1. Icarus
  2. News

Icarus News

Hotfix 2.2.41.132936-rel-Laika

Contains the Following Fixes:
  • Fixing an issue where the sandworm was not populating its loot, when it should have
  • Adjusting Prospect/Mission UI to Show if players have gained the extra rewards or not - shows a tick and a green rewards box if they have been obtained

Icarus Week 166 Update | World Boss Exotics, Double XP & Extra Talent Points

Welcome to Week 166.

We’re kicking off a Double XP weekend, a great chance to earn those talent and blueprint points that have been evading you.

World Bosses have also been given a valuable update, with lootable resources that include exotics.

We have also converted two existing missions so that on completion you will earn additional talent points for your characters.

Jump in and have a read.



Notable Improvements:
  • Fix Seed tooltips and links in Field Guide
  • Clip the player modifiers to the bounds, ensuring it doesn't overlap into the players inventory
  • Caveworms outside caves will now show a small mound instead of rocks
  • Caveworm carcasses & loot clean up faster than before
  • Improvements to the Sandworm Death should mean less instances of worm floating in mid air after death
  • Reduce title screen keyart images filesize from 140MB to 12MB
  • Reduce uncompressed Terrain button images from 180MB to 5MB

[hr][/hr]
This Week: Lootable World Bosses


All current world bosses are now lootable, and this will remain true for any future bosses as well. World Bosses can be looted the same as other creatures, but don’t require skinning. You can go up to the carcass and interact with it to access its loot pile.

All of the World Bosses Loot have been rebalanced to provide some more of their unique parts than before as well as granting exotics as one of their rewards, giving you a new way to collect currency for the Orbital Workshop.


[hr][/hr]
This Week: Extra Talent Points


This week, the same way we did with a mission in the Null Sector, we have added the ability to gain some additional talent points for your characters by completing missions on Olympus and Styx.

These missions can be completed as standalone missions as part of an open world.
The missions are listed below:

Olympus: NIGHTFALL Styx: IRONCLAD

If you have completed the mission in the past you will need to complete them again to collect your new talent points. Each Mission will provide an additional 2 talent points which can then be spent in the player talent tree. Once complete, all of your existing or new characters will gain 2 extra talent points.


[hr][/hr]
This Week: Double XP Weekend


We’re putting on a Double XP boost this weekend, so you can jump and gain those valuable levels for more blueprint and talent points. This will run from when the update goes live through to when we remember to turn it off again.

[hr][/hr]
Next Week: Fixes & QoL

Next week we are dedicating the patch to smaller fixes and Quality of life.


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

https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.41.132767


[h3]New Content[/h3]
[expand]
  • Lava Hunter, Scorpion Boss, Sand Worm now all have lootable carcass inventories when killed
  • Update loot table for Black Wolf corpse
  • Add additional talent point unlocks to Nightfall (Olympus) and Ironclad (Styx)
  • Show hints on Styx Expeditions as to which unlocks shorcuts between different biomes
  • Added Double XP Banner and Added Double XP for Players
  • Added descriptions to boss carcasses

[/expand]

[h3]Fixed[/h3]
[expand]
  • Project-wide asset optimization and cleanup
  • Fix DeployableSetup DTValidation using half height for nav checks rather than full height (and setup some bespoke exclusions for checking). Update entries. Setup T4 toughs to be obstacles to get Creatures to only nav over if necessary
  • Improve collision on Trough meshes to better support creature navigation
  • Remove 8k texture from landscape shader that isn't used
  • Reduce title screen keyart images filesize from 140MB to 12MB
  • Reduce uncompressed Terrain button images from 180MB to 5MB
  • Project-wide asset optimization pass and cleanup
  • Remove Beta weekend UI content
  • Fix a warning about UI.HideAmmoCount for legendary weapons
  • Re-added dummy ItemRewards row referenced in Tree Prefabs
  • Delete voxels inside arctic prefab cave in Olympus that were placed in the world and not in the prefab itself
  • Fixed remaining issues with Prefab caves having overlapping voxels. Improved tooling to pick up on this better
  • Grass cache flush on OLY
  • Fix Seed tooltips and links in Field Guide
  • Adjusted description for Desert Master talent suggesting movespeed is decreased when its actually increased
  • Add Fur for Drac lootable item rewards
  • Fix Chase Em Down not being unlockable after Quick Clean UP in Hunting Tree
  • Fixed floating deep ore deposit, Styx
  • Clip the player modifiers to the bounds, ensuring it doesn't overlap into the players inventory
  • Swapped DC_MED_001 with a new cave the removes cave entrance, Green Quad, Olympus
  • Adjustment to make the anvil t4 constant loop more subtle as requested . Also removing the 'auto activate' from the audio in the BP
  • Clear trailing whitespace at the end of Doggo names. Add DT Validation to detect this
  • Pushing dummy fmod tweaks to force banks to try fix themselves to fix build
  • Added unique entries for kill/skin XP events to fix up some DT validation warnings and ensure XP descriptions match creature names.
  • Updated DT Validation to be simpler and remove bespoke exceptions.
  • Corrected Large Antelope's name to be Large Antelope and not just Antelope, causing confusion in some Hunt quests.
  • Fixed up some cases where Kill vs Skin XP wasn't consistent (eg: Skinning a Terrenus was awarding more XP than Killing it, Skinning should be roughly 50% of the Kill XP.
  • Destroying a Beehive was giving same XP as Killing a Bear)
  • Fixing Spawner Issue where condensed Exotic was not correctly being processed into smaller exotics and enzymes in the cleaning devices
  • Wall torch: Removed Small light doing very little. Re-added existing light setup as Icarus point light so that settings work with these deployables again
  • Fix cube used for Slotable casting shadows when it shouldn't
  • Fixup redirectors in Dev folder
  • Copy data from Prometheus_V2 to original Prometheus DT entry and delete duplicate row causing additional unused assets to be packaged
  • Fix Display names in Biomes DT being the same, breaking the Weather cheat function. Added validation in to catch this in future
  • Fix issue where Caveworms can be looted for Sandworm loot
  • Added cleanup to Caveworm carcasses after a short delay
  • Outside caveworms will now show a small mound instead of rocks
  • Doubled trace distance for Sand Worm's death IK, should mean less instances of worm floating in mid air after death

[/expand]

