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Icarus News

Hotfix Version: 2.2.23.128261-rel-Laika

Contains the Following Fixes:
  • Adjusted the quest information text (blue text) which was trying to lookup and get keybinds on dedicated servers (where keybinds don't exist). This was causing as crash when the dedicated server attempted to process the information.

Icarus Week 148 Update | QoL improvements, 1 week before Null Sector

Welcome to Week 148.

This week is the penultimate update before the release of the Null Sector, so we’ve focused on a bunch of QoL improvements and bug fixes in advance of this releasing. These include some recommendations from our community through Feature Upvote.

We’ve also got a bit more insight into what to expect with next week’s Null Sector release, and some details on how you can jump in and test it now on a temporary branch, if you want to help us find any outstanding issues.

Jump in and have a read.


[hr][/hr]
This Week: Quality-of-Life (QoL) Improvements


This week, we’ve focused on a range of QoL improvements and bug fixes as a lead-in to our planned release of Null Sector next week. We generally don’t release a major feature/content in subsequent weeks, and with the size of Null Sector, we wanted to dedicate more time to testing and refining it.

As is the case with most of our QoL updates, many of them have come from community submissions on our Feature Upvote, the most effective way for you, the players, to highlight to us what you would like to see included in the game.
  • We’ve added flat variants of the wooden crates craftable at tier 1 for easier stacking. These are variants of the existing slanted-style crates, which you can select using 'R' when placing them
  • All the Modules purchasable from the workshop now have their own unique icons, rather than varying colors of the stock icon they’ve had since release
  • We have also fixed a few bugs and done a balance pass on the mission RELOCATED: Recovery - The Zebra Recovery Mission on Styx. The Zebra now have more health, and we have fixed some cases where the mission could get into a locked state, unable to be completed
  • We have fixed an issue introduced recently with a big resource network refactor that meant you could no longer disconnect workstations from networks by R-clicking them with Water/Electricity tools

[hr][/hr]
This Week: Null Sector Beta


With the Null Sector planned for release in one week, we will be releasing a temporary branch on Steam later today for players to test. This branch will be updated frequently as we commit fixes and changes. So their maybe downloads every day, and some prospects may be put in a bad state.

Please report any bugs in the experimental channel. Keep in mind that there may still be issues and bugs that we are fixing and that this will not be as stable as the core game branch you’re used to playing on.

[expand]
[h3]How to switch branches on Steam:[/h3]
  1. Right clicking on Icarus in Steam
  2. Selecting Properties, this will open a window
  3. Select Beta's
  4. Use the drop down box to select the branch you want - in this case it is nullsector
If the branch does not appear you may need to restart steam.
[/expand]


[hr][/hr]
Next Week: Null Sector


As stated in the past, we are trying something different with the Null Sector, specifically regarding the environment and resource scarcity.

There is no map for guidance, the biomes have unique effects on prospectors, and there are very few natural resources, with some of the new missions focusing on logistics. We have also aimed to provide some more narrative than we have before with more set dressing, more interesting prebuilt structures, and the inclusion of some interactable NPCs.

Due to the new systems and complexities included, the Null Sector has taken some time to release. We wanted to spend a decent chunk of time testing it internally, not only for bugs but also for the feeling of the game within the new area and during the missions.

It is a very difficult region, and we have taken this opportunity to experiment with new features and approaches to all aspects of the game experience. If the systems work well, we'll consider using them as a template or baseline for future narrative content and expansions.


[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 v2.2.23.128142


[h3]New Content[/h3]
[expand]
  • Added Flat variants of medium and small wooden crates, also included versions with signs and corresponding open and close animations
  • Adding Flat wood crates as default wood crates, the old ones can be selected by holding 'R' when deploying the wooden crates, new icons have been added for these as well

[/expand]

[h3]Fixed[/h3]
[expand]
  • Removed terminal interaction step that was auto-completing from RELOCATED: Recovery.
  • Fixed bug in RELOCATED: Recovery where Zebras weren't getting their 'Quest Creature' flag removed correctly upon quest completion.
  • Fixed bug in RELOCATED: Recovery where the mission could become blocked if Zebras were cleaned up for whatever reason without dying.
  • Zebras in RELOCATED: Recovery now have additional health on easier prospect difficulties (+100% on easy, +50% on medium).
  • Fixed BP IsValid error inside BPQ_Travel
  • Fix exotic respiratory debuff mentioning increase food usage rather than increase oxygen usage
  • Fix another intermittent terrain anchor crash reported in Sentry
  • Fixed panini issue on Larkwell first person arms
  • Mounts/Tames will now pause for a brief period after being reloaded before executing normal AI logic, this should prevent some cases where NPCs move outside of their enclosures before buildings/navigation has finished loading
  • Added icons for Reinforced glass and window
  • Fixed a compass widget related crash that occured when disconnecting from a server
  • Adding audio to flat crates. Open and close
  • Fixed a bug where the containers on purifier/electric oxite dissolver wouldnt update with the correct fillable amount on hover
  • Added a curve to the pistol and rifle anims to ignore upper addtitive animations to help with the hand behaviour while swimming, better blend between top and bottom half would be good but for now 3RD person usability of both guns underwater has been improved
  • Fixed a bunch of small things about how water is crafted.
  • Crafting a water recipe will drag in the correct amount of thermos into the crafting inventory. When crafting is completed it will avoid placing it in an item that already has a crafted drink
  • Field Guide: Hid Noxious Crust individual items, created an encoumpasing item that shows all the possible Noxious Crust types
  • Added a tag to ignore validation on item static rows, for uses such as field guide pages that won't have full item setups
  • Field Guide: Improved performance of resource network pages
  • T4 Anvil - fixed collision on input proxy meshes
  • Field Guide: Allow some items that are otherwise hidden to link to other items for inventory right click context menu (eg. pyritic crust ore variants)
  • Fixed an issue where crafting tea would place the item in the wrong thermos because 'cooling' and 'warming' modifiers counted as crafted alterations. Now added a bool to ignore certain alterations when checking for priority
  • Set MaxViewDistance for all PrimitiveComponents in DeployableBase to 1km to match client Icarus.Deployable replication distance. This should give a performance improvement for servers by no longer rendering Deployables beyond 1km
  • Remove CullingDistance setting on Underwater mesh for Lakes. Turns out this is based on the centre point for the mesh so on larger lakes it stops rendering as you get further from the centre
  • Fix decorative paintings using Unlit material causing them to glow in dark areas
  • Field Guide: Setup a specific page for water containers, indicating all drinks you can fill them with and linking to them from items that make drinks
  • Feature locked some very old items that aren't available in-game at all
  • Updated Honey Tea alteration to the same Contains Honey Tea format as the others
  • Field Guide: Linked Noxious Crust context menu to Noxious Crust entry
  • Improve map performance for OLY and STYX for some hardware with larger prospects
  • Added helper text to the initial open world quest to guide players to the field guide
  • Field Guide: Updated water container page to list all water containers
  • Field Guide: Improved feedback on which elements are clickable

