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Icarus Week Eighty Five Update | New fishing mission OASIS: Angler

Week Eighty Five brings a new mission for the fishers and anglers amongst you. You’ve been tasked to go catch some endemic species to the oasis, so get your rods and go cast your line.

We’ve also got an update on Hypatia and our ongoing work into the new mission system and performance elements.

Finally, we’ve got a sneak peek at a future patch for crop plots, and would love your thoughts on our proposed changes.

Hop in and have a read.



New Mission: OASIS: Angler


This week's mission is for the fishers and anglers among you. You’re tasked with building a fishing hut and catching some species endemic to the oasis of the desert biomes of Styx. Your briefing is as follows:

// OPERATOR: SINOTAI
// BIOME: OASIS, Styx map
// BACKGROUND: A VIP is requesting to have a taste of what Styx has to offer.
// MISSION: Setup a fishing hut and use the provided equipment to catch and prepare fish for delivery.
// TERMS: Deployment locations will be provided as suitable launch locations arise.



Hypatia Update


Our next large content update after Galileo is Hypatia, which we are working on at the same time as regular weekly updates and our upcoming New Frontiers expansion.

Hypatia’s first major feature is Open World Missions, the ability to launch and complete missions from within an existing Open World without having to leave the planet and start a new prospect separately (However, you can still do this if you wish). This is the most popular request on the Icarus Feature Upvote page and integrates our two most popular game modes into one coherent experience.

This is a huge undertaking as we have well over 80 missions, many of which have been here since the launch of Icarus, which requires a lot of work to transition. We are making good progress, however, and are also taking this opportunity to tweak and improve many of the missions.

Alongside this work, we are actively looking into the performance of level streaming and object loading that is responsible for the vast majority of hitches players encounter when travelling the map. We are testing out some solutions internally at the moment, and while a fix may be a while off due to the sheer size of the task at hand, we are optimistic with some of these changes and feel we are on the right track.



Crop Plot Revamp


An upcoming project we have been working on is a crop plot revamp. The biggest changes we’re proposing are potentially removing the crop plot inventory entirely, and allowing in-world planting and harvesting with a sickle, without needing to open up any UI to access your fruits and vegetables.

If you have any suggestions or thoughts on this system, leave them in the comments below, and we’ll go through and have a read while we tinker with the system.



Changelog v1.3.7.113609


New Content
  • Basic outline for new fishing mission
  • Finishing off the Fishing Quest
  • Adding Quest Tag to Styx Oasis lake so the fishing spot for the quest can be marked
  • Adding prospect difficulty adjustments for number of fish required to catch
  • Added Ren/Exotic rewards for completion of fishing mission
  • Unlocking Fishing Mission
  • Adjusting completion fishing broadcast so it is called after catching the fish and not when hooked on the line, relevant to new mission
  • Adding Fishing Mission Images and Modifying Mission Name
  • Removing feature lock from feather lures
Fixed
  • Updated credits section
  • Updated 'additional thanks' section under credits
  • Drop ships now atomize overlapping foliage during descent
  • Some more timing and logic tweaks on Smoke Grenade
  • Improve Smoke Grenade visual effects (converted to Niagara)
  • Smoke Grenades will now obstruct creature vision
  • Increase Smoke Grenade throwing range
  • Decrease Grenade throw charge time 1.5 to 1.25s
  • Update Metal Oxite Dissolver to use new V2 mesh
  • Hook up custom logic to rotate dials for each oxygen slot and fuel slot (large dial)
  • Fixed incorrect Komodo mesh
  • Reordered Hyenas above Alpha Hyena to grant credit for Hyena Trophy to Hyena bestiary entry
  • Fixed Inverted Left Concrete Roof missing from radial selection menu
Future Content
  • Added modifier states for all new weather types, linked to base testing events
  • Resaving WeatherPools data table to resolve build error
  • Added AXE_IronWood
  • Added bestiary text for Arid Striker and Redback
  • Setting up quest variables for Daisy to replicate
  • Adjusted Dialogue locations for PRO_Story_1
  • Adding new Icon for the 'UDA Communicator Upgrade'
  • Timer for PRO_STORY_1 now starts AFTER the tomato is planted
  • Adjusting V2PromNomadEvent8.7 to have a lower priority than V2PromNomadEvent7 so dialogue interruption does not occur
  • Add BoundsMap texture mask for Prometheus visual map to only show north portion of map
  • Added 50 second delay before starting objectives in PRO_Story_1 so dialogue can play to completion
  • Adjusting dialogue for entering area's Alpha, Beta & Delta so the dialogue plays only once instead of each time you enter the area
  • Updating PRO_STORY4 weather forecast, also preventing natural spawns of arctic area's during the phase where you are tracking down an Group 15 agent
  • Fixed skinning for heavy obsidian chest armor male and female
  • Hooked weather visual effects for all new weather types, tweaked modifier values
  • Adding slug spot audio event and notif
  • Updated visual map textures for Prometheus, reduced textures size, reset MipGenSettings and Changed texture group to UI
  • Importing Desert Striker assets and setup character and carcass + bones assets and relavent DTs
  • Adding cave specific river audio to play when in the cave river.Adding event and BP entry
  • Add creature threat audio settings to swamp slug so that it triggers combat music correctly
  • Adding direction eq and distance eq and reverb to slug movement layers
  • Adjusted collision on SM_BLD_Wall_Solid_Stone so that picture frames should no longer clip into the wall
  • Adding in slug carcass assets and Lava slug assets + carcass assets, updated character etc and Corpse characters
  • Made Sulfur reaction effects more customizable to suit different scenarios
  • Repositioned in-world actors
  • Adding komodo variant mesh along with carcass state, updated character BP, Corpse BP and D_Meshable entries
  • Added new Gas Flyer creature alongside first pass of behaviour set.
  • BallisticData now supports Niagara trail particles.
  • NPCs can now override GetSightPerceptionOrigin in Blueprint to specify an arbitrary location/rotation for sight traces to originate from.
  • Improved Swamp Slug's slime trail material and spline generation
  • Updating PRO_STORY4 body3 search area, as the body was outside the area
  • Adding Caught Fishing Notifiers and FishingNotification Subsystem
  • Added new weather events, tiers and modifiers. Still requires additional tweaking of exposure rates, and tierified visual effects
  • New entries added to Bestiary Data for lore text entry
  • Update swamp wind modifier to communicate that it makes creatures see you easier
  • Update temperature modifiers of weather events to offset new weather modifiers
  • Update many weather events visual communication, fixing many linked curves and values
  • Scaled AcidFog damage to reasonable levels
  • Resaved WeatherPools to resolve build issue, again
  • Adding slug flinch audio, event and data table entry
  • Adding grasslands track Icarus_25 to Music data
  • Adding music asset for grasslands
  • Adding slug attack vocals and adjustments to notifier timings
  • Added Lava Slug variant setup to AI Setup and Item static for the corpse
  • Added translatable entry for the mount following indicator
  • Added lore text for remaining creatures in the bestiary
  • Update ModifierCosmetic BP to support new approach for SulfurGas (missing from 113273)
  • Optimized existing Sulfur effect
  • Added Missing Source Files for adjustments to the Aura component manager and fishing functionlibrary
  • Removed debug print from PerformAction_SpitAttack
  • Adding Aura distance overrides on modifiers so the sulfur actor pools can spawn their effects and aura's dynamically and to the correct size
  • NPCs using the 'Spit Attack' BTTask can now specify a delay in seconds when spawning multiple projectiles to spread out construction cost over time, default delay is a single frame
  • Added roat carcass sk mesh, material and textures
  • Added swamp bird bones skeletal mesh and textures. Updated Swamp bird corpse BP to include the new bone asset
  • Added noise and additional blending to slug trail material. NPCTrailComponent can now be given a socket to use as origin when generating new spline points
  • Added validation for new weather types, fixed some bugs found due to this
  • Fixed ticking modifier scaling effectiveness which caused damage over time effects to do no damage (dev only)
  • Adding slug death audio and small adjustments to embers storm based on new length and speed
  • PRO_A_Stockpile: Updated to remove the return to dropship objective
  • Adjustments and improvements to the gas flyer
  • Rasied terrain to prevent gaps between landscape and cliffs, Purple Quad, Prometheus
  • Adding gas flyer horn audio, shoot ballistic audio and BP logic to play explosive sound when corpse blows up
  • Updated building damage tag effect for storms to not completely destroy buildings, instead leaving the building fully stripped like other storm damage
  • Reduced AcidRain damage
  • Added smoke effects to acid fog storms, to emphasise the increased fog
  • Scaled player item damage of the toxic gasses storms
  • Increased exposure for Prometheus lower tier storms
  • Creature images added
  • Creature images added
  • Creature images added
  • Creature images added
  • Creature images added
  • Creature images added
  • Adding sounds to all new slug animations
  • Added additional weather action validation and scaled temperature effects by weather tier
  • Add Weapons Utility widget which shows damage output
  • Flushed Grass on Blue & Yellow Quad, DLC Map
  • Lots of adjustments and improvements to the gas flyer projectile sounds
  • Daisy Death Dialogue no longer players when escort is complete in PRO_STORY_1
  • Flushed Grass to fix grass patches, Green Quad and Purple Quad, Prometheus
  • Fixing up bestiary & AI setup for the lava slug so it has different behaviours, stats, growth, loot tables from that of the swamp slug
  • Added music timing hooks and validation to new weather events, minor fixes to timing for other weather events
  • Fixing dialogue timing PromOffender5. Added 4 second start delay
  • Add swamp minimap material for generating LODs/minimaps
  • Added PIC_IronWood
  • Removed damage from new weather events that have damage within the modifier
  • Added debug CVar to disable shelter traces for performance testing
  • Adding gas flyer audio events and data table entrys for the ballistics
  • Reduced damage of Swamp Slug.
  • Dampened Swamp Slug's Physics Asset. Swamp Slug's trail now lasts 40s
  • Adding outstanding slug animations, eat, sleep and a few extra attacks
  • Added randomised spawn scale to gas flyers
  • When performing weather tagged damage, add a basic two trace shelter check for building pieces as these have no shelter component
  • Added footstep particles to Lava Hunter.
  • Lava Hunter now creates small patches of fire when walking during it's powered up state.
  • UE4 PlayMontage function now gives reference to AnimNotify asset when triggered along with the usual Name.
  • Added new AnimNotify which can be used to specify an override damage source location.
  • Fixed missing 'CanFinish' node build validation error
  • Added Macro cliffs to prevent lighting issues and fixed a hole in the roof of AC_MED_008, Blue Quad, Prometheus
  • Adding dialogue fix for Prometheus Story 5 Event 9, Adjusting quest events to reflect dialogue timer reference
  • Fix forprometheus mission 1 smpl3 dialogue, replaced phrase spoken incorrectly
  • Adding decal showing AOE for orbital laser event
  • Setting up Remaining 2.0.0 bestiary setup / images / etc
  • Setting up Roat Skinned State and Corpse description
  • Reworking elements of Story Mission 6 so it supports reloading, adding in new prebuilt structures as well as ajusting quest steps
  • Added ITM_Sickle_IronWood
  • Proof of concept pass of decal showing AOE for orbital laser event - currently not connected
  • Added SK_ITM_Sledgehammer_IronWood
  • Fixed Lava Flyers not damaging players on detonation
  • Updated needler bones skeletal mesh with new model and added new textures
  • Updates to the gas flyer. Adding floating movement audio and general tweaks and adjustments
  • Adjustment to gas flyer shoot sound
  • Additional attack slam for the slug.
  • Not currently hooked up.
  • Adjustments and improvements to gas flyer.
  • Also lowered predator bird attack sounds and spacialiser slightly. was a bit intense before
  • Fixing decal opacity for Orbital laser event
  • Removing extra projectile resistance from Bloodclaw in fishing mission & fixing carcass text
  • Added swamp roat bones sk mesh, material and textures
  • Adding moew prebuilt structure jsons
  • More work on Story Mission 6, now playable up to Group15 camp
  • Fixed Scoria Brick missing skin in BuildingPieces Datatable
  • Adding new prebuild structures for Story Mission 6
  • Expanded floating foliage checker tool
  • Exotics Checker tool expansion
  • Added swamp bird carcass assets to project. Updated swamp bird corpse blueprint with these new assets

