1. Icarus
  2. News

Icarus News

Icarus Week Fifty Eight Update | New mission - REMNANT: Extraction

This week we’re introducing a new mission to Styx, similar to DEEP VEIN and PAYDAY which guides players to explore the many exotic deposits across the map. REMNANT will provide multiple outcomes in a dynamic environment, perfect for new players or exotic farmers.

We’re also making a change to exotic extraction, providing a more balanced extraction experience across our three biomes, as requested by our community in Feature Upvote.

Enjoy!



New Mission - REMNANT: Extraction


This week, we’re bringing you a new mission, REMNANT: Extraction. Similar to the introductory missions DEEP VEIN and PAYDAY, REMNANT guides players to place a number of radars in various locations to find, extract and launch exotics into orbit.

REMNANT takes place on Styx however, which has a much higher saturation of exotic deposits on the map, so the mission has a wide variety of outcomes. Lines from the radars will point players to different exotic deposits with varying distances, and allow them to learn the mechanics in a more dynamic environment with more paths to choose from.

Your briefing is as follows:

REMNANT: Extraction

// OPERATOR: UDA
// BIOME: The Great River
// BACKGROUND: UDA advises additional prospector training with advanced scanning techniques, after clearing the area of easily found exotic deposits
// MISSION: Follow UDA radar procedure, locate and extract exotics, deliver exotics to orbit
// TERMS: All extraction equipment and materials are to be provided by the Contractor



Exotic Extraction Balance


We’re making a requested change to exotic extract, unifying the drill slot count across biomes and increasing relative mining speed to provide a balance.

All three biomes (forest, arctic and desert) will now have two extractors, reducing forest from three to two. To balance out the reduction, each extractor will extract exotics 50% faster, which provides a better situation for single player session where players may not want to have to craft multiple extractors.

Effectively, this just reduces the forest biome to only having two extractors, to be in line with the arctic and desert biomes, but these 2 extractors will be as effective as the previous 3 allowed in the forest biome.



Bug Fixes


We’re addressing a range of bugs to kick off 2023. While you’ll find others in our detailed change log, we wanted to address these three in particular:
  • Fixed a bug where if a client holds a shield and a one-handed weapon the UI doesn't show the shield highlighted
  • Fixed an issue where Dropships & Dynamic missions can trigger outside of the playable area by implementing a new ‘Bounds Mask’
  • Before writing to Character/Profile/Prospect data, temporary backups of original files are created to as safeguards in case of an unexpected shutdown or game crash during the saving process. Save file restore occurs on the initial application load


v1.2.33.106383

Icarus Week Fifty Seven Update | Block enemy attacks with the new shields

Week Fifty Seven is here, and it brings our newest equipable item, shields. The first iteration released this week is the wooden shield, a Tier 2 item that blocks up to 75% of damage when used to defend against enemy attacks.

The shield can be equipped in your off-hand and used with a melee weapon or tool, but be aware it will suffer durability decline when used, at the benefit of your health bar.



Shields


Shields have been added as an equipable off-hand item.

The first version, the Wooden Shield, is crafted at the Crafting Bench and costs 14 wood, 12 fibre, 4 leather and 2 iron ingot. These can either be held on their own or with any one-handed melee weapon such as a hunting knife.

You can block up to a 90° angle in front of you, reducing damage by up to 75% using the right click on your mouse. The use of shields consumes a small amount of stamina, similar to any action with a melee weapon.

The shield takes damage when used to defend you from attacks, and will lose durability over time, so be prepared to repair it on the go.

Originally posted by author
We decided to add shields to open up some new gameplay and combat opportunities.

As ‘jousting’ is currently a strategy for some creatures we wanted to provide an alternative and start to expand players' and creatures' reactions in combat. The shield allows players to quickly block an attack if there is no time to move or to keep the creature's focus on you while your co-op players deal the damage.

With new creatures and behaviors on the way, the shield may come in handy in the coming patches. This is just the first shield to be introduced to Icarus but expect more with various skills, stats and modules in future.