[/expand]

[h3]Future Content[/h3]
[expand]
  • Adding ice mammoth attack vocalisation, data table entry and duplicates of montages and attack animations
  • Added Wall_CurvedAngle_Down and Wall_CurvedAngle_Up for Concrete tier, including materials, textures and meshes. APEX DMs still need to be done
  • Adding all ice mammoth montages to ice mammoth behavior trees - replacing mammoth montages. Separating these out so unique audio can be added for each one
  • More updates and additions to ice mammoth audio and animation duplicates etc
  • Adding first pass dialogue events for Final Nulsec mission
  • DLC2 map - adding detail and overall slopes
  • Added a third Icesheet cave note to the DT
  • Fixed a few typos
  • Fixed Ice Mammoth first person arms floating mesh and replaced the ice shader with MA_ITM
  • Fixed Ice Mammoth first person arms floating mesh and replaced the ice shader with MA_ITM
  • Added some general resources and removed some foilage on Outpost 9, on Red Quad
  • Adding waterfall base audio to ice mammoth boss waterfalls. FMOD event, and BP imp
  • Collision and LOD setups for new mission military props, filename fixups and texture setup
  • List of characters in character selection menu is now ordered by last play time (applicable once existing characters have each been selected at least once)
  • DLC2 map - added rivers, crevasses and hills, smoothed out impassable edges
  • Adding ice mammoth armor break audio and BP implimentation
  • Increase min distance and distortion amount for ice mammoth death to increase notification to player of its death
  • Fixed a bug where lava roat didnt have animations. Added missing anim bp
  • Cliff Placement Pass and Riverbank Pass, Outpost 11
  • Base deployable and DT setup for fire extinguisher wall mount, inventory and ability to store fire extinguisher to follow
  • Adding correct ice mammoth montage to bird swarm BT
  • More ice mammoth layers. Ice mammoth roar, notifys, adjusting speed to fit with animation etc
  • Adding in extinguisher wallmount base assets and proxy mesh, deployable setup to follow
  • Adding basic VFX to note items for testing
  • Adjusting Nullsector final mission so you can destroy the blocker and progress through the cave
  • Adding Dialogue Briefing / intro / outro to final nullsector mission
  • Updating Icesheet Outpost prebuilt structure, note and body positions
  • Update MapCreatorUtility widget to improve workflow and usability
  • Adding ice mammoth death audio, event and data table setup
  • Added subtitles for ABYSS quest dialogue
  • Adding icemammoth flinch audio, evenet and data table entry
  • Two people can sleep in a bunk bed now
  • Adding New Nullsector story mission and steps, talents, quests, descriptions
  • Adding New Military Tent and Fold out chair props
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • More audio for the ice mammoth. Dig, kick adjustments and ai data table setup
  • Added hornet saddle art assets including static mesh, three skeletal meshs, materials and textures to the project
  • DLC2 map - refining shape of waterbodies
  • Adding PG version of thank god youre here line which removes the vomit
  • Adding more icemammoth layers and missing BT montages and adding kick audio event
  • Adding first pass nulsec final mission dialogue entries to table
  • Adjusting the flesh surface type to be carpet so it doesnt sound like dirt when walking on bodies. Carpet is more dull and more appropriate most of the time
  • Adding metal grate PM and footstep events and data table setups. To play more appropriate audio when walking or jumping on
  • Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Fix an issue with trait component initialization in instanced level components
  • Added BLD_Roof_CurvedAngle_Down_Concrete and BLD_Roof_CurvedAngle_Up_Concrete with Left, Right and Inverted variants, with all materials, textures and meshes. APEX DMs still need to be made
  • DLC2 map - Adding noise, softening block out details
  • Cleaned up Interactable Note UI
  • Hooking up animation to spin the Heavy aircon blades when device has been turned on in the deployables BP
  • Reverted removing of extra icon on crafting container, as this was used in other widget
  • Reverting PM change which fixes creatures looking like feathers when hit
  • Adding Flamethrower, it relies on biofuel to fire, deals fire damage at a constant rate, is midrange, does not set trees / buildables on fire
  • Fix Test level play
  • Bat Flying trail prototype
  • Fire Extinguishers now require water to function, they can be filled up the same way as any other water vessel
  • Adding Fire Extinguisher deployable item, in which you can interact with to add or retrieve a fire extinguisher
  • Adding Straps to water / fuel portable tanks so they fit more with the world and make sense while carrying
  • Added new module icons
  • Added some general resources and removed some foilage on Outpost 9, on Red Quad
  • Cliff Placement Pass and Riverbank Pass, Outpost 11
  • Move actors out of Prometheus persistent level that shouldnt be there, cleanup root folder
  • Add support for XYZ copy string pasting for Location input in WorldManager tool
  • Removed IDetailTreeNode from ProcessingComponent include list
  • Adding VFX for Nulsec Icesheet cliff face
  • Fixed large heater and coolers affecting environmental temperature without being powered on
  • Fixed a handful of typos
  • Added a number of Concrete Beam assets, including their textures, materials and meshes. APEX DMs still need to be made
  • Fix the build (private include)
  • Fix an issue where unloading a level that was dynamically instanced and contains RVT volumes that point to RVT textures used in the main level messes up the virtual texture cache
  • Setting up Narrative Lighting and Effects for the final nullsector cave
  • NPC's Dialogue now replicated when people talk to them
  • Added Cryo Spawn FX systems for pets
  • Added bull art assets and blueprints to the project
  • Added Some Meta Resources and Voxels on Outpost 9, on Red Quad
  • Cliff Placement Pass and Riverbank Pass, Outpost 11
  • DLC2 map - scree slopes and erosion
  • Delete duplicate flamethrow SKitem BP. Improved flamethrow glass material and delete unused textures. Update existing flamethrower to have idle VFX based on having fuel. Added panini to candle material. Cleaned up redirectors
  • DLC2 map - adjustments to path widths and impassable heights, removed some desert landscape features
  • Added Bull entries to the data tables added skinned bull bones asset
  • Remove generated tags from some actors in developer levels (busted worldgen script for Outpost_009)
  • Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Updating NPC Prebuilt Camp
  • Fixing issue with the camp where the lanterns and lights where not inside the tent as intended
  • First pass of gauntlet weapon prototype
  • Adjusting NPC Camp so it is more filled out and appropriate for what it is, adding an additional teddy
  • Added switch to MA_ITM for using secondary UVs for detail normals
  • Cleaned up military tent asset geometry and updated texture to have more resolution
  • Tag new items related to Null Sector quests as quest items
  • Setup sledgehammer attachments
  • Display 'Scan Area Unavailable' on map when inside an instanced level
  • Ice mammoth boss - Ice projectile no longer breaks on impact but will bounce a few times. Spawned ice birds now follow two seperate circles to make it look more authentic
  • Added BLD_Roof_Diagonal_Concrete and BLD_Roof_Diagonal_Concrete_inverted, with all textures, materials and meshes. APEX DMs still need to be made
  • Added some extra status effects to gauntlet charge attack. Added knockback to gauntlet charge attack.
  • Reduced Gauntlet attack cooldown.
  • Gauntlet charge is now always right hand, light attack is left.
  • Added some temporary sounds to gauntlet to get a feel for hit feedback