[h3]Future Content[/h3]
[expand]
  • Optimized geothermal stalagmites into single material/texture set, new kitbashed stalagmite formations, placement tests in red quad
  • Proxy mesh system progress update. Logic will be tested on Animal_Bench
  • Cliff Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
  • Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
  • Wire new stats for Slug Launcher muzzle atttachment
  • Fix a BP warning in the Slug Launcher
  • Hide ammo counts for Slug Launcher (fillable ammo)
  • Adding spawn and destroy audio for ape and rock golem spawners. Event and BP Imp
  • Imported new Mammoth image and Norex Logo for Grat Hunts Background. Tweaked Boss button animations. Tweaks to the Great Hunts Interface UI
  • Improvements to Hammer Fist input action (rock golem gauntlet)
  • Updated ricochet damage floating number icon
  • Fixed Juvenile Rock Golem incorrectly losing track of target perception during fight
  • Added new BB and Controller for Juvenile Rock Golem
  • Juvenile Rock Golem will now perform a rolling attack if target is too far away
  • Increased brightness of Rock Golem trail cloud particle
  • Shifted Rock Golem's eye socket location to be unaffected by rolling animation
  • Adding static to cover naughty word in dialogue
  • Fixed a few typos in GH content
  • Adjusted a few GH subtitles to censor some colourful language
  • Fixed scorpion crossbow arm alteration phrasing
  • Updated the texture of the patchwork variant of the homestead curtain fabric to match the quilted bed asset
  • Added destructible mesh for the homestead shutters
  • Adding rock golem idle event and data table setup. Also putting limitations to how many caveworm screams can happen at once and increasing chance of the scream being a more subtle version for better variation for missions with lots of caveworms
  • Add DTValidation for FLOD entries which had flammable set to false but still had a flammable row entry defined causing undesired filtering results
  • Update Billboard materials on BushB assets to blend better
  • Added skeletal mesh and destructable mesh for the saloon door asset
  • Balanced updated GH audio file to sit in the mix now that its clearer. Slight adjustment to the ducking to be less dramatic
  • Added DCO_Vintage_JamJar A to G and DCO_Honet_Pot_A to C
  • Update Snare Trap base class to support varying damage values. Set Scorpion Trap to existing 50 damage, Ice Mammoth Trap to 75 (+ cold modifier) and Black Wolf trap to 100
  • Update Snare Traps with new base class, unified logic and cleaned up now obsolete data
  • Adding restrictions to play amounts of some audio events and adjusting destroy golem nest to be louder
  • Adjustments and fine tunes to rock golem juvi vocals
  • adjustments to sounds played on rock golem roll in
  • Smoothing up the 1st person version of the basic gauntlet attack to feel better, 3RD person to follow
  • Adding new Lab for the Ape Quests
  • Fixed blocker walls in Rock Golem arena not destroying correctly on clients
  • Landscape Sculpting Pass, Landscape Painting Pass and Cliff Pass, Green and Yellow Quads, Elysium
  • Blockout cliff pass in volcanic & flushed grass on Purple/Orang/Blue Quad, Elysium
  • Added Biolab background assets
  • Removing profilers. removing FX from rock golem death that were used for the main rock golem that didn't make sense on a juvi. Removing aggro vocal from Rock golem Juvi. May replace it
  • More Great Hunts Interface tweaks and animation tweaks
  • Quarrite Great Hunt B: Initial worm spawn is now immediate, dialogue now plays after a short delay
  • Fixed bug where mission complete dialogue wasn't playing when operations completed
  • Landing dialogue now plays when starting operations via the contact device (it previously wouldn't because the player never 'dropped')
  • Fix Quarrite C and Rimetusk C2 Great Hunt dialogue timing
  • Elysium - new stalagmite mesh clusters, adjusted materials/textures for geothermal stalagmites and terraces
  • Lots of rock golem juvi movement events and animation notifys. WIP
  • Fix mission complete dialogue for all Great Hunts
  • Quarrite and Rimetusk Great Hunts: Removed incorrect dialogue entries for prospect data
  • Improvements to rock golem juvi events including roll velocity dynamics
  • Added art assets for the chicken nest homestead asset
  • Adjusting Biolab based on concept
  • Set correct atmospheres for Arena_SwampApe and Arena_IceMammoth
  • Added fix for Rock Golem Juvenile BT crash
  • Added ricochet areas to Juvenile Rock Golem
  • Added target to a scaling function that wasn't working correctly in GH_RG_B_Eliminate
  • Juvenile body armour mesh now uses rock golem's physics asset
  • Adjusted blending times for Rock Golem roll montages
  • Removing rock golem layers that were meant for the main boss and not the juvi. adjustments to cave reverb etc
  • Reverted to old JRG physics asset
  • Fixed bug where only JRG head was applying ricochet modifier
  • Fixed bug with slug grenade where clients and server would have missmatched explosion locations
  • Proxy Mesh System sample on animal bench. For testing
  • Elysium - stalagmites and polish of lakes in geothermal, red quad
  • '- Toned down RG earthquake screen shake
  • Increased distance of RG burrow, jump attack screen shake
  • Added screen shake to RG roar
  • '- RG now becomes 'vulnerable' for a period of time after rolling, allowing players to freely attack
  • Added light hit reacts to RG light attack BT
  • Updates particle system used for RG jumping attack
  • Fixed bug where BTTask_Basic_JumpTo was launching the target in wrong direction
  • Added time limit to RG rolling attack when targeting player
  • Fixed bug where RG would fall through ground when killed
  • Rocks now fall from the ceiling when RG performs a jump attack in final phase
  • moved nav modifier volumes to persistent level
  • Blockout cliff pass in volcanic & flushed grass on Purple/Orang/Blue Quad, Elysium
  • UI pass on biolab store screen, added animation and custom buttons specific to biolab
  • Elysium - stalagmite placement and polish pass of lakes in Geothermal, red quad
  • Fix the line trace for ape gas (was hitting foliage before landscape - which wasn't tagged)
  • Updating OEI interface so the Biolab works correctly
  • Add alternate proxy mesh sample setup for artists
  • Adding Dead Researchers to the Ape Lab
  • Adding new Deployable for Dead Prospectors for easy mission placement
  • Adding new Dead Prospector materials (white) for researchers
  • Adjusting prebuild ape lab to include items in inventories and place researchers
  • Adjusting dialogue delays to make more sense within missions so they don't spoil big moments before - as they happen
  • Added new biome curves for Arena's
  • Added art assets for the homestead saloon door variant
  • Fix Garganutan Jr desert spawn location being underground
  • Cliff Pass and Landscape Sculpting Pass, Green and Yellow Quads, Elysium