Icarus Week Eighty Four Update | Dining Suites and carved wood decor

Week Eighty Four is here, and brings our second batch of Carved Wood Decorations to Icarus, with six new items to craft.

We’ve also updated and improved photo mode, tweaking and improving the ranges of different settings and the control players have in setting specific parameters to get the perfect shot.

You may have noticed we’ve published this week’s update one day early. In New Zealand, where RocketWerkz is based, we have a public holiday this Friday to celebrate Matariki, the Māori New Year. Enjoy this week’s update while our team enjoy our holiday weekend.



Carved Wood Decorations


We’ve added a second batch of Carved Wood Decorations this week, adding six new items to the set for you to craft and decorate your base with.

Included are three tables - a Round Table, a Six-Seater Dining Table, and a Ten-Seater Dining Table to suit any sized prospecting crew.

There is also the new Carved Wood Dining Chair for you to craft and adorn your new dining suite with.

For your walls there is the Carved Wood Wall Shelf, along with the Carved Wood Candle and Carved Wood Desk Lamp to place around your base.

Our art team is always working on new assets and items to personalize your Icarus experience, so suggest any items or designs you’d like to decorate your base in the comments!



Photo Mode


Photo mode has received a pass with new features and improvements to make taking the perfect snap even easier.

The big one of these is we’ve increased the tether distance to allow players a bit more width and depth when taking photos of their character models in different settings.

Alongside this, we’ve also changed the photo mode parameters so that most of them can now be manually set outside the standard slider range, smoothed out the FOV mouse scrolling, and added the ability to change the movement speed of the camera smoothly while in motion.

We’re keen to see your best photos, so make sure you keep sharing them in Steam, Discord and on socials. You can access photo mode with numpad 7 or set it to any key you choose in the settings.

Matariki


You may have noticed we have pushed out our weekly patch a day early, as tomorrow in New Zealand we are celebrating Matariki, a public holiday that falls on our usual patch day.

Traditionally Matariki was a time to acknowledge the dead and to release their spirits to become stars. It was also a time to reflect, to be thankful to the gods for the harvest, to feast and to share the bounty of the harvest with family and friends.