[/expand]

Icarus Week 147 Update | Massive new item encyclopedia in the Field Guide

Welcome to Week 147.

This week comes with a massive quality-of-life addition: an in-game wiki of items craftable in Icarus as a new section of the Field Guide. This includes where to find them, how to craft them, what to use them for, and what they’re connected to.

We also introduce some new exclusive bobbleheads for owners of Stationeers as a thank-you for supporting the studio.

Plus, we have a small update on where Null Sector is up to and what’s coming next week.

Jump in and have a read.

Notable Improvements:
  • Prospects without local save files are no longer shown on the 'Load' screen. This should fix the issue where players would incorrectly see past multiplayer games in this list without having access to the save file
  • Mounts are now bound to the account that claimed them instead of the specific character. This should fix the issue where players bringing down mounts that were claimed by a different character on the same account weren't able to properly access it
  • Modifier state icons are now ordered in list: Biome -> Aura -> Permanent Buff/Debuff -> Temporary Buff/Debuff
  • Further adjustments to player lighting, with a focus on light strength/progression. Wood Rag Torch, Wood Flare, Biofuel Lantern, and Flashlight affected
  • Added CPU access to beds' gfur that didn't already have it along with the gfur for the black wolf trophies. This is to fix crashing when placing down a black wolf trophy and may reenable the fur on the beds
  • Added Cargo Hauling talent option to Horse and Terrenus talent trees
  • Buffalo (and other mounts) have their roll and twist rotation zeroed on reload, this should be a reliable bandaid fix for issues where mounts would become permanently rotated / on an angle
  • Fixing the charging device as it was no longer charging powered objects after the new data table enum switch
  • Chickens will now automatically deposit their eggs into a nearby coop (within 10 meters) if they're unable to path inside for whatever reason

[hr][/hr]
This Week: Field Guide Update - Items


The Field Guide has been upgraded to include a new ‘Items’ section. This new feature acts as an encyclopedia for all in-game items, showing where they’re craftable, what materials they need, what they’re used for, what other recipes require them, what stats they have, and what sets they belong to. Each item is also linked to all related items so you can navigate quickly when researching your next recipe to craft.

'J' is the default key for bringing up the Field Guide in-game.

We’ve also linked this inside each item’s context menu so you can open the Field Guide directly as you play.

This is a substantial QoL upgrade designed so that any future items added will appear with all their relevant connections and information from the day they’re introduced. Ultimately, this should replace the need to google this information and leave the game to find it.

Let us know your feedback on this new addition in Feature Upvote. We’ll continue to improve it as time goes on.


[hr][/hr]
Coming Soon: NullSector


As mentioned in previous weeks, the NullSector (our Free Prometheus Expansion) will include new Operations, a new exploration mechanic, new mutated creatures, and one new giant creature.

We are still actively working on the NullSector, with some big mission revamps in the works, more narrative, more dialogue, and more missions to provide the experience it deserves.

This region is not for the faint of heart. All the adjustments and differences are geared towards this being a hardcore survival challenge, so make sure you enter it prepared.

If you are interested in reading about what we plan to do with missions in the future, click here.


[hr][/hr]
This Week: Exclusive Stationeers Bobbleheads


We have released Stationeers-themed bobbleheads that are unlockable and craftable from the blueprint tree for owners of both games.

Stationeers is another RocketWerkz title that heavily influenced aspects of Icarus in its early development and still does to this day. If you enjoy the hardcore parts of Icarus, you will have fun struggling to survive in Stationeers.

Stationeers is a space station building and management game that focuses on engineering, resource management, and survival. Players construct and maintain their own space stations, managing various systems like oxygen, power, and temperature. The game emphasizes realism, requiring players to understand and manipulate complex systems to keep their station operational.

You build and expand structures to house your life-supporting systems, while exploring planets to gather more resource for your station. It’s full of intricate mechanics that requires careful planning and problem-solving, making it addictive for fans of simulation and engineering games.

If this sounds like your type of game, check it out here:

https://store.steampowered.com/app/544550/Stationeers/

[hr][/hr]
Next Week: Quality of Life (QoL)


Next week, we’ll be focusing on further testing of NullSector zones and are planning to open up the experimental branch early for players to give us feedback while we iron out any bugs.

As for the update, we plan to release a few small QoL fixes next week while this is happening.


