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Icarus Week 183 Update | Map Fixes + Great Hunts Update

Welcome to week 183.

This week, we’re doing a large pass on all three maps, cleaning up over 2 million instances of inaccessible and buried foliage and voxels, and as a result, making small performance improvements.

We’ve also got an update on the progress of the Great Hunts expansion and what we’re currently working on internally to get it ready for release.

Finally, we’ve got some information on next week's update and what you can expect.

Notable Improvements:
  • Improved creature hitbox accuracy
  • Fixing issue where on reloading some quest objectives where not collapsing like they should
  • Fixed Hammerhead Slug duplicating itself at 0hp and cause repeated VFX

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This Week: Map Updates


Over the last few weeks, some of our team has been undertaking a massive map clean-up, addressing a whole stack of issues reported by the community covering things like gaps between rocks/cliffs, floating objects, clipping, cave issues and more, across all three maps.

More than simply a quality pass, the tools used to cover the map with as much visual detail as we see in Icarus can often paint with quite a broad brush, meaning it can wind up placing things like foliage under the ground or in areas where they cannot be accessed or even seen. Unfortunately these still have a performance cost, so cleaning these up can be a nice win in the ongoing battle against performance bottlenecks which we try to put work into with every update.

We’ve also cleaned-up thousands of mineral voxels across all three maps that were also buried or inaccessible. Again, these should help with performance, with little to no impact on players due to them being inaccessible in the first place.

Since last week's announcement of these fixes, we’ve received and actioned more reports. We prefer to do these in bulk, as it minimizes the impact on players' existing prospects, so all of these are being collected and collated for a future date.

Please keep these reports coming - with the size of our maps, many hands make light work, and your reporting helps us cover more ground, more efficiently.

[hr][/hr]
Coming Soon: Great Hunts Release


We planned to release the DLC this week in tandem with the PC Gaming Show at Summer Games Fest. However, we’ve decided to delay this release as after lots of playing, we still weren’t entirely satisfied with the legendary weapons and rewards available.

While the missions, bosses and encounters feel fresh and interesting, the rewards you would receive didn’t meet this same level. While we hadn't announced a release date yet, we know many people are wondering how development is going and transparency is something we firmly believe in. As gamers ourselves, we know how frustrating it is when you get mixed messages from the developers of the games you love.

We don’t have a release date for Great Hunts, as we will work on the legendary weapons and rewards until they are at a level we're happy with.

We appreciate your patience and hope you understand why these tough decisions must be made.


[hr][/hr]
Next Week: Mission Reward restructure


Next week, we’re doing a pass on mission rewards, particularly how these are divided amongst prospectors, and making them account-based rather than character-based for a more seamless experience.


[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 v2.2.58.138313


[h3]Fixed[/h3]
[expand]
  • Fixed various reported world issues with Styx. General optimization and cleanup pass on foliage. Reduced total foliage instance count from 4.86 million to 4.32 million and deleted over 400 buried voxels
  • Fixed various reported world issues with Olympus. General optimization and cleanup pass on foliage. Reduced total foliage instance count from 5.61 million to 4.22 million and deleted over 2200 buried voxels
  • Fixed various reported world issues with Prometheus. General optimization and cleanup pass on foliage. Reduced total foliage instance count from 3.17 million to 2.96 million and deleted over 300 buried voxels
  • Adjust Olympus navmodifier volumes to better cover out of bounds areas that were generating navmesh
  • Fixing issue where on reloading some quest objectives where not collapsing like they should
  • General FLOD Map Cleanup on Prom Map
  • General FLOD Map Cleanup on, Red/Green Quad, Styx
  • General FLOD Map Cleanup on Oly
  • Fixed floating ores located in C9 on, Blue Quad, Styx
  • Undo generated LOD update on Chicken Coops that was supposed to be custom LODs
  • Painted landscape out on Yellow Quad, Oly
  • Exposed rock seen from crevasse fixed on Blue Quad, Prom
  • Added cave volume to C3 cave on Red Quad, Oly
  • Swapped Master Material for MI_Kit_Thatch_Foliage to correct panini issues on the Thatch building kit mesh while being held in first person
  • Replaced proper Carcass mask for the Juvinile Tusker material
  • Misc Prometheus fixes
  • Misc Styx fixes
  • Misc Olympus fixes
  • Hole in backface wall of cave in G9 on Green Quad, Prom

[/expand]

