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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.

Icarus Week 145 Update | New Arctic and Desert Saddle variants

Welcome to Week 145.

This week, we’re introducing two new biome-specific saddles with relevant temperature resistances to give your mounts extra support while traversing Icarus.

Seeding Carts have also been overhauled, with tiered plow attachments that bring their statistics and buffs in line with those of the tiered shovels introduced in Week 136.

We’ve also got a sneak peek at what’s to come next week and why you’ll want to return to Olympus to check it out.

Jump in and have a read.

Notable Improvements
  • Added the ability to modify the crosshair, its size, shape, and color
  • Fixing issue where all throwables (grenades, molotovs etc) where not able to be thrown
  • Tooltips after highlighting a crop plot, then looking at other items now force an update, preventing lag when swapping between items
  • Guano Recipes for Biofuel, Basic Fertilizer & Volatile Substance, now use far less Guano - this works better balance wise with the rarity of the Vesper Nests
  • Fixed being unable to upgrade buildings to steel roofing

[hr][/hr]
This Week: New Saddles


This week's feature items are two new basic saddles - in Arctic and Desert variants. These provide your mount with temperature resistance buffs in the saddles' respective biomes. Both are unlockable in Tier 2 and craftable at the Ranching Station.

In addition, some saddles present in the Creature Comforts Pack have also received some stat increases to bring them in line with their standard counterparts.

https://store.steampowered.com/app/2790990/Icarus_Creature_Comforts_Pack/

[hr][/hr]
This Week: New Seeding Cart Attachments - Plows


Back in Week 136, we introduced a range of tiered shovels that provided tiered dirt mounts with added buffs and resistance to different weather and biomes. This rendered Seeding Carts relatively obsolete on a purely statistical basis. Thus, Seeding Carts are well overdue an update, which we’re delivering this week.

Seeding Carts will now have a new layer of customization with interchangeable plows. Different tiers of plows will have equivalent statistics and weather resistances to their comparable tiered shovels, creating the same higher-quality dirt mounds. Ideally, this will make farming with carts no longer a limitation when it comes to growing your crops.

In the future, we’d like to address the harvesting cart also with the same improvements in mind, so watch this space.


[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: Olympus Operations


Next week, we plan on converting a few more Olympus operations to missions, allowing some of the older content to be playable in open worlds.


[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 v2.2.20.127141


[h3]New Content[/h3]
[expand]
  • Enabled new plow attachment requirement for harvest cart
  • Added materials and textures for the Arctic and Desert saddle reskin
  • Add User Interface setting to change Crosshair style, with 10 additional variations to choose from
  • Add User Interface settings to modify Crosshair Color and Style with 7 additional colors and 10 additional styles to choose from
  • Added drop-shadow to all crosshair elements to help in cases where crosshair color closely matches the background
  • Adding Basic Desert and Arctic Saddles, Items, Blueprints, Recipes, Tags, Saddle Setup Etc
  • Added Missing C++ Code for the Saddle Data
  • Adding Stats and Icons for Desert & Arctic Basic Saddles
  • Adding and unlocking steel, platinum & titanium plow seedincart attachments
  • Adding and setting up Plow item icons
  • Fixed bug where the various plough attachments weren't applying the correct modifier on created dirt mounds.
  • Updated images for various plow modifier states to match new icons.
  • D_DirtMoundModifications table is no longer exclusively for use by shovels; now takes a TagQuery to match against applicable items
  • Fixed DNT in Seeding Cart Plow alterations
  • Adding unique plow attachment destroyed audio, event, and to BP
  • Fixed bug where the player could activate the seed cart without a plow attached.
  • Fixed seed cart active modifier not being removed correctly if plow was removed while cart was active.
  • Fixed bug where seed cart would consume dirt when stationary if activated without a plow attached.
  • Switched to using the new plow attachment icon