[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 v2.2.22.127885


[h3]New Content[/h3]
[expand]
  • Update field guide procurement text for stone/oxite
  • Committed refactor of CPP enum to DT enum for Icarus Resources
  • Tag ploughs for field guide
  • Replaced exotic procurement image on field guide to new one
  • Update field guide resource networks UI to show storage on batteries and fix generator / pump display
  • Fixed duplicate zebra carcass showing up in field guide
  • Field Guide: Increase menu scroll bar width by 50%
  • Fixed field guide Medicine category width
  • Swap position of Shields and Benches in Field Guide to put Benches closer to the top
  • Added Cargo Hauling talent option to Horse and Terrenus talent trees
  • Field Guide: Added sets to C0NT4CT and Beehive for upgrades
  • Field Guide: Fix alignment on different categories (use/used by notably)
  • Field Guide: Update scrolling to be grouped in the category for most item types, exceptions are benches as they have a lot of items and resource networks that need to be visible
  • Field Guide: Fixed alignment on search / items list
  • Field Guide: Increased number of item categories shown in each row, so main item screen shows all categories icons
  • Field Guide: Fix filter to have sticks in resource lookup
  • Updated Field Guide feature level lock to be based on Cheats rather than Development, so it is available on other dev facing builds
  • Made adjustments to the text on various shovel items for clarity
  • Enable Field Guide
  • Field Guide: Fix opening by default opening to items page. Allowed context menu opening to work while the Field Guide is already open
  • Field Guide: Moved shovels to Tools category and tagged sets
  • Field Guide: Added fuel and oxygen recipes for items that produce or are used in recipes that produce these resources
  • Field Guide: Added Character Crafting page, removed old dummy page
  • Field Guide: Workshop item headers now have a purple border
  • Field Guide: Add item based fuel sources to applicable benches (campfires, torches, etc)
  • Adding Ability to show if an Item required DLC in the field guide, and making icon clickable to show the DLC store page
  • Field Guide: Electricity and Water tools now show their respective networks
  • Fixed network inspection (R on electricity or water tools) not opening when aiming at a deployable
  • Unlock Stationeers DLC Package data so we can query for the game
  • Field Guide: Added procurement info for collecting individual pieces on the ground, moved red exotics to plants so it is shown as growable
  • Unlock Stationeers Bobblehead recipe and update talents / description
  • Fix tag casing and removed chicken coop tag
  • Field Guide: Added resource pages for Biofuel, Electricity, Oxygen and Water
  • Field Guide: Now shows when recipes require a resource input, such as water or biofuel
  • Field Guide: Composter and Oxite Dissolvers now show recipes for creating their related resources
  • Field Guide: Resources now have links and tooltips to their relevant pages
  • Add Stationeers Bobblehead blueprints and deployable item data
  • Fix some out of date blueprint pins
  • Add resources (water etc.) required for recipes in the Field Guide
  • Adding SK version of bobbleheads to use for interactable BP springy heads when you pat them, blueprint hookup to follow
  • Redo Remove vesitages of dummy character crafting entry from Field Guide (now we have a real character item)
  • Redo Add a third (optional) image and description to Field Guide meta
  • Remove vesitages of dummy character crafting entry from Field Guide (now we have a real character item)
  • Add a third (optional) image and description to Field Guide meta
  • Fix Show In Field Guide inventory context menu does not work in space
  • Field Guide: Show scorpion carapace and sandworm scales procurement info (as these are not drops, not automatically detected)
  • Field Guide: Update Plants page to show dirt mounds as a growable place. Crop plots now show other plots as their set
  • Field Guide: Update vestiges page to show correctly for creatures which naturally drop vestiges, rather than requiring taxidermy knife (eg bats)

[/expand]

[h3]Fixed[/h3]
[expand]
  • Committing Quest Fix for Riverlands Stockpile
  • Added Apex DM meshes for left and right Concrete Corner Stairs
  • Committing Fix for Crafting Modifications Table
  • Trail beacon icons no longer show on compass
  • Committing Fix for Crop Plot Tooltip as it wasn't converted over to use the new resource DT enum
  • Fixed a few typos
  • Switched 'spawn actor' node to be 'spawn ai' to fix build error
  • Resaving UMG_Resource_Connection as it was causing issues at compile time
  • Fixed typo in cooling bandage description
  • Optimize expensive (4k+) textures to reduce video memory consumption
  • Light strength and light temp adjustments made to the standard Fireplace, and Gold Deco Fireplace
  • Mark a bunch of meshes in (generated) prefabs as static mobility
  • Redid LODs on CF Underwater rocks, shorter switch distances due to underwater visibility, ensured last LOD is low poly and no RVT, and fixed _02 variation using LOD material on LOD0
  • Add NoRVT materials for final LODs for meshes which use RVTs. This should alleviate some performance issues by not processing RVTs for meshes that are far away
  • Optimized expensive (4k+) textures to reduce video memory consumption
  • Fixing the charging device as it was no longer charging powered objects after the new datatable enum switch
  • Previous changes to Wood Rag Torch, Biofuel Lantern & Flashlight left them much less useful. Adjusted light strength, falloff and colour/temp. Resulting in overall more light, and establishing a tiered lighting progression
  • Buffalo (and other mounts) have their roll and twist rotation zeroed on reload, should be a reliable bandaid fix for issue where mounts would become permanently rotated / on an angle
  • Fixing first person wave animation being out of screen view so that proper audio can be applied to the sound and it can be seen visually in first person
  • Adding audio to the wave animation to playback sound when in first and third person
  • Fixed issue where Aluminium Trap Door collision was causing players to fall through when closed on dedicated servers.
  • Fixed issue where servers weren't updating the animations of windows and doors correctly if they weren't rendered (never rendered on dedicated server), leading to desynchronised collision locations on server vs clients.
  • Reduced weight of several aluminium deployables and building pieces
  • Fixing blendspace issue with first person hands using the space station hands animation for idle which caused the hands to distort and bend the fingers on the character when running or sprinting
  • Replaced iron item icons to more gray-ish ones
  • Removing adjusted blendspace which was causing issues with arms getting in the way of the aim animation when grenades were aimed and walking or sprinting. Fixes all problems. Lowering left arm when sprinting with grenades
  • Further adjustments to player lighting, with a focus on light strength/progression. Wood Rag Torch, Wood Flare, Biofuel Lantern, and Flashlight affected
  • Adding correct audio for charging station
  • Reducing the chance of wolf howling at distance in the idle audio event to allow the animations of the howl to be the main howls. Currently you hear the sound effect too often this will help reduce it
  • Modifier state icons are now ordered in list: Biome -> Aura -> Permanent Buff/Debuff -> Temporary Buff/Debuff
  • Creating a unique event for the tuskers idle audio to be used for the mount tusker.
  • Reducing the rate of vocalisations on the mount idle to make sure it doesn't become annoying for the player.
  • Slightly reducing other mounts idles also to account for multiple mounts in a small area
  • Fixed bug where envirosuit would be returned to HAB if player returned any meta items using OEI. Added in some extra logging to track down meta loadout initialisation issues
  • Fix Shengong and Larkwell envirosuits not having first person reskins applied
  • Shortening a bunch of excessively long audio events to reduce voice counts.
  • Adding bone hit audio to successful hit layer in FMOD fixing a few weapons where it felt too quiet for a successful hit
  • Added new button in escape menu to copy current player coordinates to clipboard. Fixed UIcarusCompassWidget crash in editor
  • Fix UMG to fix complile error
  • Prospects without local save files are no longer shown on the 'Load' screen. This should fix issue where players would incorrectly see past multiplayer games in this list, without having access to the save file.
  • Prospects in the 'Load' screen list are now sorted by date last modified (prospects associated with current character are still shown above non-associated prospects)
  • Mounts are now bound to the account that claimed them instead of the specific character, this should fix issue where players bringing down mounts that were claimed by a different character on the same account weren't able to properly access it
  • Chickens will now automatically deposit their eggs into a nearby coop (within 10 metres) if they're unable to path inside for whatever reason