- Jake Dodunski, Project Lead




v1.2.32.106048

Icarus Week Fifty Six Update | Tow your gear with the new Carts for Mounts

Week Fifty Six is here, bringing with it our newest accessory - Carts. Attach them to your buffalo mounts and take advantage of the 1000kg, 60-slot capacity for those long-haul expeditions.

Crafted at the Carpentry Bench, you can take advantage of them from Tier 3 and avoid the dreaded slow slog back home when over-encumbered with ore.



Carts


Carts are here. For all our cross-country explorers and busy gatherers, miners and hunters, you can now attach a wooden cart to your Buffalo Mount.

Carts can be crafted at the Carpentry Bench for 80 wood, 15 iron nails, 20 rope, 10 epoxy and 50 refined wood. They go into the Mounts ‘saddle’ slot and when used, render that mount unable to be ridden and will reduce the buffalo's speed slightly.

The carry improvement is immense, however, with a massive 1000kg and 60 carry slot capacity bonus that will be incredibly valuable on long-haul expeditions for mining, moving bases or traversing biomes.



Dedicated Servers Beta


Thank you to all the players and partners who have helped us test Icarus dedicated servers over the last few weeks - they’re proving popular. Your feedback has already allowed us to move quickly to fix bugs and make several improvements necessary to get it up to speed.

Several online game server providers now offer Icarus servers to rent. In our server browser screen you’ll notice we have highlighted four verified server providers. These providers have helped us test and fine-tune the servers, but are independent of RocketWerkz.

If you are interested in setting up and running your own (beta) Icarus dedicated server, you can access our setup guide on github here. We have a special discord channel #dedicated-server-beta where you can ask questions and trouble shoot any issues that arise. Click here to join.



v1.2.31.106049

Icarus Week Fifty Five Update | Inventory Sorting by Weight, Name and more

Happy Week Fifty Five! This week we’re adding highly-requested inventory sorting, just in time for Christmas. You’ll be able to sort your inventories four different ways, with preset categories and orders to make it as easy as one click and go.

Happy organization everyone!



Inventory Sorting


Inventory sorting has been a popular request from our community, and while we’ve had some for many months we are expanding it, adding to the functionality and packaging it up for Christmas. You’ll be able to sort your inventory in four ways to organize your gear however best suits you.

Weight, Stack Amount and Name (Alphabetical) are pretty self-explanatory, and the fourth option Type uses the following categories in this order:
  • Non-Food Consumables
  • Weapons
  • Armor
  • Buildings
  • Resources
  • Exotics


Important fixes


We’ve added a range of important fixes this week, many of which were identified by our community in the last few weeks since the big player data decentralization update.
  • Icarus now works fully in steam offline mode and without an internet connection
  • Repairing at the station now correctly consumes 10 Ren for each repair and repairs the item
  • Refunding Talents at the station now works correctly. It refunds the talent and consumes a refund token
  • Dropships no longer destroy mission items and any deployables hit will be damaged and drop their items rather than just removed
  • Updating Cave Lighting to provide better coverage across different areas of the cave
  • We’ve added a new more distinguishable mesh to the Exotic Extraction Ship


Quick guide for new Winter Sale players


If you’ve just bought Icarus in the Winter Sale, welcome! We wanted to give you a few handy links to check out to get amongst the community and enjoy the game as much as possible!

First, join our official Discord here. You can find our growing community of over 47,000 Discord members who will help you with quick tips, finding a team in LFG or sharing your highlights and lowlights. You can also chat with our devs, and get inside scoops on what we’re working on.

Feature Upvote is our player feedback system, where you can report bugs, ideas, concerns or areas for improvement. Our team goes through it daily and many of our changes and updates are a result of the tickets submitted.

If it’s your first time playing, and you want to check out some guides, our community have been making some fantastic ones! Check these out:

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

Finally, the best part about Icarus is in fact, learning by trial and error! Everyone in our community has a story of that embarrassing death they learnt a valuable lesson from. Take each mistake in stride and enjoy the ride!



How we use Feature Upvote


This week's lead feature, Inventory Sorting, came from your Feature Upvote suggestions.

For new players, Feature Upvote is your direct line into the team working daily on Icarus, giving you the ability to be a part of our game's development without feeling like you’re talking to a brick wall through a website form or other outdated system.