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fixing accidental change to actionable that was intended to fix Molotov that broke grenades. fixing them
  • Improve the Settings menu by increasing the vertical scroll bar thickness so it is easier to target & increasing scroll speed so navigating is less cumbersome
  • Added Beeswax-improved wood icons
  • Only alternate between 'Storm Incoming' and StormName for 10s before just displaying StormName for the remainder of the storm. This prevents 'Storm Incoming' from displaying mid-storm
  • Add LODs to a bunch of Skeletal Meshes that had no LODs. This should allow for better performance, especially with lots of Creatures on screen at once
  • removed campfire stick mesh, preventing light clip, basic rag torch light strength reduced in line with other fire sources
  • Subcontainer inventories will not longer be created be created in HAB, fixes a crash when trying to load game with a firearm in meta inventory. Added additional inventory-related checks and validation
  • Gridbase no longer forces buildings to adhere to grid squares upon reloading a prospect, which means Dev_Transform_Tool can be used to permanently adjust the positions of Building_Base actors
  • Resaving MA_TREDESTR master material to be used with InstancedStaticMeshes as per automatic request when loading T019. This may resolve any issues with destructible tree visuals
  • Add LODs to a bunch of Static Meshes that either had no LODs or the final LOD was still high detail. This should help performance
  • Add an Editor utility to quickly add LODs to SM/SK meshes with a single click. Supports the ability to apply LODs to multiple selected assets at the same time
  • Updated concrete railing and stair railing to be symmetrical and replaced them in the buildable BP
  • Add User Interface setting (feature-locked) to change the Crosshair color. Also added an example Feature-Locked setting so that the setting can not be lost/forgotten
  • Fixed issue with building placement not snapping correctly after grid base change
  • Removed the negative scaling from all stair-buildable railing sockets
  • Fixed one more case where buildings weren't being snapped to world grid correctly
  • Adding new Widgets for a new Mission Objective Display to replace the old, currently its at parity with the old
  • Change the Color settings option from Switch to Combo for better readability
  • Added temp SM_Bat_Nest_WIP asset for design to start testing while waiting on final art asset
  • Change idle pose for 3rd person on the Wood/Rag torches so they're held more correctly instead of horizontally
  • Add source files for new Crosshair content
  • Changed internal resource flow brown-out modifier to use RoundToFloat instead of CeilToFloat to prevent issues where minuscule flow deficits were causing -10% crafting speed modifiers
  • Change all Light-slottable lights from standard shadows to Distance Field, fixing 1st person shadow casting bugs while Light slot items are lit
  • Move Light-slot FP light re-position from center of screen to the bottom left, away from any FP meshes, to prevent back-lit blow-out
  • Change Character FP arms to cast shadows (self-only) for improved visuals
  • Improved fill light visuals/perf on Biofuel Lamp
  • Removed point light fill on a flashlight that's not needed; bloom from main light handles this task
  • Added min/max movement for flame mesh on fire-based torches to limit them from skewing too much
  • Moved SlotImage (Light/Utility ghost icon) so that the icon is rendered behind the item icon when the slot is occupied
  • Decreased opacity of Light/Utility slot ghost icon
  • Hide the Classification icon when the object is in its appropriate slot to de-clutter the icon area
  • Add glow edge to the Light slot when the light item is active
  • Add a divider between the Light slot and 1st slot to further distinguish the Light slot
  • Fixes and adjustments to dropship. Some layers were not triggering correctly or at all due to occlusion settings, eq curves, and special settings. fine-tunes and balance adjustments. saving profilers for additional tweaks and work
  • Fixed bug where creatures using the CreatureSize_+% stat would be turned into bears
  • Final tweaks of dropship descend and ascend. adjustments to volumes over distance to make sure everything is audible at the correct distances
  • Adding missing window-trap door audio components to thatch, iron, and clay trap doors
  • Bumped up resolution on rustic wood asset textures to improve visual quality
  • Adding additional stats to saddles in creature comforts
  • Fixing issue in talent editor where the cart was unlockable before the ranching station
  • Adjusted helmet glass to be opaque
  • Minor improvement to sentence structure on Dropship inventory screen regarding information about Orbital Exchange Interface
  • Add ProjectionLocation component to Deep Ore Deposits so that you can still see the in-world tooltip when standing on top of it
  • Adjusting item descriptions for plows
  • Added inventories to bookshelves that did not have them (items not visually shown on the shelves)
  • Fixed oxygen/waterskin placement in T2 tech tree
  • Fixed being unable to upgrade buildings to steel roofing
  • Moved steel roofing out of concrete roof setup, now only found in steel roofing
  • Cleaned up unused building upgrade logic
  • Fixed shovel right/left click activating in addition to the alternate if you use the menu with a shovel equipped
  • Guano Recipes for Biofuel, Basic Fertilizer, & Volatile Substance, so they use far less Guano - this works better balance wize with the rarity of the Vesper Nests
  • Readded inverted concrete ramp piece to concrete ramp option
  • Fixed aluminum trap door's flickering issue by updating bounds extension on mesh asset
  • Fixed bug where refrigerator's spoil time modifier wasn't being removed correctly when the device ran out of power (or wasn't connected in the first place)
  • UMG_ModifierPopup no longer shows stats marked as hidden
  • Update saddles to use generic box mesh when dropped
  • Projection components now force update when the widget class is changed; this should remove any lag when updating the tooltip after highlighting a crop plot -> something else