Changelog v1.3.6.113408


New Content
  • Unlocking next set of carved wood decorations
  • Increase maximum Photo Mode tether distance
  • Settings values in Photo Mode can now be manually edited by interacting with the number, this allows values outside of slider range
  • Fixed issue where Photo Mode cursor would persist after hiding UI if options panel was visible
  • Hiding UI while in Photo Mode automatically enables flying movement of camera
  • Adjustments to FOV in Photo Mode via mouse wheel are now smoothed (with option to change smoothness)
  • Added ability to switch mouse scroll in Photo Mode to adjust movement speed instead of FOV
  • Adjusted min/max values of several Photo Mode setting sliders
  • Adjusted scale and units for Photo Mode DOF settings
  • Can no longer take a photo while Photo Mode preset name box has keyboard focus
  • Fixed bug where Photo Mode presets sometimes wouldn't apply when first entering the mode
Fixes
  • Put light items into the light slot by default
  • Remove custom user descriptions from TagQueries DT which hides the actual queries
  • Added translation text to radar screens and exotic item tooltips
  • Hooked up translated text for Storm Incoming! prompt on weather timeline
  • Update handling of unlock flag presentation for talents and workshop items, to ensure the required talent or DLC flag is shown
Future Content
  • PRO_Story_4: Setup map marker for cache, added offset to spawn location to ensure creature does not spawn within collision unable to move
  • Setting Progressive Stats for New Creature Types into the AICreatureType table so players can recieve the damage bonus / defence bonus from the bestiary for the New Creatures
  • Added missing enteries to the Creature types table and split out exisiting variants where it made sence (Komodos, Roats, Bluebacks)
  • Did a pass over Experience and Skinning Events for all new creatures and added appropriate experience events were nessessary
  • Added new Tags for the new creatures so they can be classified correctly where needed
  • Deactivated interactable component on foliage types that are unable to be hand gathered, this prevents them trying to set their interactable elements to none
  • Updated highlight text on foliage types that require sickle or axe, to ensure they mention that they require a sickle or axe
  • Added a validation step before interactable rows are updated on FLOD instances, ensuring that if it is unset it will not try to set the row to none
  • PRO_Story_3: Updated dialogue triggers for scans, added icon to base location objective
  • Resave quest datatable as final change was missed
  • PRO_Story_3: Added dialogue data to quest logic
  • PRO_Story_2: Fix trigger bounds on initial area audio, ensuring it matches player location. Fixed trigger bounds on cave found audio, added worms dialogue
  • Updated thatch buildable wall, roof and foor with new reduced geometry
  • Adding Icons for Cold Steel Tools / Weapons / Projectiles
  • Adding Cold Steel Tools / Weapons / Projectiles and Fur into the game and hooking up to their item instances
  • Added proper materials to D_BuildingSkins Data Table for Scoria Brick Building pieces
  • Fixing spelling mistake in stat names for Variant Creatures
  • Added dioramas for grasslands, lava, and swamp bestiary image generation
  • Quest search areas compass icon now resembles the search area on the map with a similar image and colour
  • Adding additional hail layer
  • cFixing formatting error in Virtual stats which would break the build
  • added fish 19 variant 2,3,4 sk meshes, materials and textures
  • Added BLD_Door_Brick and animations
  • Added BLD_Window_Brick and animations
  • Adding in Missing Clay Brick Deployables, Icons, Recipes and Item Setup (Window, Door, Railings)
  • Adding Icons for the Alien Conch & Pottery
  • Fixing formatting error in Virtual stats which would break the build (again)
  • Quick pass of resistances on new 2.0.0 creatures
  • Adding new AIGrowth Setups for new 2.0.0 creatures that did not have unique ones
  • Switching 'Daisys' Corpse so it is no longer a buffalo
  • Breakble Rock Nodes can now not be affected by the obsidian, ironwood or coldsteel damaging modifier effects
  • Adding Fish 15-19 Fish Meshes, Images and Recipes
  • Reworking PRO_Story1 to include add new Dialogue and make sure the various end conditions where all achieveable
  • Removing Daisys Saddle Slot
  • Adding Modifier to players when they are carrying specific resources that are gained when harvesting / skinning / mining when using the Ironwood toolset
  • Equippable modifiers now have an inventory bypass if required
  • Added missing sockets to several Brick buildable assets
  • Further fine tune to obsidian leg and arms armor. Better balance between legs and arms / running vs weapon use etc. Also fine tune and adjustment to the latest hail audio addition
  • Added SKs, textures, materials for Cold Steel Bolt (SK_BLT_ColdSteel)
  • Added names for PROM fish
  • Fixed two typos in mission objectives for PROMstory6
  • Fixed a typo in the highlightable for the body in FRACTURE mission
  • Fix LOD settings on various assets
  • Delete Creature SMs
  • Add LODs to T019 Shadow Geo meshes
  • Delete unused experiemtnal T019 merged render meshes
  • Pass on collision for Prometheus rocks/cliffs/caves/impassables. Setup correct lod levels to generate collision from. Changed multiple cliffs to use complex collision as simple
  • Small update Cold Steel sickle
  • Adding blue steel pickaxe and axe layers and additions and balance against other axes. Fixed steel knife throw pointing to spear audio
  • Update grasslands biome effects, increasing the color and opacity of the fog while reducing the post processing impact, resulting in close objects appearing closer to their original color with minimal impact to the biome's overall palatte
  • Update prometheus conifer biomes to use grasslands atmosphere
  • Added text for new meta items
  • Updating the BLT & ARR physical meshes for cold steel so they now use their correcty collisions while flying through the air
  • Added NonInteractable interact row, for explicit override to non-interactable
  • Added highlight text for spiked brambles, to differentiate from non-spiked brambles
  • Fixed non-spiked brambles setup to ensure they are only harvestable by sickle
  • ColdSteel Arrow - added BallisticPhysicsAsset
  • ColdSteel Bolt - added BallisticPhysicsAsset
  • Updated the grasslands, lava, arctic and cave diorama for the new bestiary screenshots
  • PRO_Story_6: Fix progress blockers, add map icons, add dialogue to initial quest steps
  • Adding Cold steel impact event, equip sound and unique whoosh audio
  • PRO_STORY_2, Moved Caveworm locations to prevent clipping issues, Prometheus
  • Frozen ore can now be placed into fireplaces, campfires, firepits, ovens, furnaces to defrost and be awared with a random ore
  • Added new template function for selecting a random element from a TArray
  • Added text for FRACTURE cave set dressing items
  • Fixed LOD group and reimported Cliff_13 mesh (GL, TU, SW variants)
  • Added dev-only option to disable Photo Mode tethering entirely
  • Add AOE Damage Aura For Sulfur Pools
  • Added wooly zebra bones skeletal mesh and textures
  • Add shallow water modifier state which is applied when overlapping water but not swimming. Doesn't currently have any stat effects, requires a design pass. Refactored swimming component a little in order to set this up
  • Added 3 standard and 3 wall mounted signs for the Rustic Decorative Tier, including DMs
  • Adding conch deploy audio and event and data table
  • Updating Fish and Bestiary Images for 2.0.0 to use the UI texture group
  • Fixed a bug where the basic fishing rod would destroy lures if you selected it in the context menu. Fishing rods now check for an inventory component and only open if the object has one
  • Fix a bug with weather clog when there is more than on deployable in the affected biome (early return)
  • Added extra lines for Offender and Shadowed mission dialogue edits
  • Adding sickle into grass layer for harvesting grass bushes
  • Fishing, bestiary and atmos data tables updates with bestiary images
  • Adding fish images for fishing log
  • Adding creature images for bestiary
  • Adding creature images for bestiary
  • Adding creature images for bestiary
  • Adding creature images for bestiary
  • Setting up Encrypted Missions that Require the T4 Communicator to Access, adjusting UI on planet to mention that Encrypted Missions must be accessed via a T4 Communicator when attempting to access in other ways
  • Updating Mission Selection UI to visually distinguish encrypted missions from regular missions and updating general Prometheus Mission Flow
  • The T4 communicator now requires an active power connection to work
  • Show active modifers on deployable UI
  • Adding Bestiary background images
  • Search Area Compass icon now disappears when within the search area and a same coloured border now appears to signify that you are within the search bounds
  • Change PM to Bush on aspen seedling master material to fix sickle impact audio parameters
  • Fixed obsidian rock var 2 incorrectly using the var 1 mesh in its foliage type setup. This was causing the mesh to visibly change when activated
  • Added missing auto generated LODs to all Aspen Tree chopped pieces, as well as removed RVT's from the trunks as we are no longer using them on trees
  • Adding fixes for Offender and Shadowed mission dialogue
  • Spit particles mesh scaling based on projectile speed is now correctly oriented towards current velocity
  • Tweaked Lava Hunter Spit Attack, is now longer range and rains down from the sky rather than being directly targeted at Player.
  • Increased size of Lava Hunter Spit projectiles.
  • Added new SequenceLoop_Scaled BTComposite which allows sequence loop count to be automatically scaled using new scaling system.
  • Fixed a couple of access none errors in BP_BallisticBehaviour_Base.
  • Instead of breaking to lay a single egg before attacking again, Lava Hunter now lays several eggs in succession, with the number of eggs scaling with nearby player count
  • Added physics and overlap influence range adjuster to FLOD Debug Overlay
  • Added FLOD physics body counters to FLOD Debug Overlay
  • Added mission lockout time for missions activated from open worlds. This prevents repeating the same mission within the lockout time
  • Added debug command to dump the mission history to log and screen
  • Adding first layer of Slug footsteps
  • Updated grammar in some quest steps for NOMAD mission
  • Adding swamp slug Idle audio sounds, event and data table entries
  • Made slight adjustments to some dialogue subtitles in NOMAD mission
  • Fix DT merge clashes again
  • Hooks for weather dealing damage to armor or focused player item
  • Added weather setups and modifiers for all biomes for Prometheus
  • Adjusted Batdog bones skeletal mesh skinning
  • Adding in images for feature levels and setting all feature levels on new horizons items, images will now appear on blueprints, items, workshop gear and associated tooltips
  • Removing old feature level widgets
  • Adding in Swamp Slug to Swamp Spawn List
  • Adding Spawn Rules so Snow/Desert Strikers do no spawn more than 2 at a time, and do not spawn close to dropship landing locations
  • Adding in Gas flyer skeletal mesh and anim assets, also second variation of the material for use in the swamp and grasslands
  • Updated Batdog bones to correct skeletal mesh
  • Setting up Wooly Zebra Bones
  • Adjusting modifier state electroshock so it deals electric damage and not physical
  • added deer variant bones sk mesh, material and textures
  • Added outstanding behavior and implementation notes on the creatures for 2.0.0 in D_AiSetup
  • Added BLD_TrapDoorHatch_Brick and animations
  • Fixing Prometheus World Data so it is feature locked to NewFrontiers and not Development
  • Further bias out non flat areas when selecting a player spawn point to prevent landing with door open to vertical cliffs on Prometheus
  • Fix DT whitespace after merge
  • Creating new 'Transgenic Tomato' and setting up various seed states
  • Adding new Mission step for PRO_STORY_1 where prospectors are now given a a crop plot and tomato
  • Updated STORY_1 Collection quest trigger so the retrival pod and creature can be seen from further away
  • Updated STORY_1 to fix the tomato praise and reward audio from SMPL3
  • Fixing STORY_1 Daisy Quest end steps so looting is optional
  • Fix LODs on various SK meshes
  • Fix texture settings on new creatures
  • Updated AI spawn config for Prometheus lava zones to ensure creatures spawn at the correct level
  • Added Moss VFX to Cypress Trees the first time they get hit
  • Fix sometimes custom quality label is not translated in graphics setting drop down
  • First commit for Blueback fur fix, setting up new splines
  • Fixed bug where suit straps would disappear when equipping obsidian arm armour, all obsidian and heavy obsidian armour pieces now use the correct type
  • Fixed buildings not propogating fire anymore
  • Adding slug slow medium and fast loop audio and events, updating all slug vocal sounds to be a little more unique but still fitting in the same sloppy vibe
  • Updating Weather actions and events to add a sulfur pools event and adding a cosmetic attachment to the sulfur pools aura
  • Added actors in the persistant map that would reciece the sulfur pools aura when the event triggers
  • Add an effectiveness variable to WeatherActions modifiers
  • Setting up new Fish to work on the same skeletons as fish01 and adjusting hook socket locations
  • WIP Environment VFX
  • Tweaks to Geyser VFX
  • Moss VFX for Mangrove Trees getting chopped
  • Setting up the bones for the Plains Equix in engine
  • Lava Hunter Fissure Attack Protoype BP and VFXs
  • Add Texture validation which detects when World/WorldNormals Texture Group is used (defaults that should be changed)
  • Updated BLD_Railing DM
  • Added first pass of Swamp Slug behaviour set and animations.
  • Added new component that can be used to generate a visible SplineMesh path behind owner that fades out over time.
  • Added new property bUseMeshBoundsAsSelfGoalRadius to IcarusNPCCharacter to allow NPCs to use their mesh bounds when determining if they've reached move target (instead of normal collision cylinder).
  • Dev-only AI Target Dummy now starts moving automatically when simulating in editor
  • Second commit for Blueback variants fur clipping issues and carcass settings, still one outstanding bug in the lava variant with wrong material assigning for the bones, fixed on next commit
  • Lots of additions to the slug audio
  • Fixed missing materials on DM_BLD_Door_Brick, DM_BLD_Railing_Stairs_Brick, DM_BLD_TrapDoorHatch_Brick, and DM_BLD_Window_Brick
  • Fixed materials on DM_BLD_Railin_Brick
  • Adding new Functions to Storms can damage players Armor and Inventory Items if required
  • Tweaks to Lava Hunter fissure attack and comments
  • Adding slug sniff, slug shake ear and shake adjustments to animation notifiers
  • Fix up log output for Talent unlock debugging
  • Updated WeatherPool to use new AcidFog name
  • Updated SulfurPoolsReaction weather action to only apply to the biome the weather is active in
  • Updated Fog to Acid Fog
  • Updating Names of Redbacks, Arid Strikers and Ashen Drakes to match throughout bestiary, creature type and carcasses
  • Adding lots of slug attack movement sounds and anim notifs
  • Updating Chala, Viscid and Arid Blueback names
  • Update Enzyme Geyser eruption effects to use new mesh-based system
  • Fixing material override for Chala Bones
  • Hooking up Bones for the Chala Corpse
  • Balance adjustments to slug attacks
  • added Chamois Variant Bones sk mesh, material and textures
  • Adding Swamp Roat Physics asset as it was referenceing an old ones where the skeletal mesh bones did not match
  • Fix a UI display issue where modifier effectiveness is not displayed if the modified has no lifetime
  • Adding Icons for the Scoria Brick Building Tier
  • Adding slug whoosh attack and big swirl swoosh attack audio and anim cues
  • The icon editor will now save item icon images with a T_ prefix
  • Adding Icons for the Scoria Building Tier
  • Fixed Lava Blueback skeleton material override on skinned state and container empty by setting the override to 0 to retain default material
  • Disambiguate epic creatures and boss creatures when awarding bestiary points

Icarus Week Eighty Three Update | Armor Piercing bullets are here

Week Eighty Three features two revamps of existing in-game systems, alongside the addition of a new type of ammo for firearms.