On Feature Upvote you can upvote existing suggestions or add your own. These can be bugs you come across, features you’d like to see, changes to existing features or just feedback on the game's concept and your experience so far.

Our team combs the board daily, and many changes and improvements we’ve made have come as a direct result of suggestions made here. We love having this system in place to generate feedback in a fashion that allows us to act swiftly and effectively and gives our players the ability to actively contribute to the game they love.

If you’d like to jump in and see what’s trending or add your own, click here and share your thoughts.



Changes coming to Styx


Back in May we added the Styx Map and Mission Pack, an entire new map with 16 new missions and new creatures. We gave it away for free to all existing Icarus players, but at the time said we would eventually transition it to being a separate, paid DLC pack. This is a heads-up that we plan to do that sometime in the next few weeks. We need Steam to change some configurations for us, so don’t have a precise date but we want to give you lots of warning and ensure a smooth transition and not disadvantage anyone.

Originally posted by author
[h3]For existing players, this won’t affect you. You will still have Styx forever and won’t need to purchase it. It won’t be taken away.[/h3]

After the Styx pack becomes available to buy separately (date tbc), any new players will need to purchase the Styx pack on Steam to play that map and missions.

We also plan for multiplayer hosts to be able to share Styx with others who haven’t purchased it. Players who own Styx will be able to host Styx Missions and Open World sessions and invite Steam friends to join them, even if the other players don’t own Styx. Dedicated server hosts who own Styx will be able to host server games using the Styx map. Only the host will need to own the Styx pack.

We also have plans to keep expanding to both the Styx and Olympus maps with things such as new Missions.