  • Fixed muzzle flash position and ads offset of the black wolf revolver by adding corresponding sockets
  • Fixing GH_RG_A Camp and resaving with notes in correct locations
  • Fixed Spelling Errors in GH_RG_A Camp prebuild save
  • Adding Collectable Note (Laptop) and setting up
  • Adjusting Save / Load Prebuilt cheat so it now sorts the avialable quest markers by distance
  • Adding Missing Ape Blood Prebuilt Structure
  • Adjusting the juvi spawner audio location so its in the right place
  • Added art assets for the plant pots. 5 different shape variants with 4 different texture variants on each
  • Adding slightly more intense spawn juvi sound and distancing for better audible cue
  • Display Melee Damage stat on main inventory window for Mounts/Pets
  • Added mission descriptions for GH mission trees
  • Fixing issue where the parent quest was not ticking off the information correctly in GH_RG_D
  • Adjusted common craft quest to allow for machine specificity
  • Adding heavy rock golem gauntlet attack audio and event. Reducing weight of ape juvi attack and other ape juvi adjustments and fine tunes
  • Biolab upgrade screen Slot and Pins adjustments and added background blur to upgrade slots
  • Prevent spectating players when dead in instanced levels
  • Added DMs for lamp post and wall mounted lamp
  • Added proper DMs, as well as updated the animations and added proper colision for all meshes
  • Fixing Spawner Issue in GH_RG_D which was spawning 2 rock golem spawners on top of each other
  • Fixng the Retrieval Pod in GH_RG_E so it has a set location rather than a dynamic one
  • Blocking in Tundra to Desert Transition pass on Yellow Quad, Elysium
  • Tidy AICreature validation
  • Adding new manual spawn point for the retrieval pod for GH_RG_E, this should fix issues where the pod spawns underground
  • Fixing the Biofuel Calculation Quest in GH_RG_E as it was not summing the amount of biofuel stocked correctly
  • Setting up Vintage Jars, Sewing Machine, Honey Pots, Ranch Gate and Sign Items for Homestead
  • Adding Currency Conversion for the Biomass items into a intermediate resource and then back into biomass for exchanges on the orbital station
  • Adding new Ice Mammoth Prebuilt Structure for the research lab
  • Adding new bespoke Ice Mammoth Experiment for GH_IM_D quest
  • Resaving spawners to fix the default variable assignments
  • Adjusting Spawner Code for Ape / RockGolem Spawners and base faction mission spawners so that they scale and spawn appropriately code is not longer using the swarm component as it is not appropriate for the way the things are being spawned, added safeguards such as max creature spawn, minimum spawn distances etc
  • Fixed Ape Spawner as it was spawning apes underground
  • Adding in 3rd person grip socket for the slug launcher and the lava hunter flame thrower, currently unsure if they are setup to use the 3rd person sockets but they are ready to be used
  • Fixing hands position and sliding on the slug launcher and lava hunter flamethrower, one small issue where the equip animation for the flamethrower doesnt use the left hand grip socket, fixing next commit pass
  • Adjusted sandworm crossbow ADS to better align with the spear end
  • Fixing the spear not loading correctly in the sandworm crossbow by redoing some bones in the animation to match up with the base skeleton
  • Adjusting the scorpion rifle ADS to match up with crosshair
  • Fixed armour materials sparkly issue to light and did an optimize pass on the master default textures
  • UI pass on Biolab Upgrades screen. MAde adjustments to nodes, slot and wire locations
  • Cliff and Landscape Pass on Tundra, Green and Yellow Quads, Elysium
  • Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
  • Prevent biome reverting to none when player dies and is a spectator inside a biome override (for clients)
  • Elysium - stalagmite placement and polish pass of lakes in Geothermal, red quad
  • Added DEP_Well_Reservoir with all SMs, SKs, DMs, Materials, Textures and Animations
  • Adding new gun tool break audio event and data table setup for better indication that a weapon has broken. Slightly delayed and also a metallic mech element to it
  • many more ape juvi sounds including new attack vocalisations, idle, idle far, aggro, whoosh and slams improving the ape Juvi experience a lot
  • Added lamp post and wall mounted static meshes, material and textures
  • Added 3 additonal fabric material assets for the homestead curtains. Updated homestead curtain 1 and 2 textures with adjusted colours
  • Fix leave area size for Rimetusk D Great Hunt mission
  • Update account flag for Garganutan unlock to match mission name
  • Elysium - stalagmite placement and polish pass of lakes in Geothermal, red quad
  • Update Rimetusk D to use a single explosive, pending prebuilt structure
  • Adding DEP_Bench_Kitchen_Homestead_Stove, Sink and Filleting with destructibles
  • Various updates and improvements to mission and legendary items
  • Ignore collision for Fortification Spikes deployment, allowing them to be deployed more easily
  • Fix Legendary Weapon preview not loading textures correctly by forcing MIP level & LOD on the SK/SM components and enabling updates on every frame for RenderTarget
  • Elysium - added variations of buttercup flowers from Prom grasslands to Tundra grass type
  • Updated Quarrite B dialogue to play explicitly when first spawn is successful, rather than after a delay
  • Correcting audio timing of spawning juvis form the spawners
  • Added default audio for Rimetusk Great Hunt D mission
  • Update Rimetusk Great Hunt D mission requirements to match new building
  • Update Workshop deployables to properly destroy when they reach 0 durability
  • Update Garganutan Great Hunt A unlock text to be clearer that the items are just decorations
  • Make Great Ape more vulerable to melee attacks
  • Statify more elements of Slug Laucher attachments rather than switch on attachment type (to give players more feedback)
  • Creatures can no longer climb the drill or large rocks on the rock golem spawners
  • Adding dead Miners to the GH_RG_A_Mining outpost
  • Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
  • updated weapon rack static mesh and textures
  • Landscape Painting Pass, Decal Pass and Cliff Pass, Green and Yellow Quads, Elysium
  • UI pass on Biolab Weapon Screen. Reimported Biolab Background Artworks
  • Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
  • Fixing white squares which where showing on fillable legendary weapons
  • Adding Stat that can be added to items which means they no longer require to be carried in a utility slot
  • Adding Setup for the LavaHunter Flamethrower Legendary weapon so when upgraded it doesn't need to be carried in the Utility Slot
  • Fixing Rock Golem Spawners so they spawn the juveniles and not the Rock Golem Bosses
  • Adding Revival of the Rock Golem Spawners during Mission RG_C2