[h3]Future Content[/h3]
[expand]
  • Ape_C_Lab - removed excess lab props from tables, disconnected wind turbines, drained battery
  • Adding Rule for Capping the Populations of Rimetusks in an area at any one time, so you do get swamped by pairs
  • GH_IM - Adjusting Rimetusks AIRelationship so they are an enemy to players only
  • IM_D - Adding Extra Step to disable turrets and drone defences when entering the base
  • Adding Basic Drone Spawner Setup
  • IM_D Reducing Power Requirements / generation and power storage of the base
  • IM_C2 - Removed requirement for modified EDS ammo, quest now just requires basic EDS ammo
  • APE_C - Swapping over to use new prebuilt
  • Ape E2 - Added support tag to rocks/ape habitat to help players building their way up to the next step of the mission
  • APE_B - Fixing issue where upon reloading you could not shackle or kills would not count
  • APE_A - Shifting Collectable Note Required for Quest into a new location so it doesn't rely on the terrain to see
  • APE_A - Removing Visible Debug Red Sphere on Hyena's
  • Tweak Ape_F trigger distances and hook up dialogue
  • Add IM_D explode audio
  • Add Ape_F and Ape_C mission categorizations
  • Ape C Lab - fixed typos and tweaked wording of various signs
  • Ape A Base - moved AC units into enclosure to fix sheltered status
  • Ape_C: Fix lab poster text
  • Adjustments to dialogue lines. reduction to footstep scans for apes to reduce unnecessary footstep checks. Removing profilings
  • Added Landmine_Enemy that auto sets itself to the final state (1 sec explode)
  • Small spacializer setting updates to the ape mission explosive. Delaying dialouge by 1 more second to allow for explosion tail to play
  • GH_Ape_E2 - added juvie ape corpses, bones, blood decals
  • Adjustments to occlusion settings and various mix tweaks for caged ape etc
  • Dialogue delay adjustments to better fit within mission ape C
  • Drone pass, adjustments and fine tunes
  • Dialogue volume pass. Reduced volume of new dialogue lines that were louder than previous ones
  • Adjusted collision on the large lab poster to fit the new larger size
  • Extended backing board asset for the APE_C mission to accommodate the larger widget size
  • Removing unused dialogue function from BPQ that possibly caused double up of dialogue line to play
  • IM_D2 - Turning off AI target on world spawners and hub so creatures don't kill them accidently completing the mission
  • IM_A2 - Cleaning up Enzyme Dispersal Devices as this can cause issues in future quests
  • IM_B - Fixing Prebuilt Structure File Name
  • GH_APE - Adjusting GH Mission Names
  • APE_G - Increased base level of boss, gave it extra health and physical resistance
  • APE_E2 - Adding Extra Spawner and forcing spawn when player enters travel area
  • APE_E2 - Hunt count will not count apes until you have reached the enclave
  • APE_B - The enclave trave quest step now only triggers when in the enclave
  • APE_F - Lower Required Grenade Kill Count
  • APE_F - Only 1 Poison Sample Will Appear Per Lair now as opposed to 2
  • APE_F - Removed Max Spawn (not concurrent spawn) to Poison Ape Lairs
  • APE_E2 - Upped number of Creatures and added additional stats to Epic Creatures
  • APE_E2 - Upped the Level of the Cougar and Scorpions
  • APE_E2 - Adjusted the map markers for the spawners
  • APE_E2 - Fixing Progression blocking step n campaign
  • RG_B - Added 2 more objectives with subobjectives that make you search other mining caves in the area
  • RG_B - Tidy of Quest Markers in the world so they can easily be found an accessed
  • RG_B - Cave1 now requires a caveworm fight
  • RG_B - Cave2 now requires Quarrite fight and Salvaging Gear
  • RG_B - Cave3 now requires a caveworm fight & Landshark Fight
  • RG_B - Eliminate Objectives have been compressed into one objective (Caveworms+1, Adolencent Caveworms +3)
  • Quest Info now uses a rick text box and can colour text if required
  • Increased Durability for Mining Prop Assets
  • APE_C - Small Adjustment so new 'find' step is done prior to the setup equipment step
  • APE_C Fixing issue where the surgical sets would spawn scalpels in the inventory at incorrect times (not during the mission)
  • APE_C - Adjusting prebuilt to shift lab poster, remove scalpels, and slight adjustments to dressing
  • Adjusting Lab Poster as it was missing a procedure step
  • Swapping Over Prebuilt
  • RG_D2 - Swapping over prebuilt structure
  • RG_C - Swapping Over Prebuilt
  • RG_A - Swapping over prebuilt structure
  • Adding Propaganda signs / defaced
  • APE_O1 - Removing Frostbite from NPC as it is not required
  • Added Ramp_Diagonal_Glass and Ramp_Diagonal_Glass, with all SMs, DMs, materials and textures
  • Glass shader update for jam jar, beer bottle and centrifuge
  • Adjusted spawn for the Slug Launcher FX
  • Slightly dropped the health and max drones for GH_IM_D after another play through
  • Added destructible meshes for IM_Cage glass and base meshes
  • Tweaks for the drones spawned in GH_IM_D mission
  • Volume tweak and rock fall addition to mission explosion. Big volume pass over all apes to make them more subtle in world and slightly less intense. Spacializer distance adjustments for more subtlety. Removing over here from prospector for now
  • Fixed a few typos across GH text
  • Adding unique explosion for ape O1 mission to sound more intense
  • Hookup Ape_C dialogue triggers, split out blue text into new quest step to find storage room
  • GH Device - In world screens now correctly show which bosses are up
  • First pass polish on GH_Ape_E2 (BP_Mission_Ape_Desert)
  • Added the lab instruction poster backing boards to their BPs
  • Optimized shrund collision
  • Adding burner specific mission audio
  • Added backing board art asset for the instruction boards in APE_C mission. Updated the BPs with the new assets
  • Updating ape B mission dialogue opening line. Adjusted the juvi ape health scaling as per request
  • Various tweaks for mission ECHO scanner
  • Removing healed audio for zoo researcher 2 so important mission dialogue plays and the dialogue always makes sense. Fixing ape body added to mission bench
  • Removing logic in Ape slot bench that was causing the audio to play but the proxy ape to not show
  • A few volume adjustments for NPC lines
  • Added a defaced veriant of the propoganda signs' material to the project
  • Adding audio for when ape is put on examination table
  • Removing bat sounds from infant ape. Adjustments to juvi ape death audio
  • Fixed issue in APE_D2 Ethics, where swarms were too fast pasced for a player carrying a bag. Increased timer from 30 to 120, and forced a first spawn
  • fixed missing paragraph in GH dialogue
  • Fixed issue where blackmarket quest optional hunt subobjective could keep sending apes forever
  • Fix particle system isn't replicating on clients for drill arrows
  • Fiexed a few typos in the ape campaign
  • Added additional GH lines for context
  • Balance tweaks for GH_IM_Ape_E mission
  • Adding unique animation for the vesper in teh cage so I can have specific audio on it that doesnt just sound like looping wings
  • Commit missing ice mammoth spawn change
  • Fix Snow Viscid dens not spawning when the player has the appropriate world stat (was spawning just a single viscid instead)
  • Diabled Ice Mammoth den spawning, as it is not setup to spawn as a den and normal spawns now spawn as world spawns
  • Fix consistency in stat names 'critical damage' vs 'weak point'
  • Setup Ape_C2 dialogue and mission types
  • fixed projectile FX for legendary lava hunter and slug launcher
  • Ape_E: Ensure both Swarm components are using best 25% setting, not just the '_Local' one
  • Balance pass of various in game item reverb sends to stop overly aggressive reverb tails
  • Fixed issue in APE_C2 where Prime might not properly leave at 75% health, because sonic beacon was deactivated
  • in APE_C2 made all parts of bosses and prime sections not dependant on state of the sonic device
  • in APE_C2 decreased Prime wait timer from 180 seconds to 60
  • in APE_C2 lorified Elite and Prime Text
  • in APE_C2 Slightly changed Primes combat text to imply you wont fully have to kill him, and changed health requirement from 50% to 66%
  • Reduce levels of 'Extra' Ape spawns on Ape_B mission from 50-100 to 10-40 to match the Den spawns for the Easy area
  • Added dirt backfaces to T3 crop plot for when you can see the underside through glass floors (SM_DEP_CropPlot_T3_SML)
  • Setup Ape_E2 dialogue and categorizations
  • Add critical hit areas to little Apes
  • Ape_D2 setup dialogue and mission types
  • IM_D3 change luriform hint text to cull quest step
  • GH UI - Fixed incorrect row on hammerhead slug to show slug launcher when clicked
  • Added SM_MTK_Drone_Spawner
  • Adding audio for the vesper cage mission. Adjusted dialogue delay so it doesnt interrupt mission. Adding add virus and opening cage animation correctly and adding release vesper audio cue
  • Removed GFur from Juvie Ape + Corpse for perf/crash reasons
  • Setup Ape_D audio and mission types, setup remaining boss mission types on final missions
  • Updating dialogue lines and splitting some lines as per requests. Adding generic mission complete event
  • Fix drill arrow audio position (again, for real)
  • Tweaked glass shader and fixed material swap setup on metal lamp asset. Tweaked Lighting slightly. Added NormalTilingMulti functionality to Glass shader
  • Purchasing a legendary weapon now correctly opens that weapon customization in the UI
  • Fix drill arrow audio position (again)
  • Hookup Ape_O1 dialogue and mission types
  • Removed invalid internal note from ape head loot
  • Adding more drill arrow sounds. Drilling fly sound and idle sound
  • Added meshes from GH_APE_E2_Camp to STYX, painted grass and foliage (yellow quad)
  • Change Mega Tree Versions on Styx
  • Update IM great hunt prospect select images
  • GH Ape_B - Fixed killing the boss not completing quest step
  • Added NoFoliage variant prefab of Megatree_001_V2
  • Added QM_GH_Ape_D2 as meshes to Styx
  • Removed GFur from additional Ape corpse BPs. Fixed blood decal on 03
  • Pedantically straighen up some BP lines
  • Fixing eds canister auto activating FX and also not being able to be deployed due to placement adjustment
  • Wire destructable meshes for glass globe in GH_IM_D mission
  • GH HEAL Device - Implemented Vesper Paperdoll
  • Adding all GH dialogue redos, audio and event additions
  • Detail pass and custom LODs for SM_MTK_Drone_Spawner
  • Update Drill Arrow to use new mesh. Add SKItem BP with animation hooked up. Add BallisticPA. Optimized textures
  • Added QM_GH_Ape_B_Refugey as meshes to Styx
  • Added Wall_Diagonal_Solid_Glass, including all SMs, DMs, materials and textures
  • Polish pass on the mining set dressing assets
  • GH IM_C2 - Changed text to show 'fully' powered as the issue was power not being 100% and unclear wording
  • Added Vesper Paperdoll
  • Fix an issue with the chance to immobilise stat was being counted twice in some cases
  • Adjusting cannister to not deploy half in the ground for better visibility within the mission
  • Changed Posters for APE_C Compliance Mission to use a standard widget material insteal of a non lit one
  • Changed a string in quest table that still implied you needed to fully kill prime in APE_C2
  • Updated four set dressing corkboards with edited images from Concept
  • Adding cave bat caged processed audio to sell the moment. Caged wings and caved vocals
  • Added Wall_Angle_Curved_Glass, with Left, Right, and Inverted variants, including all SMs, DMs, materials and textures
  • RG_B - Adjustments to timing and location of Caveworm & Shark Spawning
  • RG_B - Fixed Caveworms spawning on top of each other
  • RG_B - Fixing timing issue and landshark placement issue
  • Adding Drone Spawner Mesh to BP
  • Added ITM_Giant_Cat_Stealth_Tonic
  • Adjusting Wolf World Boss Location so its not on ring lake anymore
  • Adding Explicit Steps for the player so they have to prepare a spline tool and power generation before heading out to power the sonic device
  • IM_A2 - Adding Platforms for both Enzyme Propagation Units
  • APE_A - 004 now swaps to a world object, plays an animation and then is lootable for the biochip and sonic device
  • Cleaned up Epic Creature, AI Setup and Juvenile Character BP's for Apes
  • IM_C - Fixing Blocker in quest which was not counting up kills correctly
  • Growth Enzyme now also highlights creatures
  • Added ITM_Giant_Cat_Tail_Chunk
  • APE_B - Boss now takes no damage
  • IM_O1 / APE_D2 - Full stasis bags no longer decay and will show a map icon when dropped
  • Added ITM_Giant_Cat_Whiskers
  • Added ARR_Drill_Heavy with animations
  • IM_D - Enemy Landmines are now present
  • IM_A - Enemy Landmines are now present
  • Stasis Bags and digested enzymes now have a much bigger decay timer 30mins
  • IM_B - The enzymes now drop throughout the entire quest not just on the hunt step
  • Added mesh masks and detail normals to the mining props to make them look better. I will work on them a bit more tomorrow
  • Adding unique deploy audio for spikes so they dont occlude themselves leaving the sound feeling weird. Putting a cooldown on creature damage from spikes so its a bit more sane and less distracting
  • Updates to the medical cabinet using unique audio events, updates to drill arrow loop to go over whole animation and spacializer adjustments
  • Hole in backface wall of cave in G9 on Green Quad, Prom
  • IM_D_base - removed hatch and ladder that were underneath drone spawner
  • Fixed mega tree material in BP_Ape_Cage
  • Added SM_IM_D_Rubble_01-06
  • Adding alternate icemam opt2 4 dialogue line. Adding gauntlet shield deploy and loop event. Adding aerosol disperser world explosion electric spark to better match the visuals and help indicate the player where to go
  • Adding wall mounted hitching post variation
  • Adding Small Pouches with 6 inventory slots that can be cafted on the armor bench - T2
  • APE_E2 - Removing Meshes from Spawned in BP as its not longer required as the changes have been made to the map
  • APE_D2 - Removing Spawning of Ape Camp as its no longer requred as the changes have been made on the map
  • APE_B - Removing Spawning of Ape Refuge as its no longer requred as the changes have been made on the map
  • Fixing issue with Firing the events for scanning creatures so they can be listened to by quests
  • The Drone now can display its name correctly
  • Updating BEAST Device so it works on clients - small feedback tweaks to UI
  • Reverting my change to utf-BOM as all other game.po files. Unsure how to fix the utf+w reporting in Perforce
  • Fixing BOM to text
  • Replacing the corrupted files for es-419 and fr-FR
  • Updated Idle animation for ARR_Drill_Heavy
  • Updated material asignment for SK_BOW_Crossbow_Sandworm_ARM_Std
  • Slug launcher muzzle flash vfx
  • Adjust Ape_A dialogue trigger for AGENT's barbaric remark
  • Adjustments to Ape_O1 dialogue
  • Decrease Bat damage from 50-150 to 35-70
  • Vesper cage now only plays vesper audio when there is a vesper inside
  • Resave Ape_E dialogue trigger
  • Added some extra AGENT lines for use in APE chain
  • Whitelist battered centrifuge, flasks and microscope in FieldGuide as players have the option to craft these items in some GH quests
  • Added new Handler lines to GH IM and Ape chains for context
  • Fix some Ape dialogue setups to prevent dialogue clipping
  • Dialogue timing fine tune
  • Adding a few more small dialogue delays and increasing distance of spark explosion to help with mission locating smoke machines
  • Drill Arrow - Fixed bug where if you charged then swapped weapon it wouldnt do its fast spin until you fired one arrow
  • Fixed trigger for Ape_A dialogue
  • Fixed categorizations and tech requirements on IM great hunt tree
  • Enabled ledge meshes in BP_IceSlug_Spawner with new 'SnowIce' variant material
  • Adding a few dialogue delays to help with mission timing. Also replacing one line that felt like the delivery was too harsh before
  • OLY: Remove collisionless rock and some other buried foliage from Developer Blue level
  • Styx, yellow quad - minor foliage and decal pass around Ape_E2 areas
  • Reduced height of enzyme disperser hub tooltip
  • Reduced Luriform Serum timer to 10m from 20m, allowed removal by click and slightly reduced cost (2 synthetic enzyme instead of 3)
  • Adding fast spinning drill audio for when its aimed
  • Various tooling updates
  • Modified LandingPad Decals B textures, added decal details to Drone spawner
  • Drill arrow now switches between idle and fire animations based on bow being charged
  • Hide reload for legendary Rock Golem Gauntlets
  • Fix no settle explosion on clients for GH mission drones
  • Removing unused spawner loop audio component from drone spawner
  • Adding drone spawn audio. Replicating to clients
  • Add more rubble for GH_IM_D mission post explosion
  • Add additional Worldspace emitter for NS_SmokeDrop so that character movement is represented on the attached effect
  • Cleaned up Dropships, pods, deep ore and added BP_Mission_Ape_B_Base as meshes on Green Quad, Styx
  • Update tech level recommendations to ape missions

[/expand]

Icarus Week 182 Update | New 12-gauge CHAC ‘Boomstick’ Shotgun

This week, we’re adding the new CHAC ‘Boomstick’ Shotgun - a 12-gauge with a heck of a punch.