Changelog v1.2.30.106050


New Content
  • Add a backend inventory sorting method for alphanumeric localized name
  • Add a backend inventory sorting method for stacksize
  • Adding New Cheat Function to Add Random Items
  • Adding new dort function UI to various inventories
  • Add a backend inventory sorting method for sorting via tag queries
  • Modify backend inventory sorting method for sorting via tag queries to bucket on first query matched, then alpha
  • Updating Tag sort to be based on tag query row handles and not individual tag queries
  • Cleanup up code
  • Styx is now locked behind correct DLC package. Fixed Styx Map DLC package not being granted to some owners
  • Added tag sorting list.
  • Fixed tags for many items, and added new tags and tag queries for certain item types for better categorization and sorting
  • Adding in base mesh, materials and animations for the exotic delivery pod
Fixed
  • Changed default dev backend from sandbox since that service is offline now
  • Increased minimum DLSS verbosity to stop log spam
  • Added extra logging to try to track cause of dedicated server 028 issue
  • Update Terrain017 to flag it for WorldGen to pick up and distribute cave light changes
  • Update cave lights to bring spotlights closer to glow plane to avoid intersection with other world meshes outside of caves causing blockage
  • Increased light brightness 2x after reviewing in full game scenario with cave PP darkening the scene heavily
  • Change Cave Light type to be Stationary for performance purposes
  • Update Terrain017 to flag it for WorldGen to pick up and distribute cave light changes
  • Increase cave light draw distance from 50 to 75m to account for larger caves. Rexported CF_MED_002 to see if its enough
  • Save all Cave templates with lights in them to inherit new default intensity and view distance values
  • Add logic in WT_CaveTemplate construct to check X/Y actor axis rotation and print log to console so these instances can be found and fixed
  • Added crit volumes for the crocodile and reduced projectile resistance
  • Fixing Race Condition caused due to new dropship player initialisation which was causing players to die before landing on a prospect
  • Rewording the Skip Migration Text
  • Updating Error / Messages to remove wording which no longer makes sense
  • Fix dropship audio bug where rocket sounds could be muffled due to inappropriate occlusion values. Add ignored actors to dropship occlusion traces so they don't accidentally hit stuff that they shouldn't, and move the occlusion trace point upwards to avoid false landscape hits on landing
  • Fixing issue where 'PneumoniaResistance_%' would increase the chance of catching Pneumonia and not decrease it
  • Fixed a few typos in item descriptions
  • Added new error codes for different causes of 028 error
  • Removed listen options from dedicated server travel as this is only used for P2P hosting
  • Deleted old host migration system as it isn't used
  • Updated wording on dynamic missions board interface to show Missions instead of Quests
  • Fixed not being able to reach character select while in steam offline mode
  • Fix TimeOfDay does not initialize in PIE (internal PIE only)
  • Fixed a typo in the flavour text for the Sinotai Dropship Recall Beacon
  • Fixed issue where dropship beacon grenade wouldn't recall dropship if the player reloaded a game while far away from their dropship
  • Dropship can now complete initialisation within an unloaded tile if in the 'Landed' state
  • Fix Cocoa Fruit texture settings, filenames, collision and LOD settings
  • Fix Dropship beacon grenade filenames and LOD settings. Delete WIP V1 assets
  • Fix Steel Bloom mesh filename
  • Fixed clay brick using BLD shader instead of ITM shader. Fixed filenames. Removed LODs as LOD0 is 300 triangles
  • Delete unused Lava textures, fixed 4k normal maps
  • Fixed texture settings on IceWater assets
  • Added a version 2 of the brick buildable kit art combining three materials down to 1. Updated both the static and skeletal mesh
  • Fixed Cypress asset filenames and texture settings
  • Fix bug where dialogue lines were replayed at the end of a prospect mission. Temporarily suppress dialogue triggers in the dialogue system while the iterative CleanupQuest process is running
  • Remove a quest end dialogue event from a quest in the Ricochet: Expedition mission which was causing the Mission Completed dialogue to play twice
  • Updating the Exotic Delivery Pod Mesh
  • Server providers logo now randomized and updated the survival servers logo
  • Fixing Play in Editor Issue where players would not remove the grace period buff, it now removes as intended
  • Fixed join prospect screen still using the 8 associated players limit
  • Improved messaging on why you cannot join a prospect (too many associated members or too many active players)
  • Fixed dedicated server using associated member list stored inside blob instead of the actual header file
  • Fixed case where rocket data wasn't being cleaned up if a player left the prospect
  • Dropships now deal flat damage when landing instead of calling 'Destroy' on actors underneath them. Dropship beacon grenades can now be tested in editor without needing to go through correct titlescreen flow
  • Fixed Repairing in space so it consumes 10 Ren per repair, added UI to show Meta curriences and added confirmation on repair
