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'90s MMOs came up with the most painful game mechanic of all time, and it's somehow still in use today




s long as there have been videogames, there have been penalties for dying in videogames. In the earliest days dying meant losing out on a high score or having to put another coin in the arcade machine. As technology progressed, so did our protections against the harshest deaths—we got saves, checkpoints, bonfires. But a few game developers decided all that progress was nonsense. Games didn't just need to be harder, actually—they needed to be mean as hell...
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Icarus Week Seventy Five Update | New mission - ENCROACHMENT: Extermination

Week Seventy Five brings both a new mission, ENCROACHMENT: Extermination, and various bug fixes

This new mission will have you gathering information and valuable extermination data on various creatures inhabiting Styx.

We also have an update about Galileo. We have now entered the internal testing phase and are planning to release a closed public test build soon. We are looking forward to receiving feedback from players before launch.

Jump in and have a read.



ENCROACHMENT: Extermination


ENCROACHMENT: Extermination is a new mission on the Styx map where players have to establish a foothold and hunt various targets as they progress through the mission.

Players will need to build across most of the central Styx region, and will receive additional targets to hunt as they expand their reach across the map. Here’s your Mission Briefing:

ENCROACHMENT: Extermination

//OPERATOR: UDA
// BIOME: The Great River
// BACKGROUND: UDA requires additional information on Styx wildlife.
// MISSION: Establish a foothold throughout the region, receive additional hunt targets as you expand.
//TERMS: Contractor responsible for all safety concerns.

Mission requires building across most of the central Styx region and killing a set amount of animals in each biome.

While teaming up with others can be beneficial for building in multiple biomes and sharing the workload, solo play is just as fun in this mission. If you choose to travel alone or break away from your group, don’t forget to approach each objective with caution. This is Icarus after all.



Galileo First Look


This week we had a team-wide playtest of Galileo where we collected a heap of valuable feedback. Fishing was a stand-out feature for many of us and it didn’t take long for things to get quite competitive between our devs. We had a lot of fun with it. We can’t wait to see how much our community enjoys reeling in their latest catch.

In the lead-up to the release of Galileo we thought we’d start taking a look at some of the individual features we have in store for you. First up this week is our new batch of Steam Achievements! These range from challenges like unlocking all the creatures in the Bestiary to catching a fish with a bow and arrow to events like getting struck by lightning twice.

You’ll find a few of our favorites listed below. Can you guess what will be needed to unlock these?
  • Pain in the Bass
  • Pony Slaystation
  • Biome is where the Heart is
  • Lock, Stock, and lots of Bears
  • Buck and Cover
  • Welcome to Icarus


Icarus T-Shirts, Pins and DeskPads


Our merch shop is now back online with a few exclusive pieces from our initial launch back on sale. These range from T-Shirts to pins and desk-sized mousepads. Get in quick to lay your claim to being part of the First Cohort! You can access the shop here.



A shout-out to our Neighbors




While things at the studio can get competitive when it comes to Smash Bros or ‘Peer Pong’ or fishing in Icarus, we’re united in our love of making games and our vision for the studio is to learn how to develop and support amazing game ideas. This hasn't always been easy, as many of you have seen in our journey with ICARUS. Our teams share lessons actively, borrowing and sharing from each. We'd love for you to check out another of our projects, STATIONEERS, that we also regularly update and redo. Our philosophy of removing DRM and making games that can outlast their creators has applied to both ICARUS and STATIONEERS, and we've love your support by checking out our other products.