We’re also adding new 12-gauge CHAC shells, which can be bought along with the shotgun in the Orbital Workshop.


[hr][/hr]
This Week: CHAC Shotgun & Workshop Ammo


The new CHAC ‘Boomstick’ Shotgun is a 12-gauge, heavy-hitting single-barrel designed to punch a hole through any swarm you face.

This can be paired with the new 12-gauge CHAC shells, which come in a box of 25, bought from the Orbital Workshop. This follows the system from introduced when we reworked our ammunition options in Week 173, which aimed to more clearly pair weapons and their ammo.

This new weapon requires you to have the CHAC Pistol unlocked in the Orbital Workshop's firearms tree, as it is part of the same family.

Compared to the other shotguns in-game, the CHAC leads the pack in projectile damage and critical damage delivered. If you struggle with aiming from anywhere past point blank, this might be the weapon for you.


[hr][/hr]
Next Week: Map Updates


Next week, we’re giving all three maps—Olympus, Styx, and Prometheus—a quality pass and looking to fix gaps in terrain, floating rocks, foliage issues, bad landscape seams, and more.

In addition there are some terrain changes coming with Styx - around the Ring Lake, South Eastern Desert and a high plateau in the middle of the styx river. Just some small hints at some new areas used during the great hunts campaigns.

This update to the maps will cause foliage to regenerate (plants and trees), so you may have to do a little landscaping and maintenance around your bases to clear these out.


[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 v2.2.57.137721


[h3]New Content[/h3]
[expand]
  • Updated muzzle flash VFX for CHAC pistol, rifle and shotgun
  • Fixing CHAC Shotgun Unlock
  • Unlocking CHAC Shotgun in the Workshop
  • Updated SK_GUN_Shotgun_CHAC to include shotgun shell
  • Adding CHAC Shell Ammo and Box purchaseable from the workshop
  • Renaming Pistol 'Jacketed' ammo to be Pistol CHAC ammo

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fixed young coconut seed extraction using mid coconut
  • Fixed tag on control widgets so food now shows that it can be fed to mounts with right click
  • Fixed issue where armour bar wasn't initialising correctly on NPCs
  • Fixed issue with BP_Enzyme_Disperser_World (and other actors that subclass BP_Deployable_ManualToggle_Base) where client was incorrectly overriding active state on BeginPlay, causing various effects to not play
  • Potential fix for intermittent PhysX crash relating to fortifications
  • Updated LODs for Chicken Coops
  • BEAST scanner: Fixed screen widget alignment due to incorrect specified size on component.
  • Increased scan time from 2s to 5s.
  • Increase scan radius from 20m to 50m.
  • Fixed results coming through immediately instead of waiting for timer.
  • Added additional Right Click functionality to manually target creatures up to 100m away for a short period of time.
  • Update FocusItemInfo for additional input info

[/expand]