  • Fixed a bug where when selecting a mission you could not select a difficulty or hardcore mode
  • Fixed issue where server returning to lobby would be still running as the survival game mode (causes server to not update correctly)
  • Fixing Talent Respect Not working as intended, it now refunds the talent and consumes a refund token
  • Fixing issue where Talent refund tokens were unable to be purchased citing 'not enough Ren'. Talent Refund Tokens are purchasable again
  • Password input box now hides entered text with optional button to show
  • Password input box and character delete confirmation input boxes now are automatically focused for text input when appearing and use the enter key to commit
  • In game chat box now stays focused for input after sending a message and will defocus when escape is pressed
  • Fixed mouse cursor loss when chat box in server lobby loses focus
Future Content
  • REMNANT mission initial setup
  • Placement of Cliffs and cave templates and landscape scuplting in the Phase 2 Area of Purple Quad, DLC
  • Adding shield impact audio and data table entry
  • REMNANT mission: Additional quest steps and markers added
  • Cliff Pass on New Large Ice Cave, AC_MED_010, Prometheus
  • Added Mangrove Mega Tree separated parts to create more optimized assets, and added them to Tree Template Levels called SW_Mangrove_002_V2, SW_Mangrove_003_V2, and SW_Mangrove_004_V2
  • Adding unique rock dog heavy stomp sound and event and to animation
  • Placed Cliffs around lave lakes/river & Caves Templates in Phase 2 Area on Purple Quad, DLC Map
  • Subtle adjustments and improvements to grasslands amb, reverb amount, tree creak amount, and subtleties to help improve realism
  • Placed Cliffs around lave lakes/river & Caves Templates in Phase 2 Area on Purple Quad, DLC Map
  • Fixed Brick Kit assets filenames, texture settings, and LODs
  • Adding Ice Borer Node and Ice Borer Deployable setup item setup
  • REMNANT mission: Added quest step for acquiring radar, finalized mission setup, added icons
  • Shield audio tweaks
  • Added exotic tree art assets as well as two harvest states. Also adding a speed tree asset for each state
  • Roof Pass on New Large Ice Cave, AC_MED_010, Prometheus
  • Centered pivots to base of main roots, as well as fixed missing material, and added more accurate collisions to all six Mangrove Root variants. Also renamed assets to more up to date naming convention
  • Adding first pass of mount cart audio and event
  • Audio implementation for mount cart saddle. Added audio options to saddle data, can play persistent sounds and update using mount velocity. Added socket to cart skeletal mesh
  • Add audio socket to cart skeleton, missing from previous commit
  • Added Ivy to Tree Template Levels SW_Mangrove_001_V2, SW_Mangrove_002_V2, SW_Mangrove_003_V2, and SW_Mangrove_004_V2
  • Adding small water mangrove harvest audio and data table entry and blueprint entry also small adjustment to WL base level volume
  • Placed Cliffs around lave lakes/river in Phase 2 Area on Purple Quad, DLC Map
  • Patched hole in roof of CF_SML_002 cave
  • Updating cart audio spacializing and fine tunes. Also deleting profiles
  • Added Mangrove Tree Foilage to Tree Template Levels called, SW_Mangrove_003_V2
  • Small updates and tweaks to multiple dlc creatures vocal levels and footstep spacializers. Also balanced swamp footstep water better for quad cre and bird
  • Added art assets for Exotic_Red_Clean and Exotic_Red_Raw items. Adjusted emission colour on Exotix Tree materials to match
  • Fix cart audio by preloading FMOD event in saddle datatable
  • REMNANT: Added additional mission step
  • Adding lava footstep jump and land events and blueprint / data table entries
  • Submitting Mini Lava-Hunter (or Broodling)
  • Remove a bunch of unused textures from ORB folder
  • Finished Roof Pass on New Large Ice Cave, AC_MED_010, Prometheus
  • Small tweak to lava jump sizzle volume
  • Placed Cliffs around lave lakes/river & Caves Templates in Phase 2 Area on Purple Quad, DLC Map
  • Placed Cliffs around lave lakes/river & Caves Templates in Phase 2 Area on Purple Quad, DLC Map
  • Added control rig cart animation to control overall pivot and wheel turning
  • Improved cart control rig. Should do a better job of matching changes in terrain elevation while staying attached to harness
  • Added wooly zebra skeletal and fur skeletal mesh, skinned to the zebra skeleton. Added character and corpse blueprints. Turned off carcass setting on base and fur materials
  • Fix swamp water textures being 4k
  • Setting up Landmine Item and Spawner inclusing recipes and talent
  • Adding in Cart processor recipe to the carpentry bench and unlock talent to Tier 2
  • Set TextureGroups on Wood Cart textures (Albedo/Norm still 4k due to its size) and fixed filenames
  • Add LODs to SK Cart Mesh
  • Carts no longer decay when placed on the ground
  • Adding prometheus source dialogue, removing old renders
  • Placed Cliffs around lave lakes/river & Caves Templates in Phase 2 Area on Purple Quad, DLC Map
  • Mount cargo + saddle is now dropped in a non-decayable overflow bag on death instead of being included in the carcass loot
  • Feature locked Cart talent as this is for a future release
  • Adding DLC Lock UI for Mission & Open World Terrain Selection