[/expand]

[h3]Future Content[/h3]
[expand]
  • Adding stasis bag zip up npc player audio and BP imp
  • Added texture maps for the slug slime splatter
  • Ice mammoth iteration. Ice mammoth arena has been blocked out. Added 3 new types of birds for the mammoth to spawn. Added nests for birds to spawn out of
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Fixed mobility on several nest actors to prevent warnings
  • Improve collision on Army props, optimize textures, add LODs, add 2-sided to camping chair material
  • Adding the nullsector audio delay map
  • Weighting cleanup pass on the NPC character, still some slight stretching so a bit more clean up required but 85% there
  • Committing new json for ashlands camp
  • Adding Camping Chair as a mission prop
  • Adding new Camp Setup for the CRISIS mission and adding a new prebuilt structure
  • Added functionality to allow NPC's to show a mission UI and kick off a mission
  • Provided a base quest for CRISIS / STRANDED / RESCUE so we have consistent spawning and cleanup where requried
  • Setting new NPC's to have a recorder component so they can persist between quests
  • NPC's desciption will now change based on stability
  • Adding collision to large exotic rock, new mesh copied from meteor
  • Fixed null ptr on Recipe tool tip hover function by doing a valid check first
  • Adding Assets for Ashlands Logistics Missions
  • Added Missing C++ Files for the Mission Character and Item Manipulation Component
  • Medical Scanner now works with Mounts & Characters
  • Adding Churches new lines to NPC to play when interacted with
  • You now treat NPC's by holding the medicine in your hand and treating and right clicking
  • Fixing issue with the medical scanner where it would shopw the widget offset in 3rd person
  • Converted the Mission NPC's over to their own c++ base class and assigned them a survival character state
  • Mission NPC's now use stats and survival character state of stability calculations
  • NPC interactions now play on clients
  • Setup new Medical Evac Ship
  • Medical Scanner no longer opens up when there is nothing to scan
  • Started Set Dressing Volcano Cave/Creater & Added Geothermal Pools on Outpost 9, on Red Quad
  • First pass of logic / item data for armour stand
  • Outpost_012 - terrain and riverbank blending with decals
  • Converting all npc bark line spacialisers to a preset for ease of use of future tweaking and balancing
  • Adding in red roat texture and material setup for carcass to use for Lava roat in the nullsec
  • Prevent players from building on top of teleport components
  • Further in game volume adjustments for NPCs to make sure they are all sitting at a similar volume
  • Fixing interact camera orientation on the new Medevac pod for the RESCUE mission
  • Changing stored names for NPC4 and 5 -> NPC4Rescue & NPC5Rescue for the rescue mission so there is no overlap, cleaned up NPC4/5/Rescue at various quests steps / abandoning
  • Fixing issue where CRISIS / STRANDED / RESCUE where not cleaning up correctly
  • Fixing Issue where duplicate quest items where spawned (the audio log for Ashlands Story)
  • Fixing Spawn Points for the Ashlands Story, the spawn points are now manual, the rockdogs will return to protect the outpost and not spawn in buildings
  • Adding the Return to Anchor behaviour for Rockdogs as they where missing it
  • Added BLD_Wall_Angle_Curved_Concrete, including Left, right and inverted variations. Apex DMs still need to be done
  • Removing Speak Steps in CRISIS / STRANDED / RESCUE as this NPC dialogue is now played in the Briefing Screen
  • Fixing 'MISSION COMPLETE' Screen and UI so it no longer overlaps with other elements
  • Fixing Issues with the NPC's in CRISIS / STRANDED / RESCUE not saving their food / water / oxygen values since the base class switch over
  • Fixing NPC Bark lines interupting quest dialogue in CRISIS / STRANDED / RESCUE
  • Outpost_012 - riverbank and cliff placement, landscape decals
  • Volume pass on NPC church lines barks vs important orders
  • Fixed a typo and edited the text for the recovery crew highlightables
  • Optimized expensive (4k+) textures to reduce video memory consumption
  • Fixed incorrect physical material on drop pod materials
  • Adding generic deploy audio to teddy
  • Tent ropes no longer cast shadows
  • Mission NPCs now use the 'FriendlyAll' relationship - should stop them being attacked by nearby AI
  • Atmosphere controller no longer affects level bounds size
  • Started Set Dressing Volcano Cave & Added Geothermal Pools on Outpost 9, on Red Quad
  • Updating Medevac pod so the legs have collision and it has a highlightable explaining what it is
  • Ice Mammoth Arena - mesh and landscape adjustment to reduce overall size of arena
  • Adding Function Library for Missions, adding functions for checking if an operaiton was complete on this open world and getting the mission in progress
  • The Mining Trucks Engine has been swapped to the front
  • Adding Text hints for the Logistics mission mentioning the biofuel tank and water tank
  • Fixing issue where the Mining Trucks Water & Fuel Tanks fillable state where not persisiting between sessions
  • Adding Collision to the Mining Trucks Rocks
  • Fixing issues where the missions spawn blockers where not active, removing search area from mission spawn blockers
  • NPC's in Rescue are now hurt and have 1 stability
  • Added Ashlands Blocker static meshes to the Ashlands_Blocker BP
  • Updated the rotation, scale and material assigned to the medical drop ship legs
  • Added Ashlands Blocker meshes, textures and materials
  • Added in new equip and idle animations to fix the strange holding position of the meta fuel canister, suggest to do a hand context for the jerrycan which fits this new hold position as well as need to override the hand position in the locomotion anims to fix the canister rotating back to the old position when moving
  • Updated the physical material on the exotic meteor to be stone rather than metal. This will play the correct sound when players interact with them in the bed of the truck
  • Added setup for concrete and aluminium corner stairs
  • Added minable rocks on Outpost 9, on Red Quad
  • Adding unique audio for NPC standing healed after being sick
  • Fix tooltip on character creation/selection button in main menu UI
  • Started Set Dressing Volcano Cave & Added Geothermal Pools on Outpost 9, on Red Quad
  • very small volume adjustment to port water carry sound to account for over encumbered speed
  • Added punctuation for clarity on a hint quest step for pro_d_recovery
  • Updated the LODs on the medical dropship static mesh
  • Adding code when beginning or abandoning ASHLANDS story which removes any extra blockers which might be present