[h3]Future Content[/h3]
[expand]
  • Adjustments to NPC dialogue volumes and spacial
  • npc dialogue spacial adjustments. Also adding flys buzzing to ape experiment in the middle of the desert for better audible cue of location
  • APE_F - Adjusting Mission Difficulty and required tech level
  • APE_F - Adjusting Lair Destruction quest step to mention that pickaxes are required
  • APE_F - Fixing issue where ape gas lairs where automatically playing their close animation instead of when destroyed
  • APE_F - Adding Prepare Steps so you have to craft a flamethrower, medicine and grenades
  • APE_F - Adding Testing Steps to frame quest and require kills with fire and explosive
  • APE_F - Adding Collect / Deliver Steps to Collect Poison Lair Samples and Deliver them to Retrieval pod
  • Adjustments to dialogue lines as per notes
  • APE_C2 - Quick Implementation, players need to now build a fortification to draw in and trap the Experiment 001, Build a fortification, place the sonic device and activate, kill waves of creatures and epic creatures
  • APE_C - Adjusting Difficulty and Required Tech Level
  • APE_C - fixing Heated Lysate Name
  • APE_C - DNA samples during minigame all go into the hotbar so its easier to do the procedure
  • APE_C - Heated Lysate Now has the correct item icon
  • APE_C - Adjusted quest text to mention powering and recharging a battery
  • APE_C - Updating Base with Parts for a solar panel, another broken wind turbine and fixed the power network
  • IM_D base - added pipes and base meshes to BP_IM_Cage, slightly adjusted scale and position of rimetusk and viscid cages
  • Add IM_C and IM_O2 dialogue and mission types
  • Fixed outcomes for mission locks showing on missions after choice nodes were selected
  • GH_IM_O1 mammoth now has greatly increased perception speed and range
  • Numerous deployable DF, LOD and collision fixes
  • Various material. texture, LOD, collision, and collection updates to the set dressing props used in the Great Hunts missions
  • Setup dialogue and mission typing for IM A, A2 and O1
  • Add additional mission type rows
  • Fix mammoth despawn on IM_O1 completion
  • Fixed issue where RGG projectile upgrade was colliding with player upon firing
  • Added surgical props to Dissected viscid carcass BP
  • Reduced attacking movement speed of Ape_B's juvenile garganutan ape
  • IM_D_Base - swapped signs, minor polish
  • IM_B_Outpost - removed stray beam, added additional props, T3 pistol and fishing rod added to dead guy's inventory
  • Did a pass on Juvenile Garganutan for Ape_B's animations, movement speed, character BP to remove foot slidling and reduce clipping issues
  • IM_A_Base - additional props and polish
  • Fix the build
  • Adding primal ape scream event for different ape. Adjustments to NPC lines, adjusting audio placement of cooler, adjusting spacializer settings of cooler and distance EQ
  • GH Den Spawners are now lootable containers once destroyed
  • Parameterise health bar view distance for epic creatures
  • Added missing quest file from last commit
  • APE_O1 - Adding Quest Steps and Basic Setup
  • Added surgical pin SM. Updated dissected slug BP with the surgical pin. Updated slug dissection mesh and texture to reflect the pins that were added
  • Adding ape primal vocalisation attack event and vocalisation data table entry
  • Added PRP_Mining_Tipper_v2 and PRP_Mining_Tracks_1 and 2
  • Updated BP_Mission_Burner VFX and bunsen burner mesh
  • Update Chemistry Bench glass material
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Adding sound for when using a scalpel in a mission. Also updating mission items to use correct audio row
  • GH_RG_A_MiningOutpost - removed perimeter walls, rewired electrical grid, added signs
  • GH_IM_D Base - added pipe props
  • GH_APE_A Base - pipe props and light placement
  • Adding missing GH agent line into event
  • Fixed a number of typos in item text and quest text
  • Updated the ice slug carcass textures to include a layer of frost
  • Added Bunsen Burner asset, including BP
  • Added dialogue and subtitles for additional ape AGENT lines
  • Adding ape juvi garganutan events and audio to play correct boss sounds on the spawned boss
  • Hooked up dialogue and mission type for IM_C2 and IM_D2
  • Fixed cleanup on IM_D2
  • Fixed progression percentage resetting on IM_D2
  • Fixing apes not playing combat music. Also adjusting some notifier cues since the combat has been adjusted
  • Adding ape Juvi Gargan Ai setup to have correct boss row to play correct combat music
  • Updated slug physics asset to make the ragdoll less extreme. Updated LODs on slug skeletal meshs. Updated physical material on the snow slug carcass material
  • Adding all new agent lines for Ape mission chain. Audio and events setup
  • Adjusted collision on Medical Trolly props to allow for placement of props on surfaces
  • Added prop Mining assets, Drill, Drill_Head, Drill_Leg, Drill _Leg piece, Rails x 4, Rail cart and Crusher
  • APE_G - Fixing issue where the Boss ape would not Attack you
  • APE_G - Adjusting Boss name to Engorged Garganutan
  • GH_APE - Adding new Ape Setup so that we can force apes to ignore the neutrality flag gained from APE_C if needed
  • APE_G - Adding Ape Lairs to quest location nearby
  • APE_G - Shifting Approch Cage Quest Marker as it wasn't triggering correctly
  • APE_E2 - Tweaking Quest Objective to meantion 'else' rather than implying yourself
  • APE_G - Removing Outcome from Ape Escape Mission as it is not needed
  • GH_APE - Swapped String Troop and Ape Escape locations in Campaign
  • Ape_E3 - Druing Rack no longer requires shelter to register as being place down
  • Ape_C - Adding new Notes for the Quest
  • APE_C - Adding new Notes to the Prebuilt Structure and Adding a few additional items
  • Adding Clipboard Collectable note BP
  • Ape_C - All Equipment Requried for the Lab can now be crafted during the quest if players lose any equipment
  • Ape_C - Adding 2 Lair Spawners and 1 Manual Spawner Near the Lab
  • Ape_C - Fixing Objective that was using incorrect markup for the map key-bind
  • Ape_C - Randomised Order of Deployment Equipment in the lab as it was inadventantly the order you needed to interact with the items to complete the mission - we want people to figure it out
  • Ape_C - Removed Steps for Uplink as it is not really required
  • Ape_C - Adjusted Ordering so you travel to the lab first and setup the lab before requiring to find an ape vestige
  • Ape_B - Morris now stops recording and will clear themselves up after 300s
  • Ape_B - Added delay to quest end so morris can say their piece
  • Ape_B - Removed mission complete dialogue as it was talking about the old mission b which was combined into a
  • Ape_B - Prime now stops following players when the leave the refuge and returns inside
  • Ape_B - Increased the Experiment 005's teather distance as it was too short
  • APE_B - Fixing Morris Audio so it plays when you return to them in the final step and not beforehand
  • APE_B - Vestiage Step Removed as it was overkill for the quest
  • APE_B - Remove audio line which should be reused for previous quest instead after swap combined ape_a & b
  • APE_B - Shifting Experiment 005 Spawn Location as it was in a rock
  • APE_B - Scaling Experiment 005 Boss by Number of Players
  • APE_A - Adjust Quest objective to mention crafting a HEAL Device in case players cannot find one, also grant the flag to unlock the HEAL Device
  • Added PRP_Cart_Mining
  • GH_APE - Adjusted Last Quest Step to be going back to Morries
  • GH_APE - Quick pass on Ape Campaign, mission difficutly, required tech level and propect descriptions
  • APE_O1 - Adjusting quest step to specify that you need to get clear of the explosion
  • APE_O1 - Quest Implementation, Quest involves finiding Morris, Crafting Explosives, Placeing them down and watching the explosion
  • APE_O1 - Adding Additon to Morris Outpost which includes and area for crafting explosives
  • Adding Loot to Various GH Spawners
  • APE_F - Adjusting ape spawners to look for a session flag to grant Poison Lair Samples for this mission
  • IM_B - Swapping Outpost out with new version
  • Adjusted the Juvenile Ape attack montage section start times to reduce the delay in between them reaching their target and actually dealing damage
  • Glass shader update for flask assets
  • Added new mission type icons
  • Reimported drill legs and heads with updated pivots
  • Adding mining Props and Assets
  • Stop creatures from spawning inside deployables (on top of pillars) for the Ice Mammoth 'IM_D2 Prevention' mission
  • Added FTs, DMs, BPs and Data Table entries for HRB_Banana wild variants
  • GH Ape_E2 - Increased tether range for scorpions and cougars
  • IM_Final resave travel quest step
  • IM_D added categorization
  • IM_Final added categorization and update map icon/echo quest step to use rimetusk icon and appear on map after you have discovered the den
  • GH_Ape_E2 - Increased teather range on the apes to fix them reseting when youre fairly close to the den
  • GH_RG_A_MiningOutpost - added mining carts and tracks
  • Fix IM_O3 not dropping biotags correctly, add dev warning when trying to add an item that has 0 size stack
  • Update dialogue and quest types for IM_O3
  • Fix IM_D2 cleanup
  • Fixed drill head pivots for real this time
  • Added HRB_Banana assets for all growth stages, as well as 3 variants for individual placement in missions. These variants still need FT, BP and Data Table setup, as well as DMs
  • Update 3 map image tiles for Prometheus northern area map changes
  • Add more Ice Mammoth bodies (set dressing) for GH_IM_D Mission Beta
  • Change Icon for Aura Cold to be a snowflake
  • GH IM_A2 - Added 3 quest markers for bat nests near the viscid patrol. Reduced the wolf boss health, was 1500% bonus health now 1200%
  • Add more Ice Mammoth bodies (set dressing) for GH_IM_D Mission Gamma
  • Replaced Mission Icons
  • Ape_E shifted defense locations
  • Added Ape Medical Scanner Paperdoll
  • APE_O1 - Added Swarm component to players who are in the den area
  • APE_O1 - Apes that spawn in the den no longer abide by the passive world stat
  • APE_F - All AI Spawners will now agro on the person that attacked then den when it is attacked
  • APE_F - Gas Cloud Spawners default to spawning apes that ignore the neutral check stat, explicitly added to destory lairs in quest
  • APE_O1 - Fixed issue where the explosive was not craftable
  • APE_D2 - Killing the Mother is now a quest step
  • APE_D2 - The player who is carrying the ape will now need to fend off apes continually until the package is delivered
  • APE_D2 - Juvenile Ape now no longer requires oxygen
  • APE_D2 - Adding Stasis bag Recipe to the electric textiles bench in addition to the advanced textiles bench
  • APE_D - Adjusting Quest Objectives to give context to the mission
  • APE_D - Adding new mission step to collect ape vestiges if the player lost them from the previous mission, during the step at the specified location there will be apes to kill to collect vestiges
  • APE_D - Adding new map markers for Lairs
  • Bananas are now unlocked on completion of APE_G
  • GH_APE - Removing Terrain Autonomus Spawner as its done via spawn locatons & zones
  • GH_APE - Fixing Stat Names, World Stat Spawning and Lair Spawning for all apes over Styx
  • APE_C2 - Boss Spawners now respawn after 600 seconds and not instantly, as to not softlock quest
  • APE_C2 - If Bosses Killed Spawner for Boss Deactivates
  • APE_C2 - Adding Delay Between General Spawns -> Epic Spawns -> Boss Spawnes (120 Seconds)
  • APE_C2 - Prevented General Spawns occuring during Ape and Boss Quest Steps
  • APE_C2 - Updated Jr Ape Boss Stats to match the World Boss
  • Adding Banana Meshes to the Farming Data tables so they can grow
  • Added new DM for DCO_DeskLamp_MetalGlass
  • Updated SM_DCO_DeskLamp_MetalGlass
  • Adding Mining Cart C Prop
  • APE_G - Swapping Over Structure
  • APE_G - Removing DNT from notes
  • APE_B - Swapping over structure
  • APE_A - Swapping over Structure
  • RG_B Swapping over to use new structure
  • Adding Descriptions and Flavour text to various science props
  • Renaming EDS Ammo -> Enzymatic Mutation Ammo
  • IM_C - Adding new quest steps to give context to mission
  • IM_C - Adding new quest steps so you have to trial the Enzymatic Mutation Ammo
  • IM_C - Removing Viscid Analyze quest steps and replaced with scanning via beast device
  • IM_C - Adding Glaci Spawners and Lairs to Mission
  • IM_D - Adjusting Mission name as to not conflict with another mission in the campaign
  • IM_D - Swapping Base Prebuilt structure over
  • IM_A - Adding Galci Set Piece
  • IM_O1 - Swapping Over Research Base Prebuilt
  • GH APE - Balancing GH Ape Rewards so there is more reason to go doen the 'kill' path
  • APE_F - Adjusting Outcome to add more interesting poisionous lairs to the map
  • APE_F - Fixing Quest Objectives for testing weapons, as they where not displaying correctly
  • APE_C - Updating Lab Posters to use UDA colours, making text translateable and general widget tidy
  • APE_E2 - Shifting location of Ape Encampment to a previously unsued area
  • APE_E2 - Adding Meshes to ape encampement to accomodate new location
  • APE_E2 - making a few small switch backs and dens for epic creatures to encapsulate that batter
  • APE_E2 - Redid blood trail and updated objectives to cater for new location, also added ape carcasses
  • APE_E2 - Added new deployable for devs (dead ape) which can be placed
  • APE_D2 - Adding Logic so if you find the infant, the mother will come running and attack you if she has wandered off
  • APE_D2 - Upadating Medical Scan to include Apes
  • APE_A - Adjusting biopchip hint text so it is better to read
  • APE_A - Removed Biomass and Creature Part from Locker
  • APE_B - Slightly Adjusted Ape Refuge BP to allow for passage through the STYX Persistent Blocker Cave
  • APE_B - 005's highlightable changes pre & post shackled
  • APE_B - Changing Name from Refuge to Encalve
  • APE_B - Changing Name from Refuge to Encalve
  • Added sockets and updated animBP for LegendaryWeapon_Lavahunter_Flamethrower
  • GH Interface - When 'mission in progress' is active all other available missions have an image over them saying 'Complete or Abandon Current Mission' to show theyre not available
  • Fixed notifies on BEAST scanner and added short delay and animation for right click
  • Setup Ape_B objective text
  • Stop the Ice Mammoth From Respawning (after wandering off) for GH_IM_D mission
  • GH IM Final - Added blockers to the IM boss so you cant walk through its corpse. Also changed collisions of the mesh/capsule to match other bosses
  • Categorize Ape_A and Ape_B
  • Hookup dialogue to Ape_B
  • GH_RG_C_MiningPlatform - set dressing and polish

[/expand]

Icarus Week 181 Update | New Biofuel Fireplace with 20% faster cooking times

Week 181 brings the new Biofuel Fireplace to Icarus, which adds a Tier 3 cooking apparatus that is 20% more efficient than the current fireplace at Tier 2.

We’ve also got some news on Great Hunts, and how you can find out more by tuning into the PC Gaming Show on June 8th.

Finally, we’ve got your heads up on next week's firepower-heavy update.

Notable Improvements:
  • Added Some Arrow Images which can be used on Signs
  • Many Quest Objectives that have numbers now have the numbers coloured a different colour for readability
  • Tabs have been added to the top of the field guide to quickly traverse these menus
  • Many prebuilt structures in quests have had their load order fixed, so power and water networks should now be hooked up and working correctly
  • The bespoke assets from the Mission POTSHOT now cleanup as intended on mission complete.

[hr][/hr]
This Week: Biofuel Fireplace


This week, we’re introducing the new Biofuel Fireplace.

Unlocked at Tier 3, the Biofuel Fireplace can be crafted at either the Machining Bench or the Fabricator. It requires Cement Mix, Epoxy, Iron and Steel Ingots, and Steel Screws. When provided with a full Biofuel can, it will run for 2 hours and 46 minutes while cooking your recipes 20 percent faster than the standard fireplace.

It also provides 12 ‘coziness’ and the ‘Warm and Cozy’ buff, which gives you better sleep and, therefore, better stats during daylight hours.


[hr][/hr]
Coming Soon: Great Hunts in the PC Gamer Show


On Sunday, June 8th, Icarus: Great Hunts will debut a new, exclusive trailer at the PC Gaming Show as part of the Summer Games Fest.

You’ll want to tune in, as the trailer includes a special announcement about the release of this next expansion.