[/expand]

[h3]Future Content[/h3]
[expand]
  • Update to Medical Scanner In world widget to prompt users to scan for a detailed scan
  • Fixed speaker for rescue outro dialogue entry
  • Added CPT church lines for RESCUE mission
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Adding 2 new NPC's to CRISIS: ASHLANDS
  • Adding new Stasis Bag Mesh and backset
  • Adding new Animations and state machine to NPC animations
  • Rew Relevant Persistence Quest Actor Array now replicates correctly
  • Added new Logic to Remove NPC4/5 upon start of RESUPPLY: ASHLANDS
  • Added sandworm building piece icons to data tables
  • Added sandworm icons in the editor. Not hooked up to the data table yet
  • Adding in retargeted NPC animations to work with our character skeleton
  • Adding in whiteboard texture for Bunker Assets
  • Adding footstep notifs for NPC character animations
  • Adding all church lines to the dialogue table
  • Adding all dialogue lines for null sector NPCs. Audio and events. No data table setup yet
  • Adding Crisis NPC bark dialogue to the table
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Add a toggle on lavafall base to turn on and off smoke
  • Added text for Sandworm building pieces
  • Removing variation from NPC FMOD events that would cause issues with subtitles
  • Added local/world coordinate toggle button to Dev_Transform_Tool
  • Fixing Bunker Locker normals
  • Added finished blocking out Volcano & Cliff Placement in progress on Outpost 9, on Red Quad
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Making broken glass on bunker windows easier to see by adding a second version of the glass material
  • Removed shadow geo 63 from Prometheus
  • Fixing Medic Scanner hold position and adding in animation to fix it being upside down in 3rd person, widget will need fixing in 3RD person, anim montages can also be used to fix other scanners on a case-by-case basis
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Blocking out Volcano Cave & Cliff Placement in progress on Outpost 9, on Red Quad
  • Tweaked how feature level flags affect the generated UserSettings; should now correctly remove settings from UI if the flag is not met
  • Remove Feature Level stuff from SettingsSchema to hopefully fix the validation error
  • Added LC_Cliff 23,24,25 - originally made for PHNX
  • Added Green camo materials for BP_Mission_NPC_Base
  • Adding Audio & Dialogue for 3 Ashlands Sidequests
  • Fixing up 2 Ashlands Subquests mission flow
  • Adding Spawnblocker (invisible) in mission around the Ashlands Recovery area
  • Blocking out Volcano crater, Cave & Cliff Placement on Outpost 9, on Red Quad
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Added 3 more color variants for the NPC Camo materials, Brown, Blue, and Red
  • Delete unused Lantern_Battery BP
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Add health regeneration stats for new atmospheres
  • Add additional shatter stats for attachments
  • Add WITH_EDITOR guards to the foliage tool, include
  • Adding interaction as well as actionable to stasis bags and medical scanner
  • Adjusting craft stasis bag quests so they can just exist in inventory and not be crafted
  • Adding 5 Second cooldown to interacting with NPC's so dialogue can't be spammed
  • Fixing Ashlands Rescue so the NPC's buildings spawn if required
  • Fixing Churches Monologue at the end of the Rescue mission so it plays until completion
  • Fix an issue with bounds logging (only) when running the WorldGeneration commandlet
  • Add a tool to pick up duplicate instanced foliage instances (same type, same position). The tool will also assign foliage to the correct developer level based on position
  • Adding Concept of Quest Info that can be added to quests and displayed in a different location
  • Adding Info Text to some Ashlands Quests
  • Adjusting Ashlands mission step so you just need to have the medical device in your inventory and not specifically craft it
  • Cliff Placement & Landscape Painting pass progress on Outpost 9, on Red Quad
  • Remove some duplicate foliage instances in OLY and reassign to the correct developer level based on position
  • Added a fix for NPC LookAt control rig 'popping' when parent Skeletal Mesh LOD changes
  • Removed debug stability testing code from NPC AnimBP
  • Improvements to NPC look at animation. Temporarily fixed NPC_Injured_Idle's head rotation. Fixed D_FactionMissions validation error
  • Fixed issue where restoring prebuilt buildings using the new system broke when trying to restore the grid with a non-zero rotation
  • Adding new Prebuilt Structures for Icesheet and the Ashlands Bunker
  • Redoing first Ashlands missions to include new quest steps, more quest info, and include the destruction of a blocker
  • Restructured Ashlands Story Mission
  • Fixed lava lake lights blooming in volumetric fog by decreasing Volumetric Scattering from 1.0 to 0.1x, dropped 5m elevation of lights down to the surface and decreased gap between lights from 2.75m to 2.5m
  • Change 'Undiscovered' text for field guide entries to be italic to separate them from the discovered entries a bit better
  • Add hover tooltip text to small icons in Space menus
  • Correcting Ashlands Bunker Orientation
  • Adding flag pole audio loop audio event and BP
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Reduction in reverb for NPCs and fixed dip in churches volume at 19 meters in between 2d and 3d audio
  • Started Set Dressing Lakes & Landscape Painting on Outpost 9, on Red Quad
  • Re-saved D_Stats to fix validation error. Updated custom prospect settings struct to make it easier to modify in json
  • Added new system (dev-locked for now) that allows modifying and configuring specific world stats on a per-savegame basis via an in-game settings menu
  • Fixing dialogue routing that was causing reverb to sound 10db louder than the dialogue itself. Routed barks out SFX bus and used a preset gain reduced to match volume.
  • Reduced Churches reverb send on each event to match but still keep his lines audible and important
  • Fixed some instances of text not being localised
  • Updated textures for Hammerhead_Slug_Grenade
  • Updated materials and textures for Shotgun_CHAC
  • Add functionality to DeployableBase to tag mesh components with 'Highlight' so that all components highlight collectively instead of individually
  • Fixed needles being left behind on Metal Oxite Dissolver and moved them to Electric Oxite Dissolver plus rotation functionality
  • Removed Shadow Proxy meshes from some deployables as this approach is being deprecated
  • Resaved MA_ICE shader which is being used with SK meshes now
  • Removed 4x LODs on Charger light mesh which is 200 tris
  • Hid proxy meshes which were visible by default on some benches, causing them to not update until inventory was updated
  • Removed some erroneously (not matching) applied DestructibleMeshes from certain deployables
  • Enabled shadow casting on some proxy meshes
  • Disabled collision on some meshes which didn't need it (inside aquariums, trophy cases, etc)
  • Adding Icons for all bunker assets
  • Adding proper descriptions to all bunker assets
  • Adding Toilet and Teddy Bear Bunker Deployables
  • Adding carrying audio and pickup for stasis bags

