina regeneration stats
  • Updated GUN_Flamethrower_SML and new textures
  • Added the cow and calf entries to the data tables
  • Update clay, scoria and obsidian reward multipliers to use new specific reward stats
  • Added Quarrite caltrops Grenade item. Throw like a grenade and it will explode leaving behind dozens of small spikes on the ground which persist for 1 hour, deal damage and slow. Fixed LODs on assets
  • Improve hail spawn rate at for high/epic
  • Improve fade in/out on hail, set effect to world space, fix collision problems
  • DLC2 map - testing biome lighting, adjusting texture weightmaps
  • Fix DTValidation for Meshable due to whitespace baddies from copy-paste
  • Add stats for Great Hunt boss attachments
  • Commit Trace Lighting Test level to depot
  • Updated cow gfur and physics asset. Added skeletal meshs for the cow and calf bones. added calf skeletal mesh, materials and textures
  • Added all boss attachment and alteration icons to itemable and alteration datatables
  • Fixed bug where hidden stats were being shown on items that granted those stats via a modifier
  • Set Dressing Volcano Cave on Outpost 9, on Red Quad
  • Made adjustments to spider physics assets. Spider no longer ragdolls on death, it plays a death animation. Added support adding spiders to caves (not spawning yet). Improved particle system for spider's ranged attack
  • DLC2 map - Extra terracing and crevasses for arctic zones
  • Fixed some outstanding widgets that still weren't filtering out hidden stats correctly. Added ability to show specific hidden stats on modifier descriptions. Reduced intensity of weather on development prospects
  • Added new ArtTest map
  • Allow CPU access for Spline meshes (water, fuel, electricity, etc) as is being requested in log files
  • Added Giant Cat armor sk meshes, materials and textures, updated D_Armour data table
  • Created anim blueprints for the cow and calf. Updated gfur on cow and calf. Updated calf physicas asset
  • Improve UX on DevInspectionTool by collapsing empty fields, drop shadow on text, remove unnecessary fractionals on Pos text and output level name
  • Fixing 3RD person anim states for Flame Thrower by hooking up existing flame thrower animation states with new curves to match our existing setup as well as adding in missing crouch states to fix blending between them, added in new focusable to better handle 1ST person anim states too
  • Cleanup empty StaticMesh actors from Olympus
  • DLC2 map - adjusted weightmaps for desert dirt and sand, increased impassable area in Arid Dead Lands
  • Fixed skinning and bleeding textures
  • Changed the referenced anim bp in the calf, cow, and bull characters bp back to the buffalo. slight tweak on the cow's fur splines to resolve crashing
  • Setup Nav Bounds on Outpost 9, on Red Quad
  • Generated Edge Splines on Outpost 9, on Red Quad
  • Fixed the scorpion boss hanging trophy not being able to be placed due to it colliding with the ground. Fixed all scorpion boss ui projection widget being hard to see due to being near the top of the model
  • Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Tweaks on the cow, bull and calf gfur. Updated the cow physics asset to reduce the deformation when ragdolling
  • Added DEP_Great_Hunt_Device with destructible
  • Added BLD_Floor_Diagonal_Concrete and BLD_Floor_Curved_Concrete, with all textures, materials and meshes. APEX DMs still need to be made
  • Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Further work on the cow, bull, and calf. Anim BPs created for each and corpse blueprints set up for skinning. More tweaks on the gfur
  • Set level in DataTable Editor, added BP_IcarusDropShipSpawn & BP_IcarusRespawnShipSpawn, Added Voxel to Volcano Voxels on Outpost 9, on Red Quad
  • Stop the (in house) EUW RVT Setup Tool from creating duplicate RVT bounds
  • Adding test FMOD event, evaluating FMOD bank build
  • Permit bake and destroy on WT_Lake (one time, one way)
  • Setting Up Assault Rifle, Item, Talent, Recipe and basic implementation
  • Adding Windmill Item, Deployable Setup, Blueprint, Recipe and Logic for running, ready for mesh, testing and iteration
  • Updated WEP_Flamethrower_SML_Glass
  • Updated new ITM_Shield_IceMammoth skeletal mesh and new textures
  • Added sledgehammer alteration icons and attachment icons
  • Hooking up SMPL3 intro and outro dialogue for final nulsector quest. Adding Norex to faction table. Assigning faction quest to Norex
  • Feature locked Ice building tier for future release (hides from Field Guide)
  • Fix prospect new tab angle being a different color to base tab, when missions have unlocks and require an upgraded contact device
  • DLC2 map setup - landscape material work, test materials for macros
  • Added second Ent to Volcano Cave on Outpost 9, on Red Quad
  • Fixing Feature Levels So Dangerous Horizons and Great Hunt are seperated
  • Added chick and rooster entries to the AI setup, AI creature type, Meshable, Itemable, and Item static data tables. Added control rig, blueprints and anim BP for the rooster
  • Added Rooster creature setup to the project including meshs and materials
  • Added chick creature setup to the project including blueprints, meshs, materials and gfur groom

[/expand]