  • Adding logic for destorying new destructible blockers, if the assigned operation has been completed on the current open world
  • Adding Recorder component for destructible blockers so they don't try and spawn another object everytime the prospect is loaded
  • Added Decal and VFX to Hammerhead Slug Poison Spot, Added more option to POM shader
  • Sanity pass and param cleanup on materials which have RVT disabled but tooling picked up on them possibly being enabled
  • Adding interactable Notes Datatable and setting up ashlands notes
  • Added Oil Geyser FXs, Oil Material, and OildGeyserText BP
  • Added minable rocks & foliage on Outpost 9, on Red Quad
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Outpost_012 - decal and landscape work, added new LOD material for LRG river banks
  • Added CPU access to beds' gfur that didnt already have it along with the gfur for the black wolf trophies. This is to fix crashing when placing down a blackwolf trophy and may reenable the fur on the beds
  • Storing references to animations used for bandaging mounts / NPCS so the animations always play. This allows the audio to play also
  • Fixed map markers not highlighting when walking inside its radius and not showing an icon on the radar for the new search area components. Made old map search area actors use the new component also
  • Fixed bug where NPCs were looking above the players head when player was mounted. Player Character's 'ViewPoint' location now correctly follows the player's head
  • Adding audio for bandaging targets npc or mount. This has been put on a duplicate of the petting animation and montages and assigned to the actions table to play back when right click healing. BP imp for the actionable to play the appropriate animations and also only play the animation if there is a valid target. This helps give the player much better feedback for the action of healing others which can be important for new Nullsector missions
  • Add Scyther Tadpole fish setup, added physics asset setup and another LOD
  • Disable DT Validation for ProspectList checking if there are MetaSpawns defined vs IsPersistent Prospect check, as this check is no longer valid since we change the way we spawn Meta
  • Added an albedo texture map for the slug slime splatter effect
  • Landscape Painting on Outpost 9, on Red Quad
  • Adjusting the curves of the arm animation for bandaging other players or mounts to differentiate between petting and bandaging
  • Added metal corner stair icons
  • Fixed infinite loop dection being triggered during data table validation
  • Further small adjustment to blendspace of sprinting with grenades to make sure the jogging vs sprinting speeds feel appropriate. Also stopped pinkie finger sticking out weirdly when sprinting with grenade
  • Add SKItem for Slug Grenade and experimental Liquid shader
  • Add an EQS failback when teleporting into an instanced level is blocked by another pawn
  • Added BLD_RoofCorner_Curved_Concrete and BLD_Wall_Curved_Concrete, with all meshes, textures, materials. APEX DMs still need to be made
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Painted minable rocks & foliage on Outpost 9, on Red Quad
  • Added roat: Lava variant setup
  • Adding Great Hunts Feature Level and DLC Package Data
  • Putting some hard limits on bats to stop using a million audio channels when flying or in aggro states. This is to accomodate for mass bats
  • Added material instance and map for testing DLC2 landscape materials
  • Cleanup instanced level flags when unstuck is used
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Added & Blocked out new cave level CAVE_CF_MED_005_Spider for testing
  • Added concrete corner stair variant icon
  • Switched lava light mobility back to movable from static
  • Submitting test level
  • Updates to Oil Geyser Material, Behavior and FXs
  • Added New Slime Decals and VFX to Poison Spot w/ updated textures
  • Updating Icesheet story to use new outpost build
  • Updating Icesheet story to fix the quest steps so it can be ended corrected
  • Updating Icesheet story so the dead prospectors are now spawnable and interactable
  • Updating Icesheet story so it has notes in the outpost
  • Updating Icesheet story so the caveblocker uses a correct mesh
  • Added specific recording and interface for the collectable notes so they don't require a new blueprint each time
  • Added Lava Roat to Ashlands spawn map
  • Outpost_012 - landscape, riverbanks, decals
  • Added BLD_Roof_Curved_Concrete including meshes, textures and materails. Apex mesh still needs to be made
  • Adding ice mammoth projectile travel and impact event and data table setups. Adding cooldowns to several events to stop multiple events firing at once unnecessarily
  • Fixed buildable blueprint for iron corner stairs
  • Hook up Rock Golem Gun mesh
  • Elysium map blockout - swapped textures in material, added switches into master material to correct and/or remove grass types on changed layers
  • Lots of adjustments to reduce audio voice counts on cave bats and other things. Lowered priority of bat wings and shortened events that were unnecessarily long
  • Fix Roat droptable to not have potato and tomato (was previously restricted by a stat never granted to players)
  • Improve layout of the WorldManager utility Selection tab to make it more usable, hide deprecated functionality. Add Location tab which allows WBs to teleport to a specified location for issue tracking
  • Fixed icons for Hammerhead coil trophy and small vial variant
  • Switched up from an animation fix to an attachment offset to catch the locomotion states of holding the canisters too, hooked up to the hydrazine canister which was still using the old focusable
  • Replaced purple hue plant procurement images for non-grasslands area
  • Shortening more audio events to reduce voice counts. This helps with boss fights with large amount of creatures spawning etc
  • Prevented reinitialisation of voxel resource count in-editor to fix bug where they were only giving a couple of resource each
  • Landscape, Decal Painting & Set Dressing Volcano Cave on Outpost 9, on Red Quad
  • More shortening of overly long audio events to clear audio voices. This is to prevent voices from running out
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Elysium (DH map) - added blocked out landscape to test map
  • Feature locked Ape Carcass, Eagle Carcass and Armor Stand, to ensure they're hidden from the field guide (as they are not released)
  • Updated many items feature locking to hide from field guide / builds
  • Fix DT whitespace validator

[/expand]

Icarus Week 146 Update | 15 more Operations in Olympus converted from Missions

Welcome to Week 146.