[/expand]



Icarus Week 144 Update | Encounter the new Arctic Vesper

Welcome to week 144.

This week introduces the new Arctic Vesper, which is found in nests spawning in the frozen expanses of Icarus.

The Arctic Vesper is a dangerous foe, flying low to the ground and fiercely defending its nests, where you’ll be able to find the new ‘Guano’ resource that can be used in bio-fuel alternative recipes.

We also briefly mention the new cart attachments coming next week.

Notable Improvements
  • Recipes that produce resources such as water or biofuel, will now display the amount of that resource produced on the recipe (See Composter)
  • In place of stack count in item tooltips, items with a resource contained within (water / biofuel / electric charge) will show their current units and total capacity instead
  • Mount tooltips will no longer show 'Owned by Nobody' when the owner logged out
  • Removing dirt mound recipe and blueprint from the tech tree as it is no longer required since the introduction of different tiered shovels, blueprints points are refunded if they were allocated

[hr][/hr]
This Week: Arctic Vespers


The Arctic Vesper has landed in Icarus.

New nests are spawning across the arctic regions of Icarus, where these bat-like mutations can be found. Vespers fly at low altitudes - roughly head height - and attack when threats come too close to their nests. Vespers will provide some needed variety to the arctic zones, now requiring you to keep your eyes on the sky as well as on the ground where familiar polar bears, wolves, and other carnivores roam.

Arctic Vesper nests can also be looted for a new resource, Guano. This can be used in some new high-volume biofuel recipes, an alternate recipe to volatile acid, and another recipe for farm fertilizer.

Guano as a resource is part of our wider intention to provide many alternative recipes for high-use products while also providing high rewards for hard-to-find resources. A good in-game example is the Mammoth Tusk, which can be ground down in a Mortar & Pestle to generate a large amount of epoxy compared to the standard bone recipe.


[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: Cart Attachments


Since the introduction of different shovels, Farming Carts have become relatively obsolete in the world of farming, only producing mounds equivalent to the quality delivered by the Iron Shovel.

Next week, we’ll address this by adding attachments that can be socketed into Farming Carts to improve the quality of the dirt mounts they produce.