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

Changelog v1.2.50.110601


New Content
  • ENCROACHMENT: Unlocked mission for release
  • ENCROACHMENT: Slight tweaks to mission step text
  • Fixed accolade/stat loading causing a crash on dedicated servers
  • ENCROACHMENT: Added 2 decimal points and increased the frequency that quest progress is updated.
  • ENCROACHMENT: Fixed a bug for client progress.
  • ENCROACHMENT: Slightly lowered kills required in each biome, increased reward from 200/50 to 250/100.
Fixed
  • Clean up PlayerEffectsComponent, micro optimizations and simplification. Moved all Tickables into separate graph
  • Change atmo controller slowtick rate from 0.5 to 0.2 to help with jittering sun movement
  • Fix new weather params defaulting at 8.0 instead of 0, causing them to fire on game start
  • Fixed incorrect particle rotation for Rain, now moves in -X like all other effects. Enabled drift effects which were being altered on tick but were hidden, and they look cool
  • Update additional user interface strings to be linked to existing translated text
  • Implemented damage states for hedgehogs to show when they are below 75/50/25 health
  • Remove unhooked texture reference, deleted unused asset, moved material into proper folder and fixed filename. Update reference in PlayerChar BP
  • Change function in Buildable Base to reference different array for error reporting to prevent false positives
  • Move Vehicle MPC to VC folder. Delete unused duplicate master material
  • DEP_HedgeHog_MED - added broken spike meshes (SM_DEP_Hedgehog_MED_Spike_01-05)
  • ITM_Scorpion_Hedgehog_Trap - added broken spike meshes (SM_ITM_Scorpion_Hedgehog_Trap_Spike_01-05)
  • Resave audio anim notifies in a handful of creature anims to suppress errors about loading soft paths
  • Fixed Variety of Texture and Invisible Wall Issues, All Quads, Styx
  • Override locations of exit points for Respawn Dropship seat to prevent player from standing on top of seat at end of sequence
  • Fixed Variety of Texture and Invisible Wall Issues,Green Quad, Styx
  • Fixed Variety of Texture and Invisible Wall Issues, Green, Blue and Yellow Quad, Styx
  • Fixed bug where switching to fire arrows wouldn't apply correct panini effect on fire particle until you switched weapons or changed camera perspective.
  • Firearm 'AttachPreviewItem' function now uses same Panini update logic as BP_FocusableBehaviour.
  • Shifted majority of panini update logic to new BP_PaniniFunctionLibrary
  • Fixed a typo in our error messages
Future Content
  • Add bestiary fish caught backend and UI popups
  • Added recipe filter icon for lures.
  • Removed fishing bench from the fishing bench recipe set.
  • Fixed some lure stats
  • Adding in lava hunter walk start and stop anims to better blend in locomotions
  • More additions to lava hunter. Footstep adjustments and death curl audio
  • Adding Workshop Fishfinder Item
  • Updating Fishfinder Location Query
  • Improved damage source location for Lava Hunter attacks.
  • Added screen shake to some Lava Hunter heavy attacks.
  • Added new way of enabling/disabling sweep damage in montages without needing to edit curves (use new NofityState_SetBlackboardBool).
  • Added WIP spit FX/Spit item data for Lava Hunter
  • Bestiary string table pass
  • Adding Steam Achievements into the accolades menu in their own category
  • Don't attempt to allow initalization complete on PlayerEffectsComponent if no atmosphere controller is found
  • Add alt implementation of cave location toggle for dev testing convenience in cases where location data isn't cached in world settings
  • Adding first pass of cast fishing rod audio and loop. Currently only cast is hooked up
  • Fixed fish not showing up on clients
  • Fixed the old lure occasionally appearing.
  • Changed referenced skeletal mesh of fish 001 to the new mesh.
  • Adjusted sockets in the fish mouth to display nicely
  • Added DEP_Smoker_T3
  • Optimise lake audio component updates over long distances. Cache an edge spline bounds sphere on init and use that as an early out each update to avoid more costly spline checks
  • Fixed SM_Wall_Win_DBL_Wood_R, SM_Wall_Win_DBL_Wood_L & Re-imported masks
  • Fixed SM_Wall_Win_DBL_Wood_R, SM_Wall_Win_DBL_Wood_L & Re-imported masks
  • If interactable lakes and rivers don't have IsDrinkable set in data, destroy their interactable component instead of just setting interactable data to none, which was causing a warning in trait component setup
  • Added dynamic updates on perspective change so the lure doesnt get rendered over the player
  • Added several pieces for the Stone Buildable rework/optimization
  • Steam achievements working correctly
  • Fixed issue with complete entire talent tree accolades not correctly saving as complete
  • Added cheats to reset accolades and trackers, Steam stats, and Steam achievements
  • On next login accolades and player trackers are merged migrated to the player data folder from their existing locations. Previously they were per character, they are now per account
  • Added migration framework if additional data migrations are needed in future
  • Added hanging ferns and roots/vines to river tunnels and adjusted cave volumes, Green Quad, DLC
  • Added hanging ferns and roots/vines to river tunnels and adjusted cave volumes, Green Quad, DLC
  • Added missing string table entry for migration failed message
  • Added missing config for achievements
  • Removed the unused name in the DT.
  • Removed debug logging when selecting a new image
  • Resaved the DT for buildvalidation error
  • Setting up all fish variations Fishing Bench Filletting Station Recipes and converting the Filletting station into an auto crafter
  • Added D_Armour setup for Larkwell envirosuit. Added placeholder D_ItemsStatic row for Larkwell envirosuit pending talent creation and stat balance
  • 3 textures of the Fish14 updated according to our meeting
  • Adding lots of fishing sounds and anim notifs
  • Added CF diorama with lighting and cameras for creating beastiary creature images
  • Added several pieces for the Stone Buildable rework/optimization
  • Add new Tundra biome curve which isn't as cold (-5 to 10) as base arctic (-20 to -5)
  • Change swamp temperature curve to be 10 to 35 degrees
  • Change volcanic temperature curve to be 32 to 45 degrees
  • Add new tooling to overview biome information, including temperature curves
  • Expand DecalProjectionTool to support secondary decal for overlaying biome names
  • Add row color support to 6Col UMG widget for better data representation/organization
  • Adjusted Lava Flow points on lakes and rivers, checked all cave tunnels volumes, polished lava biome manual cave, Purple Quad, DLC
  • Fixing 3RD person actionable for the fishing actionable by fiixng the Porp bone in the left hand on lateral locomotion anims
  • Adding more T3 fishing road sounds, adjustments etc
  • Prevented attempting to send data to steam if steam is disabled (e.g. in editor)
  • Added a few more building pieces for re-vamp, as well as created master materials for all kits and updated material instances. Also added assets to proper Collections
  • Add Armor Piercing rounds data and icons for Rifle and Pistol (Shotgun uses Slugs)
  • Renaming Field Guide widgets and Tidying up UI
  • Adding home button and title screen to field guide
  • Cleaning up categorisation in the field guide
  • Added master materials for wood tier kits and updated all materials to these. Also added various assets to proper collection
  • Deleting 3 unnecessary shaders for Stone buildables
  • Add hooks for environment temperature deltas to be painted on terrain (future content)
  • Added the last pieces for the Stone Buildable rework/optimization
  • Added Iridicent, Subsurface, Dither and UV1 Color Gradient functions to M_Creature_mm to acommodate new fish specific material into one shader
  • More fishing sound adjustments and layers
  • Small adjustment to basic cast audio
  • Fixed a hole in the roof of LC_MED_004 and Other issues in prefab caves, Prometheus
  • Adding basic rod creak and added missing data table entry
  • Adding more Catgorisation to the Field Guide
  • Adding additonal filtering options to the Field Guide and folder view for The Bestiary & Fishing Records
  • Tagging bosses in the bestiary as bosses
  • Adjusted Lava Flow points on lakes and rivers, checked all cave tunnels volumes, polished lava biome manual cave, Purple Quad, DLC
  • Prometheus shadow geo - fixed shadow settings so they cast shadows instead of doing nothing, edited base meshes to use a single material
  • Adding all new dioramas audiuo for the new biomes
  • Deleted old materials and textures for Wood buildable revamp
  • Deleting extra textures and fixing redirectors on a number of materials for Stone Buildable revamp assets
  • Lots of audio adjustments to fishing events and spacializers. altered first vs third person audio volumes etc
  • Updating Bestiary to include locks and information over bestiary data
  • Adding Category highlighting to the field guide
  • Tidying up Bestiary creature page and adding tooltips where appropriate
  • PRO_Story_6: Implement further quest steps. Early blocker to be implemented, enemies and locations to be fleshed out
  • Updating fish page to remove Quote as it is no longer needed
  • Fish Rarity is now shown by default in the fishing record
  • Committing Fish Data Table

Icarus Week Seventy Four Update | New dynamic mission - SMPL3: Lost

Week Seventy Four brings both a new dynamic mission, SMPL3: Lost, and fixes to the dynamic mission system to clean up some errors that have affected players over the last couple of weeks.

This new quest will have you searching for an abandoned prospector base, a new variation of a dynamic mission we haven’t done before.

We also give an update on Galileo as we move into the internal testing phase, and discuss our upcoming closed public test build for players to give us feedback before launch.

Jump in and have a read.



SMPL3: Lost


Dynamic Missions have been incredibly popular since we introduced them in Week Fifty, so we’re excited to bring you another new option that you can launch from the Short Range Radio in Open World.

SMPL3: Lost is a new dynamic mission where players have to locate an old, abandoned prospector’s base on the surface of Icarus.

Players will need to quickly rebuild the structure while creatures attack your position. Once complete, players can place a beacon down for the UDA to mark its location on the map.