You can read more about the PC Gaming Show here.


[hr][/hr]
Next Week: CHAC Shotgun


Next week we’re introducing the new CHAC ‘Boomstick’ Shotgun, a workshop 12-gauge with quick reload, high damage and extended ammo capacity.


[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 v2.2.56.137509


[h3]New Content[/h3]
[expand]
  • Fixed offsets and placement on Gas/Biofuel Fireplace
  • Adjusted LOD settings for DEP_Fireplace_Gas
  • Updated skeletal mesh for DEP_Fireplace_Gas
  • Unlocking and enabling Biofuel fireplace and extensions

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fixed fingers that bend backwards while swimming
  • Fixed issue with new exclusive node changes that sometimes prevented an arrow from becoming visible
  • Cured leather armor are now appearing in 1ST person, updated D_armour
  • Added Stone Fireplace interior filler piece to Stone Fireplace BP
  • Fix replication on electric fireplace
  • Fix filler mesh on all non-basic fireplaces

[/expand]

[h3]Future Content[/h3]
[expand]
  • IM_O1: Add v2 version of storage building for final quest step. Remove 1 flamethrower and most of the Polarbear armor from lockers. Added cave lights scattered around the cave (to make cull distance limitations more subtle than a single spotlight). Swapped the wall sign from Brick to Iron
  • Remove debug print string from Medical Scanner actionable
  • GH mutually exclusive node direction arrows now update their visibility depending on the state and layout of the talent graph
  • Great Hunt 01 mission tweaks (tent and first downed prospector IC-90345)
  • IM_A2: Removed cleanup of machines
  • Created a window on Great Hunts Interface for when interacting on an Outpost
  • Added the art assets for the USDA decorative signs
  • Biolab Exchange spacing and sizing tweaks
  • IM_A2: Move spawners, add vespers. Increase wolf health and fix setup
  • IMO1: Move Rimetusk encounter to tree area in NW H11. Tweaks to lantern on Dead Researcher BP
  • added props and set dressing, adjusted some wall placement in GH_IM_D_Base
  • Added additional props to GH_IM_A_Base
  • Added Surgical Set props for GH missions
  • Created LookAt control rigs for slug & mammoth
  • Did a pass on caged creature animation for IM_D
  • Updated book and magazine textures and models. Added a second book stack asset
  • Fixed for CHA_MAL_Envirosuit_Sand skinning issue, updated D_Armour
  • Add control infobox to ECHO device
  • Fixed Talent Mission glow in Great Hunts shifted to the left
  • Fixed a few GH typos
  • Added flavour text for new fireplaces
  • Change physical material on sled prop to have feathers on hit instead of metal sparks
  • Changed Mutually Exclusive icon colour, added a third arrow going down
  • Added textures for DCO_Sign_Brick_Scoria asset variants
  • Added Concrete Door icon
  • Adding drone fly, drone spot, drone loops, drone audio behavior, drone downed and drone explode audio and setup. Also adding great hunt UI weapon select audio
  • IM_O1: Quality pass on tent, transform adjustments, swapped SKs for SMs for DF shadows, fixed campfire param settings
  • Adding WIP rows for new Prospector propaganda signs
  • Added new Legendary Item procurement images in Field Guide
  • GH_IM_O1 Tweaks Second sick guy (IC-12458)
  • Adjusted positions of the hazzard and checklist set dressing signs
  • Added hazzard board and checkist board art assets to the project for mission dressing
  • Added GH_IM_01_Storage_Version_02 prebuilt
  • Added GH_IM_B_Outpost_version_02 prebuilt
  • IM_C2 Mission - Changed formatting on quest step to be : instead of the inverse. Made another substep for powering the enzyme device instead of 'place and power' but only checking for place
  • Setup T3 Aquarium variant
  • IM_O1 - Fixed Felix Objective Formatting
  • IM_O1 - Frosty Slime no longer effects NPC's so the Ice Viscids can not longet hurt themselves
  • Updated meshes ITM_Sledgehammer_IceMammoth_Hammerhead_Mammer and ITM_Sledgehammer_IceMammoth_HammerheadBack_Mammer for Ice Mammoth Sledge
  • APE_D - Fixed issue with Faciton missons DT referencing Objectives which no longer exist
  • APE_D - Shifted Quest Location so we explore more of the map during the campaign
  • APE_D - Adding additional items to sell to the black market
  • APE_D - Adding additonal items required for the taming camp
  • APE_D - Tidying up quest objectives so they have more headers for context
  • APE_D - Adding reward pod with payment for the quest
  • Added DCO_Cryogenic_Sample_Storage
  • GH_APE - Tree & Outcomes Update
  • APE_B - Full Quest Implementation, players now track down a scientist from APE_A and help them assess the new ape threat, quest involves building and invading an ape refuge, scanning and collecting samples and recapturing an ape experiment with a prime encounter
  • APE_B - Adding new Prebuilt for Quest
  • APE_B - Adding Shackles and other quest related items
  • IM_O1 - Adjusting quest steps so its clearer what is going on with Felix
  • Colouring all quest objective text with numbers to make the important parts in objectives easier to see
  • Fixing Vestiage names for Ice Mammoth, Rock Golem and Ape
  • Adding Creature Scanned to Subsystem Notifies so they can be tracked and bound to when required
  • Adding Bookstack B Item / Icon Setup
  • Adding Raw art files for Posters and Surgical Equipment
  • Reparenting Books so they don't have inventories
  • Adding Book Stack B
  • Reparenting Magazines so they don't have inventories
  • Reparenting Surgical Equipment so they don't have inventories
  • Setting up new Checklist and Hazard Posters Item setup and Icons
  • Setting up new Surgical Equipment Item setup and icons
  • Added Item Icons and fixed deployable setup for new Propaganda posters
  • Put tooltips on FieldGuide procurement items
  • Great hunts mission UI - Added missing isvalid checks on quest manager. Removed faulty update on 'in progress' as it didnt work on clients
  • Updated BP_Mission_NPC_APE_Research1, IM_Researcher and IM_Researcher2 SK materials with blood function and hid Decal_Blood
  • APE_E2 - Setting up Prospect List and Laying out mission objectives
  • APE_E - Added new Quest markers and Shifted Quest location
  • APE_B/D2 - Renaming Quest Markers so they are easier to find
  • APE_B - Lairs that are now spawned are not converted into world spawners, they persist between sessions as intended
  • APE_D2 - Reworked Quest so you now try and capture an infant garganutan to sell
  • APE_D2 - Shifted quest Location to Ring Lake
  • Renaming common names EXP-VIS -> Glaci
  • Adjusting quest objectives so we have a new 'number' tag
  • Fixing Clipboard Blueprint Names
  • Adding Laptop Prop Items Setup and Icons
  • All new Prop items are now tagged with Great Hunts
  • Adding Clipboard Prop Items Setup and Icons
  • Adding Large Cork Board Variation & Photo Frame Variation Props
  • Increase the net relevancy distance for Mission NPC now that the echo device (scanner) can pick up a signal from further away
  • Added clipbaords, corboard and photos for dressing the garganutan lab
  • Grammar and formatting fixes for Collectable Notes
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Tweaked supported colours for BP_Propaganda_Sign_B
  • Updated Sign UMG class to support signs with multiple rows
  • Signs can now specify a non-default array of font colours
  • Added new GH sign Blueprints
  • Lots of adjustments and additions to the drone audio. Drone spot and death voices and idle voices. Adjusted lights to be less blinding so you can see the drone target easier to engage in combat
  • Fix electric fireplace placement offset and effects
  • material fixes for shrunds (MA_SnowMesh and M_Shrund)
  • Adjust linkages, naming and spacing on Legendaries page of Field Guide
  • GH UI - Changed talent tick to 'completed' icon on mission complete
  • prop placement in GH_IM_A_Base
  • 1st pass set dressing and polish on GH_RG_A_MiningOutpost
  • GH_IM_D_Base - removed most deployables from back building, added set dressing, swapped some concrete walls for glass
  • GH UI - ('select mission' button/'mission in progress' indicator) now refreshes/disables when mission starts for all players without leaving UI. UI no longer closes when you select mission
  • Replaced exotic and red exotic icons with ones that have borders on Feature Restricted (For when creating a new game to match the other icons.)
  • Add wrapping to medical scanner name text
  • Added a duplicate PRP_Laptop SM to the project with material and UV set up for various screen materials. Added 5 new screen display variants. Fixed spelling mistake on one of the posters
  • Added T3 V2 Aquarium Icon
  • Added Cryogenic Sample Storage Icon
  • Add Great Hunt icons to terrain and game mode selections, feature locked
  • Adding appropriate auduio for concrete doors
  • Added new icon for Legendary Category in Field Guide
  • Fix sonic device logic to ensure device functionality is the same, with replicated audio
  • IM_01: Decrease EXP Viscid levels to 35-45. Medevac dropship now triggers 2 seconds after picking up Felix instead of 10s after arriving at the location
  • Shrink font size on GOAP Debugger to avoid overlapping text readability issues
  • Adjust deploy audio for concrete door and trap door
  • Adjusting the sonic device to play for clients
  • Updated GH organic analyzers to not require outside and to turn off and no longer use more power after mission completes
  • GH UI - Hooked up screen 'outpost fill' screen for when youre on a mission or outpost. Fixed a bug where reopening GH UI would push 'other bosses' lower and lower
  • Adding last lot of caged glass processed audio files and events for the rest of the animations used within the IM mission
  • Add Cryogenic Sample Storage prop setup
  • Updated mesh for SM_ITM_Sledgehammer_IceMammoth_Handle_Mammer
  • Adjusted material for CHA_Envirosuit_Sand
  • Adding audio for when downed NPC stands up
  • Add level info to Epic creature healthbar. Swap order of armor and health bars so armor is on top. Adjust armor bar color to blue instead of grey. Center bars instead of padding 60px from left so it aligns properly with varying name lengths
  • Adjusting dialogue delay to better fit within mission so character sees what their meant to do before dialogue jumps in
  • Adjustment to scanner used in ape mission to scan apes
  • Ape_E: Fix replication of map markers
  • Lots more additions and tweaks to the drone audio. Fixed speed being relative to listening which affected the pitch when the player moved. More vocal lines etc
  • Adding several Chemistry PRP items Great Hunts
  • quick fix of packed 10ft extractor mesh for potential use as a prop
  • Damage indicators - If damaged by a bullet the damage indicator now gets its parent to use as a reference instead of impact point
  • Ape_B_base set polish pass and set dressing (GH_APE_B_BASE_VERSION_02)
  • Fix Turrets Don't Reduce Power Draw When Out Of Ammo (But Have A Valid Target)
  • Ape_A_base set polish pass and set dressing (GH_APE_A_BASE_VERSION_02)
  • IM_C2: Doubled allowed distance (to 200m) for Hedgehog, Turret and Mine quest steps as the NE approach was too far to accept placements there
  • IM_D explosion no longer makes the building pop out of existence a few seconds after it triggers
  • IM_D mammoth spawns earlier, no longer pops in after explosion has completed
  • Reworked IM_D explosion logic to send less network traffic
  • Exposed many variables on BP_Misison_Orbital_Lazer class
  • Fixed lookat on IM_D caged mammoth
  • Added a number of actor validation checks in BP_BuildingBase and BP_GridBase to prevent log spam when buildings are destroyed
  • Added fallback to IM_D mammoth to clean it up after a delay in cases where it fails to path to target
  • Modified LargeScaleDestroyComponent to broadcast events when damaging actors, added ability to prevent cleanup of affected actors in case where we'd like to handle it ourselves
  • Remember door open/closed state on prebuilt structures
  • Fixed lighting on GHs bench after meshes were moved. Removed highlight component pointing to D_Itemable and breaking highlighting
  • GH IC_C2 - Unhooked sol dialogue for 'progress'. Sentry turret mission now says 'powered with ammo' instead of 'powered and stocked' and now tests to see if there is ammo in its inventory
  • Fixed Deleted widget in GH Interface
  • Removed WIP text from Piercing Source gauntlet upgrade
  • Updated Ape health curve to go from 1-120 instead of 1-40 and bumped up those rookie numbers. Increased EXP004 spawn on Ape_A to be level 100 giving it around 4k health
  • Added pulsing animation to Abandon Mission window in GH Interface
  • Make drill arrows work with a single hit (rather than requiring a first crack)
  • Added PRP_Exposed_Pipes_01 to 06, with material variation
  • Fixed a few GH typos
  • Update collision for Ice Mammoth, optimized GFur settings. Change Rimetusk to not be data-only BP
  • Fix tooltip offset on T3 aquarium without base
  • Snow viscid den - added new master material for slime to fix dithering artifacts
  • APE_G - Shifted Base Location and Made Adjustments to the Base so it is smaller and has required cooking facilities for the mission
  • APE_E2 - Fixing Quest Objectives
  • APE_E2 - Adjusting so we use the desert spawners and not the forest spawners for this mission
  • GH_APE_E2 - New Implmentation of Quest where players have to go on a garganutan hunting spree, start by building a hunting lodge then tackinig down their enclave, find many dead, so you go hunting for their predators
  • Item Setup for Corkboard Variations, Sign Variations and Poster Variations
  • Adding New Laptop Prop Items Setup and Icons
  • Reparenting Flasks and Masks as they do not need to have inventories
  • Adding Lab Equipment Props, Item, Icons and Setup
  • Slightly lowered iron sight of CHAC shotgun
  • Updating audio of creature scanner to only scan once per creature, to have a different audio cue based on scanning successful vs unsuccessful
  • fixed blood material on BP_Mission_NPC_Ape_Researcher2
  • Further reduced mission den spawner health by an additional 50%
  • Added laptop screens, corkboard, and sign for mission dressing to the project
  • GH UI - Added abandon button along with hover text/pop ups to show great hunt isnt available during these times
  • Added several more Chemistry/Lab PRP assets, including all of their BPs, for Great Hunt missions
  • IM_B: Clarify quest steps. Set Viscid spawn levels. Update to use V2 base. Update LabDesk, Seed Extractor and MedicCabinet to work better with DF shadows
  • Revisions to IM_A_Base
  • Revisions to IM_D_Base
  • Fix some unpowered lights flicker briefly when placed due to lights being on in various BP asset (before resource network state kicks)
  • Ape_B: Updated Morris' tooltip to remove line about using HEAL device
  • Adding shackle audio to shackle actionable
  • Ape_B: Fixed bug with Ape_B_Research_Capture where spawner would continue to respawn 'Experiment 005' NPCs after mission had been aborted or completed
  • Ape_B: Further increased boss spawn distance to 130m
  • Ape_B: Fixed needing 11/10 scans to complete mission step
  • Ape_B: Fixed bug where Experiment 005 would continue to respawn
  • Ape_B: 'Find Experiment 005' is now automatically completed if NPC is killed before reaching the travel area
  • Ape_B: Fixed floating Experiment 005 NPC after downing
  • Ape_B: Increased boss spawn distance to 100m (from 60m)
  • Ape_B: Added missing Quest Marker for boss spawn location
  • Added new Juvenile Ape death montage
  • Adding shackle audio. To be added to shackle BP
  • Fix for power network state not being preserved when using prebuilt structures
  • Revert prior fix for prebuilt structures and resource networks (not working 100%)
  • Added 3 more clipboards and one more corkboard for dressing the ice mammoth missions
  • Adding drill audio to drill arrow
  • Lots of updates and additions to the NPC dialogue lines. Removing unused lines, adding new lines - adjusted lines, fixed spacialisers, added line cues in mission BPs etc
  • Landmines now leave a black scorch mark on the ground for a few seconds where they exploded
  • Legendary Weapons are now automatically repaired upon upgrading them
  • IM_C2: Reduce turret requirement from 10 to 4 for recipe cost reasons. Players probably should have more than 4 but that should be a player choice, not forced
  • IM_C: Tweaks to base as V2 revision with door and lights updates. Removed non-functioning decoration deployable
  • Only draw debug line in GOAP debugger if AI target is valid (otherwise it goes to origin)
  • IM_D2 revamp: Added dead researcher with ECHO objective. Stability decreases over time before enzyme units are destroyed. Modified creature spawns are reduced until Luriform Serum is used. Buffed player while Luriform Serum is active
  • Added a number of basic direction arrows to the icon list on signs
  • Ape_G_Outpost - set dressing and polish (GH_Ape_G_Outpost_version_02)
  • Added new gradient arrow icons for deployable signs
  • Updating mission NPC dialogue to be 2d and 3d events. Adding dialogue trigger into Mission BP. Setting healed and hurt dialogue to play as intended now
  • APE_C - Shifted Base Location & Created New Base
  • APE_C - Set up quest Objectives
  • APE_C - Setup minigame with directions and object interactions
  • Added SM_PRP_Medical_Trolley_Table_A, B, C and D
  • Adding Science Lab Props, Item Setup etc
  • Adding Prop Pipes for Decoration
  • Fixed CF_Cliff_06 LOD screensize values
  • Fix power state is not retained for prebuilt structures (again)
  • Added art assets for various science equipment
  • Small reduction in chewing sounds for better subtlety
  • Lots of updates and additions to NPC researchers lines. Need more BP logic before I can fully play them properly
  • APE_C - Adding Experiment & Extraction Steps
  • APE_C - Adding Restore Power Steps
  • APE_C - Updating Base to include new items required, examination table and fixing power network
  • APE_C - fixing objectives in faction missions DT as they were breaking the build
  • Made a few small tweaks to collectible notes in ape chain to suit established lore
  • Fixed a few typos in prop item text
  • Added dialogue and subtitles for additional IM AGENT lines
  • APE_G - Setting up Travel / Craft / Setup Quest Steps
  • APE_G - Added new base layout as the old didn't work for quest
  • APE_G - Changing Mission Objectives Text Colour to/from Red based on complete status
  • Adding Corkboard and Clipboard Variations
  • Adding Medical Trolly Probs and Item Setup
  • Fixed build validation compiler error
  • Fixed golem gauntlet shield particle positioning in 1st and 3rd person
  • Fixed golem gauntlet shield bash bug where particle effect was left in mid air
  • Adding all new AI dialogue lines and events for IM rewrites
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • GH IM_C2 - Quest now checks to see if enzyme disperser is active before activating spawners. Player can manually disable the enzyme disperser which disables the disperser. this allows the player to give themselves a break after killing remaining creatures
  • Optimisation updates made to various lab prop assets
  • Fix shadow setup for Concrete Door. Increase DF resolution. Remove duplicate collision on SM
  • IM_D: Gave new turrets ammo. Added some random nicknacks in various cupboards
  • Added updated slug dissection asset to the BP
  • Added art assets for the viscid disection prop
  • Changes to AIcarusActor and RecorderComponents to force prebuilt structures to play events back in the same order as prospect loads

