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Icarus Week 161 Update | New Platinum Shield craftable at Tier 4

Welcome to Week 161.

This week, we’re adding the new Platinum Shield, a Tier 4 option with a large blocking radius and unique design.

We’ve also got a sneak peek at next week's update and some new recipes coming with it.

Hop in and have a read.

Originally posted by author
[h3]Known Issue - Clients Unable to Fire Weapons[/h3]
We have discovered an issue to do with ranged weapons not firing for clients when players are connecting to a friend who is hosting or a dedicated server. This only seems to be occurring on older prospects with existing weapons, crafting new weapons works until you rejoin the session. As we cannot completely test this as it is during out holiday period we have set up a build on the Experimental Branch with a potential fix.

Warning this is not fully tested and will includes some content which will be released in future weeks.


[hr][/hr]
This Week: Platinum Shield


This week, we’re adding the Platinum Shield to Icarus, which rounds out the shield collection with a Tier 4 option. This shield is craftable on the Foundry and provides more blocking radius than its steel and titanium counterparts but less damage blocked than titanium.

As always, shields can be crafted and used in the offhand with any one-handed weapons and, when held, can block incoming damage. They can also be placed in your ‘Utility Slot’ so they appear on your back as you walk around and provide a bit of damage mitigation when attacked from behind.


[hr][/hr]
Next Week: Growable Coconut Tree


Next week, we are adding coconut seeds that can be planted to grow your own coconut trees. This should make accumulating coconuts a lot easier than having to traverse the map to find wild ones. In addition, we will be adding some new recipes including the freshly grown fruit.


[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 v2.2.36.131002-rel-Laika
  • Adding and unlocking platinum shield, blueprint, recipe and functionality

Icarus Week 160 Update | More Olympus Operations converted to Operations

Happy New Year gamers!

This week, we converted more of the Olympus missions over to operations so they can be played in Open World.

This continues the Olympus Operations project, with more applicable missions converted over.

Hop in and have a read.

Originally posted by author
[h3]Known Issue - Clients Unable to Fire Weapons[/h3]
We have discovered an issue to do with ranged weapons not firing for clients when players are connecting to a friend who is hosting or a dedicated server. This only seems to be occurring on older prospects with existing weapons, crafting new weapons works until you rejoin the session. As we cannot completely test this as it is during out holiday period we have set up a build on the Experimental Branch with a potential fix.

Warning this is not fully tested and will includes some content which will be released in future weeks.



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


This week, we are releasing a brand new set of Olympus operations, just in time for the New Year's break. These have been converted from the remaining original missions available on Olympus. The new ones that have been converted are as follows:
  • FORSAKEN
  • ACCUMULATION
  • POTSHOT
  • ARGICULTURE
  • PRESERVATION
  • INCURSION
  • SEVEN PILLARS
  • SANDBOX
  • CRYOGENIC

Converting these over should allow some of the newer players who have exclusively played Open World to experience some of the original content that came out at launch (with a few tweaks to make them better).

[hr][/hr]
Next Week: T4 Platinum Shield


Next week, we plan on adding another shield at T4 called the Platinum Shield, with a unique design.


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

https://store.steampowered.com/app/2923820/Icarus_Pet_Companions_Pack/

https://store.steampowered.com/bundle/48597/Icarus_Winter_Sale_Bundle/

[hr][/hr]
Changelog v2.2.35.130989-rel-Laika
  • Unlocked and Converted Over Olympus Missions into Operations

Icarus Week 159 Update | Launch Operations on the go with the C0NT4CT Radio

Originally posted by Dodunski
[h3]Holiday Period[/h3]
As it is the holiday period, our next few updates may seem smaller than usual and missing the usual bug fixes. This is due to most of our staff being on holiday, but don’t worry; we still have weekly patches planned that will continue through this period. Their changelogs will just be a bit shorter than usual.

This week, we’re introducing the new ‘C0NT4CT Radio’, which allows you to launch SMPL3 missions and Operations remotely. This should be a large QoL improvement, removing the need to trek back to base between different steps on narrative quest lines.

We also have a small preview of the next batch of Olympus operations, which are planned to be released next week.

Originally posted by author
[h3]Known Issue - Clients Unable to Fire Weapons[/h3]
We have discovered an issue to do with ranged weapons not firing for clients when players are connecting to a friend who is hosting or a dedicated server. This only seems to be occurring on older prospects with existing weapons, crafting new weapons works until you rejoin the session. As we cannot completely test this as it is during out holiday period we have set up a build on the Experimental Branch with a potential fix.