Armor Piercing Ammo has been added, and we’ve paired this with an overhaul of the Hardened Point Damage System, providing a more scalable and effective process for calculating the impact of stats when targeting different Hard Points on different creatures.

The Orbital Workshop has also received a UI pass, aiming to make it easier to navigate to make room for new items in the future.

Jump in and have a read.



Armor Piercing Ammo


This week we’re adding a new ammo variation, Armor Piercing. This will be available for firearms, while crossbows already have this perk innately.

Armor Piercing Bullets for firearms come with the Hardened Point Penetration stat, essentially bypassing the hardened hitbox areas of animals, allowing you a little more success if your accuracy isn’t up to par.

Armor Piercing Bolts have also had their stats adjusted, in most cases replacing the Hardened Point Damage perk with Hardened Point Penetration, although in some cases Hardened Point Damage still exists.



Armor Piercing Changes


We’re using this update to provide a rebalance for the stats around hardened point damage and perks related to combat.

With our Week 36 update, we introduced more detailed hitboxes on creatures that included weakened and strengthened zones on their body. To achieve these, we used a stat called Hardened Point Damage to increase or decrease the damage done to the hardened points on creatures such as horns, tusks, shells, skulls, etc.

All creatures started with a value of -75, meaning that the player's damage was reduced by 75% for the toughest hard point zones, and regular hard point zones started at -37.5 (a 37.5% reduction).

On Crossbows we had stats that would reduce this value (move it closer to a 0% reduction), for example, a +75% improvement which meant that even when hitting the toughest hard point, you would deal 100% of the possible damage.

The issue, however, with this approach was that you would also receive the buff when hitting regular hard point zones, which only received a 37.5% reduction. This meant that players would end up delivering 37.5% MORE damage than intended (-37.5%+75%= +37.5% excess), an unintentional buff that broke the balance of the system.

We have reworked the damage alongside introducing the new Hardened Point Penetration stat, giving us three stats we can interchange to provide the right balance:
  • HardenedPointPenetration
  • HardendPointDamage
  • HardendPointProtection

The new Hardened Point Zone damage modification stat works as follows:

Creatures start with a 75% reduction in damage (HardendPointProtection)

HardenedPointPenetration is a percentage value between 0-100 on weapons and ammo that reduces that -75% closer to 0%. A 0% HardenedPointPenetration means -75% damage reduction, and a 100% HardenedPointPenetration means a 0% damage reduction.

When and only if HardenedPointPenetration reaches 100% (0% damage reduction) do we apply the HardenedPointDamage Stat.

Here’s an example scenario to consider:

Originally posted by author
Crossbows have an innate HardenedPointPenetration of 100%, meaning all their shots, will bypass hardened points (the damage reduction of -75% is reduced to 0%).
So using Metal Bolts (81-90) with Basic Crossbow (0% projectile damage increase)

- Normal: 81-90
- Hardpoint 81-90
- Extra Hard Point 81-90

With the Notch attachment, Crossbows do +25% damage if hitting a hardened point if the penetration is 100% (which in this case it is). This is the HardenedPointDamage stat coming into play.

Metal Bolts (81-90) with Basic Crossbow (0% projectile damage increase) with prototype Notch (+25% Projectile Damage, +25% HardPointDamage)

- Normal: 102 - 113
- Hardpoint 126 - 140
- Extra Hard Point 113 - 127




Workshop Revamp


The Orbital Workshop has received a UI revamp, designing it to be more like the blueprint trees on-planet, utilizing multiple smaller trees rather than one large tree.

This change provides a cleaner experience and helps us balance each branch individually and provide a singular path focused on specific tools and items.

The revamp will make it cleaner to add lots more Orbital Workshop items in the future. As some of you have seen in our patch notes we’ve been working on new items as part of our next major expansion New Frontiers and the current layout was getting a bit crowded.

With this change, some items are now locked behind an increased number of lower-tier items, while others will be easier to access. One important thing to note is this does not change any of your workshop progress and anything you have unlocked in the past will still be unlocked, regardless if it has moved in the UI or not.