We’ve converted another 15 Missions over to Operations on Olympus, giving you a ton more content to experience in your permanent prospects.

We’ve also addressed some bugs that cropped up last week, including Desert Saddles on Moa and Cart Attachment repairs.

Next week’s update is a big one, so have a look at the bottom at what to expect and how it’ll help you navigate the thousands of in-game craftable items.

Jump in and have a read.

Notable Improvements
  • Fixes for workshop items that were unable to be reloaded
  • Fixing the Desert Saddle so it works with the Moa
  • Fixing cart attachments as they were unrepairable
  • Various Shadow related fixes and tweaks
  • Updated some old search area's to properly highlight the compass when inside the search area.

[hr][/hr]
This Week: New Olympus Operations


The next set of Olympus Missions have been converted into Open World Operations - bringing the total to 37.

These include:
  • SPELUNKING: Assisted Stockpile
  • HEADSTONE: Geo-Survey
  • DEEP VEIN: Extraction
  • PYRAMID: Construction
  • DEATH RAY: Scan
  • SOLID METAL: Hard Stockpile
  • SEARCHLIGHT: Scan
  • CLUSTERED: Extended Survey
  • BIG SHOT: Stockpile
  • UPLIFT: Bio-Research
  • SNOWCRASH: Recovery
  • SNOWBLIND: Scan
  • NIGHTWATCH: Geo-Research
  • LOOSE ENDS: Extermination
  • VOYAGER: Recovery

All these missions (and more) can now be launched from your Open Worlds on Olympus and played through in the same session.


[hr][/hr]
Coming Soon: NullSector


As mentioned in previous weeks, the NullSector (our Free Prometheus Expansion) will include new Operations, a new exploration mechanic, new mutated creatures, and one new giant creature.

We are still actively working on the NullSector, with some big mission revamps in the works, more narrative, more dialogue, and more missions to provide the experience it deserves.

This region is not for the faint of heart. All the adjustments and differences are geared towards this being a hardcore survival challenge, so make sure you enter it prepared.

If you are interested in reading about what we plan to do with missions in the future, click here.


[hr][/hr]
Next Week: Prospector Field Guide Update


Next week we will be adding a brand new section to the Prospector Field Guide for all craftable items in-game. These entries will include where they’re crafted, what recipes they’re used in, what their base stats are, and more.

This is a massive Quality of Life improvement and should make looking up items (and their subsequent uses) far easier and streamline many processes for players.

[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/

Changelog v2.2.21.127494


[h3]New Content[/h3]
[expand]
  • Enabled 15 Olympus missions as Operations

[/expand]
[h3]Fixed[/h3]
[expand]
  • Tweak alignment/positioning of Workshop items to be more uniform with each category
  • Removed Prometheus from Kiwi bestiary entry
  • Allow scrolling on bestiary entries with more than 6 loot options
  • Fixed cat from not attaching to hip properly by adding 'back' context for meshable entry
  • Add DT validation to pickup on entries with Hip focusable without Meshable setup correctly
  • Updated the Iron buildable skeletal meshs with positive/negative bounds set and reimported iron gate with softened normals
  • Reducing sky light's contact shadow length from 0.2 -> 0.04, should result in less 'fuzzy' shadows, especially noticable on shadows cast by deployables on building pieces
  • W_ProjectionInterface::UpdateNearbyProjectionActors now compares existing widgets using their desired soft widget class (instead of using whatever class they happened to have equipped at the time) - this will hopefully fix issues where crop plot information is shown while highlighting thigs that aren't crop plots
  • Updated the iron buildable stairs to have the correct material assigned on the destructible mesh
  • Update Shadow settings on Atmosphere Controller:
  • 4x CSM distance, increased FarShadow cascade count from 1 to 2 and 2x FarShadow distance. Halved Moon light CSM distance to match Sun distance
  • Removed CSM value being updated on tick (now on Ultra-Slow Tick), set the value based off the Settings value, not off a curve
  • These changes should largely alleviate long-standing shadow artifacts (at a negligable performance cost), with some additional world changes coming to further improve.
  • Players can now utilize the Max Shadow Cascades setting to have better control over shadow performance vs visuals
  • Replaced old iron buildable icons to new ones
  • Update cart attachments talent icon
  • Fix Icebox, Refrigerator and Deep Freeze modifier names and descriptions being empty
  • Fix farming cart attachment talent unlock order
  • Fix glass double door left/right upgrade lookup
  • Fixing Entry in D_Saddles that was preventing the Desert Saddle from being put on the Moa
  • Fixed bug in mission LUPINE: Extermination where beacon wouldn't grant the correct stat and would soft-lock the mission until player found another way to show world bosses on map
  • Fixed issue where guns with magazines couldn't be reloaded if they were brought down by a client using the Orbital Exchange Interface
  • Fixed plow attachments breaking at 0 durability, allowed them to be repaired with right click (requires ranching station)