Warning this is not fully tested and will includes some content which will be released in future weeks.

[hr][/hr]
This Week: C0NT4CT Radio


This week, we are adding a brand new ‘C0NT4CT Radio’ that can be unlocked and craftable at the fabricator. When used, this device will look for the closest C0NT4CT device and establish a link allowing players to kick off SMPL3 missions and Operations while on the go away from base.

With the introduction of new linked narrative missions, we thought it was time to cut out some of the traveling players need to do to kick off a mission. This way, people can do multiple missions if they choose to without heading back to back between each one. This is a big QoL that we hope people will enjoy.


[hr][/hr]
Next Week: Olympus Operations II


Next week, we are releasing a brand new set of Olympus Operations to supplement the existing pool.

This will complete our Olympus Operations project, with all applicable missions now converted over.


[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 v2.2.34.130982-rel-Laika
  • Adding Contact Radio, Blueprints, Recipe and Functionality

Icarus Week 158 Update | New 8-round Tier 4 Pistol with mods

This week we are introducing a new Tier 4 pistol with an 8-round magazine to complete the basic sidearm set. This is also modifiable at the alterations bench, making it competitive with the Orbital Workshop pistol that, up until now, has been head and shoulders above the rest.

We also look at next week's patch, the C0NT4CT Radio, which will allow missions to be accepted and kicked off on the go.

Notable Improvements:
  • Increase all Mount swim speed while sprinting by 25%, this means when you sprint while swimming on a mount it moves faster through the water while using stamina.
  • Add 'Show Only My Damage Numbers' setting to Gameplay options, disabled by default, so players can hide damage numbers from other players
  • Removing '.' from between acroymns on for item names, adjust account flag text to also reflect this change
  • Quest classes are now blocking loaded instead of async loaded to reduce instances of SuperStruct-related crashes.
  • Optimized replication calls for generator components on deployable so networks will be no longer be flooded with replication data on loading into prospects, fixes some client crashes on loading into a prospect.

[hr][/hr]
This Week: The Advanced Pistol


This week, we are introducing a T4 Pistol, which is crafted on the Fabricator. This provides an upgrade to the T3 pistol with an 8-round magazine, a higher damage output, and the ability to be modded via the alteration benches.

We wanted to add this pistol to help round out the existing weapons before we launch into adding brand-new advanced upgradeable weapons. The game also needed a high-tier basic pistol that could be modified in the alteration bench to compete with the workshop pistol.


[hr][/hr]
Next Week: C0NT4CT Radio


Next week, we plan on introducing a brand new handheld C0NT4CT Radio, a portable device which which will allow you to contact a placed C0NT4CT Device and kick off missions on the go.


[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 v2.2.33.130975-rel-Laika

[h3]New Content[/h3]
[expand]
  • Adding Stats for the Advanced Pistol
  • Unlocking Advanced Pistol, fixing recipe so it is only on the fabricator, unlocking and enabling talent

[/expand]

[h3]Fixed[/h3]
[expand]
  • Adding BlueprintReadWrite to variable so it can be accessed in the unreal editor for blueprints
  • Increase resolution on stalagmite 003 textures
  • Update Prefabs tooling, add button to get Cave template asset, notify if issue is detected, output stats of Prefabs
  • Fix various issues in prefab caves, floating assets, buried voxels/foliage/meshes, etc. Over 1000 buried meshes removed, over 200 buried voxels removed throwing balance out of alignment
  • Add 'Show Only My Damage Numbers' setting to Gameplay options, disabled by default, so players can hide damage numbers from other players
  • Removing '.' from between acroymns on for item names, adjust account flag text to also reflect this change
  • F.I.S.H. is now FISH
  • H.E.A.L. is now HEAL in quest steps
  • Update IcarusGameState to support hiding other players damage numbers setting
  • Tweaked error code text added in previous commit to be more readable against main menu background
  • Reimported Drink icons to be more consistent and added working file
  • Quest classes are now blocking loaded instead of async loaded to hopefully reduce instances of SuperStruct-related crashes
  • Sentry reporting now correctly tags release version number along with engine mode, target type, and configuration
  • Added extra information to popup window shown during some situations where player is disconnected from server
  • Sanity pass on Voxel texture settings to alleviate blurry textures and excessive memory consumption
  • Add Reload cancel to other throwable items I missed in the first pass
  • Fix Calf carcass being half set to Large and Medium triggering DT validation. Tidy of DT validation BP for readability
  • Increase all Mount swim speed sprint/run multiplier from 1.0x to 1.25x. Add some basic tooling to get info overview
  • Added new CLParam to ignore reliable RPC buffer overflow errors during connection
  • Made BP_IcarusPlayerState::Server_UpdateHealthValue unreliable to reduce number of reliable RPCs and hopefully reduce instances of 'Connection Rejected - 62' errors when attempting to join servers
  • Added new CLParam to optionally allow resizing of UNetConnection send buffer
  • Made UGeneratorComponent::GeneratorOutOfFuel unreliable to reduce number of reliable RPCs and hopefully reduce instances of 'Connection Rejected - 62' errors when attempting to join servers