Icarus Week Fifty Four Update | No more 8-player limit and Dropship Beacons

This week, we’re changing the limits on the number of players who can join and play a session as a follow on from our decentralization update, allowing you to share your Icarus journey with more friends.

We’re also introducing our newest Tier 4 and Workshop item, the Dropship Beacon Grenade, which allows you to call your Dropship to wherever you are on the map at any time.

Finally, we’re making a range of fixes that were required since our Decentralisation update and introducing our ‘preferred partners' for our Dedicated Servers.



Dynamic Dropship Landing Zones


Since the launch of Icarus, prospects have been limited to eight unique players who could join across the whole existence of the session. With decentralization, this limitation is gone and we are introducing some new changes that expand not only the number of players who can engage with a prospect but where they can land.

There are two different ‘limits’ that are necessary to understand. ‘Prospect Limit’ is the total number of players who have joined a prospect at any time in its existence. ‘Session Limit’ is the number of active people playing at any one time in a session.

The change to Prospect Limit is as follows:

We now generate a location around the ‘drop zone’ which means that landing Dropships is more dynamic, and removes the 8-person limit entirely, allowing you to have as many people ‘join’ a session over its lifespan.

The change to Session Limit is as follows:

‘P2P’ sessions will still have an 8-player session limit, so only eight players can be active at any one time. However, Dedicated Servers will be opened up to more than 8 players, but at the risk of server degradation as this session count fluctuates, similar to other games in the genre.



Dropship Beacon Grenade


With the removed restrictions on prospect limits, it’s also opened up the door for our newest feature, the Dropship Beacon Grenade.

There is a Tier 4 and Workshop version, which when thrown, will land and fire a flare that calls the Dropship to that location. This can either be used for immediate extraction or left there for use later on.

You can use multiple Dropship Beacon Grenades per session, and it will move your Dropship to where you threw it. However, these are one-use items, so use them carefully.

Just like with Dropships in current gameplay, be careful of where you throw your grenade. Dropships don’t take kindly to bases or prospectors that might be in their landing zone.



Data Decentralization Fix-ups


We’re releasing our first wave of fixes for our Data Decentralisation patch, as we go through the process of tidying up any small errors that cropped up since its release
  • Fixed an item duplication bug that was happening while in the station
  • Fixed the Extraction mission which was broken
  • Exotics were correctly no longer able to placed in your Dropship, however, the UI had not been updated to reflect this. This has now been corrected, stating the need for an orbital exchange interface.
  • Workshop items will now specify their owner in their tooltip (Only for new loadouts brought down, old ones will not display anything)
  • Weather Issues when rejoining open world sessions


Dedicated Servers ‘Verified Partners’


Our Dedicated Servers beta has launched to an excited community of server creators and veterans, and the feedback has been immensely valuable. If you’d like to contribute, you can join our special Discord channel here.

We’re also partnering with some established and credible dedicated server providers as ‘verified partners’, which will be listed on the in-game menu, and working closely with us on providing the premium dedicated server experience we strive for. These are:

All four providers are already offering servers, and once internally approved, we'll move this offering out of Beta.