[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 v2.2.19.126872


[h3]New Content[/h3]
[expand]
  • Add the ability to play directional dialogue at world locations by registering dedicated audio components for individual dialogue speakers
  • Adding and Enabling the Arctic Bat (Arctic Vesper) nest spawning in arctic zones
  • Adding Guano item, icon and alternate recipes for biofuel, volatile acid and fertilizer
  • Adding Arctic Bat Trophy and Vestiage, items, icons and recipes
  • Adding base class for nests and common reward granting logic
  • Adding Arctic Bat Vestiage and Trophy Icons
  • Fixed texture group for bat creature's textures, bats are no longer 4k
  • Disabled friendly fire on bat dive attacks
  • Fixed a typo in the Vesper trophy item description

[/expand]

[h3]Fixed[/h3]
[expand]
  • Adjusting the BP of water jerrycans to use updated parameter. Works the same - just simplifying setup
  • Updates and fixes to grenades to help audio make sense.
  • Fixed grenade throws not having unhide actor component on grenade throw animation resulting in only the first grenade being visible
  • Adding more rock falls for the cave. More verbed rock falls to add more dimension to the environment. tweaks to spawn rates etc. also adding slow modulated eerie wind
  • Fixing placement of notify on grenade montage. Adjustment to grenade bounce audio to make additional bounces feel smaller. correcting wrong grenade fix
  • Added datatable validation to catch drop chances under 1%
  • Fixed frag grenade effects not being played if the grenade never hits anything
  • Added the reworked iron buildables, Railings, Doors, trap door hatch
  • Changed MA_GLS_BLD's Opacity Mask Clip Value to 0.01, this should fix the issue where highlighting glass building pieces/deployables had a very noisy appearance
  • Adjusted collision around horse's neck to significantly reduce how much the hair sticks out to the side when the head is turned, as well as fixed some bad skinning in some areas, most notably around the neck and tail.
  • Also fixed skinning on the mane and tail to properly match the body skinning
  • Fixed small candles setting things on fire aggressively. Some candles were using flammable campfire and some werent using anything. Made this consistent with all candles
  • Removing dirt mound recipe and blueprint from the tech tree as it is no longer required since the introduction of different tiered shovels
  • Adjustment to spear impact audio - making it slightly longer than standard arrows to accomodate for boss throwing spears
  • Blend out and disable PostProcess volume on RespawnPod after it has landed. This fixes the lighting being darkened when walking near the seat of the ship
  • Turn off Light on Machining Bench by default, otherwise Light will be on permanently until machine is first used. Will toggle automatically when recipes start/stop processing
  • Updated Last few iron buildables to use the kit textures. full LOD pass on all iron builddable with custom LODs for assets using corrigated geo. Updated iron Door, Hatch, Window and gate BPs with new buildables
  • Fixed bug where mount tooltips would show 'Owned by Nobody' when the owner logged out.
  • Fixed bug where long player names wouldn't fit on mount tooltip 'Owned by' section
  • Fixed typo in Portable Beacon flavor text
  • Adding missing data table setups for molotov for the audio I did 2 years ago. Removed animations from the frag grenade that were pulling the pin etc
  • COMPOSITION: Fixed end timer being too long and not providing feedback to players
  • Adjustments to spear flying audio to accomodate better for variances in speed.
  • Adding pickup spear wood and metal events and applying to data table entries. adjusted audio timing of spear whoosh on anim
  • Fixing accidental change to spear notify to wrong place
  • Fix turret targeting isn't working as desired for some deployment angles
  • Fix a race condition crash reported in Sentry relating to terrain anchor async tasks and shutting down the level

[/expand]

[h3]Future Content[/h3]
[expand]
  • Added dialogue entries for Cpt Church
  • Added BLD_Floor_Metal_Grate, BLD_Floor_Half_Metal_Grate, BLD_Stairs_Metal_Grate and BLD_Stairs_Half_Metal_Grate
  • Medic scanner and body bag added, medic scanner needs tweak to ore holding animation, should also fix all the flipped scanners in 3RD person at the same time too, body bag just needs carry hookup
  • Fixed issue where NPCs using the CreatureSize_+% stat would stretch and warp when ragdolled
  • Adding test event and audio for 2d 3d vocalisations
  • Added Volcano & Cliff Placement in Outpost 9, on Red Quad
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Removed sublevels in ice mammoth arena and placed everything into the persistent level
  • New Medical Device Mesh & inworld widget when held in the players hand, Setting up New Mission NPC''s
  • Add buildable setup for metal grate pieces
  • Added test meshes, and bp, for t5 kit
  • Cliff Placement Pass and Riverbank Pass, Outpost 11
  • Added items and DT entries to support new harvest cart blade mechanic. Added new stat 'IsSprintDisabled_Bool' to disable ability to sprint via stat
  • Ice Breaker added footprints to walk and stomp animations, fix parallex decal projection, added VFX to stomp and basic walk
  • Added Field Guide Items title icon
  • updated Field Guide Items image
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Add dialogue speaker implementation to Mission NPC base so that directional dialogue can be implemented when ready
  • Added Ape armor 1ST& 3RD, sk meshes, material, bp gfur and textures and updated D_Armour
  • Added tooltips to field guide buttons
  • New plough attachments are now called Steel, Platinum, and Titanium ploughs instead of Basic and Advanced
  • Fix weather occlusion on whiteout effect
  • Disabled storm wall FX actor until a pass is done on it to look better