[/expand]

Icarus Week 165 Update | Hammerhead Slug World Boss

Welcome to Week 165.

Today, the Hammerhead Slug World Boss is introduced to the swamps of Icarus.

We also give a sneak peek into what is coming next week, allowing all bosses to be lootable when killed and a quality pass on their rewards.

If you want to fight the Hammerhead Slug, you will need to play on the Prometheus Map in the New Frontiers Expansion. It can be purchased here:

https://store.steampowered.com/app/1648532/Icarus_New_Frontiers_Expansion/

Notable Improvements:
  • Added additional Black Wolf spawn points to Olympus arctic areas, updated the Bestiary as the Black Wolf is in the Arctic on both Styx and Olympus
  • Shifted the Black Wolf boss spawn zones from the starting areas of Olympus
  • Various texture and material optimizations to reduce size and memory usage while playing

[hr][/hr]
This Week: Hammerhead Slug World Boss


The Hammerhead Slug is the first world boss we have added to Icarus in a long time, but it will not be the last.

The Hammerhead Slug spawns in all Swamp Regions of the Prometheus Map and has some rather unique abilities.

When the Hammerhead Slug takes enough damage, it will split, not once but twice, and prospectors will quickly find themselves fighting more than one creature. Prospectors will also need to be careful as these splits will attempt to combine back into their larger counterparts as time goes by.

[hr][/hr]
Next Week: All World Bosses Lootable


Next week, all world bosses will now be lootable when killed, and their drop pools will be rebalanced to reflect the difficulty of taking them down.

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

https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.40.132442


[h3]New Content[/h3]
[expand]
  • Adding NZ On Air Logo in the Credits Section
  • Updating the NZ On Air Logo in the Credits Section
  • Adding Entry for the Hammerhead Slug boss into the Bosses Json
  • Added new Boss icon for the Hammerhead Slug
  • Hammerhead Slug - Added 5 spawn points in prometheus for the slug spawn
  • Health bar now only appears once the boss fight has started
  • Fixed replication bug where the client wouldn't see the final slug/health bar cleaning up
  • Added valid check to prevent warnings on getting blackboard as slug dies
  • Hammerhead Slug - Slug will now return to anchor point if straying too far
  • Hammerhead Slug - Added missing isvalid checks
  • Hammerhead Slug - Changed how the slug manager was cleaning up
  • WorldBossSpawner override so slug doesnt bind on big slug death
  • Fixed bug where final slug would sometimes explode instead of curl into a ball
  • Hammerhead Slug - Slug carcass now highlights. Removed debug testing
  • Hammerhead Slug - Switched poison modifier to be -50% sprint speed instead of -5% movement speed to try reduce chance of not being able to move when having all debuffs added to you
  • Hammerhead Slug - Added 30 minute timer after the final slug dies for it to cleanup
  • Removed the 'reload dead boss' bool for the slug
  • Smaller slugs will spawn the slug manager if there is none present
  • Changed loot row table on slug to correct boss row
  • Hammerhead Slug - Removed Development flags
  • Removed space at end of hammerhead name
  • Hammerhead Slug - Slug will now respawn correctly when slugs tile is reloaded
  • Changed eqs such that the slug ignores itself when looking for targets that damaged it

[/expand]

[h3]Fixed[/h3]
[expand]
  • Project-wide asset optimization pass and cleanup
  • Obsidian Pick: Updated physics asset to capsules, added extra LOD, optimized textures, changed PM to metal
  • Project-wide asset optimization pass and cleanup
  • Fixed UVs on ITM_Sickle_Obsidian
  • Fix 130MB guide texture down to 300KB due to non-pow2 size and no compression

[/expand]