[/expand]

[h3]Future Content[/h3]
[expand]
  • Adding more weight layers to ape also reducing distance filtering that was removing low end
  • Moar Great Ape balance
  • Elysium, red quad - decal and landscape painting, cliff placement
  • Adjusted resistances of RockGolem, made it immune to electroshock, increased building damage, slightly increased melee damage
  • Adding more weight layers to ape also reducing distance filtering that was removing low end
  • Adjusted RockGolem burrow attack to prevent bug where it could get stuck underground. Also increased number of worm spawns and rock spawns during this attack
  • Added pine trees to PFS, Adjusted Multiple Foliage Values and Manual Foliage Pass, Green Quad, Elysium
  • Eden Blockout on Yellow Quad, Elysium
  • Added Cave version of GeothermalFog VFX to reduce brightness of card when lit by flashlight
  • Updating slug grenade audio falloff to better match the damage falloff of the slug grenade
  • Removed cosmetic clip previously attached to debug reload anim
  • Updating slug grenade audio falloff to better match the damage falloff of the slug grenade
  • Adding unique ape wood log impact audio, adjustments to a few notifys and also adding in ape smash through small tree audio, event and BP Imp
  • Rebuild navmesh for SwampApe arena
  • Add cannot start great hunt to UI if operation already in progress
  • Changed color of Slug grenade Liquid to match Hammerhead Slime Color
  • Adjusting Platinum Shield Stats
  • Fix an issue where Great Ape can get into an invalid state. More critical hit areas for Great Ape
  • Fixing sounds for the mission radio so they play on clients
  • Adjusting Recipes to use the mature coconut and adjusting the number of coconuts granted from a crop when grown
  • Updating the great hunt interface so that you can abandon missions and see missions in progress
  • Tied the great hunt interface so it has proper title, border and menu flow
  • Initial setup of underground lab
  • Setup Garganutan Optional mission 1 spawning mid-hunt
  • Setup Garganutan C2 mission creature spawns
  • Slight visual changes to Great Hunt Mission UI
  • Reworking sandworm crossbow player animation to work for reloading the javelines, lined up crossbow weapon anims to include an auto load section which draws the string after the player places the bolt
  • Adding Prototype GreatHunt Radio
  • Fix DFAO bias on LC Ledge meshes
  • Fixed positions of Garganutan quest locations, added Autonomous spawn setups
  • Fixed Garganutan Great Hunt Tree
  • Committing new object for light testing, basic item setup based on floor torch
  • Open World starter mission now completes if you deploy a NOVA station to start Great Hunts
  • Fixed collision on SML basalt columns
  • GH Spawners now can be spawned dynamically as part of the automous spawns based on world stats, they will auto activate and not record
  • Garganutan Jr Lairs appear on map with particular world stat, granted during an optional mission
  • Garganutan Great Hunt Optional 1 now requires less kills
  • Garganutan Great Hunt F now spawns Garganutan Jr correctly
  • Added lake spline to the Ape Arena, resized some character meshes
  • Fixed not enough resources available tooltip
  • Fixed a typo in a collectable note
  • Added DCO_Swing_Chair
  • RockGolem rolling now has a chance to cause a 10s sprain
  • RockGolem now deals more damage while rolling
  • Added light hit reacts to RockGolem
  • Fixed bug where RockGolem wouldn't damage players if rolling to reach next voxel cluster
  • Adjustments to Great Hunt Mission UI so the reprocussions can be seen and is tidy and timer is removed
  • Back Layer IMP Pass Blockout on Yellow/Blue Quad, Elysium
  • Basalt columns in RockGolem arena now support buildings
  • Updated the description text for the Ape Grenade and increased Slug grenade stack size to 5
  • Elysium, red quad - cliff placement, decal and landscape painting. Added material override function to
  • BP_GeothermalTerraces, added variant materials
  • Setup Garganutan E quest location and tweaked difficulty
  • Re-added the ability to cancel throwing weapons with Reload input
  • GH_RG_A - Fixing travel collidier for quest step so its further away so it triggers as you enter the Mining Outpost and not when right at the center
  • GH_RG_A - Adding text for the 3 Collectable Notes so they can be read and do not present blank text
  • Adjustments to the AI Spawner Cheat so that all ape spawns can now be spawed
  • Fixed spawner reference after rename
  • Lots of additions to the rock golem gun. Fixed third person aim, added montages and unique animations so new audio could be used for reloading. updated fire audio etc
  • Great Hunt Garganutan: Changed where prospect world stats are being granted to enable spawning for mission
  • Lots of additions to the rock golem gun. Fixed third person aim, added montages and unique animations so new audio could be used for reloading. updated fire audio etc
  • Foilage Pass on Yellow/Purple Quad, Elysium
  • Great Hunt Talents now apply World Stats based on completed Great Hunts to the session correctly
  • Elysium, red quad - decal and landscape painting, cliff placement
  • Fixing World Talents not saving and reloading correctly, adding functions to quickly retrieve world talents
  • Adding first apss assets for rock golem gun. Close, mech, empty, medium distance, tail and internal layers, event and balance pass
  • Adding new rock golem gun data table
  • Adding first apss assets for rock golem gun. Close, mech, empty, medium distance, tail and internal layers, event and balance pass
  • Elysium, red quad - decal and landscape painting, cliff placement
  • Fix Garganutan Great Hunt: A description, B cleanup, C quest steps and timer
  • Added spacing betweeen Great Hunt Selection buttons
  • Added clip socket to the gun rig and setup animbp to play firing and reloading anims on the gun to line up with the new character anims
  • Updated sizes for DCO_Planter_Box_Wood LRG and DCO_Planter_Box_Wood_SML
  • Added DCO_Sofa_Single and DCO_Sofa_2Seater
  • New MA_DEC_Spline material for RVT splines to fix usage warning
  • Added Orka art assets to the project. Added retargeted bear animations for the Orka. Added BP and initial creature setup for the Orka
  • Swapped mineable stone with LC variant and Foliage Pass, Green Quad, Elysium
  • Back Layer IMP Pass Blockout on Yellow/Purple Quad, Elysium
  • Elysium, red quad - decal and landscape painting, new textures/materials + tweaked WT_RVTSpline for geothermal flow patterns
  • Add icon to sonic device (Garganutan mission item)
  • Cable cleanup pass on the seismic probe, condensed into single mesh and placed into blueprint, havent cleaned up the old ones so it doesnt break any references