[/expand]

Icarus Week 143 Update | Sugar, Strawberry Hard Candy, and Watermelon Lollipops

Welcome to week 143

This week, we introduce a new growable plant: Sugarcane, which can be purchased as Seeds in the Orbital Workshop. Fully grown Sugarcane can be ground down in the Mortar and Pestle to make the newest ingredient on Icarus, Sugar.

With the addition of sugar comes new recipes and Candy, a new food group that doesn’t count towards the total active food buffs but provides small situational buffs for escaping dangerous situations.

We’ve also got a quick snapshot of what’s to come next week, and where you’ll find it nesting.

Jump in and have a read.

Notable Improvements
  • Aluminum buildables have received a LOD pass, meaning there are no more black lines that ascend when viewed from a distance
  • Added a new master glass material and reworked all the current glass BLD materials, to reduce the excessive amounts of fog that could be seen through the glass
  • Adjusted the weight and curve of throwing a grenade to a more accurate motion. We’ve also balanced this against other throwables for cohesion and synced it better with the audio speed
  • Turrets will no longer attempt to shoot a target if they don't have a line of sight (e.g. behind solid walls)
  • Upped the stack size of kiwifruit to 100 to match most other harvested small fruits/veggies

[hr][/hr]
This Week: Sugar & Sugarcane


Sugarcane seed packets can now be purchased from the Orbital Workshop, and subsequently grown on the surface of Icarus. Fully matured sugarcane can then be harvested and ground into sugar using your Mortar and Pestle.

Sugar allows us to expand our food choices in the game, providing different alternatives with new buffs that facilitate new ways to play, just as the previous addition of salt did.

The beauty of adding Sugar is that it also allows us to explore other chemical applications and how food groups behave with this compound. The obvious area we may experiment with in the future is fermentation.


[hr][/hr]
This Week: Cookies & Candy - New Recipes


We have added a few new sugar-based recipes: an Energy Bar crafted on the player, Salted Caramel Pastry and Caramel berry Tarts craftable on the Biofuel Stove, and Chocolate Chip and Coconut Cookies craftable on the Electric Stove.

All of these sugar-based recipes provide a boost to the charge speed of bows and the reload speed of guns, making them an excellent choice for enhancing ranged combat.

We’ve also added two new recipes for Strawberry Hard Candy and Watermelon Lollipops, which give you a short buff to movement speed and penalty reduction for being over-encumbered, respectively.

Candy won’t take up any food buff slots, allowing them to be used on top of other foods, countered obviously by the shorter window of effectiveness. Think of them as a get-out-of-jail-free card for those sticky situations when you need to hot-foot it.


[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: New Creature - Arctic Vesper


Next week, we plan to introduce a new creature that emerges from nests in Arctic zones. This creature will come with its own trophy, bestiary entry, and new resource type that will offer an alternative to some existing recipes.



[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 v2.2.18.126568


[h3]New Content[/h3]
[expand]
  • Unlocking Sugar Recipe
  • Unlocking Sugar Cane Seeds, Workshop Packs and Sugar Items
  • Sugar now requires a blueprint and is craftable on the marble kitchen bench
  • Adding new sugar food recipes and Item setup
  • Sugar is not only craftbale on the mortar & pestle and material processor
  • Fixed Sugar Cane crops having too low seed drop chance
  • Fixed Sugar Cane seed rewards
  • Added Sugar Cane seeds to dynamic quests rewards list
  • Increase the water requirements for cookies and candies, working around a bug with processors turning off at low water requested
  • Adding crunch default food to crunchy new edible candys instead of soft sounding chewing

[/expand]