[h3]Future Content[/h3]
[expand]
  • Adding legendary weapons items static audio data
  • Adding pickup legendary weapon crate audio and item audio table setup
  • Great Ape club attack only has a break chance for slams
  • Great Ape Fix a montage where the animation length has changed
  • Fix Rock Golem Op1 Analyze not showing complete at 100%
  • Fix Rock Golem Ape E water step requiring biofuel
  • Adding GH Mission Radio Icon
  • Balancing player damage taken from creatures to accomodate for heavy hits as well as small and medium impacts. Small adjustment to collision damage event because projectilces use this too
  • Great Hunts Cinematics Sequencer and BP Assets
  • Final pass on great hunt music
  • Added 'cave in' mesh/materials, tunnel cap mesh, tweaked Cliff_11_DLC2 to remove base
  • Added stats for some of the Rock Golem Gauntlet upgrades
  • Rock Golem alternate secondary attacks are now enabled when using relevant upgrades
  • Fixed some input logic bugs within Rock Golem Gauntlet attacks
  • Stormwall material and BP setup WIP
  • IMP pass blockout in the swamp on Orange Quad, Elysium
  • Swapped Tundra voxels to ridge variant, Foliage Pass and Cliff Pass, Green and Yellow Quads, Elysium
  • Fixing accidental change to FMOD preset instead of event volume that added ADSR to cave contect preset which caused everything to be broken that used that preset
  • Fix DT Whitespace validation. Again
  • Adjustments to new Great Hunt UI
  • Make GreatApe more immobilise and slow stat resistant
  • Great Ape make high rocks fall faster
  • Applied threat distance modifier curve to Ice mammoth boss, adjusted behavior tree to trigger music at more appropriate time during intro sequence
  • Adding ADSR to waterfalls to avoid harsh starts when entering ape arena. Also intensifying very heavy impact hits from creatures like club hits to make boss combat feel more weighty
  • Adding location markers and blockout for DH mission 3
  • Hammerhead Slug - Removed slug from ice arena and readded mammoth to the arena
  • Resave Ape Lab with correct position
  • Fixing music override bp on ape boss
  • Adding load spear into sandworm crossbow
  • Added separate action behaviours to Rock Golem Gauntlets and filtered them by upgrade type
  • Fixed Rock Golem Gauntlet third person montages not being on the right slot
  • Adding new Great Hunt UI
  • Add Garganutan Great Hunt steps to collect the Sonic device, for if the player has dropped it into a crate for example, so players will be able to collect the device before starting the mission
  • Slight increase in Great Hunt bossfight music volume
  • Shortening overly long tail events within the assault rifle that was taking up too many channels unnecessarily. Also fine tuning distance curve after multiplayer playtest
  • Fix many dialogue timings for Quarrite Great Hunt
  • Added border and hover border and UI tweaks
  • Adding sandfalls audio and BP imp. ALso adding heavier jump land to rock golem so its initial entrance is more dramatic
  • More nav blockers for Great Ape
  • Updated Sandfalls to respond better to light and hold CPD on begin play
  • Added destructible mesh asset for swamp ape club
  • Added spinning wheel art assets including skeletal mesh and animation
  • Add Rimetusk Great Hunt quest crafting recipes, final quest and remove many DNT entries
  • Dev lock future content releases
  • Fixed looking the wrong way when entering the Ice Mammoth Arena
  • Shortening overly long vocal event when taking generic low damage
  • Added Lamb sk meshes, materials and textures
  • Resave atmospheres datatable
  • Exported higher resolution source textures for the raptor creature
  • Named boss atmospheres correctly
  • reduction in volume of the ricochet hits
  • dummy changes to files within certain banks to try force fix errors
  • Slug Launcher - Add stats and effects for Backpack, Loader and Splash Guard components
  • Rock Golem rolling attack now pushes hit targets to the side instead of straight forward, reducing chances that players are hit successively
  • Rimetusk Great Hunt: Add additional craft step to O2 quest, add quest objectives to all missions
  • Voxel Polish Pass and Swapped FIR saplings with Aspen Saplings, Green and Yellow Quads, Elysium
  • Finished first macro pass blockout in the swamp on Orange Quad, Elysium
  • Fixing Atmosphere Datatable
  • Fixes to Ice Mammoth arena material after recent updates
  • Applied new meshes and material for stormwall
  • Adjustments to rock golem armor break audio. More audible over busy mix
  • Added splinter mesh for destructible ape club vfx
  • Removing mentions of thumper from dialogue. ALso increasing volume slightly of away from mic part so it is still audible over ambience
  • Multiple new kitbashed cliffs for Elysium volcanic
  • Adjustments to some legendary weapons. Smoother bolt load sound, gauntlet volume adjustments, data table update etc
  • Resubmitting audio files in banks to attempt to fix any issues part 2
  • Fixing Atmosphere & Equippable Datatable
  • Add tooltip to Swamp Arena exit
  • Fixing Atmosphere Datatable
  • Fixing Legendary Weapon GH button so it correctly only works on appropriate maps / with dlcs
  • Ensure RVT are refreshed when player dies in instanced level and respawns to main level
  • Adding Legendary Weapon Images for Viewing their info
  • Adding Legendary weapon view screen and ability to click on weapons when great hunts have been selected
  • Adjusted livingitemshopitem data to include backgrounds and weapon images
  • Cliff Pass on Trunda to Desert Transition, Green and Yellow Quads, Elysium
  • Elysium - New CAC maps and FTs for geothermal stalagmites, new lake added to geothermal area, red quad
  • Wire destructable mesh for Great Ape Log/Club
  • Set up gfur for lamb and added trophy mesh, material and BP
  • Added Emission channel masking to M_Creatures and setup emission on Ape
  • Sandfall Polish Pass In Golem Arena and Cliff Pass in Tundra, Green and Yellow Quads Elysium
  • Added depth fade and minor adjustment on mesh for stormwall
  • Adding World Boss Names to Great Hunt UI
  • Fading Weapon Images on GH & Boss enteries so they are only visible when hovering
  • Added missing socket to black wolf revolver, causing the left hand to be held in mid air instead of the gun
  • Polish Pass on Sandfalls and Made changes to Sandfall_03 Material
  • Changed materials on Hammerhead Cocoon and added a cocoon forming VFX
  • Tweaks to Sandfalls_03 Mesh UV to reduce streeching on sides
  • Adding Respawn Timers on the GH UI for world bosses
  • Fixed issues with World Boss Information so it displays number of potential spawns, as well as the number currently active
  • The GH Device now tracks and updates boss information and replicates it to clients for display on various UI's
  • Fix Garganutan Great Hunt progress tracking for wave defence missions. Clarified objectives in damage type missions
  • Added ability for main mission objective text to be hidden if it is blank, but helper text (blue) is still shown, updated resupply missions to be blue/info text
  • Decrease Sewing Machine RMA to 1k
  • Prevent biome transition when player dies and is a spectator inside a biome override
  • Added DCO_Cheese_A to F and DCO_Hanging_Meat_A to F
  • Changed Ape Boss Hide to use ITM shader. Increased texture resolution
  • Adding weight layer to ice mammoth and other sledge hammers
  • Adjusting Great Hunt Talent Trees so they fit within the space allocated on the UI
  • Added panning feature for main textures of MA_ITM. Set to disabled by default
  • Add Ice Mammoth Great Hunt O1 setup, notes and dressing
  • Updated Garganutan Decals to only clean up those specific decals, so if they are used in other missions they will still be cleaned
  • Added Wall_Candle_Holder_Wood, with textures, materials, and DMs. Also added a candle proxy mesh with materials for multiple colours
  • Added Cuckoo Clock with textures, materials, skeletal meshes, animations and DMs
  • Consolidating the Alpha Wolfs Name, as it was called Alpha & Black interchangeably, it is now called the 'Black Wolf' everywhere
  • Added Research Crate icon
  • Adjusting Great Hunt Talent Trees so an overview of the hunt is displayed before clicking on missions
  • Added Shield Ricochet icon
  • Small volume adjustments to various dialouge lines within the DLC to make sure the off mic parts are still audible. Increasing ducking amount on the music and ambience by a touch to help dialogue lines from being drowned out in storms or during combat or music events. Increase to sandfall volume and size and play amount
  • Update all Great Hunt quest names and titles to new format
  • Increase NOVA Station durability
  • Removed Thumper from Rock Golem E dialogue subtitles
  • Added tile texture and panning for MA_ITM
  • Elysium - more lakes, stalagmite and decal placement in geothermal, red quad
  • Fixed bug where Great Ape wasn't responding if players fired at it/attacked it from a great distance
  • Extended RecentDamageCausers EnvQueryGenerator to allow ignoring distance when generating valid targets
  • Added skeletal meshs for the homestead curtain variants. Updated roughness maps for the fabric variants and adjusted tiling on the the shaders
  • Update Respawn dropship seat camera offset logic, camera shake & FP mesh visibility handling to also work for clients
  • Fix client desync with mammoth trap due to bones not ticking on dedi server
  • Adjusting source audio file of GH cover mic effect for better clarity but still feeling worldized. Previously felt too muffled in the mix
  • Added catch all proxy mesh setup to windmill (uses dry recipe output by default)
  • Updated the spinning wheel rope texture and updated UV on the static and skeletal mesh to utilise the new tiling material feature
  • Resave terrains selection for translatable text
  • Add destuctable mesh to Great Ape thrown logs
  • Updated LOD screensizes on Biomass meshes
  • Decreased Obsidian Sickle textures from 2k to 1k
  • Rimetusk D Great Hunt, added helper text to craft explosives quest step
  • Fixed typo in Quarrite spawner quest name
  • Fixed Quarrite Great Hunt B worms stopping spawning if there are already too many spawned (will now automatically clean up spawns after a delay)
  • Adding Biomass rewards to bosses & adjusting boss material conversion rate
  • Garganutan Great Hunt O1 fix spawn locations not spawning
  • Adding rock golem juvi flinch and death audio, events and data table setup
  • Linked translatable text to Olympus terrain selection
  • Updated tundra to desert transition and added palm bushes to oasis on Yellow Quad, Elysium
  • Added prototype mesh for weapon rack for testing, material and textures
  • Added first pass SM for DCO_Giant_Ranch_Sign with materials and textures
  • Elysium - added temp FT for Kumara, foliage placement test in volcanic terrace area, red quad
  • Fix Biofuel Radar not being able to be toggled
  • Added missing EQS change from previous fix to Great Ape detection range
  • Duplicated most necessary anims for Juvenile Rock Golem and placed in own folder
  • Did a pass on Juvenile Rock Golem locomotion animations and speed
  • Added armour to Juvenile Rock Golem
  • Fixed Juvenile Rock Golem t-posing after death
  • Fixed Juvenile Rock Golem not playing correction animations for GOAP actions
  • Updating Biolab UI based on Concept
  • Adding Purchasing functionality to the Biolab Weapon information screen
  • Adding Images for the Biolab Legendary Weapons background
  • Landscape Sculpting Pass, Cliff Pass and Foliage Pass on Tundra, Green and Yellow Quads, Elysium
  • WIP proxy mesh system
  • Great Hunts Interface animation and UI tweaks. Replaced Norex logos
  • Added art assets for the Homestead curtain variants
  • Added art assets for the homestead shutters window variant
  • Added art assets for the homestead saloon style door including a texture variant for a whitewash look

