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Icarus Week Seventy Six Update | New Carved Wood Home Decor

Week Seventy Six is here and with it comes a bunch of new home decor options that expand our Carved Wood Decorations set with new furnishings to adorn your base.

We also go deeper into the upcoming features of Galileo such as Fishing, as we move into closed beta testing. Jump in and have a read.



Carved Wood Decorations


We’re adding to our existing home decor options, by adding six new carved wood pieces with a new bed, wardrobe, narrow wardrobe, nightstand, display cabinet and dresser.

For our Open World base building aficionados, these are the first of a range of new options to style your base, your way. They provide more bespoke personalization, but don’t add any new gameplay features.

These are craftable on the carpentry bench, and most can be found by using the R key to look for variations on the base item.



Closed Galileo Feedback


We’re currently in the process of performing a round of closed beta feedback on the upcoming Galileo update, working with our ‘veteran prospectors’ in Discord who have been providing valuable insight into the update's features.

These have included daily playtests, providing pages of balance changes, fixes and improvements that we’ve been applying as we go. Internal playtests with the entire studio have also provided a range of fixes, testing functionality and performance along with both client and host-specific experiences.

The main improvements have been across sound, animation, UI polish and tweaking QoL, all areas that add to the immersion and player experience. A big thank you to everyone who has contributed their time and effort.

Fishing


As we get closer to everyone hooking on lures and casting off into the sunset, we wanted to talk more about the Fishing coming in the Galileo update as there is more to do than just ‘catch and release’ fish.

Let’s run through what this could look like:



Step one is going fishing. Fish can be found in all bodies of water, but each body of water has a different variety of species. Different species are also more challenging to catch, requiring different lures and putting up more of a fight to be reeled in.

All-in-all, there are 52 unique species of fish to catch. Some are far more common, others will require meticulous planning and quality gear to catch.

When you’ve caught a fish, you have a range of different options on what you want to do with it.

Hungry? Fillet it on the fishing bench and cook different dishes that give unique perks and buffs.

Proud of the size? Mount it on the wall, fit with its own name plaque for all to see.

Want a new friend at home? Put it in your aquarium and spend your evenings talking to your new pal.

All fish you catch are also registered in the fishing record as part of the Prospector Field Guide. Here, you can see your record size, different locations where you caught this species, and information you’ve learned from your fishing expeditions, such as the types of lures that are effective for that species and information about the biomes where you’ll most commonly encounter them.

With 52 species, you can probably imagine that we’ve got a lot of new species to introduce! Do you think you’ve got a cool name for a species? Drop it in the comments and it might end up making it in-game.



Changelog v1.2.51.110973


New Content
  • Enabling Carved wood Talent and enabling carved wood recipes so they can be seen in game, also enabling storage tags on the items that have storage so they are effected by the talent that provides extra storange space when crafted
Fixed
  • Add more checks around position of overflow bag when respawn from gravestone
  • Updated Pneumonia debuff description to mention that it can be countered with antibiotics
Future Content
  • Added new LRG and SML Frames, Dark_Basic_Scroll_T3, Metal_Basic, Gold_Wood, Gold
  • General clean up, polished around manual cave, foliage and added cliff formations, Purple Quad, DLC
  • Added BLD_Wall_Angle_Wood_R, as well as fixed materials for BLD_Wall_Angle_Wood_L
  • Lots of additions to the fishing sounds. Now each Rod has it's own unique audio
  • Added SK_ITM_Scan_Handheld_Fish_T4, including SM and textures
  • Changed visuals for field guide intro screen
  • Adjustments to the bestiary, adding traits table and traits type table so they can be customised individually and displayed with icons in their unlock area, adding widgets to go along with these so the information can be displayed on screen
  • Adding some bestiary text elements to reference a string table so they can be translated
  • Initial pass on fishing rod audio implementation - cast, fly and land sounds
  • Prometheus Shadow Geo - set DF resolution to 0 on all meshes
  • Prometheus Shadow Geo - set DF resolution to 0 on all meshes (part 2)
  • Added weaknesses to Bestiary entries, fixed and tweaked stats provided by bestiary unlocks
  • Lots more additions to fishing. Unique cast loop sound for wood rods vs refined rods, updated fly sound for better realism, adding rod equip sound
  • Add hooks to allow designers to pause the normal creature spanning routine in a given biome whilst a dynamic quest is running that is also spawning creatures
  • Adding new creature images for PFG test
  • Adding unique bestiary fish unlock audio to play when a fish is caught
  • Added New Bramble Bushes to Purple Quad Swamp Biome and Made Collision Fixes In Prefab Caves Within The P2 Area, Prometheus
  • Added Brambles modifier, enabling brambles in Prometheus to slow the player
  • Adding more creature images for PFG
  • Added cliff landmarks and rock formations, general clean up, polished around manual cave and nav blockers, Blue Quad, DLC
  • Reset all Static Mesh Distance Field resolution multipliers to 1x to decrease memory consumption
  • Remove 2-sided setting on all Distance Field meshes to fix artifacts introduced by using this setting
  • Adjusted Distance Field Self Shadow Bias setting on Ice Shrund meshes to fix artifacts
  • Update AssetInfo tool to support checking and modifying DistanceField settings
  • Adding Edtior Utility widget to cacluate what lures relate to each fish so we can go over and adjust stats and attributes on fish and lures
  • Updating Fish Field guide page so it displays its related lures correctly and the widgets do not get clipped and hidden
  • Fix missing return node on AISpawner Blueprint that could potentially lead to unexpected behaviour (internal dev only)
  • Added AC and DC creature render dioramas for making beastiary images
  • Updated Fish01 to the correct creature shader
  • Added Support meshes for several Wood Buildable assets, as well as shadow geo, all for the Wood Buildable Rework
  • Bestiary: Updated traits to better communicate critical areas vs weaknesses, tweaked view of traits prior to unlocking
  • Adjustments and additions to the lava hunter. Added roar short sound to play before the vomit
  • Adding metal shield audio
  • Visual changes to Field Guide unlock notifications
  • Updaed fish 2, 3, and 4 to use the correct shader
  • Updated fish 5, 6, and 7 to use the correct shader
  • Removed dev-only map icons on in-world fish actors
  • Added new Lava Rumble and Fissure special attacks to Lava Hunter.
  • Adjustments to Lava Hunter turn-in-place, especially while playing other attack animations.
  • Reduced cooldowns on each Lava Hunter combat phase's egg lay action
  • Further Adjustments to the field guide based on a round of UX feedback, its now more consistent with the style of the rest of the UI
  • Incorperating new images and titles into the bestiary and adding a biome mask for creature backgrounds
  • Reevaluate the actor terrain anchor after teleporting the player when respawning (more checks for potential race conditions/ bad player spawn positions)
  • Adding in spawnable slug for external testing with minimal setup of locomotions and attacks
  • Added Field Guide unlock notification animation
  • Added VFX for SpawnBlocker T2,T3,T4
  • Remove Distance Field generation (by decrease resolution to 0) from Static Meshes in the project which didn't need it. This includes chopped tree pieces (~9500 meshes), distant landscape proxy meshes (~200), and around 1000 other various meshes from various folders
  • Further updates to AssetInfo tool to support DF tweaks
  • Bestiary Pages in the field guide not load the biomes of the creatures based on their atmosphere type, this extra data was added to the Atmopshere data table

Early 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...
Read more.

'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...
Read more.

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