[/expand]

Icarus Week 157 Update | Tame the new Shaggy Zebra Mount

Welcome to week 157.

This week, we are introducing a new juvenile variant of the Wooly Zebra that can be raised and nurtured into a new mount with Arctic specialties.

We also add some improvements to the AI in Icarus perception so they will be far less likely to detect players in various situations.

We’ve also got some news on next week's update, with even more firearms coming to your armory.

Jump in and have a read.

Notable Improvements:
  • Fixed the Biofuel Powered Drills and Extractors not turning themselves back on after reloading a prospect
  • Fixed a PhysX-related building replication crash that was occurring on larger prospects when join multiplayer games
  • Fixed a crash that could occur when supply pods take off if they are near buildings or deployables
  • Shifting Mission in Layout and Starting Position so that when you open the mission screen you are presented with the first missions rather than the middle of the tree
  • Add 'Raw' prefix to uncooked meats so that its not confused with cooked meats
  • STRANGE HARVEST: Increase size of Contaminated Bear, grant increased health, poison damage and chance to poison
  • Fixed an issue where crops would regen quality even if all the seeds were dead, when looking at the tooltip it could be confusing as the crop would be wilted but could still look alive
  • Drinks in the crafting menus now have their own icon to differentiate them (see the drinks in the campfire)

[hr][/hr]
This Week: Shaggy Zebra Mount


Shaggy Zebra’s present in the Arctic Zones of Prometheus will now have a chance of spawning with juveniles. As with all juveniles, you will be able to tame, raise, and nurture them once their parents have been disposed of. When this juvenile grows up, you will have your very own Shaggy Zebra mount.