You will also be able to loot the base for old prospector gear when you first arrive, so keep an eye out for what might be lying around.



SMPL3 Mission Cleanups, Fixes and Balances


We’ve made some fixes and tweaks to our SMPL3 missions, looking to clean up some of the issues that have been affecting you.
  • Triggering a new SMPL3 mission or abandoning previous ones will now trigger and clean up any remaining old map icons, quest objects and landed transport pods that may have encountered an error when trying to clean themselves up in the past
  • This should remove old map markers, search areas and other mission-related details from players' open worlds




Galileo Progress


Our upcoming content patch, Galileo, is almost ready and is now being internally tested by our entire team.

For those unaware, Galileo is the first of our bigger content patches as part of our new cadence, which you can read about here.

Our Steam Cards, Badges, Profiles and Emotes were all approved by Valve, and are ready to release. These will be revealed when Galileo launches, so check them out in the Steam Workshop very soon.

Fishing is receiving one more iteration, as we make tweaks to the mechanics so it feels more reactive and engaging for players. This will go into testing alongside everything else very soon.

We are also preparing a closed public test build for Galileo and will start some closed testing soon before making it fully public. Joining the Discord is your best way to get any updates on whether we need players to test this in advance of launch.



Changelog v1.2.49.110526


New Content
  • Updating SMPL3: Lost and enabling Dynamic Quest
  • Removing Campfire from SMPL3: Lost and added Drying Rack
  • Updated Orgin Spawn Location of Dynamic_Base_1
  • Updating Lost Loot quest step to auto complete (its optional and item spawns are % based)
  • Adding new Images for SMPL3: Lost
  • Removing t2 Communictor from SMPL3: Lost mission
  • Reducing SMPL3 frequency as it was high for experiemtnal testing and balancing loot drops
Fixed
  • Update many UI elements that could not correctly be translated.
  • Update refrigerator description to no correctly mention that it only greatly slows spoilage.
  • Update incendiary round description to not mention explosions.
  • Update fruit salad flavor text to mention that it's a dessert rather than a desert.
  • WATERFALL: Update mission step to mention supply crate rather than dropship
  • Fixed material slots on Stone Statue DMs
  • Fixed a typo in Quests table
  • Fix Titanium 200, 500, 5000 Accolades all unlock at 1000 mined
  • Prevent pre-chewed corpses from providing rewards that would otherwise only be available with specific stats
  • Adding in more quest cleanup logic for dynamic drop pods
  • Search Areas, Map Icons and dynamic drop pods will now trigger a clean up when a new mission is started, abandoned or ended
  • Save game variables now trigger onReps upon database load
  • EQS_FindDynamicQuestLocationBuilding no longer accepts areas close to blocking geometry like rocks and trees.
  • Replaced expensive nearby dynamic mission beacon test from EQS_FindDynamicQuestLocationTower
  • Fixed issue where EnvQueryContext_QuestBoardSingle wasn't selecting a quest board within a currently loaded world tile
  • Adjusting Search Area Colour and Removing Logging from various files
  • DYN_Drone: Reduced difficulty of standard creatures spawned, allowed additional creatures to be spawned at a single time, increased the frequency of worm spawns at harder difficulties but lowered at easier difficulties. Correctly scaled by quest difficulty rather than prospect difficulty.
  • Dynamic mission reward pods now spawn slightly further away, mainly to resolve build mission pods dropping directly on the building
  • Adding Loot to SMPL3: Lost
  • Increased performance cost of generating dynamic mission spawn locations in worlds where multiple communicator boards had been placed. Reduced maximum spawn distance of supply transport pod in Lost dynamic mission
  • More quest cleanup fixes, this should fix drones & other quest map markers being staying after quest completion
  • Increased size of minimum unobstructed area check by 30% when looking for a place to dynamically spawn building in DYN_Lost mission
Future Content
  • Update fish recipes modifier icons.
  • Update Larkwell explosive arrow description and info on the arrows set
  • Update outside deployable tooltip warning type
  • Updates to batdog collision auduio. removed unneeded sockets
  • Adding in T3 Fishing rod on the rod rig and reimported bending animations to work properly with the new rig, also added T2 rod textures related to IC-21671
  • Fixed Issues in prefab caves where players could get blocked by maco cliffs and Removed Foliage from Persistant Level, Prometheus
  • Restored accidentally deleted actors inside purple quad. Added new utility actor for diffing between lists of level actors
  • Fixed diff actor tool streaming level names not showing correctly
  • Resubmitting material for ITM_Shield_Composite Tactical
  • Adjusting Accolade Lists for the new Achievements to include specifics on what needs to be done
  • Updated textures on Fish01_var4, Fish02_Var4, Fish03_Var3, Fish04_Var1, Fish04_4, Fish05_Var2, Fish06_Var3, Fish08_Var4, Fish09_Var4, and Fish10_Var4 with notes from the big fish review
  • Decrease break chance for Larkwell Whistling arrow to 50%.
  • Disable KillCam support for Bait arrow as it is incompatible with 100% break chance.
  • Disable UnbreakableDuringKillCam for DevFireball and set to Development feature level.
  • Tweak DataValidation to check first if KillCam is true before checking further compatibility
  • Adding T3 Fishing Rod Mesh and Item Hookup
  • Correctly added all fishing rod tier meshables
  • Setting up Shield Scene and adding new shields
  • Adding New Fish Variations for 4,5 & 14
  • Updated texture for fish 13 V3
  • ENCROACHMENT: Complete mission setup, currently feature locked
  • Addng in additional animations for te Lava hunter including heavy hit react and jump attack
  • Fixing Dynamic Quest Lost Spawning Logic and Creature Spawn Triggers
  • Dynamic Quest Lost now triggers a reward
  • Adjusting Fish01_Skeleton
  • Updated textures for fish 12 V2, V3 & V4
  • Adding in base slug mesh and material and first suite of animations
  • Updated textures for fish 11 V2
  • Fixed Issues in prefab caves where players could get blocked by maco cliffs and Removed Foliage from Persistant Level, Prometheus
  • Add all fish entries to spawn zone configs for Oly and Styx
  • Add basic validation for fishing tables
  • Update playerfacing data for fish
  • Add Biome names to heatmap PSDs
  • Added basic phases to Lava Hunter's combat BT. Lava Hunter now plays additive hit react when single damage instance crosses specifed threshold. Fixed Lava Hunter egg not being replicated
  • Added drag onto the floatable of the lure to make it move slower.
  • Added a horizontal and vertical movement speed when reeling in so you can reel slowly and it still reach you at heights.
  • Added panini to the lure when holding it for inspection.
  • Adjusted some sockets so the fish looks better on the hooks.
  • Swapped out the default hook for the rubbery hook because the default hook is imported with a wrong rotation
  • Added text for T2 and T3 fishing rods
  • Added text for shields
  • Added descriptions and names for Prom story missions
  • Added description text for Prometheus Open World
  • Fixed Issues in prefab caves where players could get blocked by maco cliffs and Removed Foliage from Persistant Level, Prometheus
  • Lots of new audio layers for the lava hunter. Multi attack, quick ground slam, large jump attack, flinch / fall sound etc
  • Clients can now play the minigame.
  • Fixed an infinite loop that occured when removing onrep fish data.
  • Fixed lure not appearing in clients hands when inspecting
  • Added cliff landmarks and rock formations, general clean up, polished around manual cave and nav blockers, Blue Quad, DLC