Changelog v1.2.29.105734


New Content
  • Adding beeping sound for tech device thrown
  • Adding dead player small beep sound for location awareness
  • Dropship landing locations are now generated dynamically using EQS
  • Added Dropship_Beacon_T4 item static mesh, materials, and textures to project
  • Added skeletal mesh for the T4 dropship beacon device. Skinned to the frag grenade
  • Workshop items now display who their owning character is on their tooltip. Names in red indicate that the character has left the drop
  • Added SK + materials/textures for Meta dropship beacon device. Skinned to Frag Grenade skeleton
  • Added a version 2 of the T4 Dropship Beacon asset. Textures have been improved and tri count greatly reduced
  • Added four verified server providers to the dedicated servers screen. Clicking the server providers logo opens their website
  • Setting up 2 new Throwable Grenades, recipes and workshop enteries which summon dropships
  • Added functionality to dropship beacon grenades. Fixed potential crash in DamageFunctionLibrary::PrepareProjectileDamage
  • Updated character list on 'Load' screen to support more than 8 players
  • Adding correct tag to Workshop Dropship Grenade so it can be taken down in a loadout
Fixed
  • Fix up filenames for DC Palm assets
  • Removed duplicate textures and repathed. Fixed filenames
  • Delete duplicate texture and repath
  • Update Cave Lights to work properly with revised default settings
  • Optimized some caves by removing lights where there was no hole in the roof for it
  • Fixed stone master not having niagara support enabled after assets were added to scorpion effects
  • Update many mission steps using a previous search area setup to use the same search area setup for consistency, including clearing search areas when objectives are complete in some missions. This will resolve visibility issues on some missions
  • Fixup redirectors in main assets folder
  • Additional update to some quest step search areas for additional visibility and cleanup handling
  • Ensure that player stays DBNO if they return to character select when DNMO and rejoin
  • Exotics can no longer be placed in the Dropship (Workshop items can still be)
  • Updated the Dropship UI text to let people know extoic extraction now takes place via the Orbital Exchange Interface
  • HEADSTONE: Fixed Survey Radars being able to block the final mission objective, these are now returned to your inventory if placed in the objective location
  • Updated PAYDAY and DEEP VEIN missions to use Orbital Delivery Interface. - Added common use steps for exotics extraction
  • Shovelling snow now grants a variable, increased, amount of ice
  • Changed method on HEADSTONE item return to players
  • Fix inappropriate player water movement sounds playing when wading in lava lakes. Now setting a surface FMOD parameter representing water type to differentiate these. Apply the condition to world movement event in FMOD
  • Filter user reports with no description from sentry
  • Ensure dedicated server prospects created on the command line save without requiring a player to join
  • Ensure lobby privacy type is set to friends only for dedicated server prospects
  • Fix an ensure that is firing on clients for new dediserver integer timer
  • Fixed issue where player history entries weren't being reloaded correctly
  • Meta resources and mission completion rewards that are paid when rejoining a prospect now show their notifications after the load screen has disappeared
  • The total meta resources that are collected by players on a prospect is now correctly reloaded. This would cause absent players to not receive meta resources if prospect was closed and reloaded while they were gone
Future Content
  • First pass on LC terraces - 4x meshes + material/textures
  • Replaced old template caves in TU/AC Areas on Blue/Green/Yellow Quad, DLC Map
  • Placement of Cliffs in the Phase 2 Area of Purple Quad, DLC
  • Placement of Cliffs and cave templates in the Phase 2 Area of Purple Quad, DLC
  • Adding first batch of dialogue for DLC
  • Delete and repathed copies of Var2 textures in Var3 and Var4 Aspen folders
  • Adjustments to Lava Gravel footstep layer and reduced verly long rock layer
  • Delete duplicate AC Fir snow clumps textures and repathed
  • Adding all current striker events and anim notifiers for footsteps, whoosh, vocals, slams etc
  • Adding unique striker footstep event. Balance pass of new creatures audio volumes and added missing notifiers and other small adjustments to striker
  • Various improvements and volume adjustments to striker footsteps lava footstep, vocal adjustments for volumes etc
  • Updating tonality of R.Dog aggro breaths
  • Created a New Small Tundra Template Cave, Updated AC_MED_005 To have less rocks blocking path and Have Begun Work on a Medium Tundra Template Cave, Prometheus
  • Placed Cliffs & Caves Templates in Phase 2 Area on Purple Quad, DLC Map
  • Optimized Geyser erruption niagara effect
  • Placement of Cliffs and cave templates and landscape scuplting in the Phase 2 Area of Purple Quad, DLC
  • Reimporting the needler roar to be a shorter version to move it away from the Croc
  • Adding needler new roar vocals, adding new spot events for all new creatures and adding to data table AI setup