Changelog v1.3.5.113110


New Content
  • Tweaking of Workshop so it is now aligned into separate categories
  • Enabling Armor Piercing Bullets, Blueprints and Recipes
  • Swapping BaseHardenedPointDamage to BaseHardenedPointPenetration on various items as it represents more what we wanted the stat to do design wise, negation of hardened point zones rather than a damage buff
Fixed
  • Added many more translatable strings, notably close buttons, mount commands, unloading ammo, and the sort button
  • Made DescriptionText member of D_Uses an FText to support translation (was previously FName)
  • The 'Press any key to skip' text shown during loading screen cinematic now supports localization
  • Updated translatable text row for character deletion to correctly allow translation.
  • Updated Out of Bounds warning to correctly allow translation
  • Combining lantern start / loop / end audio into one event, and combining wood rag torch start / loop / stop into one event for Craigs torch BP cleanup logic
  • Fix lantern audio desynced after entering water bug
  • Refactored audio behaviour on all light skeletal items to simplify this fix
  • Re-separated wood rag torch oneshots out from loop event to enable context-specific ignite and douse behaviour
  • Applied a fix to audio component play state library function to allow fading out audio components to continue to respond to positional updates correctly
  • Fixed a few typos and edited descriptions to better reflect the nature of an item
  • Update Blueprint tooltip widget to remove black space when item description is too long
  • Updated deployable modifier widget to have 2 columns for alterations if exceeding 4 alterations, notably this prevents other parts of the widget being hidden (and mainly on crop plots)
  • Updated Crop Plot Fertilizer widget to show the text for fertilizer stats larger
  • Updated Resource Connections widget to allow translation of the requires and provides summary
  • Very small adjustment to OES pod volume so its not quite as intense. This is to account for when pods are coming up and down in similar times
  • Damage numbers no longer generate overlap events or affect navigation
  • Fixed durability setup on dehumidifiers, ensuring they correctly break on 0 durability
Future Content
  • Blueprint setup for ENV audio effects Volcanic Embers
  • Added SM_BLD_Wall_Solid_Glass, SM_BLD_Floor_Glass, DM Meashes, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Added several assets for the Iron Buildable rework
  • Refined mission descriptions, changed the amount of items required for progression and added gameplay tag to swamp questmarker, Prometheus
  • Added SKs, textures, materials for Cold Steel Axe (SK_AXE_ColdSteel)
  • Reimported enzyme cannon skeletal mesh with correct normal setting
  • Adding volcano audio for ember storm. Adding BP logic to connect audio parameter. Adjusting levels of base amb during storm
  • Improved behaviour of Lava Fliers, they now explode on death.
  • Fixed Lava Flier physics asset.
  • Added new decorator BT_DoOnce which allows a BT node and it's children to only be executed once per instance.
  • Lava hunter eggs can now be destroyed to prevent spawning.
  • Increased LavaHunter health and damage, assigned unique health/damage curves
  • Added new stat for FrozenOreChance%
  • Changed cold_steel_sledgehammer item template from coldsteel pickaxe to coldsteel sledgehammer
  • Added FrozenOreChance to Pickaxe and Sledgehammer
  • Cold Steel Sledgehammer now has a chance to give 1 frozen ore when a resource is spawned
  • Cold_steel pickaxe now has a chance to provide 1 frozen ore when an ore resource is mined
  • Removed accidental key press in a random location that would break the build
  • Lots of improvements and updates to the ember volcanic storm audio
  • Replaced Pots and Conch's with BP versions and fixed some floating cliffs, Pometheus
  • Added dropzones throughout Prometheus, labelled some of these as open world drop zones
  • Adding parameter for ash weather event and adjustments to embers event. Subtle reduction in clarity of SFX based on full ember amount to give sense of depth to the weather
  • AI can now specify a default critical hit area which is used whenever another area collider isn't hit - useful for making an entire creature 'Hardened'. Lava Hunter's default crit area is now hardened, with it's underbelly taking normal damage
  • Add a new weather damage type that includes a tag query for deployables/buildings
  • Added PyramidHip Iron Buildable pieces for Buildable revamp, as well as several materials that needed to have proper PMs applied
  • Update lava hunter audio state logic, and add Fleeing audio state for retreat
  • Update world cave generation commandlet script to throw exceptions on badly formed caves now that Prometheus map caves are in a good state
  • Adding new Larkwell Heated Canteen Workshop item and provides a modifier when they drink
  • Adding new Larkwell Oxygen Tank Workshop item that provides cleaner air and applies a modifier to players when they inhale
  • Adding 2x Variations of the new Larkwell Envirosuit to the workshop, one focused on module & backpack slots, the other on temperature
  • Adding 3x New Arrow sets to the Workshop focusing on new elemental effects and affliction chances
  • Adding 3x New Bolt sets to the Workshop focusing on Electoshock, Explosions and a hard hitting piercing ammo
  • Adding 6x New Modules to the Workshop (Temperature, Caving, Extreme Affliction Resistances, Fishing, Tamed Creatures and Wound Resistances)
  • Adding Icons for the Inaris Arrow Sets
  • Adding New Icon Scenes with the size of 512, for icon editor configuration, so icons can be captured on wide screens
  • Adding Missing Icons for New 2.0.0 Workshop Items
  • Setting up 4 new Tool sets for (Axes, Pickaxes, Knives & Spears) including new stats and effects
  • Adding 2x New Workshop Bows and 2x New Workshop Crossbows, item setup, basic stats and effects
  • Setting up New Talent trees, and talents for all new workshop equipment, including prices
  • Modifying Weapon Damage at the top of Item stat descriptions to display additional damage stats in this section and removed these from the remainder stats list
  • Adding new tags for Crossbows, throwing knives and throwing spears for quick icon editor image taking automation
  • Setting up 3x New Arrow Sets for purchase in the Workshop
  • Fixing Stat description for Frost damage +% as its description was incorrectly 'fire damage +%'
  • Fixing Processor recipes for Obsidian Spear and Knife as their outputs where incorrectly set to metal spear and metal knife
  • Added EquipArmour cheat script to instantly equip a full set of specified armour
  • Added SM_BLD_Roof_Glass, SM_BLD_RoofPeak_Glass, SM_BLD_Floor_Half_Glass, DM Meshes, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Adding BP data for volcanic ash. Adjusting audio event to suit ash weather event
  • Added SKs, textures, materials for Cold Steel Arrow (SK_ARR_ColdSteel)
  • Added Sockets to the Wood Set for Buildable Rework
  • Updates and imrpovements to volcanic embers and ash events. Added flaming whooshes for embers
  • Added new stat for Hardened point penetration (stat that mitigates hardened point damage reduction). D_CriticalHitAreas can now each specify a 'MitigatingStat' that can be used to reduce the strength of their 'EffectiveStat'
  • Adding dialogue source assets for Prometheus re-records
  • Updating LOD Generated settings for Prometheus
  • PRO_Story_6: Added pointlight assets to mission spawn, updated some static meshes to blueprints, updated list of blueprints to spawn as part of mission
  • Adding new Creature Scanning Device which scans a nearby creature, adds a debuff which causes them to take extra damage and increases the users bestiary progress (can be done once per creature instance)
  • Setting up creature scanning device in the workshop and feature locking to New Frontiers
  • Expose duty cycle on tagged weather damage events
  • Ensure that WeatherActions are correctly stopped when using cheats (internal dev only)
  • Fixed bug where NPCs that had the 'DamageReturned_%' stat were returning damage to player's weapon instead of the player
  • Adding in Missing Bestiary Rows for Prometheus
  • Adding in missing Carcass loot for new animals that where missing
  • Feature locking AI & Bestiary Rows to New Frontiers instead of Development
  • Stockpile: Refined flavor text and adjusted mission rewards, Prometheus
  • Added Sockets to the Iron Set for Buildable Rework
  • Cold Steel Axe - texture/material fixes
  • Added SKs, textures, materials for Cold Steel Pickaxe (SK_PIC_ColdSteel)
  • Adding volcanic wind gust after boom and adjustments to scatter audio during storm
  • Added Sockets to the Concrete Set for Buildable Rework & Adjusted Wood INT Master Dirt Mult
  • Adjustments to ember scatter distance and times and wind levels and tonality curves for the volcanic storm
  • Moved Cave volume sticking out of cliff and fixed floating obsidion ores in manual cave, Purple Quad and Green Quad, Prometheus
  • Added Sockets to the Wood INT Set for Buildable Rework
  • fixed skinning issue for heavy obsidian armor arms
  • Lava Hunter now has increased health regen when recovering in lava pools.
  • Lava Hunter now enters an temporarily boosted state after recovering in lava, receiving less projectile damage, returning some melee damage, and setting melee attackers on fire.
  • Added bestiary text for Viscid
  • Adding wetlands acid rain sizzle, adjustments to timing of embers storm based on test event which is closer to the real event
  • Added new SMPL3 lines to dialogue table
  • Added rerecorded Sol lines to dialogue table
  • Setting up basic Prometheus creature loot tables, adding in special drops for most creatures
  • Added new 'Quest' collision object type, along with two new collision pofiles 'QuestQuery' and 'PlayerCapsule', used to standardise collision profiles used in those two cases
  • Adding dialogue events for Open World intro missions
  • Ensured EQS queries ignore quest actors, as these should not have anything preventing queries of that type
  • Added art assets for Fish 18 variant 1
  • Rasied terrrain to prevent landscape clipping, Green Quad, Prometheus
  • Adding in new fish map for Prometheus and setting up fish zones and new fish (17/18/19 and variations)
  • Setting up Fishing Book for new Fish & Adding Fish to Spawn Zones for Prometheus
  • Added SKs, textures, materials for Cold Steel Sickle (SK_ITM_Sickle_ColdSteel)
  • Stockpile: Changed Required Meals and Adjusted How many are Required, Prometheus
  • Added text for scoria building pieces
  • Added text for bone armor pieces
  • Added text for Scoria buildables
  • Added missing bestiary stats for new creatures
  • Fixed item rewards for multiplicitive arctic pelts stat
  • Changed Drac Hemorrhage modifier to Minor Hemorrhage and lowered chance
  • Added text for standard and heavy obsidian armor pieces
  • Adding dialogue events for NOMAD v2
  • Adjustments to the grasslands hail storm event and intensity. Adjusted eq of wind based on intensity
  • Adding in Missing Animation Blueprint for the Exotic Harvester, animations now players upon deploy and its active state
  • Wire heavy ash to provide a clogged modifier to all processors in the same biome as the weather event
  • Removed rouge cave volume at story cave one, Green Quad, Prometheus
  • PRO_A_Stockpile: Updated Location of Swamp Quest Marker and Updating Quest Marker Gameplay Tags, Prometheus
  • Adding new parameter for hail storm and also adjustments and fine tune to volcanic storm based on playtest
  • PRO_A_Stockpile: Updated Cooked Soy Bean name to match in-game name, Soy Bean Stir-fry
  • Unlocked the Crunchy Soy Bean recipe, craftable at the Campfire
  • Adding fmod events for prometheus mission one dialogue to table
  • Adjustments to exotic harvester now the anims are hooked up. Lowered volume, adjustments to spacializer and added tree snap when picked and directional EQ
  • Added in all updated Brick Tier Buildables with new APEX, DM's and mask materials
  • Updates to obsidian armor. Lowered intensity and small adjustments
  • Stockpile: Changed Required Items and Adjusted How many are Required, Renamed BP's to have A instead of C and Renamed Quest Markers, Prometheus
  • Small adjustments to dialogue lines to give more definition between characters (by adding a shorter static burst) and also adjusting some longer pauses for dramatic effect
  • Added Fish 18 variant 2, 3, and 4 art assets. Tweaked colour and LODs on variant 1
  • Added subtitles for new voice lines in prom missions
  • ColdSteel Pickaxe - tweaks to mesh and textures
  • Added SKs, textures, materials for Cold Steel Sledgehammer (SK_ITM_Sledgehammer_ColdSteel)
  • Wire heavy ash to provide a clogged modifier to all generators in the same biome as the weather event
  • PRO_A_Stockpile: Update Berry Jam quest step to use in-game name
  • Added all Scoria Brick materials and textures for the Brick Building Tier
  • Obsidian, Heavy Obsidian, and Bone armour sets now use the correct 1st person arms mesh, preventing them from being invisible in first-person perspective
  • PRO_Story_2: Ensured cave marker shows on compass
  • Updated cave entrance markers to have a Cave_Entrance_Cheat and Cave_Entrance, dev locked the cheat version, this ensures that the marker isn't used in-game and is only used in development
  • Added final lines and subtitles for Nomad mission
  • Added new Lava Bomber additional spawn for Lava Hunter.
  • Lava Hunter now gets extra health regen when 'powering up' in lava.
  • Tweaked Flyer, Broodling, Bomber AI behaviours to better match design document.
  • Lava Fliers now slightly lead target and no longer slow down before reaching
  • All tree prefabs can now specify specific meshes to immediately detatch on first hit (previously only worked for snow trees). Vines on Cypress trees are now correctly removed when first hitting the tree
  • Added Beam Assets for Iron Buildable rework
  • Cold steel Knife now has a chance to apply the 'Chilled' alteration on meat when skinning
  • Adding positive ice pickaxe hits for new ice cave walls
  • Added skeletal mesh for fish 19
  • Fixing Generated Stat name that would have broken the build
  • Committed missed Virtual Stats File which means the new bestiary progressive stats where not being calculated correctly (does not effect any stats on the live build)
  • Adding new Progressive Stats for each new creature in New Frontiers (and some other future ones) so we can finish setting up the bestiary, added stats, descriptions, virtual stats and calculations
  • Added bone, obsidian and heavy obsidian armor icons
  • Committing Missing Buildable Table Missed in last commit and fixing up Ramp & Floor Piece references which was breaking the build
  • modified Fish19 static mesh
  • Adding in Reaver base assets, rig, material and all animations
  • Updating buildable to now use a new table BuildingPieces & BuildingLookup to coalesce building piece information into a new table and data is not hidden in arrays, this will also make it easier for adding new building tiers and skins in future
  • Fixing issue with the building upgrade tool (hammer) when attempting to upgrade scoria, claybrick and scoria brick building pieces
  • Adding a new editor utility widget for developers that runs datatable operations in engine rather than requiring a bespoke python script
  • Using the cold steel axe now has a chance to provide the 'frosted' alteration which increases the energy (burn time) of sticks/fiber/wood
  • Further adjustments to master ADSR for smoother transitions between biomes. Much more seamless now with less noticeable gap and change
  • Regenerate Prometheus Generated LODs
  • Added several assets for the Iron Buildable rework
  • PRO_A_Stockpile: Updated PRO_A_Stockpile_Food1 Discription text to match correct item
  • Removing double ups of ADSR fades on main ambience tracks to allow master fader ADSR to be the one that determines the fade. This allows for smoother transitions
  • added Fish 19 variant1, static mesh, material and textures
  • Updated old data table row references inside NPCCreator
  • Fixed invalid decayable entry in new lava bomber carcass item static
  • Adding obsidian pickaxe dud hit to indicate when hitting a rock that is not mineable
  • REMNANT: Update mission steps to prevent mission progress being blocked if you send exotics up before reaching that mission step, now will give the Send Exotics step when starting extraction, but still require fully mining a node before mission completion
  • Increase Sinotai Crate albedo textures to 2k
  • Added bestiary text and item text for new Prom fish
  • Added BLD_Railing_Brick and BLD_Railing_Stairs_Brick
  • Decrease Small Texture Group resolution to 512px
  • Decrease Medium Texture Group resolution to 1024px
  • Added bestiary data for Arid komodo, Lava hunter and broodlings
  • Cold Steel Tools - texture polish
  • Added all DCO_MetalGlass decorative assets
  • Adding hail to the BP environmental audio. Adding hail to tundra and grasslands event and adjusting distortion based on intensity
  • Change new Ash and Ember effects to be WorldSpace so the effect doesn't follow the player
  • Tweak Ash/Ember visuals to account for change in setup
  • Remove duplicate 'test' weather event entries
  • Fixed an occasional crash caused by a function trying to get the players stat container when the player was null. Now checks to see if it is valid