[h3]Fixed[/h3]
[expand]
  • Added second batch of aluminium buildables with improved LOD pass
  • New master glass material, rework of all glass BLD materials
  • Railings place with less of the railing underneath the floor when snapped, and some of the railing buried when not snapped. This looks more natural and has railings appear as a more similar height on stone floors particularly
  • Fixed a typo in quest step for heal device
  • Fixed a typo in item flavour text
  • LOD and material fixes for various windows and doors, art deco and stone fireplace meshes
  • Fine tuned the throwable curves to be in line with each other so the grenades dont fall right on the floor at a light tap.
  • Adjusted weight and curve to feel like a grenade. Balanced against other throwables for cohesion and synced better with the speed of the audio
  • Turrets will no longer attempt to shoot a target if they don't have a line-of-sight (e.g. behind solid walls).
  • Did an optimisation pass on Turrets to reduce the cost of their target selection and status/material updating
  • Fixed texture errors on glass door, added tempered glass variant materials for window and door, added texture tiling controls to MA_GLS_BLD to adjust scale of reinforcing
  • Shields durability now reduce based on total damage rather than mitigated damage
  • Increased shield durability maximums to reflect damage intake change, higher tier shields will have the same or higher durability
  • Fixed issue where beehive upgrades would collide with player even if they weren't visible or attached to hive. Added additional inventory slots to Larkwell meta backpack (shotgun), previously gave none. Upped stack size of kiwifruit to 100 to match most other harvested small fruits/veggies
  • Fix character talent weapons are not repairable at bench. Add a validator to pick this up in future
  • Fixed incorrect material assignment on scoria trap door floor
  • Fix typo in IDs on dynamic collection mission
  • Slightly offset refined wood halfpiece floors so they line up correctly
  • Adjusting smoke grenades bounce audio from feeling like its bouncing on the spot. Adjusted friction to prevent continuous sliding of grenade triggering constant annoying audio
  • Adding grenade bounce impact event for spacial awareness of grenade proximity. Setting up for new boss grenades etc
  • Added additonal aluminium buildable LOD Improvments
  • Added batch of aluminium buildables with LOD pass done

[/expand]