These mounts thrive in arctic environments, and as with all our mounts, they have their own talent tree to progress through as they level up.


[hr][/hr]
This Week: AI Perception Improvements


A few of the big issues that have been brought up with Icarus over the years have been the AI perception. That being the assumption that AI can see through walls and players get attacked while in their bases while not being antagonistic. This week we have made some improvements to AI perception to prevent these cases from happening.

The first change is that AI must now be in their heightened state of aggression to be able to detect players if they have been seen recently. Previously, if a player was seen by an AI, they would continue to be 'seen' regardless of whether or not the AI had line-of-sight if player was within 3.5m of their last seen location. That distance hasn't changed, but the AI must now be fully alert to the player now before this behavior is enabled.

The second change is we have halved the player's footstep and jump noise range while sheltered, this will help to make creatures detect you far less while prospectors are inside buildings.

We aim to continue improving this system to provide a better experience so players suffer from less seemingly random attacks.


[hr][/hr]
Next Week: Advanced Pistol


Next week, we plan on introducing the Advanced Pistol, a Tier 4 option that will round out the sidearm class with options at all applicable tiers.


[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 v2.2.32.130789


[h3]New Content[/h3]
[expand]
  • Small improvements to Woolly Zebra Juvenile FGur setup and collider setup
  • Fixed Wooly Zebra feather material not being 2-sided
  • Duplicating wooly zebra idle inserts and adding more variations of the idle animations so they dont jump around you the whole time which becomes very annoying. Adding more to mounts versions also
  • Adding additional unique wooly zebra idle audio event and adding to mount idle with less vocalisations. Adding more idle variations to juvi for less repetitive jumping audio etc
  • Adding the correct wooly zebra juvi idle montage to the BP. Adjustments to a few juvi volumes and spacials. Consistency pass on a few long events and consistency between a few events reverbs
  • Unlocking Wooly Zebra and Juvenile
  • Added the remaining wooly zebra saddle skeletal meshs and updated saddle data table
  • Added water and coffee and cream drink recipe icons
  • Added Calf and Cow Carcass icons

[/expand]

[h3]Fixed[/h3]
[expand]
  • Delete old irrelevant Notes from Styx. Add new notes for current issues to be addressed
  • Floating object and buried voxel fixes for CF_MED_002 prefab cave
  • POTSHOT: When added as an operation in the future the provided items will not respawn
  • Flushed Grass across Blue and Yellow Quad on Styx
  • Flushed Grass on Green and Red Quads, Styx
  • Fixed a typo in stone cairn item description
  • Fixed placement of 2 Wolf Dens in Styx
  • Battery Light correctly turns off when out of battery now
  • Add Raw prefix to uncooked meats so that its not confused with cooked meats
  • Fix encumberance bar showing overlapping text when bag is full and overencumbered
  • Gate Dropship FP mesh logic behind RepNotify so FP arms aren't visible for other clients. Made Dropship mesh visibility unlimited during flight and apply limitations once landed
  • Add additional stack size (plus/minus 10) modifier buttons and new MIN button to reset count to 1 for Crafting UI to give more easily accessible input options when crafting
  • Add calf and cow carcass icons, just using the head icons for now
  • Water container Field Guide page now doesn't have a resource network attached, as it shows what is used to fill water containers in the other sections
  • STRANGE HARVEST: Increase size of Contaminated Bear, grant increased health, poison damage and chance to poison
  • Minor talent spacing
  • Setup custom icons for drink crafts
  • Added Drink recipe icons
  • Add min and x10 crafting buttons to processors
  • Add sort to player crafting window and bench/processor inventories
  • Fixed bug where deep mining drills would be automatically turned off when reloading a prospect save
  • Fixed cursor going invisible when clicking on title screen
  • Rewording Everygreen talent to mention that weather still can wilt crops if they are not protected
  • Also fixed an issue where crops would regen quaility even if all the seeds were dead which could have been causing confusion
  • Hooked up water and coffee with cream drink icons
  • When supply drop pods take off, they now damage a maximum of 30 walls/deployables around them instead of literally everything, this should hopefully fix rare issue where game freezes/crashes when a pod takes off from within a base or building
  • Supply drop pods now damage objects around them over time instead of simultaneously (one object per frame)
  • Shifting Mission in Layout and Starting Position so that when the screen opens you are presented with the first missions rather than the middle of the tree