Icarus Week Eighty Two Update | Customize your map markers with icons and colors

Week Eighty Two brings improvements to Player Beacons as well as the Creature Deterrents we added last week. New Beacon customization options gives you the ability to be more specific with your map markers, and we also have a sneak peek at next week's quality of life pass on the Orbital Workshop.

Hop in and have a read.



Player Beacons


In last week's update, we reduced Beacons from Tier 4 to Tier 3, and this week we’ve followed on from that update with more balancing and improvements to the item.

The crafting cost has received a rebalance, moving from 25 → 10 Steel Ingots and from 25 → 20 Platinum Sheath.

We have also removed the requirement for sunlight for these to function.

To make Beacons more useful, we’ve also added interactable customization, letting you add icons and specific colors for each Beacon.

This adds many layers of personalization. You can set beacons for caves, waypoints, lakes, particular resources, or directions teammates should take when traversing difficult expanses.



T2 Creature Deterrent


Last week's Creature Deterrents have also received a pass, fixing a couple of minor issues and adding some new UI.
  • The Tier 2 Creature Deterrent was accidentally released without a cost to run it. This has now been fixed and it will require spoiled meat or spoiled plants to keep active (spoiled meat lasts 15 minutes, spoiled plants last 10 minutes)
  • The Tier 2 and Tier 3 Creature Deterrents have both had their interactions improved, as they are both supposed to operate as automatic machines without the ability to manually turn off (without removing fuel or disconnecting power).
  • We have added new UI to the Tier 2, Tier 3 and Tier 4 versions of the Creature Deterrent, so they will display their active status and radius when you interact with them


Additional Fixes


We’ve made a few more small fixes and tweaks this week. Thanks to our community for pointing these out and sharing them with us in Feature Upvote.
  • Updated steel tools (Tier 2) to use Iron Nails instead of Steel Screws so they can be crafted correctly at Tier 2 without the machining bench
  • 'Cooked Soy Beans Recipe' adds a basic cooking option for soybeans
  • Fixed the Yes Chef Achievement
  • Adjusted Enzyme item rewards for the Enzyme Geysers so prospectors will receive more enzymes, and they will scale according to difficulty


Next Week Teaser


Next week we have a QoL pass on the workshop coming, which provides a much cleaner way to research and create equipment as well as enabling prospectors (in some cases) to get to some equipment far easier than before.

There will be no new workshop items added next week, but If you look carefully in the image below you may see some future content from New Frontiers that will be available when released.



Changelog v1.3.4.112906


New Content
  • Added option to customise Portable Beacon icon and colour.
  • Added temporary icon and colour selections to BP_Portable_Beacon Portable Beacons no longer require solar power to run, but must still be un-sheltered.
  • FLinearColour now supported by AIcarusActor SaveGame flag in BP.
  • MapIconComponents can now be deactiavted/activated to hide/show icons on map/compass.
  • ServerPushClientDynamicWidget can now request that camera focus doesn't switch to actor we're interacting with
  • Added map beacon icons
  • Beacons now do not require light to work and have an internal battery that lasts indefinatly
  • Beacons can now be interacted with and prospectors can now select from a list of icons and colours which the beacon which will be displated on the map & compass
  • T2 Spawn blockers (creature deterrents) now require spoiled meat or spoiled vegetables to operate, they are no longer completely free for their operation
  • Adding in scaling for the enzyme geysers (base reward is now 5-10, this scales based on selected prospect difficulty)
Fixed
  • Fix typo in Rustic Decoration Bench recipe set name
  • Add translatable strings to crop plot water status
  • Adjusting T3 Blueprint Tree Layout
  • Updated 'loading...' loading screen text to be translatable.
  • Update end mission prompt on dropship to be translatable
  • Fixed a bug that allowed animal fat to be placed in fuel slots that are unable to use animal fat as a fuel source.
  • Added a Item.Fuel.Combustible tag to better label fiber, sticks, wood, coal etc
  • Fix a bug allowing you to remove your envirosuit while on planet.
  • Added a camera component to Portable Beacons to prevent clipping through the floor when editing their color and icon
  • Adjusting Spawnblockers so they have a new widget which shows active status
  • Updating Spawnblocker interactables so they no longer turn it on and off with no feedback, they are all supposed to be auto-activate, removing their resources to turn off
  • Fixed bug where Landshark and Sandworm kill accolades weren't triggering
  • Fixed crash that occured when RollChanceStat was called without a valid StatContainer
Future Content
  • Adding lava hunter pained / flee state vocalisations and event and data table entry. Currently not hooked up in BP
  • Added SM_BLD_Wall_Angle_Wood_INT_L, SM_BLD_Wall_Angle_Wood_INT_L, SM_BLD_Stairs_Wood_INT, SM_BLD_RoofPeak_CapEnd_Wood_INT, DM Meashes, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Replaced the 'IsColdChilledItem_?' stat to a new % based stat 'HarvestChilledChance_%''
  • Wire MiningSmeltChance stat for obsidian pickaxe (future content)
  • Fixed Floating Deep Ore Deposits and Floating Obsidion Ore, Green Quad and Purple Quad, Prometheus
  • Updating lava hunter wounded with different move sound that's more appropriate
  • Changed cold steel sickle to use the new % stat rather than the boolean stat and applied the new stat to the sickle
  • DEV: Added proof of concept highlighting to blueprint tree. Currently unhooked.
  • Setting up new Stats for the New Frontiers Bestiary Creatures
  • Adding the loot reward row for the Stonejaw and setting in the AISetup Table
  • Adding Creature Spawning and attacking of 'Daisy' in PRO Story 1
  • Wire ShatterSmeltChance stat for obsidian sledgehammer (future content)
  • Added additional translatable strings to mission end screen
  • Increased 'Daisys' Health to 1500 for PRO_Story_1
  • Added optimised solid wall, floor and roof thatch buildables
  • Fixed routing of fmod event
  • Moved Prefab Cave Away from Lava Lake to prevent player being killed by lava, Purple Quad, Prometheus
  • Setting up FMOD acid rain event and BP acid rain implimentation. Also adding to WL and GL rain and wind events
  • Adding Heavy Obsidian Armor Items, Recipes, Talents, Setup
  • Adding Obsidian Armor, Items, Recipes, Talents, Setup
  • Bone Armor Fixes & Stat Assignment and Set Bonus Assignment
  • Adding new Stat for being present in Lava as well as FireResistanceWhileInLava_% and setting on lava modifier so the stat can be applied correctly while the player is in lava
  • Adding acid rain param and rain adjustments to WL
  • Wire FellingScorchChance and FellingScorchConversion to Obsidian Axe (future content)
  • Added scraping tool to collect cave BPs that are not spawned via default templates.
  • PRO_Story_6: Linked cave content spawning to blocker removal, to ensure cave contents are spawned if the mission has been complete, once per prospect
  • Adding Obsidian Armor Meshes for the Obsidian Armor
  • Fixing the Heavy Obsidian Armor Set Bonus
  • Adding hail audio and adjusting rain for new biomes
  • Fixed a bug where when adding a alteration that increases an items spoil time it would not update the current spoil time to match the maximum resulting in items looking like they are half way to spoiling
  • Raised terrain to prevent the edge of a lake plane being seen above ground, Green Quad, Prometheus
  • Added fish 17 art assets project with Variant 1 textures and material
  • Swapping over Stone Buildings to use new Stone Kitset
  • Setting up Scoria Building Skin for Stone Kitset
  • Setting up new Scoria Building Pieces, Items, Blueprints, Recipes
  • Committing missing D_Stats.json file which would break the build
  • Added SKs, textures, materials for Cold Steel Knife (SK_KNI_ColdSteel)
  • Adding obsidian armor data table change and adjustments to acid rain event to make it more intense
  • Fixing a texture issue with Scoria_Ramp_Half building pieces which was causing the textures to be placed in incorrect slots
  • Fixing a texture issue with Scoria_Right_Half_Pitch building pieces which was causing the textures to be placed in incorrect slots
  • Added Scoria Brick building tier, talents, items, recipes etc
  • Adding Scoria brick item, recipes and icon
  • Adding obsidian armor event parameter, 1 shot audio and loop
  • Assinged correct textures for the Scoria materials for BLD_Wall_Windowframe_Stone, as well as assigned the correct Physical Material for materials for all the Stone Buildable pieces
  • Provide datatable editing tools and sanitization step to prevent JSON corruption due to use of non-ASCII characters in text fields
  • PRO_Story_6: Added craftable versions of cave assets, unlocked upon completion of the mission
  • Obsidian armor pitch adjustments that changes based on velocity
  • PRO_Story_6: Fix persistant blocker to correctly hide the mesh and remove collision when accepting the mission
  • Update conch position, add small conch, remove conch interact
  • Added multiple new FLOD debug tools and exposed FLOD streaming values to allow for future performance tuning of FLOD streaming
  • Added colour variants 2, 3, and 4 for fish 17. Duplicated static mesh and skeletal mesh for each variant
  • Adding obsidian armour audio and leg events and data table entries
  • Added new Value Scaling Subsystem and Function Library to consistently scale floats, ints, and stats by defined scaling rulesets (D_ScalingRules)
  • Adding arctic blueback bones proper mesh and rigged asset as well as placeholder in destress anim BP for custom behavior
  • Oreantation reimport of Blueback Bones to match source
  • Re-enable tick on BP_Seat_Mount to fix broken cart audio and other mount saddle tick functions which had been unintentionally disabled
  • Updates and adjustements to the obsidian armour sounds. balance changes to legs and arms
  • Prevent obsidian tool buffs from potentially crafting disabled recipies (future content)
  • Adding in missing mission steps for PRO_STORY_1
  • Fixing T2 Commnicator to show the start of the prometheus mission chain correctly when placed outside
  • Added inital setup for stockpile faction mission, Prometheus
  • Adding new Item Entries for new Inaris, Shengong and Larkwell Workshop Items
  • Adjusted joshua trees to not use bush foliage sounds
  • Creating new parameter for volcanic embers to be used to adjust the audio