[h3]Future Content[/h3]
[expand]
  • Ice Mammoth Arena - biome overide added
  • Fixed bug where exotic infused creatures weren't getting their particle systems initialised with the correct colour.
  • Fixed bug where exotic infused creature particle systems would reset when switching from NPC -> corpse on death
  • Re-added Itemable row that was lost in DT merge
  • Remove (editor only) AtmosphereController_Spawner as is causing a crash for world builders edit time
  • Fixed dev transform tool not working on actors with static mobility
  • Altered text for living weapons as they are tbc
  • Added item text for ape, cat, and hornet boss drops
  • Added text to lava hunter boss drops
  • Added text for Slug boss items
  • Added text to Rock Golem items
  • Fixed issue where opening bunker medical cabinet in-game rotated it
  • changing light source to be a warm light, range and intensity of the lantern
  • changing cone angle and alighnment of spotlight for the flashlight
  • STRANDED: ASHLANDS - The timer has been increased by 1 hour on each difficulty, added another optional step for food & water
  • changing intensity and range of the flashlight
  • Ice Mammoth Arena - additional lighting at ice falls
  • Ice Mammoth Arena - placed initial lighting under ice as night time lighting
  • Added new developer tool to fine-tune actor transforms in-game
  • Adjusted ice shader for armor/items sss base opacity
  • Added text for Marrowraith items
  • Removed emissive and replaced the shader for the ice crystals with ice mammoth icicle shader for the ice mammoth shield
  • Added text for new boss vestiges and trophies
  • Added text for boss biomass items
  • Deal with (internal editor/tools) issues with instanced levels and the atmosphere controller. WITH_EDITOR gates
  • Deal with (internal editor/tools) issues with instanced levels and the atmosphere controller. Engine divergence mod (WITH_ENGINE gates)
  • Deal with (internal editor/tools) issues with instanced levels and the atmosphere controller. Engine divergence mod
  • Deal with (internal editor/tools) issues with instanced levels and the atmosphere controller
  • Added Ice Breaker Footstep Decals Prototype
  • Added cheat to temporarily disable deployable placement collision / stacking rules
  • Adding New Function for retrieving utility item data so it can be queried from different places in the code base
  • Added SK_GUN_Rock_Golem
  • Add viewport blocker for instanced levels (for the player that is entering + loading)
  • Cliff Placement Pass and Riverbank Pass, Outpost 11
  • Changed flicker to prevent escessive flickering
  • Added meshes, materials, mask textures for Inverted Concrete Ramp and Floor
  • Teleport mounts to instanced level exit when instanced level is being torn down
  • Adding hornets throwing knives audio and data table setups. Fixed flying audio sounding a bit fake
  • Added and replaced ice crystal material for the ice shield
  • Added a tag water.NoShow to disable an objects mesh from being displayed when slotted into a water purifier.
  • Added the tag to water jerry can and t3 water can to fix mesh clipping into the purifier
  • Add implementation of inverted concrete floor and ramp
  • Setting up player audio component and FMOD parameter to play audio when container is full VS empty
  • Adjustment to medical scanner audio. Shortened it since the UI is instant. Also adjusted truck in same mission PM to be metal since its metal. Was set to plastic which we dont have footstep layers for
  • Cliff Placement Pass and Riverbank Pass, Outpost 11
  • Adding blueprint information and FMOD event volume adjustments to adjust the audio balance of emtpy container vs water sloshing dpending on water fill state
  • Fixed BP material overrides for inverted concrete floor and ramp pieces
  • Adding deploy audio for swamp ape trophy
  • Added on animation and emissive for DEP_Cooler_T4
  • Adding hornet wing pickup audio and event and data table
  • Fix Ape trophy preview mesh
  • Adjusted LOD distances for Portable Generator
  • Trunk Merge
  • Enabling ASHLANDS: RESCUE, adding quest markers and adding Small Mission Fixes
  • Enabling ASHLANDS: RESCUE, Fixing mission flow - fixing mission markers, fixing mission droppod so it actually drops at the correct location
  • Adding Action Promp to Empty Stasis Bag when focused
  • Empty Stasis bags are now consumed when you use them on injured NPC's
  • RESCUE: ASHLANDS - adding new mission, adding new recipe, quest flag and new items for stasis bags, adding new NPCs for the quest, adding new medevac ship, adding full quest steps and tag queries
  • Making adjustments to quest objective enteries so that we can display 'info' quest information
  • Adding new Prospector map marker
  • Adding new Rich text style for quests
  • Adding new modifier for near death
  • Adding new Prospect Row & Talent for RESCUE: ASHLANDS
  • Added some subtle spine rotation in new NPC lookat ctrlrig. All attached skeletal components are now correctly highlighted on mission NPCs
  • BP_Mission_NPC_Base::ShouldLookAt is now replicated
  • Added first pass AnimBP for mission NPCs and simple LookAt control rig
  • Adding unique cave mission audio, event and scatter ambient rocks
  • Adding in NPC Skeletal mesh and Anim states to use for NullSec mission
  • Added textures and materials for first kit of the Wood Beeswax building tier
  • Updated skinning on ITM_Backpack_FoodPrep_or_Chef
  • Cliff Placement Pass and Riverbank Pass, Outpost 11
  • Fixed Scyther bolt recipe output
  • Outpost_012 - rivers, riverbank and cliff placement, terrain adjustments
  • Added dev tool cheats to the Field Guide UI
  • Cliff Placement Pass and Riverbank Pass, Outpost 11
  • Demoved dev-lock on transform tool so it works on test builds
  • Enabled skeletal component update rate optimisations on deployables
  • Blockout Split of the Volcanic/Arctic Outpost
  • Tag items for Field Guide placement
  • Add Husbandry category to Field Guide
  • Adding appropriate ice mammoth audio setups
  • Added inverted concrete ramp and floor icon image
  • Splitting quests up [CRISIS: ASHLANDS] - Finding Location and Healing the Crew, [STRANDED: ASHLANDS] - Helping the Crew Resupply, [RESCUE: ASHLANDS] - Saving the 2 crew members who where off scouting
  • Adding concept for persistent mission actors that are spawned as part of missions but can exist and be retrieved outside of missions if required
  • Adjusted logic for CRISIS, STRANDED and RESCUE to retrieve persistent actors rather than spawn and delete every time
  • Fixing issue with RESCUE where the stasis bags did not mention where they where crafted
  • Cliff Placement Pass and Riverbank Pass, Outpost 11
  • Adding deploy sandworm wood building tier audio and data table setup
  • Added remaining textures and materials for the Wood Beeswax building tier, including adjusting data table entries for the skinning, as well as tested each piece
  • Fix Rimetusk head trophy mesh
  • Added Sandworm frame/pillar to beams set
  • Additional checks and logging for Foliage Instance Actors in WorldGeneration job
  • Added line to dry atmosphere modifier that the temperature will fluctuate throughout the day
  • Adjustment to sandworm wood deploy audio volume and fixing workshop grenade not having correct trigger audio setting for impact event
  • Cliff Placement Pass and Riverbank Pass, Outpost 11
  • inital lighting pass, adding far shadows
  • Added implementation of reinforced glass doors and windows
  • Lowered the price of glass window types
  • STRANDED: Dev locked mission as this is not yet available

[/expand]