[/expand]

Icarus Week 180 Update | New Wooden Armor Stand with outfit Quick Swap

Welcome to Week 180.

This week, we are introducing the armour stand, a quick way for players to swap armour sets or use as a display.

We also quickly look at what is coming next week - Gas fireplaces.

Notable Improvements:
  • Map Icons for the Delivery, Supply and Retrieval ships have been improved and are much easier to see on the map
  • Turrets can pitch down an extra 15 degrees to better target smaller enemies at close distance
  • Fixed issue with the rustic lamp preventing it from being turned on / off correctly
  • Added Tabs to the top of the prospector field guide

[hr][/hr]
This Week: Armor Stand


This week, we’ve added a new deployable item to the game: the Wooden Armour Stand. It can be crafted at the Carpentry Bench and is unlocked in the Tier 2 tech tree. To make it, you’ll need copper nails, refined wood, and vegetable oil, making it an early-game item that’s both useful and decorative.

The Wooden Armor Stand has two main functions. It lets players display unused armor pieces, helping keep gear organized while also adding a bit of character to your base. It also includes a quick swap system that allows you to instantly switch your currently equipped armor with the set on the stand. This makes it easy to change loadouts depending on the situation, whether you're preparing for combat or heading out to explore.

The stand also supports up to ten different poses, which can be selected through the UI. This allows you to adjust its appearance to better fit your space or style.

The Wooden Armor Stand is a simple but effective tool for managing gear and keeping your base tidy.