[/expand]
[h3]Future Content[/h3]
[expand]
  • Adding Stasis bags audio to items static data table
  • Fixing Metal Grating Description Text
  • Adding Recipes for use in future (Machining Bench)
  • Added SML/MED animal crate static meshes, materials, textures
  • Final checks and small tweaks to dropship external down based on multiplayer session. Also adjusted some overly long events that were taking up channels unnecessarily
  • Added custom LODs for Teddy Bear
  • Adding audio for lore notes. Pick up, open and close and item audio data row
  • WIP commit of skeletal mesh for LRG animal crate
  • Fixed a number of typos in the nullsector items
  • Swapped Ashlands Bunker to use new Bunker Save
  • Spawning new notes in ashlands bunker, setting up new questmarkers / queries
  • Small Info and text adjustments to PRO_D_Resupply & PRO_D_Recovery
  • Adjusting Ashlands Story Mission so that rock dogs spawn before you get to the bunker
  • Adding new Dialogue Trigger World Objects that can be used to trigger dialogue once only
  • Setting up dialogue triggers for SMPL3's warning when moving into the ashlands
  • Cliff Placement & Landscape Paining pass progress on Outpost 9, on Red Quad
  • Adding Biome modifier for the Ice Sheets in the nullsector
  • Enabling Ashlands Ending Audio after the Audio Log has Played
  • Enabling Ashlands Ending Audio after the Audio Log has Played
  • Adding new Interactable Notes and UI so players can interact with these objects in world and be able to read the text
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Adjusted the mirrored glass material so that the interior of the NPCs helmets should no longer be visible
  • Added teddy bear with corrected orientation, tweaked textures and gfur
  • Fixed punctuation in ashlands notes
  • Added SKs, physicsAssets, animation for LRG and MED cryo animal crates
  • Lowered trail beacon compass show radius
  • Fixing issue here ashlands bunker was not recieving the quest item as intended
  • Adjustments to Icesheet Story Mission to include blocker and modify quest steps
  • Added functionaily to remove duplicate blockers if they occur
  • Adding Icesheet Blockers
  • Setting up Icesheet Notes
  • Fixing interactable note class name so its interactable and not interable
  • Corrected orientation of Dirty Toilet
  • Door BP's PlacementBlockerBox is no longer considered a valid surface when determining current ground surface type - should fix issue where you sometimes heard dirt footsteps when walking over top of trap doors
  • Fixed a typo in the stone cairn text
  • Add datatable validation for deployables with variants, that don't have icons
  • Adding flag rustle 1 shots and volume adjustments. Better variation and more believable sound
  • Update deployable validation to a warn instead of error to unblock build
  • Adding church bark lines to dialogue table
  • Fix datatable validation (whitespace)
  • Added several curved and angled building pieces for the Concrete building tier. Apex DMs still need to be made for them
  • Committed some NPC animations for use with new UE4 standard rig
  • Move the teleport system from component based to actor based
  • Reimported resource icons for consistency pass
  • Finish blocking out Volcano Cave & Cliff Placement on Outpost 9, on Red Quad
  • Added DEP_Logbook and DEP_Notebook SMs, textures and materials for the Ashlands mission base
  • Adding audio to lore notes UMG. Removing spacializers from events that didnt need it
  • Adding additional Church Bark lines 3d in. Audio and events
  • Swapped impassable materials and Cliff Pass, Outpost 011
  • Blocking out Volcano Cave & Cliff Placement finished on Outpost 9, on Red Quad
  • Temporarily fixed a few of the NPC material load warnings
  • Outpost_012 - landscape tweaks, cliff placement, waterbodies and riverbanks
  • Slight adjustment to the medical dropship LODs
  • Added medical dropship art assets to the project
  • Mission NPCs now inherit from IcarusCharacter (instead of IcarusActor). Added support for relevant persistent characters in quests. Moved stat container construction from various child classes of IcarusCharacter to the base class. Removed ensure on UProspectSubsystem::SetCustomProspectSettings
  • Fixing Icebreaker footsteps popping out by adding decal fade in anim BP function, added decal fade opacity multiplier to master material
  • Update Olympus with new world Shadow settings from World Tools
  • Moved static mesh actors out of Persistent level and into their appropriate developer Quad
  • Update Styx with new world Shadow settings from World Tools. Generated levels will be processed separately by Build Machines as per normal
  • Updated World tooling to NOT disable Contact Shadows on all meshes. Updated Cave meshes to NOT disable Contact Shadows and NOT enable Far Shadows
  • This should result in more consistent shadowing from world assets (cliffs, impassables, etc) and same or slightly improved performance
  • Fixed a number of Icesheet typos, and a bat nest error
  • Updated EOI spacing for better fitting longer/localized text
  • Tweaked LookAt strength for NPC2, added ability for each NPC to adjust LookAt strength independently
  • Switched NPCs over to using new skeletal mesh
  • Adding in new prospector NPC mesh and SK asset to the UE4 skeleton to use anim sets, minor cleanup required, also submitting back meshes for the water barrel and fuel barrel
  • Added harvest effects to the aspen seedling blueprints
  • Add Shadow Cascade debug visualizer PP material
  • Adding new stasis carry audio, pickup and drop audio and events. Changing stasis bag PM from MEtal to Carpet
  • Added Metal Grating icons
  • Disabled generic tooltip on mount characters that was enabled after change to support actors (instead of IcarusActors)
  • Adding stasis bag put in dropship audio. Not currently hooked up. Also adjusting a church line that had lip smacks in it and a rushed pacing leaving it feeling a bit awkward
  • Audio tweaks and additions to mission cave event
  • Added BLD_Stairs_Corner_Concrete Left and Right variants, Apex DM's still need to be made
  • Fix the build
  • Reposition actors in instanced levels when the saved slot differs from the loaded too slot
  • Outpost_012 - decal and foliage placement, experiments with underwater foliage, riverbanks and terrain sculpting around beach
  • Added APEX meshes for Aluminium corner stairs (left and right)
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Added iron/aluminium buildable corner stairs art assets
  • Added hammerhead spit, trail, explosion, spit hit, gas attack FXs, Replace references on Hammerhead S/M/L and created new ballistic for hammerhead spit
  • Added Tress to tundra areas & addded cold lava meshes to volcano on Outpost 9, on Red Quad
  • Added oxite and stone deep ore vein pictures to field guide
  • Added reinforced frame icon
  • Add reinforced wood pillar to beam buildables
  • Remove instanced level test from open world selection (should not have been committed)
  • Subcontainer inventory initialisation logic no longer runs in hab

[/expand]

2.2.20.127215-rel-Laika

[h2]Contains the Following Fixes[/h2]
  • Fixing Issue where concrete ramps where removed from the buildable table resulting in pieces being deleted in game
  • Fixed bookshelf inventories not being accessible after being added.