Icarus Week Seventy Three Update | Seed Packets in the Orbital Workshop

Week Seventy Three brings Seed Packets for our recently introduced fruit and vegetables to the Orbital Workshop.

It’s also been one of our biggest weeks of work on the upcoming Galileo patch, as we’ve made substantial progress on all three key features: Fishing, Achievements and the Bestiary.

While smaller in terms of content, this week we’re giving you a sneak peek into fishing as we move closer to the launch of this much-anticipated feature.

Jump in and have a read.



Seed Packets


We’ve added seed packets for our recent fruit and vegetable additions to the Orbital Workshop. These include Avocado, Kumara, Strawberry & Rhubarb, so players can now access these without having to complete SMPL3 quests in Open World mode.

When used on the planet these provide 5 seeds each, so multiple packets can be a good idea for larger groups of players and longer deployments.



Galileo Update


While this might be the smallest weekly update we’ve done, that’s because the team went fishing!



This has been a big week for work on the upcoming Galileo patch. We’ve added lots more fish to the available pool, tested the animations and mechanics thoroughly and worked on the UX of the fishing hook.

We’ve also submitted all content on the internal systems for achievements, badges, profiles and emotes so these can move through Steam’s approval process. This process can take a couple of days, so we’re getting these in early so they’re ready when we launch Galileo.

We’ve also completed a substantial pass on the UI/UX of the Bestiary, completing many of the outstanding tasks required to move this to the final stages of its work.



Help translate Icarus into your language


We are seeking motivated and passionate individuals to join our volunteer localization team to help bring Icarus to more players.

Right now we are only seeking volunteers for Spanish (LATAM) and Brazilian Portuguese, but other languages may be considered in future. By volunteering, you will be helping us to make our game accessible to a wider audience, and contribute to the growth and success of the Icarus community as a whole.

Furthermore, you will have the chance to connect with like-minded individuals and form new relationships in a supportive and collaborative environment. You can translate as little or as much as you want, whenever you have time.

So, if you are fluent in English and Spanish (LATAM) or Brazilian Portuguese and have a passion for language and gaming, we encourage you to apply today and become a part of our localization team!

You can find the link here

Please ensure that you have joined the Survive Icarus Official Discord when applying, otherwise, we won’t be able to process your application.

Only successful applicants will be contacted (via Discord).

We also want to give our current localization team a huge shout out for the incredible work they have been doing lately, you all rock!