[hr][/hr]
Next Week: Biofuel Fireplace


Next week, we’re introducing the Biofuel Powered Fireplace. This new heating option allows players to warm their bases with a larger, more advanced fireplace that runs on biofuel. It offers improved performance over earlier models and adds a modern touch to your interior setups.


[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 v2.2.55.137128


[h3]New Content[/h3]
[expand]
  • Fixing Armor Stand so that Quick Move and Inventory Updates Occur
  • Unlock Armor Stand Blueprint and Recipe so the item can be crafted

[/expand]

[h3]Fixed[/h3]
[expand]
  • Added outline for delivery ship map icon
  • Added scroll box to Other world bosses. Changed Sandworm text error in data table
  • Fix on/off material on rustic lamp

[/expand]

[h3]Future Content[/h3]
[expand]
  • Add world stat for Ape Inquisitive Desire (not yet wired)
  • Reduce Ape Jr (world) GFur layer count
  • Ape_F mission: Added 2 additional QM locators for Den B and C and spawn 2 additional dens. Updated various quest text. Remove Kill quest, instead the main quest is to destroy 3 dens. Updated Destruction FX to new simpler effect and moved locator so it can actually be seen. Apes spawn 2 max at a time (6 total active), 18 total before dens stop spawning. Updated tether distance to be 25m instead of 150m
  • Replaced Mutually Exclusive Icon in SourceArt Folder
  • BP_GeothermalTerraces - changed material override function to enum atmosphere selection method, updated settings of placed terraces in Geothermal, red quad, Elysium
  • Adding electricity Spline Tool to one of the containers at the Ape Lab in GH mission
  • Added DC_Agave with all growth stages and 3 wild variants, including all SMs, DMs, FTs, BPs, materials, textures and Data table entries
  • Adding initial drill audio hit rock impact audio. Adding positive pickaxe hit tree audio to all pickaxes to account for hitting the tree part of a Ape spawner, removing specific word that repeated too many times in wounded generic prospector in IM mission
  • Added skinned version of the ice slug and updated it in the blueprint
  • Add an OutcomeTint field to DT GreatHunts
  • GH Interface - Added ability to click on completed/unavailable quests to allow you to see what rewards are/were given
  • Fixed a few typos in quests, items, and dialogue
  • Update Ape_E arctic quest to also not continue spawning after mission end. Update mission text to say 'Experiment progress: pct' rather than Defend yourself: pct
  • Adding new NPC dialogue lines for researcher 1. Adding loop, thanks and help. Adding to appropriate dialogue tables and NPC BP
  • Added larger versions of the CAPS for Clay and brick fireplaces
  • Shifted escape location of IM in IM_D
  • Fixed interaction for ape research equipment, to prevent interaction when animating or outside
  • Updating Ape Outpost G to have a sickle to help with the mission as per the liveboard notes. Also moving one of the notes to be off the wood cupboard because the cupboard lid moves up and down but the page note doesnt move with it
  • fixed SM_CF_Cliff_06 - re transferred vertex normals from lowest LOD and reduced material count
  • IM_C2 - Fixing quest step where you need to craft an enzyme propagation unit - it was checking for the wrong item
  • IM_D2 - Updating Quest Objective Hint Text to Mention that Luriform Serum is unlocked in the T4 Tech Tree
  • IM_O1 - Ice Mammoth World Spawn is not Set to 'EnemyPlayerOnly' so it no longer is attacked by wild animals
  • IM_O1 - Fixed issue where collision sphere was visible when it shouldn't have been
  • IM_C - Adding Natural Spawns of Snow Slugs to Arctic Zones, will help with the mission steps
  • GH_IM - Consistency Pass on IM Quest Objectives
  • GH - Adding baseline mission currency rewards (Mission = 200R, Optional = 200R + 200E, Final = 500R + 300E)
  • GH - Updating Mutually Exclusive Icon to the new Image and Adding to Rock Golem GH Tree
  • IM_GH - Pass on Descriptions and Objectives / Tech Level / Difficutly for the IM_Missions
  • IM_GH - Adding World Stat for Ice Mammoths to Spawn in Pairs, Implementing and adding to GH_IM_A Setup
  • IM_GH - Adding World Stat for IceMammothSpawn GH Outcome
  • Adding an additional list to Spawn config to allow for Natural Spawn creatures to be injected into the weighted list when selecting a creature to spawn - naturally without Dens etc
  • IM_A - Hooking up World Stat to be used for the IceMammothSpawn Outcome
  • IM_GH - Adding Ice Mammoth Spawner if needed
  • IM_GH - Adding Snow Slug Spawner to the world stat so spawns and is active when the world stat is active
  • IM_O2 - Adding Enzyme Virus Icon and Setup
  • Scale stats based on number of players for epic Juvenile Apes (spawned in quests)
  • Fix deleted Ape_F kill quest being removed, pointed to destroy lair objective instead
  • Fixed Juvenile Ape (JA) eye socket pointing upwards
  • Fixed JA foot sliding when running
  • Removed level-based scaling of JA movement speed
  • Added DamageSourceLocation to JA, fixing some issues where attacks wouldn't land
  • Updated JA's GOAP behaviour setup to more closely match other aggressive NPCs
  • Fixed JA's montage setup that was making it walk on the spot
  • Removed some unnecessary blocker components from JA's character BP
  • Added PFS_SW_Foliage_DCL2, Updated LC_Rock paint layers, Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Delaying the big bang after feeding the ape in mission G to 1.2 seconds after feeding to allow time for the chewing sound effect to play first
  • WIP blood material for NPC character
  • Adding stasis bag pickup audio to actionable so it plays when using mouse click or hold F
  • Fixed Great Hunt Mission Outcomes text cutting out
  • Adding item added or removed for all drop pods for consistency
  • Adding generic pickup item sound when getting an item from a drop pod for better indication that you have collected something for a mission etc
  • Adding the sound of adding wounded prospector to medivac drop pod for better indication of mission progress and action
  • Adding additional biolab hover audio, adjustment to hover sound and adding check to see if weapon selection is valid before playing the select weapon audio to ensure it plays back at the right times
  • Removed dead prospector from BP_GH_DenEntrance_GreatApe
  • Adjusted position/rotation of QM_GH_IM_B_Hint
  • GH - Reduced size of mutally exclusive icon as it was too big
  • APE_E - Adding hint text to mission so people know that the device requires power to activate
  • APE_E - Adding Ape Arctic Spawner and Setting up Natural & Lair Spawned based on WorldStat
  • APE_E - Removed Resupply, added a recipe and session flag for crafting a sonic device, added recipe to machining bench
  • Adding Biofuel & Electric Fireplace Item icons
  • IM_A - Swapping over to new structure
  • IM_A - Spawning bone pit as part of the mission and cleaning up afterwards
  • IM_O1 - Destroys mammoth and spawner if the mission is ended or restarted
  • Adding missed file for banana seed recipes
  • Adding Banana, Seeds, Workshop Seed pack, item setup, icons
  • Adding Banana Farming Implementation with various growth states
  • Adding Banana Workshop Seed pack, talents etc
  • Adding recipes for crafting banana seeds
  • Fixing Biolab first time prompt - making strings translateable
  • Removing Interactable from new Prop items which don't need it
  • Adding Item setup for burlap sack, plastic crates, saddlebags and generic containers
  • Fixing Redirectors in Deployables folder
  • Adding Item setup for fishing poster, corkboard and standing photos
  • Setting up Industrial Sign Props, Items, BPs, Icons, Etc
  • Renamed 'Clutter' to 'Prop' in BP names as it fits better
  • Updated Ice Mammoth sledgehammer pieces
  • Added functionality for autonomous spawner to switch between ape spawner BPs depending on biome
  • Ape_E now enables spawning of Juvenile Apes gobally on completion
  • Update Ape_C2 and Ape_E quest description text. Ape_E arctic defense quest now spawns Apes
  • GH spawner VFX and implementation to BPs
  • Fiexed a punctuation typo in bestiary lore entries
  • Pitch variations to the apes vocals to help with multiple apes spawning at once with multiple flinch and attack vocals
  • Added art assets for the set dressing posters, signs and corkboards
  • Small spacializer changes for NPC
  • Update Ape_B blood trail prebuilt structure to include some lockers with ammo along the trail path
  • Great hunt main button now greys out if not on a prospect that allows for great hunts and dlc flags appear on the smaller great hunt buttons when you need dlc for it (but can still click through to look at it)
  • Added a number of existing assets as BPs to use as clutter objects for GH missions and beyond
  • Fix Transform tool allowing landscape streaming proxy to be selected, causing the landscape collision to fail. We never want to be modifying landscape with this tool
  • Added BP_GH_IM_A_Bonepit for hole next to base A
  • Font colour changes on Biolab info prompt
  • Balance of NPC dialogue lines
  • Update Research lab equipment used in Ape_C mission to force show shelter icon as its is needed for this mission to succeed
  • Close the window on the Ape_C cabin as it was affecting the minigame due to shelter requirement
  • Add gas and electric fireplace talents and recipes
  • Set tether distance on Ape_C lairs to be 30m. Turn off transmitter once quest completes
  • Adding additional please help lines for researcher in im mission
  • Great hunt UI - Missions that are on a seperate prospect no longer have their 'start mission' button dissapear but instead are disabled (greyed out) and have hover text saying if its becuase of DLC or theyre on the wrong prospect
  • Fixed bug where popup UI for highlightable actors with no interaction options would be much taller than desired, often leading to the actor's name going out of frame
  • Ape_C2: Make apes from central (large) spawner agressive, larger and have unique names
  • Added new larger observation cabin, with more mission-appropriate content inside, in adjusted location for Ape_C mission. Spawn 2 ape dens in the valley below cabin as part of story building
  • UI Pass on Biolab Info prompt
  • Added bestiary lore entries for the snow viscid
  • Added LookAt ctrl rig to boss ape
  • Disabled LookAt IK on several ape montages
  • Hooked up fireplace on/off materials
  • Added LookAt ctrl rig to juvenile apes
  • Added dlc banner to Boss and Hunt buttons. Changed divider colour to red, removed gradient shadow on hunt overview
  • Created LookAt control rig for Ape character
  • Added LookAt IK to caged ape
  • Tweak nomenclature of (boss) animal names and ambiguity between Great Hunt Mission outcomes and the stats granted
  • Removed Dead Prospectors from outside the Ape Arena