[/expand]

Hotfix Version: 2.2.39.132295

Contains the Following Fixes:
  • Fix invisible materials for various assets including the Fishing Bench and Creature Deterrent

Icarus Week 164 Update | Lava Hunter World Boss Spawning

Welcome to Week 164.

This week, we’ve enabled the Lava Hunter World Boss on Prometheus to spawn outside of its specific mission. This will allow you to fight it over and over again without having to start new prospects.

We’ve also done a quality-of-life pass on the rest of the world bosses' spawns to address their regularity so you can engage them more.

Jump in and have a read.

Notable Improvements:
  • Fixing the Cold Screen Space Effect, which was applying incorrectly on and persisted unintentionally
  • Fixing the Achievements ‘Styx & Stones’ & ‘Zero to Hero’ so they are correctly tallied and granted on Steam and in-game
  • Fixed Black Wolf Boss Spawners not begin present correctly in Olympus Open Worlds, the Black Wolf Bosses will now spawn correctly
  • Removed Textures and Materials that where not used resulting in a smaller client pack size
  • Texture Optimization which results in lower video memory and client pack size, will help on graphics cards with lower memory
  • Fixed an issue where world stats and difficulty stats where being removed on open worlds when loading into a game with an operation in progress
  • Fixed an issue where bunk-beds would unintentionally duplicate every time a prospect was loaded

[hr][/hr]
This Week: Lava Hunter Respawning


We have enabled the Lava Hunter World Boss on Prometheus to Spawn outside of the Mission.

Like other World Bosses, this can now be encountered randomly in the Volcanic Biome, and the timer for it to respawn will persist after you defeat it.

The Prometheus Mission 'FRACTURE' does not need to be completed for the Lava Hunter to spawn in open worlds.

This was mainly done so people could tackle the Lava Hunter outside specific missions which may be important in the coming weeks.

[hr][/hr]
This Week: World Boss QoL


World Bosses in Icarus are giant creatures that appear in open worlds and on missions when traversing Icarus. These large creatures can be quite tough to deal with if not properly prepared.

The current world bosses in Icarus are the Black Wolf, Sandworm, Giant Scorpion and now the Lava Hunter. Each map offers different word bosses that naturally spawn. There can also be mutiple world bosses of the same type present on the map at the same time, for example on an Olympus open world a maximum of three sandworms can be present at any one time.

World bosses can be tracked on the map via the 'World Boss Module' module purchasable from the orbital workshop. When equipped into your suit this will display map icons over every world boss currently active map wide.

This week, we have modified the way all world bosses naturally spawn as with the introduction of open worlds there where some side effects which meant they spawned far less often that originally intended.

In the past, every time you started or finished a operation in open world, the world boss timers would restart and not persist, meaning that world bosses would spawn far less often in the world. This has been corrected so that respawn timers now persist, so it will be far easier to encounter these creatures in the wild.

Let us know your feedback on this change and if you’re finding yourself encountering these foes more often in your Open World sessions.


[hr][/hr]
Next Week: Hammerhead Slug World Boss


We will be introducing a brand new world boss to Prometheus next week. This is the Hammerhead slug, found in the Swamp Biome and sporting a deadly splitting attack.


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

https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.39.132249


[h3]New Content[/h3]
[expand]
  • Lava Hunter now acts as a world boss and can respawn
  • World Bosses can now start on a respawn cooldown instead of immediately spawning on prospect begin
  • Added Lava Hunter spawn point to PROM
  • Lava Hunter mission now waits for player to get slightly closer to spawn location before boss emerges
  • Removed invalid world boss configs from PROM prospect list entry
  • Lava Hunter World Boss no longer starts on respawn cooldown
  • Existing prospects now update when new world bosses are added, fixes issue where people wouldn't have the new Lava Hunter World Boss in the existing PROM save games

[/expand]