Changelog v1.2.48.110271


New Content
  • Adding Avocado, Rhubarb, Kumara & Strawberry Seed Packets in the workshop - feature locked out for now
  • Unlocking Kumara, Strawberry, Rhubarb and Avocado Seeds in the Workshop
Fixed
  • Fixed a number of typos in various locations
  • Fixed issue where critical hit area damage calculation was ignoring stats applied to projectiles
  • Fixed a few typos in quests
  • Fixed bug where dropped corpses would T-Pose
  • Fixed a few typos found in stats and item text
Future Content
  • Fixed Nav Mesh Volumes on Developer Level and Added Nav Volumes Around Mo's Cave on Purple Quad, Prometheus
  • Removed world boss configuration from PRO to fix ensures on play
  • Adding Wooly Z death, flinch, neigh audio and events. created wooly Z Idle animation and montage to separate out for control of characters sounds. Added to Wooly Z character BP
  • Added version 2 of the T1 fishing rod
  • Fix Carcass assets for Chamois Var creature
  • Fix Gfur setup for Chamois Var creature
  • Fix physics asset for Chamois Var
  • Fix Chamois Var critical hit setup
  • The Bestiary now has its own bindable key 'J' and will open on Galileo builds
  • Fix Needler texture settings
  • Fix Needler missing Bones mesh (still temporary) and updated references
  • Fix Needler Carcass mesh not pointing to Carcass material
  • Remove 1.5x scaling on Needler corpse which isn't in Character BP
  • Adding Level requirement for T3 Aquarium
  • Add support for waterfalls and lava flow points to the cave template prefab system
  • Fix BatDog corpse pointing to incompatible Wolf bones assets by adding in temporary BatDog bones assets
  • Fix Wolf Bones textures using wrong settings
  • Fix GFur settings on BatDog
  • Improve BatDog capsules setups in Character BP
  • Adjustments to Prometheus delay zone audio. Reduced arctic narrow delay volume push for slightly more subtlety
  • Added skeletal mesh for each colour variant of Fish 7,8,9, and 10
  • Added skeletal meshs for colour variants of fish 11,12, and 13
  • Updating Prometheus First Landing Location
  • Added first pass of revamped Solid Wall and Floor SMs, including Kit textures and materials
  • Final lore entires to D_BestiaryData for Galileo
  • Added game widget to fishing minigame
  • Added better water detection for if you physically drag your lure onto land using the players movement
  • Added Nav Volumes To Mo's Cave and Added Nav Volumes in affected areas, Purple and Green Quad, Prometheus
  • Adjusted some nav modifier volumes, moved macro that hanging over & general clean up on Blue/Yellow Quad, DLC Map
  • Added Nav Blocker volumes around macro cliffs in arctic biome, general polish of cliffs and tunnel of manual cave, Blue Quad, DLC
  • Fixed a bug where if you hold lmb instead of tapping for the reaction minigame, it would reel all the way in before widget minigame
  • Fixed typo in biological containment unit item text
  • Tweaking Fishing Minigame to work with Fishing in Game
  • Updated accolade text to remove discrepancies
  • Reduced Meta Resource Spawn, Moved Unused to Meta_Unused Folder
  • Adding deer variant death and flinch audio. Adjustments to spacializer settings and adding all data table entries
  • Adding more unique death sounds for deer variant
  • Adding Fish Variations for 7, 8, 9, 10, 11, 12, 13, 14
  • Adding Placeholder Fish Variations for 1, 2, 3, 4
  • Added new functionality to request 'AI Events' which are custom behaviours spawned at runtime, managed by an AI Coordinator subsystem.
  • Added new AI Event to spawn additional Bat Dogs around target player when hunting
  • Rod now automatically reels in when minigame is completed
  • Adjusted water detection
  • Swapping Meshes on Basic Fishing Rod & Wooden Fishing Rod so the correct Meshes are used
  • Fixing Needler enter and exit anims by adding in correct root motion
  • Made the lure floating in rivers act the same as in lakes.
  • Added cases to reset the minigame on rightclick and when you switch to another item
  • Added colour variants for fish 14 and 15 to the project and updated roughness maps.
  • Added skeletal mesh for each of the fish variations
  • Fixed General Issues with Prefab Caves on Purple Quad, Prometheus
  • General clean up & Nav Clean Up on Blue/Yellow Quad, DLC Map
  • PRO_Story_6: Minor fixes to travel step
  • Added a socket to each of the fish skeletons for future hooking up with attachment to the lure/hook
  • Added montage once you catch the fish for holding it infront of your face
  • Updating Fishing Actionable, Fishing Lure and Fishing Rod to use a better replication and functions for accessing alteration slots
  • Fixing some issues present in the multiplayer mesh swapping while fishing in lures / rods
  • General clean up, polished around manual cave and added cliff landmarks, Purple Quad, DLC
  • Updated Deer Variant skeletal mesh with duplicate materials removed
  • Duplicating needler enter and exit water animations and montages so different sounds can be used for entering water vs land.
  • Adjusted speed increase to be on the animation not montage so footsteps sync, and adjustments to event pitch to match increased speed of exiting water
  • Make it very clear when EQS fails and falls back to 'close navigable location' via an onscreen debug message (internal dev builds only)
  • Increase the max distance for the EQS query in the treehouse in PRO for now
  • Adding wooly zebra bestiary audio and data table
  • Very small adjustments to mega tree audio balancing
  • Added Fishing UI pop up
  • Added 3 colour variant for fish01 and created duplicate skeletal meshs for each one
  • Added texture files for fish01 colour variations
  • Adding more deer variants whistle type sounds close and distant and adjusting spawn rates so be a little more sparse. small adjustments to pred bird spacial to give spot more importance
  • Lowering spawn vocal chance and rates for all creatures in the swamp biome so it's not a constant clatter of creature sounds. Making them more sparse
  • Added initial first phase of Lava Hunter anims and behaviours
  • Fixing Quest Int Variable Saving
  • Adding bomber broodling and flyer broodling assets for the Lava Hunter boss fight
  • Added sockets to both the mouth of all fish and the bottom of hooks.
  • Fish now attach to hooks correctly when caught.
  • Fixed lures not spawning due to inventory component not being created at time of lrues init function
  • Submitting in progress developer assets
  • Add a new flag for developer WT_Lake 'Permit Navigable' this allows animals to navigate across swamps
  • Accolade progress now works correctly on dedicated servers
  • Moved Bestiary component down to Icarus Player Controller from the survival controller
  • Steam achievement tracking is now active in Galileo and up
  • Added hanging ferns and roots/vines to manual cave and added rock formations in swamp of Blue Quad, DLC
  • Adding Prospect Images For Prospect Story Missions 1-5
  • Added v4 material and texture for fish 13
  • Added missing files to do with adding a delegate for 'DynamicDataUpdated'
  • Added colour variants for fish02. Created a skeletal mesh for each variant
  • Added colour variants for fish03 Created skeletal mesh for each variant
  • Fixed an issue where the lure wouldnt detect the floor. Removed the collision on the lure and kept the collision on the mesh to fix
  • Setting up Prometheus Exotic Spawns
  • Updates to lava hunter. VOlume and spacializer adjustments, added lots more movement sounds for better variation, animation notifier updates and tweaks
  • Small adjustments to predator bird, swamp bird spawn rates and other small tweaks
  • Added Fixed Flow option to Lava Shader to fix lavafall going sideways inside caves, added primitive data to Waterfall BP to control lavafall speed
  • Added TU Mac Top & Nav Clean Up on Blue Quad, DLC Map
  • Add CarcassMesh variable to GOAP Corpse base class to streamline and standardize corpse asset reference setup