[/expand]

[h3]Future Content[/h3]
[expand]
  • Adjustments to the rock golem vocal reverb distance. Adjustment to snapshot reverb amount and adjustments to armor break
  • Updated textures and material for Assault_Rifle_T4
  • Recommit of DEP_Great_Hunt_Device destructible
  • Elysium - geothermal lake set dressing, red quad
  • Added SK_ITM_Club_Ape legendary weapon
  • Added DMs for all the Lab Equipment, plus added teh meshes for the stool
  • Destructable mesh added to Norex hunt deployable
  • Added item text for farm fencing
  • Added item text for animal traps
  • GH_RG_O1 is now fully playable
  • Add Rooster Talent Tree
  • Fix Chicken talent icons having many duplicates
  • Reduced severity of movement speed debuff attached to RockGolem's burrow attack
  • BTS_SweepBoneDamage should no longer incorrectly launch the attacking NPC
  • RockGolem now spawns CaveWorms during it's burrow attack (WIP)
  • Fixed RockGolem hit reacting twice during phase transitions
  • RockGolem burrow now lasts longer, and RockGolem is invulnerable whilst fully underground
  • Fixed RockGolem LookAt not being disabled when target was out of view angle
  • Disabled RockGolem IK when starting it's roll
  • Aded Slug Grenade Payload VFX
  • Fix deployable naming of bunker props
  • Elysium - toggled on use external actors and converted existing (lets try that again)
  • Elysium - toggled on use external actors and converted existing
  • Added DCO_Planter_Box_Wood_LRG
  • Updated SK_SPR_IceMammoth_Melee, rotated 180 degrees
  • Updated some mesh assets for the Swamp Ape Club Legendary weapon
  • Adding heavy attack for golem gauntlet split up for a charge attack, third and first person start loop and end animations
  • Outpost 13 - added atmosphere controller to persistent level
  • Added the first batch of saddles fitted to the wooly zebra mount
  • Elysium - geothermal lake set dressing, red quad
  • Heavy axe swing added in form of start loop and end animation to enable the axe attack to be charged up, still needs the charge functionality for melee weapons but anims are done
  • Adding first pass ape grenade audio
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Decal pass on scree slopes, Green Quad, Elysium
  • Updated Landscape geo
  • Added Bunker Prop Icons to D_deployableSetup
  • Setup Garganutan Lab to spawn at the start of the great hunt
  • GH_RG_O2 is now fully playable
  • Add lab chair setup
  • Adding gauntlet punch impact and whoosh event and removing audio from actionable component and adding to animation instead
  • Update DF shadow bias on LC rock meshes causing self-shadowing artifacts inside some caves
  • Added BP_Atmosphere to persistent lvl
  • Deleted BP_Atmosphere from Outpost 13
  • Adjustments to dialogue as per requested
  • GH_RG_FINAL mission is now fully playable
  • Reverting slug grenade to explode after 3 seconds as previous as this is a sticky grenade not an instant explosive
  • Added ECVF_Scalability flag to foliage.LODDistanceScale cvar
  • Removing pin pull from slug grenade and changing to detonate on impact which makes more sense with the audio and for the type of grenade it is
  • Adding slug grenade explode audio and overlap slug slime audio and BP imp
  • Added golem and juvie golem bestiary image to the project and updated atmosphere and bestiary data table with the new images
  • When Great Ape is hanging in a tree and targetted player runs behind, animate the 180 degree spin
  • Ape Grenade no longer has it's pin pulled during throw animation
  • Ape Grenade now persists on ground for a period of time before fading out after applying its effects
  • Added impassible terrain to outpost 13
  • Adding ape attractor constant loop audio as well as ape chest bulge thing pulse. Adding VFX to the right locations and activating and de activating them on power up - down. Adjusting behavior of audio to not turn on if not properly powered
  • GH_RG_FINAL adding quest steps and required mission items
  • Added animations for BW pistol Reloading 1ST and 3RD character animations, gun needs some mesh reimporting to make the reload working gun side but character animation in at the moment
  • Great Ape will now throw logs when hanging in tree
  • Made Swamp Ape grenade less bouncy
  • First implementation of Swamp Ape grenade functionality
  • Great Ape can now jump into trees (currently turned off as currently no way down)
  • Decal and Cliff Pass on Tundra in Green Quad, Elysium
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Adding ape attractor audio and BP. Not currently hooked up to play only when activated and powered - waiting BP updates