Icarus Week Eighty One Update | Recipe rebalances and reduced costs

Week Eighty One brings a refresh and rebalance of our blueprint tree, and improvements to Tier 3 and 4 recipes.

As the game has evolved, certain items have either become more valuable, or declined in their value, so we’ve shuffled where they’re unlocked and their recipe costs to make them more balanced in the current state of the game.

We’ve also fixed a couple of long-standing bugs and an update on Styx.

Jump in and have a read.



QoL & Fixes


The blueprint tree has received a complete rework and shuffle, with our intention to better group together related items and even adjust some tiers, to reflect their value to the game at this stage of its lifecycle.

This re-arrange will mean that certain pathways and familiarity will be lost, so it’s worth spending a couple of minutes having a look at the new design to acclimatize yourself. Don’t worry about your purchased blueprints, none have been lost as a result of these changes.

For example, the placeable beacon that provides map markers has received a recipe cost rebalance, and shifted to Tier 3, to better reflect the value it offers in the current state of the game.

We’ve also made some other quality of life adjustments and fixes:
  • Many fruit and vegetables that have previously only been harvestable by hand can now be harvested by the Sickle (including Carrots, Pumpkin, Watermelon, Mushrooms) and will benefit from the Sickle's harvest stat
  • The Lantern present at Tier 2 on the blueprint tree, which was powered by Biofuel is now instead powered by Animal Fat, when the item breaks it can be repaired with animal fat at the crafting bench. Making this a refillable device for lighting your way. It also no longer requires glass (a Tier 3 material) to craft.
  • We now have warnings and icons shown on the map selection screen for Missions and Open World to reflect the increased difficulty that Styx presents, and to direct new players towards Olympus for an easier introduction to the game
  • The Solar Panel was accidentally indestructible, it will now take damage like other devices


Tier 3 and 4 Recipe Balance


Part of our process for rebalancing recipes is to break down the required resources into intermediary resources, to give us more flexibility in tiering and scaling our costs.

These new intermediary items in general focus on breaking down Ingots, and are as follows:

Originally posted by author
1 Gold Ingot → 5 Gold Wire
1 Copper Ingot → 5 Copper Wire
1 Platinum Ingot → 4 Platinum Sheath
3 Titanium Ingot → 1 Titanium Plate

We have also adjusted the output of Refined Wood as follows:

Originally posted by author
Refined Wood
OLD: 1 Wood → 10 Refined Wood
NEW:1 Wood to → 5 Refined Wood

We’ve also made the following adjustments to improve recipes and provide a simpler and more cost effective experience when crafting items:
  • The Cured Leather recipe has been added to the Advanced & Electric Armor Benches
  • Many Tier 3 or Tier 4 recipes will now be adjusted to use the new intermediary items that are derived from raw Ingots. This is part of our focus on reducing the amount of raw Ingots used in recipes, and to be able to correctly scale crafting bonuses now and in future
  • Another change is Tier 3 and Tier 4 recipes previously requiring Raw Leather and Wood have been updated to now required Cured Leather and Refined Wood as these items better fit their tier
  • Steel is now also craftable in Stone Furnaces as it establishes itself as a high Tier 2 ingredient, making room for the other metals in Tiers 3 & 4


Styx is now paid


As mentioned in Week 77, the Styx Map and Missions Pack has moved to being a paid DLC after being free for over a year.

This change will not impact anyone who already owned Styx (effectively, anyone who had bought Icarus before last week), and will only impact new players in the future.

What’s more, in multiplayer games anyone who does own Styx can launch any Styx Mission, Outpost or Open World and invite anyone else with Icarus to play with them - even if that person doesn’t own Styx. The only restrictions are the ability to host, not play in general. This approach to sharing will be the same for our future paid expansions too.

https://store.steampowered.com/app/1995690/Icarus_Styx_Map__Missions_Pack/

Originally posted by author
[h3]If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.[/h3]