  • Added new Carcass assets to support workflow
  • Fixed a ton of creature asset filename and setting issues
  • Add valid get to AI Projection widget to prevent kill-pending spam
  • Add Cheat to spawn all 'generic' controller AI for testing
  • Add (but disabled) DataValidation to AISetup to detect character BPs with anims paused set to true (done during component setup)
  • Setup quest locations for future mission
  • Added a minimum distance for lures
  • Prototype of geyser rework for better performance
  • Added colour variants for fish 04. Created skeletal mesh for each variant
  • Updated colour variant 4 of fish03 to be less similar to variant 1
  • Adjustments to lava hunter levels and removed additional distortion and other fine tunes
  • Fixed Issues in prefab caves where players could get stuck and get blocked by cliff meshes, Prometheus
  • revisions to spawnblocker_T2 mesh, rebaked AO map
  • Submitting in progress developer assets
  • Fix for ensure on initial player tracker listener creation
  • Fix Pause Anims being enabled on ChamoisVar and ScorpionSummon creatures
  • Fix validation logic for Pause Anims AI character checks and leave enabled
  • Initial tweaks to Ash weather event
  • Adding Fish Variations for 1, 2, 3, 4, 13
  • Adjusted Lava Flow points on lakes and rivers, polished decals in vulcanic biome, added landmark cliffs, PT2 Purple Quad, DLC
  • Adding DEP_SpawnBlocker_T3
  • Lots of distancing and volume tweaks and distancing eq adjustments to the lava hunter. Fixed snipper not using distancing eq etc
  • Replaced ITM_Shield_Kite_Platinum and added ITM_Shield_Bone and Shield_Steel_Heater
  • DEP_SpawnBlocker_T2 - added destructible mesh, updated collision
  • Adding more lava hunter layers and adjustments to a lot of events and balances. Adjusted lava hunter vocal socket
  • Adding assets for GL music - Track 1
  • Added names for new fish variations, also fixed a typo
  • Permit Larkwell_Tazer and Posion_Arrow to break when using a killcam hit
  • Updating Fishing UI to use new concept
  • Datatable setup for new music in Grasslands biome
  • Removed shipping requirement for steam achievements so that they can be tested in development mode
  • Second pass cleanup of Atmosphere controller
  • Removed a lot of unnecessary/unused logic and variables
  • Organization of variables and functions into logical categories
  • Moved bulky logic into Pure function calls to keep graphs clean
  • Moved similar functions like new AshHail,etc into existing WeatherMPC functions to keep down function bloat
  • Adding more ambient predator bird layers and small adjustment to lava hunter
  • Small adjustment to idle audio amounts and footstep in water for swamp quad
  • Small optimizations to Atmosphere Controller by moving some non-urgent functions off tick and onto a timer
  • Fix BatDog loot pointing to incompatible Wolf loot table with stat driven rewards
  • Fix potato asset filenames
  • Remove obsolete WT_ParticleEmitter
  • Fixed Issues in prefab caves where players could get stuck and get blocked by cliff meshes, Prometheus
  • Adding Progressive Bestiary Stats for Specific Creature Extra Damage and Resistance
  • Fixing up AICreature Type stats and tags for new creatures
  • Adding Prospect Images For Prospect Story Missions 6
  • Improved Gfur settings, Capsule setup, and Corpse setup on DeerVar
  • Fix Blueback Dead AnimBP not inheriting IcarusCorpse anim instance
  • Fix Blueback Physics Asset settings
  • Delete Blueback SM
  • Fix Blueback corpse mesh references
  • Fix Swampbird Corpse pointing to alive AnimBP by creating Dead version
  • Tweak Swampbird physics asset
  • Fix Kea feathers shader setting after texture settings fix
  • Tweak Kea LODs
  • Added hanging ferns and roots/vines to manual cave and polished flow points on lava rivers and lakes, Purple Quad, DLC
  • Swapping Prometheus Mission 02 & 03 Dynamic Drop Pods to use quest markers for their origin location
  • Adding Bone, Steel, Platinum, Titanium, Carbon and Composite Shield Items, Recipes, Blueprints, Dev Locked Out for now
  • T3 Aquarium now correctly runs off biofuel
  • Delete TemplateResource files remaining after .27 upgrade where referenced assets were removed, resulting in errors
  • Delete single actor from Olympus that should've been detected in CL 109730 but reference seems broken
  • Enable additional emitters on Sandworm recede effect which improves visuals
  • Recompiled niagara effect to hopefully fix compilation error in build
  • Setting up Spawn Blockers T2,T3,T4
  • Adding new Search Area Tech that is componentised and no longer requires an actor
  • Fix Joshua Tree asset filenames
  • Fix missing collision
  • Resave DMs to hopefully fix material reference errors
  • Fix texture settings
  • Adding Wind Turbine Item, Blueprint, Recipe feature locked out
  • Fix SucculentTree asset filenames
  • Resaved DMs to hopefully fix material reference errors
  • Fixed LC Sapling asset filenames and texture settings
  • Resaved DMs to hopefully fix material reference error
  • Fix obsolete texture references in BerryBush materials and delete textures
  • Fix berrybush asset filenames
  • Fix material ref in berrybush DM
  • Clean up unused emitters in Chimney effect and recompile to hopefully fix compilation error
  • Fixing Spawn Blocker Recipes
  • Adding new EQS for Finding a Flat Location to spawn a dynamic building
  • Fix DM material references
  • Adding flying lava hunter continuous loop flying sounds, event and animation notify
  • General creature finessing and adjustments to fine tune spacializer settings and randomizing some layers for better realism
  • SpawnBlocker_T2 - fixed materials on destructible mesh
  • Adding SMPL3 quest for locating and repairing an old prospector base while its being attacked
  • Updates to Lava Hunter BT. Added Lava Hunter egg SK and DM
  • Add Decayable Food setup on Tomato and Potato items
  • Add DataValidation to check for items which grant Food but don't have a Spoil timer (disabled, as results in some false positives)
  • Fixed Voxel Blocker BP CaveEntrance LC 03 & fixed gap for riverbank on Green Quad, DLC Map
  • Fix DeerVar jaw constraint dislocating during ragdoll
  • Do a single update of SlowTick event on Atmosphere Controller via ConstructionScript to ensure everything is updated before jumping in game (Editor)
  • Added colour variants for Fish 05 and created a skeletal mesh for each variant
  • Added colour variants for fish 06 and created a skeletal mesh for each variant
  • Fixed Issues in prefab caves where players could get blocked by maco cliffs and Removed Foliage from Persistant Level, Prometheus
  • Adding in suite of 3RD CHA fishing animations and implementation with character BP and equippable and focusable
  • Additions and updates to lava hunter. Adding own death event for tweakability and also minor adjustment to pred bird volume and pitch. Adjustments to egg lay audio etc
  • Fix missing Berrybush textures which P4 didn't pick up (CL 110159)
  • Added hanging ferns and roots/vines to manual cave and added rock formations to swamp, Purple Quad, DLC
  • Geyser VFX Rework for better Performance, full prototype
  • Added cliff landmarks and rock formations, general clean up, polished around manual cave, Blue Quad, DLC
  • Added skeletal mesh for fish13_Var4
  • Added DEP_SpawnBlocker_T4
  • Adjustments to lava hunter egg lay
  • Re-enabling base Smoke Weather VFX
  • Add initial implementation of a basic automated defense turret
  • Feature locking SMPL3: Lost quest
  • Add a parameter to GenerateSpawnLocation to allow dropships to use different EQS querys
  • Decorative Statues - New DMs for stone statues, added to blueprints (DM_AssetName_V2)
  • Adding predator bird occlusion to all movements and wing sounds
  • Add an IsActorRequiredToBeOutside hook to IcarusFunctionLibrary and wire to in world tooltip