  • Garganutan Great Hunt: Assigned Dialogue to each mission
  • Added two new bat variant art assets for the ice mammoth fight. Added blue colour varation of the arctic bat material. Updated 2 of the bat BPs for the ice mammoth fight with the new art assets
  • Elysium - geothermal lake set dressing on red quad, new decals for geothermal landscape, material variants for a couple rocks
  • Fix Garganutan quest D objectives list
  • Garganutan Great Hunt: Setup final mission to activate entrance
  • Garganutan Great Hunt: Setup map markers for all missions
  • First implementation of WIP Lava Flyer Mine
  • Adding lava hunter flame thrower event and unique audio. Not currently hooked up
  • Setup health bar for Great Ape and put a spawner in the Swamp Arena. More tweaks and fixes for ape
  • Add foliage.LODDistanceScale to Foliage Quality scalability group so users can get higher quality foliage LODs than current default (High = Current, Epic = 1.5x, Low = 0.5x). Update settings menu description
  • Added lab stool item icon
  • Adjusting ape grenade audio based on updated gameplay functionality. Added grenade bounce impact and increased the intensity of the grenade audio to match VFX. Added audio to play off payload BP instead of data table
  • Adding lava hunter beep and mine explode audio and BP Imp
  • Adjusting Seismic Probe item description and flavour text
  • Added ITM_Mission_Radio
  • Updating animation for DEP_Mine_Lava_Hunter
  • Added SK for DEP_Mine_Lava_Hunter base with triggered aninmation
  • Added reload animation for Black wolf revolver, had to re work how the cylinders work and reimport all cylinders with new offset to work with the animation, but where the attached cylider isnt moving currently but all functionality is there for audio pass
  • Replaced VFX for Ice Mammoth IcePillars, Payload, Frost Spot and Ice Armo, also removed PixelDepth on Arena Ice Material to fix decal issues
  • Cliff and Decal pass on Green Quad, Elysium
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Elysium - crevasse and cliff placement, landscape sculpting in red quad
  • Adding additional slug grenade buildup sizzle and adjusted explosion to be less bomb like and more glass break goo splatter
  • Resave datatable
  • Adding revolver open, bullet, close and click audio and notifys
  • Added Yeti bones and carcass sk meshes, materials and textures, gfur
  • Modiyfing the Mission Radio Description
  • Adding Mission Radio Icon and Implementation
  • Adding in 1ST and 3RD anims for gauntlet block and ranged mode including pose and use animation
  • Added swamp ape bestiary images to the project and updated bestiary and atmosphere data tables
  • Elysium, Red quad - geothermal variants of AC crevasses, swapped out AC BPs to fix wrong material during build
  • Added Hammhead Slug bestiary images to the project
  • Added Ice Mammoth bestiary images to the project
  • Fixed a minor typo in RG quest description
  • Added poses for DEP_Mine_Lava_Hunter egg sack animation
  • Adding notifys to black wolf revolver reload
  • Adding rock golem bestiary audio and data table entry
  • Added Revovler reload anim montage 1st and 3rd person to revolver firearm data and hooked up revolver reload anim, identified the issue with the animation not playing due to attachment method of the static meshes of the living weapons
  • Update dialogue setup for Garganutan mission dialogue
  • Hooking up anims to the rock golem gun to work with new clip based reload and moved the focusable over to be 2handed rifle based instead of pistol based, gun ejecting clip incoming
  • Update Garganutan research lab and trail contents
  • Update note quests to trigger on reading notes
  • Adding mission device accept and deny audio and BP implementation
  • Updated rotation on SPR_IceMammoth_Melee
  • Adjustments to black wolf revolver pistol. changed notifys to player type so volume could be adjusted depending on perspective
  • Added Wall_Curved_Glass, Wall_Curved_AngleUp_Glass, and Wall_Curved_AngleUp_Glass will all variants, including mask textures, materials and DMs. APEX DMs still need to be made
  • Great Ape basic core loop (melee, throw rocks and sticks, retreat and climb tree). First pass, still needs plenty of balance. Still some jank in tree jump animations (more anim coming)
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Cliff and Decal Pass on Scree Slopes on Green Quad, Elysium
  • Fixed crash due to new Atmospheres being created with no Curves defined, feeding a nullptr to the atmosphere controller. Also fixed incorrect images being used for biomes

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