[h3]Fixed[/h3]
[expand]
  • Project-wide asset optimization pass and cleanup
  • Project-wide asset optimization and cleanup
  • Bunk beds pending cleanup no longer attempt to spawn top bunk actor on begin play
  • Fixed bug where bunk beds were duplicating on prospect reload
  • Fixed a typo in bunk bed tooltip
  • Fixed bug where bunk bed couldn't be picked up after game was reloaded
  • Updated Skeletal meshes for SK_PIC_Obsidian and SK_ITM_Sickle
  • When rate limiting damage numbers, always emit the first damage number immediately if there are no other damage numbers currently being processed
  • Added a fix for recently introduced edge case where the hot/cold post-process screen effects would sometimes persist on screen even after player corrected their temperature
  • Fixed Attachment Slot availability not being shown on ranged weapons
  • Fixed issue where radars couldn't be activated
  • Fixed bug where prospect world/difficulty stats for dynamic missions (operations) were being cleared on reload
  • All prospects (open world and missions) should now have the same number of world bosses that spawn (with a few exceptions). Previously each mission and open world would individually specify the minimum and maximum number of world bosses that could spawn, now this is done on a per-map basis to reduce confusion
  • Fixing Mission Achievements, after the rework the total number of missions to complete was incorrect so they achievements could not be completed successfully
  • Fixed issue with the Mission Achievement Trackers as they where not counting the first mission in every tree - like they should have been
  • Fixing issue where the Exotic Item was not correctly tagged which means it could not be collected and added to the transport pods and sent to orbit

[/expand]