Icarus Week Seventy Two Update | New explosive bullets and improved recipes

Week Seventy Two is here and brings a revamp of our bullet recipes and the introduction of our first explosive bullets.

Craftable at level 30, explosive bullets add a new variation for your firearms, with the new ‘Volatile Material’ resource introduced to create the recipe, and usable across rifles, pistols and shotguns.

We’ve also added ‘Ammo Casings’ to the bullet recipe requirements, giving players 5x more bullets per ingot invested.

Finally, we’ve deployed even more elements to our Fishing and Bestiary features in the upcoming Galileo, as we draw ever closer to its release.

Jump in and have a read.



Bullet Recipe Revamp


We’ve revamped our bullet recipes in lieu of our introduction of Explosive Bullets, to provide a more granular and realistic resource investment that decreases the cost-per-bullet overall.

This includes a new item, ‘Ammo Casings’ which are crafted using Iron Ingots.

Ammo Casings come in stacks of five, at the cost of a single Iron Ingot. This changes the flow from:

OLD: 1 Iron Ingot → 1 Bullet
NEW: 1 Iron Ingot → 5 Ammo Casings → 5 Bullets.

For specific recipes, this replaces the use of an ingot to create a single bullet, to give ammo casings, giving you 5x as many bullets per ingot invested. To balance this out, rifles now take two gunpowder opposed to one, to offset the cost reduction in ingots.

The only difference is Shotgun Buckshots, which now have the recipe:

OLD: 1 Copper Ingot + 6 Gunpowder + 1 Epoxy = 1 Shotgun Buckshot
NEW: 1 Ammo Casing + 5 Copper Nail + 6 Gunpowder + 1 Epoxy = 1 Shotgun Buckshot.




Explosive Bullets


Explosive Bullets have been added to the ammo pool and can be used across Pistols, Rifles and Shotguns.

Explosive Bullets have slightly reduced projectile damage, but make up for it with a lot of explosive damage that is dealt in a radius with a falloff. Potentially hitting multiple targets within the radius. See their breakdown below.
Pistol Explosive Round: 50 Projectile Damage, 200 Explosive Damage, 400 Radius
Rifle Explosive Round: 200 Projectile Damage, 300 Explosive Damage, 500 Radius
Shotgun Explosive Round: 20 Projectile Damage, 50 Explosive Damage, 350 Radius

This recipe is restricted until you reach level 30, and can be crafted at the machining bench.

This requires a new resource, Volatile Material. This has its own recipe of 2x Gunpowder, 2x Oxite and 2x Spoiled Plants, which can be applied on top of a standard bullet to craft the explosive variant.

Volatile Material can be crafted at the Mortar & Pestle or Chemistry Bench, but is only volatile for 10 minutes, and must be used in crafting an item such as explosive bullets within that timeframe to keep its potency.

We’ve also updated the Frag Grenade Recipe to account for this new resource. Instead of 10x Gunpowder it now uses 2x Volatile Substances, a more accurate reflection of a realistic recipe.

In addition explosive damage and the radius of explosions are now completely stat driven and is now visible on the Grenade & Larkwell Explosive Arrow, Damage has also been adjusted.

Grenade
OLD: 200 Explosive Damage, 1500 Radius
NEW: 1000 Explosive Damage, 1500 Radius

Larkwell Ballistic Arrow
OLD: 200 Explosive Damage, 500 Radius
NEW: 300 Explosive Damage, 500 Radius

We also adjusted Grenades of all types to now stack to 5.

We’ve also tweaked the blueprints in the blueprints tree for guns and ammo, rearranging the order slightly and adjusting the Incendiary Rounds blueprint to no longer be exclusive to rifles but include pistols as well.



Galileo Progress


Galileo is drawing ever closer, and this week's work has been on adding more elements to the features we’ve discussed before.

Fishing has received a few more species, giving players, even more to catch, record, and display. We’ve also been iterating on the Fishing minigame mechanics and revisiting the spawn maps to polish up the experience.

The Bestiary has also received a UX pass, and we’ve iterated on the UI while adding an extra feature for players.

Finally, we’ve been testing our Steam Trading Cards in the Steam dev environment, alongside setting up the achievements for localization.



Changelog v1.2.47.109887

[h3]New Content[/h3]
  • Upping Grenade Damage
  • Explosive damage now triggers a radial damage event in code incorperating player stats / talents / equipment for explosive damage stat increases rather than relying on BP flat value damage payloads
  • Added new stat for explosive damage radius which controls the spread of the explosion
  • Adding Grenade as a projectile type so its explosive damage can be scaled based on player talents after the shift from explosive damage to code rather than the payload BP
  • Adjusting damage function library to take into account the new functionality of the explosive damage type
  • Adding explosive damage stats to the different explosive damage types so they can be clearly seen in popups & used for damage calculation
  • Payloads are now passed the projectiles damage stat container for any required cosmetic effects
  • Add Explosive Shotgun Shells, ballistic setups and icons
  • Add Slug Shotgun Shells, ballistic setups and icons
  • Add Pistol Incendiary Rounds, ballistic setups and icons
  • Add Pistol Explosive Rounds, ballistic setups and icons
  • Unify meshable entries for ammo to use single ammo box entry instead of duplicating unnecessarily
  • Add partial implementation of Armor Piercing Pistol and Rifle rounds
  • Add additional supporting effects for new ammo types
  • Update icons for existing ammo types for consistency and readability
  • Fixed LOD and collision setups on some ammo meshes
  • Fixing Ammo Casing Recipe Values
  • Adding Explosive Rifle Rounds to Rifles Valid Ammo Types
  • Updating Ammo Casing and Volatile Substance Talents to be linked to the crafting recipes
  • Explosive damage now triggers a radial damage event in code incorperating player stats / talents / equipment for explosive damage stat increases rather than relying on BP flat value damage payloads
  • Added new stat for explosive damage radius which controls the spread of the explosion
  • Adding Grenade as a projectile type so its explosive damage can be scaled based on player talents after the shift from explosive damage to code rather than the payload BP
  • Adjusting damage function library to take into account the new functionality of the explosive damage type
  • Adding explosive damage stats to the different explosive damage types so they can be clearly seen in popups & used for damage calculation
  • Payloads are now passed the projectiles damage stat container for any required cosmetic effects
  • Certain creatures now take more damage from explosve damage: Caveworms, scorpions and crocodiles. Additionally the scorpion, landshark and sandworm bosses take increased damage. The scorpion boss takes further increased damage in it's hardened armor state
  • Updated Payload logic and spawn timings so stats can be retrieved
  • Updating Pistol, Rifle, Shotgun to deal less projectile damage but a lot more explosive damage
  • Upping Grenade Damage
  • Converting Larkwell Explosive Arrow to be correctly stat driven
  • Add a basic vertical spread to damage labels when multiple hits occur in a single second (explosive ammo)
  • Halved damage multiplier for explosive damage on scorpions and crocodiles, scorpion boss still takes double damage while in it's hardened state.
  • Reduced damage on Explosive Shells from 60 to 50 explosive.
  • Reduced explosion area on shotgun and pistol rounds slightly, to reduce the likelyhood of mistaken damage.
  • Increased stack size of frag and smoke grenades to 5.
  • Increased damage of frag grenades to 1000, additionally doubled the distance before damage falloff starts, resulting in more consistent damage over the area
  • Ensure Larkwell_Ballistic arrows are not available for pickup after a killcam shot