  • Adding audio to situp animation to attempt to add sound to mission NPC that stands up when healed
  • Added some montage animation to caged ape
  • Adding alternate researcher lines when thanking the player to add more variety
  • Hooked up additional dialogue line for AGENT reaction to ape escaping
  • Added bestiary image for the Icy Slug. Reduced the size of the Icy Mammoth bestiary image to a more appropriate size
  • Adding cries for help during IM first mission from npc near the slugs
  • Added Pistol Turret testure variant for IM mission research lab
  • GH - Fixes to Itemable text to match the new creature and boss names for great hunts
  • GH - Fixes to Highlightable text to match the new creature and boss names for great hunts
  • APE_G - Updating Prospect Description and Preview Objectives
  • APE_G - Adding more to the Ape Outpost
  • APE_G - Adding new quest queries and repositioning Cage Slighty
  • APE_G - Trialing new Cage with visible creature
  • APE_G - Adding Examine Step which contains the travel and notes, also allows for the small travel and notes steps to be done in parallel
  • APE_G - Adjusted quest so it has a larger varierty of foods to prepare and trial on the caged creature
  • APE_G - Adjusted and split out quest steps for more clarity
  • GH - Fixing Stat names for numerous creatures progressive stats, setting up SnowSlug Stats and setting up bestiary stats of snowslug and icemammoth
  • IM_A2 - Fixing the Enzyme Propagation Units not being active and showing effects
  • IM_A2 - The World Enqyme Propagation Units now can be switched off / disconnected from power which will progress the quest
  • IM_A/A2/D - Enemy Turrets now consume less power
  • IM_D - Fixing Incorrect Save Data for the Enzyme Propgation Units so they are not longer active by default
  • Adding Cheat so you can teleport straight to quest markers
  • IM_O1 - Changing interact of the researcher so they can be talked to during the mission
  • Adding GH / Biolab info prompt which will set an account flag and dismiss after the first time it is seen
  • GH_APE - Adding Garganutan as natural spawns if the world stat is enabled for Inner Forest, Outer Forest and Desert Areas
  • GH_RG - Adding Quarrite as natural spawns if the world stat is enabled for Desert, Forest and Arctic Areas
  • GH - Adjusted Stat descriptions to fix creatures names, add mention of lairs, add boss names, removed the word spawn and adjusted colour of a few outcomes to match the new 'blue' for unlockable blueprint
  • GH_IM - Adding Rimetusks as natural spawns if the world stat is enabled for Arctic and Tundra Zones
  • GH - Renaming 'Enzyme-Enhanced Mammoth' -> 'Rimetusk', 'Enzyme-Enhanced Viscid' -> 'EXP-VIS', 'Young Quarrite' -> 'Quarrite', 'Garganutan Jr' -> 'Garganutan' and Updated Boss names to use the base name with a prefix or suffix
  • Fixing up Bestiary Enteries so all new creatures and bosses have their correct names, setup and traits
  • Revamp Ape_C2 with small ape village and additional quest steps
  • Stopping the pained loop for researcher 1 until NPC dialogue behavior is added back in
  • Update Ape_Final mission to be called Extinction
  • Added some procedural movement animation to drone
  • Updated outcome text for Ape_B and adjusted quest description for Ape_A_Travel to get players to go inside the base
  • Cleaned up Great Hunt campaign main button, removed gradient on GH Interface top bar
  • Destroyed Ape spawners will now clean up after a minimum time of 60 seconds when all players are at least 100m away
  • Faction mission spawners can no longer spawn NPCs if they are marked as 'Destroyed'
  • Add a cheat function for level designers that stops landmines exploding
  • Update ape spawner to not take laser, made larger version which takes laser
  • Fix highlightable not included ape corpse on experiment table deployable by adding custom highlight setup to WorldObject base class to match Deployable base class
  • Turrets can pitch down an extra 15 degrees to better target smaller enemies at close distance
  • Hostile mission turrets now correctly use the AI relationship system instead of only targeting PlayerCharacters + Mounts
  • Wire great hunt talent UMG to work with custom DT colors
  • Great hunt UI - Removed grey out when no on a valid prospect e.g. outpost. Allowed clicking on campaign even when 'locked'. Now correctly locks when not on open world and greyed out mission box saying 'only available in open world'
  • Updating vocalisations of caged ape to accomodate for changed cage look - more open
  • Added a T3 fishtank variant without the base so it can be placed on tables
  • Adding Books, Magazines, and bookstack items, icons and setup
  • Adding Boardgames and Cards assets, items and icons
  • Fixed dt validation error
  • Added basic first pass of drone AI
  • Improvements to drone AnimBP
  • Drone now explodes when it dies
  • Added colour-coded spotlight to drone
  • Tweaks for the (GH mission) Echo Device tracker
  • Data table set up for envirosuit_sand , and added SK_1ST_CHA_Envirosuit_Sand
  • Added games and books art assets for dressing the mission bases
  • Adding various GH hover and select audio UI cues
  • Made adjustments to the hunt talent trees so that they never overlap with the mutually exclusive icon. Mutually exclusive icon is now broken down into parts just in case we want to make changes to it at different states
  • IM_O1: Fix incorrect map binding text in mission description
  • Added SM_IM_Cage_Base
  • added more props to IM_A_BASE prebuilt, added BP_GH_IM_A_Disection
  • IM_O1: Add more EDS ammo to loot. Corrected blue text about T3 Heal Device being crafted on Fabricator
  • Great hunts mission UI - Added a 'mission in progress' layer now t hat we can look at GH during missions. Fixed 'begin operations' button displaying the wrong text in many situations
  • Added CHA_MAL_Envirosuit_Sand pieces first pass
  • Adding audio when selecting great hunt world boss on the GH device to show what weapon is associated with that boss
  • Adding slug taunt audio heard from within a cage, adding slug move audio heard from within a glass cage. Duplicating the montage and anim and swapped out. More to be added by Francis
  • UI tweaks to Great hunt Selection menu Button. Changed Other Bosses layout from scroll box to grid
  • IM_D2: Updated follow wire step to hint that you use the electricity tool
  • IM_A: Increase large crate weight
  • Ice Mammoth Hunt: Fix mission type classifications (choice vs standard)
  • Correcting the ice mammoth row in AI setup to have correct audio for when its used in the mission where it breaks free
  • Updated sand armor textures and materials
  • Add a way to show some quest items in the FieldGuide. Make it more obvious to devs which items are hidden from users in the FieldGuide (but are visible in the editor)
  • Adding deploy audio for various props
  • Adding generic injured and healed NPC zookeep lines in to help with new section of Ape mission 1
  • Correcting the way the AI said wow in a IM mission so it didnt sound too weird.
  • APE_A - Adding Missing Json file for prebuilt base
  • Adding audio occlusion context to IM cage so if you are inside the base audio from the creatures is occluded
  • Lots of tweaks and improvements to the ape cage mission audio. Added occlusion to the cage, updated with new cage bump audio, added scream as a SFX because the ape is not an actual creature etc
  • Added missing pause audio state to dropship sequence ensuring that the audio is paused even when trying to pause in dropship
  • APE_A - Fixing Faction Missions DT
  • Enemy Turrets now use new texture and can no longer be picked up or interacted with in shipping builds
  • Adding new texture to enemy turrets
  • IM - Stasis bags are now crafted on the Advanced Texiles bench - T3
  • APE_A - Adding new Objectives: Heal Scientist, Deal with Hyenas, Collect Biochips
  • APE_A - Updating base to include medical kit and supplies as needed
  • APE - Fixing up Redirectors in Quests Folder
  • IM_C2 - Removing Coziness requirement
  • IM Fixing Mission Lockouts, they where incorrect after shuffle
  • Adding Sled and Bear Trap Item Setups
  • Missions are now viewable while mission is active but with all 'start mission' buttons greyed out
  • Golem Gauntlet projectile no longer bounces, no longer deals point damage (only AoE damage)
  • Fixed exotic charges not correctly applying elemental damage on Golem Gauntlet Hammerfist / projectile attack
  • Fixed Golem Gauntlet shield bash having a 0 AoE range
  • WIP blood material function on character
  • Added Sled prop for GH missions
  • Added Bear Trap asset for GH mission set dressing
  • Fixed bad mesh and normals on woven rugs
  • Add full size clay and stone brick fireplace deployables, pending full implementation
  • Adding missing occlusion setting to various slug movements. Slight reduction in spacializer distance for better subtlety
  • Add concrete door item setup, pending icon
  • Added BP_Ape_Spawner_Arctic + snow material variants for small CF rocks
  • Added GH_IM_D_Base_Version_02 prebuilt structure (WIP)
  • Added stone and scoria brick sign item setups
  • Updating deploy audio and adding missing spacializers to enzyme machine that was causing the audio to be heard wherever the player was in the map
  • Adding updated ape juvi slam audio to better represent the feel of hte apes movement
  • Add tabs to top of FieldGuide
  • Completely re working the ape audio for the cage mission. Adding most sounds off the animations. new version of the slam etc. new version of hte chewing to make more sense with open cage
  • Fixed biolab weapons 'buy' buttons only working in space and not on OEI on planet
  • Adding new animations specific for caged ape so that unique audio can be added for all. Added new scream caged event, added slam caged audio and also added occlusion to landmines
  • Fixed various reload issues with Ape_C2
  • Fixed issue in Ape_C2 where laser wasn't actually dealing damage to spawner
  • Ape_C2 laser now guaranteed to damage target so that spawner is killed in desired amount of time, regardless of health

[/expand]

Rocketwerkz's CEO alleges Unity are threatening to revoke studio's licence over apparent personal licence usage


DayZ creator Dean Hall is alleging that Unity are threatening to revoke all licenses for workers at his current studio Rocketwerkz, the team behind Icarus. The developer made this claim in a lengthy post on Reddit saying that Unity are doing based on "bogus data about private versus public licenses." Hall shared what he claims is an email from Unity dated May 9th where they explained that the Unity Compliance Team has flagged Rocketwerkz's account as according to their data, the developer "currently [has] users using Unity Personal licenses when they should under the umbrella of your Unity Pro subscription."


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