[h3]Future Content[/h3]
[expand]
  • IMP pass blockout in the swamp on Orange/Purple Quad, Elysium
  • Implemented Homestead Cabinets
  • Implementing Alternate Fire on the Legendary Flamethrower and Stat which govens if the alternate fire occurs
  • Lava Hunter Flamethrower has 2 Alternate Fires now (Fireball & Flame Burst)
  • Cliff Pass in Arctic, Green Quad, Elysium
  • Adjustments to ape gas cloud timing and adding wave whoosh
  • Hammerhead slug - fixed niagara effects only playing on cocoon start and not end. Lowered base slug hp. Removed tusks from the ice mammoth
  • Foliage pass in Tundra and Cliff Pass in Arctic, Green and Yellow Quads, Elysium
  • IMP pass blockout in the swamp on Orange/Purple Quad, Elysium
  • adjusted light source on flamethrower
  • Adding short roar and volume adjustments and crit hit timing adjustment for better audible notify
  • updating GH mission images to source
  • Deleted tree meshes under developer folder
  • Adding in riccochet hit indicator event for new hit zone for the Rock Golem. Data table setup
  • Critical hit areas can now conditionally apply for only some damage types
  • Ricochet area now only applies to projectile damage
  • Pickaxes now do 5x damage to golem armour instead of 10x
  • Adding rock golem roar audio, event and notify
  • Added new 'long jump' montage for RockGolem that has the Golem in air for longer
  • Added new quick variant of RockGolem roar montage
  • RockGolem now waits for player to get near enough into cave before jumping out and roaring to start the boss fight
  • RockGolem's face plate armour now always ricochets incoming projectiles
  • additional slope rocks, tweaks to PFS_LC_Slope_Rocks, 2 new cliffs + textures/materials
  • Added anim BP, control rig, NPC BP and mount BP for the Raptor creature. added entries in the AI setup data table
  • Added art assets for the Raptor creature
  • Adding unique legendary flamethrower audio to child actionable. Added flamethrower actionable to the data table to point to correct item
  • Added new ballistic mechanic that allows projectiles to ricochet off certain strong points
  • RockGolem in final phase now attacks at least once after each jumping attack
  • Increased minimum time between separate collision damage events on RockGolem roll, less chance to be double-hit
  • Hits on rockgolem armour plating now ricochet bullets, dealing no damage
  • Add DT validation for ItemTemplate entries that don't point to an ItemsStatic. Remove 2 entries
  • Added DEP_Bird_House_Standing_Wood and DEP_Brid_House_WallMount_Wood with materials, textures and DMs
  • Adding completely new fire audio for the glob gun which turned out to be more of a grenade slug goo launcher than a goo gun. data table setups, audio and events
  • adding GH mission images to source
  • Adding Missing Lava Hunter Biomass
  • Initial Pass for Boss Resource Drops
  • Initial Pass for Boss Resource -> Biomass Conversion
  • Initial Pass of Legendary Weapon Costs
  • Resized boss currency icons and added slight gradient to them
  • Updated Wet materials for DCO_Planter_Box Wood
  • Re-hide weight of items stat (as this is shown in item tooltips)
  • Updated slime creature, materials, textures and static meshes
  • Reparent BP_InstancedCaveEntrance mesh, so scaling the mesh doesn't scale the teleport placement disc
  • Fix Processor Recipe for Condensed Exotic pointing to wrong meta resource entry (was testing)
  • Added Elysium additional Ridges voxel pools for all biomes
  • Fixes for EDS rounds
  • Fix Ice Mammoth Great Hunt O2 steps
  • Fixes for ape bossfight music, with additional cleanup on RockGolem and Ice_Mammoth
  • Adding Orka vocals attack and spot events and vocalisation table setup. Also adding V2 pistol muzzle shot for testing - possible use and adjusted shotgun V2 to be slightly less
  • Further break up the screams when Great Ape is throwing rocks
  • Fixes for ice mammoth bossfight music
  • Great Ape now performs different screams when throwing rocks
  • Adding intro briefing to the dialogue data table
  • Optimized Raptor textures. Fixed missing Physical Material defines. Added 4th LOD. Delete StaticMesh
  • Fixes for rock golem bossfight music
  • Fixed wrong cave ID in ape and golm Great Hunt Instanced Levels
  • Resaved data table with moved muzzle flash location into correct folder
  • Resaving FMOD to try and fix banks breaking
  • Adding test VFX smoke with reduced size, opacity and time for potential use
  • Added art assets for the weather vane
  • Fixed the material for the wet version of the planter box
  • Hammerhead Slug - Fixed slugs not being spawned at the correct % hp after recombining then dying again
  • Adding impact audio for slug grenade ballistic
  • Project-wide asset optimization pass and cleanup
  • IMP pass blockout in the swamp on Orange/Purple Quad, Elysium
  • Adding fireball audio for flamethrower. Explosion, and travel audio
  • Hammerhead Slug - Fixed incorrect scaling of slugs. Fixed slug manager cleaning up after all slugs are dead
  • Many Rock Golem Great Hunt Fixes: Weakness poison tracking fix and add damage leeway, final hunt travel step location set, rebuilding biofuel mission assignment fixed, prototype progress clamped, mission selection lockout fixed, elimination mission numbers and tracking fixed
  • Fixed Great Hunt device objectives list not clearing on reset
  • Adding quest markers, location markers and blockout for DH mission 1
  • Split RPC calls to show damage numbers over mutitlple reps rather than flooding in one frame (clients and buckshot)
  • Adding quest markers, location markers and blockout for DH intro mission
  • Dummy prospect adjustment to see if it fixes FMODs error
  • Replaced crystal mesh to black plain in Great Hunt Instanced Levels
  • Commit to try fix FMOD
  • Adjustments to volumes and spacial of ricochet hits on rock golem
  • Remove an empty section form JuvenileApe_Attack_Montage
  • Point the Juvenile GOAP anim actions to JuvenileApe_Idle_Montage
  • Fixed issue where ballistic ricochets weren't using the correct logic to spawn damage numbers, meaning audio wasn't played correctly
  • SpawnFloatingDamageNumbers no longer fires off a reliable multicast containing damage information for debugging purposes unless verbose damage logging is enabled on server
  • Adding flamethrower fireball fire audio and event, data table setup
  • Implemented Bird Feeders
  • Fix instanced cave entrance assets after parent class modified
  • Added DEP_Bird_Bath_Iron, DEP_Bird_Bath_Gold and DEP_Bird_Bath_Water, as well as their Materials, Textures, and DM's
  • Adjustment to volume of crit hit hit volume adjustment from rock golem
  • Removed cave entrance from BP_CavePrefab25 and Replaced with static mesh. Green Quad, Olympus
  • Adding air release audio to eds canister and deploy audio
  • Adding GH Radio Device / Talents / Recipes etc
  • Voxel Pass, Green Quad, Elysium
  • Modifying QM locations for the RG Great Hunts as they were in the wrong locations
  • Applying distance scaling to ape audio threat override
  • Applying distance scaling to ice mammoth audio threat override
  • Fix Rock Golem A Great Hunt, quest initialization was unhooked for testing
  • Applying distance scaling to rock golem audio threat override
  • Adding Forbidden Talents so that missions are locked out when choices are made for the Ice Mammoth Great Hunts
  • Feature Locking the Ice Mammoth Great Hunt Mission Talents
  • Adding Great Hunt Images to the Project and Setup as part of the Missions
  • Enabled Ice Mammoth Missions so they can be played
  • Added missing DT changes to fix build
  • Stormwall material WIP
  • Added first implementation actionable behaviours for various RockGolem gauntlet actions
  • Living weapons can now specify multiple default meshes instead of just one per slot
  • Added a function to query if given living weapon has a particular upgrade
  • IMP pass blockout in the swamp on Orange/Purple Quad, Elysium
  • Foliage and Landscape Painting Pass on Tundra, Green Quad, Elysium
  • Ape Great Ape D2 fixed mission descriptions
  • Adding orca flinch vocalisation, event and data table setup
  • Added new alien tunnel meshes, textures, material
  • Garganutan A Great Hunt now grants craftable lab equipment account wide
  • Fixed Garganutan B Great Hunt map marker and steps description to clarify
  • Dummy dialogue adjustment to try fix dialogue lookup bs
  • Hammerhead slug - Fixed physical damageon slug spit
  • Hammerhead Slug - Reduced duration of slime. Reduced poison damage and increased physical damage
  • Adjustments to orka vocal levels and adding to data tables
  • Updated ITM_Ape_Hide textures to a better quality version
  • Hammerhead Slug - Added missing bool from proj component and reenabled health override on slug projection components
  • Deleting profiling session that was committed. Also adding missing cave context eq to some of the dropship layers causing some layers to not be muffled
  • Fix missing translation entries in orbital exchange and damaged ship mission interface
  • Allowing WorldTalentManager to always be relevant and replicate to clients, this enables clients to interact with the great hunt device
  • Fixing Mission Cheat to Allow for Correct Setup of World Stats, Weather, Boss Spawning and other Dynamic Properties
  • Adding snapshot to reduce volume of ambience when big boss music is playing. Helps declutter busy mixes. also slight reduction in other players assault rifle volumes and reloading
  • Add Intro when first interacting with NOVA station
  • Fixed feature lock on EDS Canister
  • Added some cheats to debug inventory subcontainers
  • Hammerhead Slug - Added projection health bar to each version of the hammerhead slug. Added override to allow any creature a health bar with a checkbox. Slugs will no longer try to merge with other slugs that are in a cocoon state
  • Fix EDS Canister (mission item) physical material and client side effects
  • Garganutan Great Hunt: Added audio triggers to wave defense mission objectives
  • Fixed waterfall swimming and looking the wrong way when entering the ape arena in Great Hunt Instanced Level
  • Update Garganutan Great Hunt kill progress missions to show progress percentage, O1 to have a progress stage indicator, mission E to have resupply, fix EDS Rounds typo
  • Fix Drill Arrow and T3 Cleaning Device material opacity being 100%
  • Splitting dialogue into two events as requested. Adding events to dialogue table
  • Deployable Decals (dev facing) are now swapped with world objects on load to improve performance
  • Updated Garganutan Great Hunt prebuilt lab to reduce deployable count
  • Ensured Bunk Bed top bunks are cleaned up if their lower bunk is cleaned up
  • The Sandworm Crossbow now fires Spears as intended
  • Adding Norex Weapon Crate Mesh for the Legendary Weapons, so when they are dropped they appear as the box and not their core pieces
  • Further increase the chance that Great Ape will produce noxious gas when low on health
  • Fixed waterfall not showing up in ape arena Great Hunt Instanced Levels
  • Changed colour scheme on NOREX Great Hunts Radio
  • Updating the ape fx to not use its own unique one rather than scorpion burrow. Adjusted values for better visibility and to be more appropriate
  • Fixed phys material on base meshes of Great Ape den entrance
  • Project-wide asset optimization pass and cleanup
  • Added Great Hunts Interface Assets
  • Redone oasis at the start of desert on Yellow Quad, Elysium
  • Voxel Pass in Tundra, Green Quad, Elysium
  • Garganutan Great Hunt Black Market mission: Revamped to require construction
  • Balance pass over lots of the legendary - boss weapons. Reducing some third person volumes and volumes etc
  • Added ITM_GreatHunt_Radio, with new materials and textures
  • Added ITM_WeaponCrate_Norex
  • multiple new cliffs kitbashed from existing assets, new alien tunnel segments + entrance
  • Hammerhead Slug - Slug now stops aggro when 100 meters away and no one else close
  • Further reduction in volume of the ambience when big boss fight music is playing. Also faded the snapshot with the music fade param
  • Added Sandfalls to Rock Golem Arena, Rotated player entrance and added a cliff to block a seam
  • Toggle GreatHunts EntrancePlane blocker + PP volume based on existing actor visibility logic
  • Fixing issue with the Rock Golem and Ice Mammoth Missions referencing the wrong Terrain and thus spawn group making arctic animals spawn in the desert on Olympus
  • Add text wrapping to bonus rewards from missions

[/expand]