[h3]Fixed[/h3]
  • Update Warm and Cozy description to match current effects
  • Fixup redirectors and delete unused VFX assets
  • Decreased opacity and count of Motes effect in Forest slightly based on community feedback
  • Update some insurance claim, prospect select, server browser, server chat and main menu options to correctly use translatable strings
  • Added low.ms to the server provider list
  • Fix for crash caused by accolades/trackers that are locked behind content flags
  • Fixed reloading a completed mission causing mission to restart

[h3]Future Content[/h3]
  • Enabled outside tooltip, disabled outside requirement on existing deployables until ready
  • Re-merged outside tooltip to ensure it is not shown in the current build
  • Adding destruction sounds for vases. Event and data table entrys
  • Small increase in volume to vase destruction and adding missing collision to vases without it
  • Update SMPL references to correctly mention SMPL3 in dynamic mission selection
  • Replaced frozen river mesh in order to use complex collision for accurate spline collision
  • Added missing cache files for VR_CaveWall_Ice
  • Adding first pass delay zones mapping for Prom. To be adjusted
  • Enabled ice cave entrances in the AC areas, added roots to cave & general cleanup Blue/Green Quad, DLC Map
  • Update brambles to show the required sickle icon when attempting to harvest
  • Added a transparent icon to the search area that only becomes visible on the compass UI
  • Polished and added roots and vines to tunnel of Swamp transition cave, Yellow Quad, DLC
  • Polished and added stalagmites, roots and vines to tunnel of Swamp transition cave, Yellow Quad, DLC
  • Implementation pass of 1ST person Fishing anims including 1st person rig and anim bp set up, still needs a couple hooks for certain anim assets to be used and missing refined fishing rod animation
  • First pass on cleanup of the Atmosphere Controller blueprint. Still lots to do and functionize to further clean up
  • Adding thatch deployable item setup so fishing trap can have appropriate audio when destroyed.
  • Also changed PM to use thatch instead of wood for better audio choice
  • Added SM_LC_LavaCold_08 mesh for Rock Dog lava VFX
  • Adding predator bird, lava hunter and broodling bestiary sounds. Adding PB to data table
  • Added art asstes for the large version of the T4 Aquarium
    PRO_Story_6: Initial pass at first few mission steps
  • Refactor player underwater post-processing logic to allow us to switch to different settings for lava and swamp water bodies. Add swamp water gameplay tag to enable switch logic
  • Added destructible mesh for Large T4 aquarium, Adjusted gap in the glass on the static mesh
  • Added roots to cave & general cleanup swamp Purple/Green Quad, DLC Map
  • Added cliffs Around Ice River and Gneral Cleanup, Blue Quad, Prometheus
  • First test audio for deer variant. Will adjust and fine tune. All data table entries and Rescaled Deer Varient to be slightly bigger
  • Resubmitting kitchen bench audio
  • Adding inital pass of bloom curve control to AtmosphereController and biome curve assets - currently unconnected and needs review
  • Polished and added roots and vines to tunnel of Swamp transition cave, Blue Quad, DLC
  • Enabled cave entrances in the TU/AC areas, Yellow Quad, DLC Map
  • Adjusting prebuilt structure save / load code to save relative positions from an origin rather than absolute world positions, this enables us to use prebuilt structures in dynamic quests
  • Added roots to cave & general cleanup swamp Purple Quad, DLC Map
  • Updates and additions to the deer variant audio
  • Lava Spit VFX for Rock Dog and Lava Pool BP and VFX Prototype
    PRO_Story_6: Setup next quest step
  • Added support for controller triggers to speed up and slow down cinematic camera speed
  • Added hanging ferns & roots ferns in SW transition cave on Yellow Quad, DLC Map
  • Setting bloom curves to default settings - adjusting bloom 'off' to default settings. Still WIP
  • Adding unlock creature bestiary UI sound. Also adding Blueprint Implementation
  • Polished and added ferns and vines to tunnel of Swamp transition cave, Blue Quad, DLC
  • Removing Lens Flare on Atmosphere Controller PostProcess_Base, this was an accidental commit.
  • Adding example settings to GL curve in preparation for testing
  • Adding Basic Logic for new 'Lost' Dynamic Quest
  • Added cliffs Around Ice River and General Cleanup, Blue Quad, Prometheus
  • Adding deer vari bestiary audio
  • Carbon Fiber Shield - SK, materials, textures added (SK_ITM_Shield_CarbonFiber)
  • Adding Large Aquarium Model and Item Setup
  • Updates to terrain delay audio zones map
  • Made FoliagePicker button pretty
  • Fixing Dynamic Mission Paths
  • Adding lore entires to D_BestiaryData. More to come
  • Added hanging ferns and roots/vines to the Swamp to Volcanic tunnel cave on Purple Quad, DLC
  • Adding lore entires to D_BestiaryData. More to come
  • Fixed General Issues with Prefab Caves on Purple Quad, Prometheus
  • The lure now resets automatically after throwing it onto land initially
  • Changed values to make it better for remote testing
  • Added montages for once youve caught the fish but not implemented yet
  • Added a new test map for me to test fishing
  • Small adjustments to the carved wood lamps sound sizes being incorrect and minor volume adjustment
  • Adjustments to the unlock creature bestiary level and low end and start pan
  • More updates to delay zones mapping and eq adjustments to new biome delays to get the right feel
  • Fix the build (conditional headers)
  • Updated player tracker json for validation
  • Added hanging ferns and roots/vines to the Swamp to Volcanic tunnel cave and general clean up on Purple Quad, DLC
  • Fixed Vapor XP event spelling and changed PredatorBird Skinning event to not be Shared
  • Added validation to detect incorrectly set Shared XP setups
  • Corrected various naming, spelling, and reference issues
  • Fixed ordering of XPEvents DT and corrected values (eg, killing polarbearcub gave 100xp, skinning it gave 750xp)
  • Added missing XPevents for DLC creatures
  • Updates to Bestiary data for naming consistency
  • Removed references to incorrect icons so that content progress is not muddied
  • Added support for new types of accolades (one-offs, task lists, and whole talent trees)
  • Rewrote core of bestiary subsystem to be clearer and avoid large amounts of RPC's
  • Added more hooks for pushing accolades to steam
  • Added a large range of new accolades for Galileo
  • Adding Fishing Minigame Widget
  • Refactored fishing minigame blueprints to be easier to read/understand
  • Fixed a bug where the model of the fish would change after appearing on your line
  • Fixed General Issues with Prefab Caves on Purple Quad, Prometheus
  • Added mesh, materials, AO map for Spawn blocker T2 (SM_DEP_SpawnBlocker_T2)
  • First lot of wooly zebra idle audio, event and data table setups
  • Add Tooling for checking Creature name data
  • Updated in-game names for predator bird and rockdog