https://store.steampowered.com/app/2445280/Icarus_Interior_Decorations_Pack

Changelog v1.3.3.112540


New Content/Adjustments
  • Blueprint Tree rework so that items are in more natural collections and links are better represented
  • Shifted some elements around to make better sence of their tiering
  • Adding editor utility widgets for quick look up of recipes, items, and their unlock tiers and devices
  • Adjusting Blueprint tree layout so items names are no longer clipped on the bottom
  • Adjusting Recipes for T3/T4 for the inclusion of Copper Wire, Gold Wire, Platinium Sheath, Titanium Plate, (deployables mostly effected, tools still use ingots)
  • Adjusting T3/T4 Recipes to use Refined Wood & Cured Leather instead of basic wood and leather so the deployables reflect their tier
  • Adjusting T4 portable beacon so it is now T3 and adjusted recipe cost accordingly
  • Add data and assets for AlphaWolf, Bear, Buffalo, ConiferWolf, Cougar, Deer, Jaguar, PolarBear, SnowWolf and SnowLeopard decoration rugs
  • Adjusting Recipes: 1 Wood=5 Refined Wood
  • Adjusting Recipes: 1 Gold Ingot = 5 Gold Wire
  • Adjusting Recipes: 1 Copper Ingot = 5 Copper Wire
  • Adjusting Recipes: 1 Platinum Ingot = 4 Platinum Sheath
  • Adjusting Recipes: 3 Titanium Ingot = 1 Titanium Plate
  • Adding new Recipes to Advanced&Electric Armor Bench for Cured Leather
  • Basic Wall Lights & Basic Ceiling Lights are now craftable on the fabricator and have been shifted to T4 as they require electricity
  • Recipe Adjustment: Beacons now at T3 instead of T4
  • Recipe Adjustment: [Wood -> x5 Refined wood] instead of 10 like before
  • Small tweaks and reroute node fixes to bleurpint tree
  • Recipe Alteration: Steel is now craftable in the stone furnace
  • Updating T3 blueprint tree to shift concrete mixer right at the front as it is required for a lot of T3 recipes
  • Reorgnaize T3 blueprint tree to have all recipes requiring concrete behind the concrete mixer
  • T2 Lantern is now crafted with Epoxy rather than glass
  • T2 Lantern is now powered by Animal fat, when turned on, it will take durability damage and when it breaks it can be repaired with animal fat, it should last around 45 minutes of real time when on
  • Updated platinum weave recipe to use 2 platinum weave, instead of 1 platinum ingot (50% cost reduction, slightly more processing).
Fixed
  • RE adding the correct spawn blocker deploy audio sound for T2
  • Fix modifier audio to update correctly if modifier states change while player is mounted. Fixes bug where exposure vocalisations could continue to play indefinitely if player hopped on a mount during a storm, and other similar scenarios
  • Prevent wood rag torch audio from playing movement-driven whooshes when it's equipped in the L slot
  • Fixed only the last damaging player receiving accolade progress for killing animals and bosses. Any player that damaged the creature will now receive progress
  • Added logging whenever new UI elements push pop or clear the input stack
  • Reduced points required for Kea bestiary unlocks.
  • Corrected typo in Burning modifier description
  • Fix broken wood rag torch audio logic which was preventing douse sounds from playing when equipped in the L slot
  • Updated spawn blocker descriptions to better fit with in-game language
  • Fix mission completed UI audio cue not playing by adding missing FMOD event ref to player feedback audio component
  • Fixed bug where picking up freshly cut wood would recalculate the amount of wood rewarded, causing it to not match the amount of wood shown on the tooltip. The recalculated amount was using the HarvestingRewards stat instead of the FellingRewards stat, resulting in potentially lower rolls depending on the item held
  • Fixed the solar panel not having a durable setup, resulting in it being immune to all damage (now has 2500 hp)
  • Added datatable validation on items static durability.
  • Added durability to Water Pump (2000) and Portable Beacon (5000)
  • Fixed chilled modifier from applying to non-spoilable items
  • Adding Skull Difficulty indicator to Open World and Mission Select Terrian Selection Widgets
  • Mark various vege types as harvestable with the sickle
  • Added a bit more flavour text for some fish food items
  • Added small, medium and large carcass rewards, allowing scaling of item rewards based on the size of the carcass.
  • Added data table validation to ensure carcass rewards match the carcass' defined size.
  • Added polar bear cub carcass description and flavor text
  • Add item rewards to plants newly harvestable via sickle
Future Content
  • Fixed some more rugs that were crashing game due to lack of CPUAccess on StaticMesh
  • Adjustments to the landmine audio. Added more debris, close mid and distant layers and finessed volumes against original audio
  • Adding Recipes for Remaining Iron Wood Tool set as well as the ability to Craft Refined Iron Wood, Cold Steel Ingots and Shaped Obsidian
  • Obsidian, Cold Steel and Iron Wood Ammo can now be placed in bows, crossbows, and firearms
  • Adding Images for Obsidian Tools and Cold Steel / Iron Wood Resources
  • Hide the close button on the bestiary in space (use the return button instead)
  • Adding landmine deploy audio and event, and adjustments to the spawn blockers audio volumes
  • Adding obsidian axe and pickaxe to data table and volume and other adjustments to the events
  • Adding Thorned, Frosted and Chilled Alterations for the new Cold Steel and Iron Wood special tool interactions
  • Adding Pyrritic Crust, Frozen Ore, Infected Bark, Acidic Glands and recipes to clean them for their final resources
  • Added new Cave Entrance BP's and Cave Volumes to manual caves across green quad, prometheus
  • Adding obsidian whoosh event and audio and fine tunes to whoosh notify placement
  • Fix issues with Ingame Weatherman, double application of LC biome, update CurrentBiome text, fix default Fog values and slider min/max
  • Added first pass Prometheus creature bestiary unlocks
  • Adding Confirmation Prompts for Styx and Prometheus Terrain Selections which let players know they are tougher enviroments and Olympus is recommended for new players
  • Updated obsidian whoohs sound, adding ricochet sound to project for landmine and adjustments to obsidian tool sets audio and fixed a data table entry pointing to old spelling
  • Removing caveworms from PRO_Story_6 Cave
  • Added new Cave Entrance BP's and Cave Volumes to manual caves across green and purple quad, prometheus
  • Adding the wounded anims for phase 3 for the Lava hunter as well as the splash attack for use in both the geyser attack and the Lava Bath
  • Adding Icons for Acidic Glands, Frozen Ore, Infected Bark & Pyritic Crust
  • Add new Prometheus Weather events: HeavyAsh, AcidRain, Embers, Hail, SwampWinds
  • Update Atmosphere Controller to better support custom FogExtinction values from Weather
  • Add new Prometheus Weather functions and events to WeatherAction Base
  • Update WeatherAction Base to better support debug info since Data table refactor
  • Remove unused WeatherPool and OG debug WeatherEvent entries
  • Tidied blueprint layouts for readability and future expansion
  • Added bestiary lore for PROM creatures
  • Hooking up Freeze & Miasma Stat Afflictions so they trigger when the appropriate stats are present
  • Added ricochet layer to landmines and adjusted reverb over distance to match the rolloff of the distance curves
  • Added SM_BLD_Wall_HalfPitch_Upper_Wood_INT_L, SM_BLD_Wall_HalfPitch_Upper_Wood_INT_R, DM Meashes, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Added new Cave Entrance BP's and Cave Volumes to manual caves across Green, Blue and Yellow Quads, prometheus
  • Added functionality for recipe sets to be shown within blueprint tooltips, dev locked pending review and optimization
  • Initial pass on lighting mission cave. Will need to re-evaluate once in context
  • Moved Macro cliffs blocking manual caves and Adding new cliffs, Purple Quad, Prometheus
  • Added Master Materaials for Scoria infused Stone Kit as well as Materials and Mask textures for several pieces
  • Revamped mission select buttons, added difficulty and replaced 'missions' with an icon instead
  • Add LOD material for Shrund assets with RVT disabled in final LOD
  • Add nonRVT LOD material for Creek meshes
  • Added new Lava Hunter ability to retreat into nearby lava lakes to heal and power up, added new wounded walk & wounded idle animations
  • Adding new material function that better aligns decal sparkle textures for less decal stretching. Applied that MF to Decal master material, Confirmed this only effects appropriate decals. Adjusted prometheus decals for visibility, added emmissive. Will need more work once scene is correctly setup
  • Add more helpful logging to world cave generation in commandlet to help track down incomplete world caves in Prom
  • Adding unique obsidian knife slash sound and data table entries
  • Updated name of Exotic Processor to Organic Residue Cleanser
  • Replaced Story Cave 6 Cave Entrance With BP Cave Entrance and Added Mesh Blocker, Purple Quad, Prometheus
  • PRO_Story_5: Add leadup tick damage prior to final destruction event.
  • PRO_Story_5: Increase initial damage to deployed fortifications.
  • PRO_Story_5: Add fallback mine explosion.
  • Animal Swams: Added temporary spawn rate multiplier tool, to allow spawning of bursts of enemies.
  • PRO_Story_5: Added bursts of enemies periodically throughout defense steps
  • Adding bone armor data table setup to trigger audio
  • Initial implementation of building skin system - allows building BPs to swap out Base/Frame materials per their D_BuildingSkin entry for each D_Buildable variation
  • Resave assets using swarm components
  • Optimizing Decal Sparkles Material Function, Adjusted use to compensate for change. Will complete final pass once scene is setup correctly
  • Deleted two cave volumes in manual ice cave, Blue Quad, Prometheus
  • Collision fixes on some LC and GL/TU/SW Cliffs that were causing navmesh issues
  • Add new stats for obsidian weapons not wired yet (future content)
  • Added Ballistic Asset for SK_KNI_Obsidian
  • Fixed incorrect stat names in Iron Wood Sickle and Axe
  • Added stats for Iron Wood tool effects
  • Fixed Iron Wood tools item templates pointing at Obsidian tools
  • Implemented Pyritic Crust and Acidic Gland tool stat effects (Sledge/Pick/Knife)
  • Adding first pass of revamp of PRO_STORY_1 with the new quests steps, mission icons, prebuilt structures and mount
  • Updates and adjustments to the one armor audio. WIP
  • Added SM_BLD_Wall_HalfPitch_Lower_Wood_INT_L, SM_BLD_Wall_HalfPitch_Lower_Wood_INT_R, DM Meashes, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Add Impassable Bounds mask for Prometheus
  • Change the EQS query used in various Prometheus quests (future content)
  • Added New Persistent Blocker BP and Placed it in Story Cave 6 with appropriate flags, Purple Quad, Prometheus
  • Removed empty 'OLYMPUS.' prompt when selecting OLY via UMG_OpenWorldSelection
  • PRO_Story_6: Cleaned up blocker, ensure blocker is removed on mission start
  • Fixed typo in shadow cascades setting description, calulate to calculate
  • Added SM_BLD_BeamVertical_Wood_INT, SM_BLD_BeamHorizontal_Wood_INT, SM_BLD_BeamDiagonal_Wood_INT, DM Meashes, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Fix whitespace in the stats table (internal build validation)
  • Adding bone armor 1 shots, bone armor leg event and adjustments to curves. Also adding exotic tree device correct deploy audio
  • Added a new stat IsColdSteel_?
  • Coldsteel sickle now applies the 'chilled' alteration onto everything it harvests which gives +100% to its spoil time
  • Minor GL color correction tweaks
  • Added dev feature to show if talents are dev locked within the in-game UI with an icon
  • Added Control Rig IK for Lava Hunter
  • Added Several Materials and mask textures for the Scoria infused Stone tier of buildables
  • Changed Story Cave 6 Entrance from BP to Regular Static Mesh Actor
  • Added base materials for the thatch buildable kit
  • Adjustments to the meta tree loop to be more subtle. Duplicated event and made tonal adjustments etc. Applied to ET BP
  • Wire obsidian knife stat - chance to cook when skinning (future content)
  • Added materials and mask textures for a number of Stone Scoria biulding pieces
  • Added ITM_Sledgehammer_Obsidian
  • Implemented Iron Wood Axe behaviour
  • Fixed Miasma damaging objects
  • Fixed feature level on Obsidian_Ammo, now correctly locked with DLC content
  • Minor fix to dev feature to show if talents are DLC locked withing the in-game UI with an icon
  • Added dev feature to show if talents are DLC locked withing the in-game UI with an icon
  • Small updates to the obsidian knife sound. Currently plays at the same time as hit indicator which may need to be adjusted based on proximity
  • Added drifter lore to bestiary
  • Fixed sickle harvesting rounding harvested amount down instead of up
  • More additions and updates to lava hunter audio. Added splash in lava audio and event. Duplicated animation for lava hunter out to be used for separate montage and corrected the audio. Other adjustments
  • Fixing up Obsidian/Ironwood/coldsteel arrows so they can be stacked to the correct amount
  • Fixing obsidian bolt damage as it was doing way to much for its place in the tech tree, as well as Ironwood and Cold_Steel
  • Adding Missing Ammo Item images to internal source control so they can be modified if needed
  • Added text for NF weapon/tool resources
  • Create a lighter version of Hail weather event for use in the Grasslands
  • Added SKs, textures, materials for Cold Steel Spear (SK_SPR_ColdSteel)
  • Hooking up Obsidian Knife Ballisitics Component so it can be thrown correctly
  • Wire obsidian sickle stat, requires some rework about what should be harvestable with sickle (future content)
  • Adding Icons for Sledgehammers
  • Setting up Obsidian Sledgehammer mesh in game
  • Implemented Iron Wood Sickle behaviour
  • Adding Icons for the cold steel and obsidian rifle and pistol ammo
  • Added text for Miasmic/Iron wood tools
  • Added text for Cold Steel items
  • Added text for Obsidian tool set
  • Adding bone armor bone pack for D_Meshable context
  • Adding Lava hunter wounded walk notifiers and adjustment to spacializer for vocals
  • Fixing the Ice Borer Recipe to provide an ice borer item when crafting completes and not a deep mining drill
  • Fixing the Exotic Harvester Recipe