  • Added datatable rows for story mission dialogue
  • Lots of adjustments and fine tunes to DLC creatures, footsteps, vocals, spacializing, reverb level adjustment to lava biome and other small improvements
  • Setup LC_Terraces BPs, VFX, Collision and Water System
  • Move mega tree template levels out of Cave folder and into Trees folder
  • Placed Cliffs & Caves Templates in Phase 2 Area on Purple Quad, DLC Map
  • Added Mesh Normals/CAC fuctionality to MA_IceCool, Tweaked materials on SM_Node_SuperCool and Added DryIce VFX
  • Prettied up Cave Template widget advanced mode layout. Added support for newly added Light Exponent Falloff variable in convert function
  • Placement of Cliffs and cave templates and landscape scuplting in the Phase 2 Area of Purple Quad, DLC
  • Adjustments to snow striker footstep levels, fixed spot sounds in wrong data table entry, adjusted grasslands tree creak and other small DLC audio improvements and updates
  • Added destructible meshes for various Swamp folage assets
  • Added New Large Template Cave For Tundra Biome And Added The New Cave Into Blue Quad, Prometheus
  • Added LavaFalls mesh to replace waterfall mesh in lava rivers
  • Adding all unique attack sounds for striker. Whoosh, slam, heavy slam, claws out etc
  • added obsidian armor materials, textures and ml
  • Adding Striker climb rock sounds and animation notifiers
  • Fixed TestPlayerId not working with cooked builds
  • Icon and display name updates for Brick buildables
  • Placed Cliffs & Caves Templates in Phase 2 Area on Purple Quad, DLC Map
  • Placement of Cliffs and cave templates and landscape scuplting in the Phase 2 Area of Purple Quad, DLC
  • Adding foot layers to striker climb anims
  • Small scatter adjustments to tundra biome to make wind play slightly more and other small details
  • Fixed rocket spawn points not being released when their owning player leaves by dropship
  • Players on dedicated servers who aren't logged in as admin are now limited to a whitelist of RCON commands
  • Added localisation support for /help RCON command
  • Local copies of player lists from previously joined prospects are now updated when the server browser gets its sessions
  • Added Mangrove Mega Tree separated parts to create more optimized assets, and added them to Tree Template Level called SW_Mangrove_001_V2
  • Biome general audio balancing and finessing
  • Tidy up of Fishing BP logic. Tweaks to cable component to make it less bouncy
  • Balance adjustments to striker attack and death and spot sounds
  • Added New Large Template Cave For Tundra Biome And Added The New Cave Into Blue Quad, Prometheus
  • Placement of Cliffs and cave templates and landscape scuplting in the Phase 2 Area of Purple Quad, DLC
  • Submitting Wooly Zebra, carcass, respective textures and fur
  • Add a new integer timer for tracking dedicated servers
  • Dedi server time can be dilated (Slowmo)
  • Dedi server time can be paused
  • Wire Weather Event music to pausable dedi server timer
  • Wire Weather Blueprint Components to pausable dedi server timer
  • Replacing heavy slam sound on rockdog for something stronger feeling. Small other adjustments to lava biome and rockdog scream etc
  • Added new player data helper functions for adding, removing, and updating items
  • UI usage of currency now routes through player data instead of older backend path
  • Adding character lava footstep event and sounds
  • Added New Large Template Cave For Tundra Biome, AC_MED_008, Prometheus
  • Placed Cliffs around lave lakes/river & Caves Templates in Phase 2 Area on Purple Quad, DLC Map
  • Placed Cliffs around lave lakes/river & Caves Templates in Phase 2 Area on Purple Quad, DLC Map
  • Add new Stalking AIAudioState and apply to Hunting GOAP action. Will enable different creature vocalisations for stalking vs. full aggro for BatDog and similar
  • Updtaed BLD_DBL_Doorframe_Brick_Left
  • Adding beeping and static comms for dead prospectors
  • Adding in nested event with static end for dead prospector. Also added unique event for taking the tag. Added to blueprint
  • Spacializer adjustments and fine tunes to dead prospector beeping event
  • Delete Spider SMs with SK filenames and unused duplicate PhysicsAsset. Assign Fur material to Fur SK mesh. Add LODs to Spider SKs
  • Setting cave ambiences to play for the new biomes
  • Add LODs to SMs that don't have any
  • Added New Large Template Cave For Tundra Biome, AC_MED_009, and Begun Work On New Medium Ice Cave, Prometheus
  • Adding in 3rd Person shield block animation and relevant montage setups, added equip animation too as it was missing, added wooden shield icon
  • Placed Cliffs around lave lakes/river & Caves Templates in Phase 2 Area on Purple Quad, DLC Map
  • Adding in wood cart mesh and skeleton and base anim BP for full implementation
  • Adding missing Socket on the skeletal mesh that was breaking validation
  • Added initial data table configuration for new dropship throwable
  • Stopped looping audio on Dead Prospector for the Dynamic Collect mission once the ID has been collected
  • Swapping out shield skeletal mesh with static mesh to unbreak audio hookup
  • Updates to the spacializer for the dead prospector beeping sound. Clearer and easier to find at close / medium distances (without increasing the max distance)