1. Icarus
  2. News

Icarus News

Icarus Week Thirty Eight Update | HIGHRISE Mission & a range of QoL improvements

Week Thirty-Eight's update is centered around a range of bug fixes and quality of life improvements, paired with our first construction mission in a number of weeks, HIGHRISE. Many of these fixes and improvements have come from community feedback and suggestions, something we highly value. You’ll see we have linked to the relevant Feature Upvote tickets in this post.

Our ongoing Dedicated Servers work is progressing in leaps and bounds, with fixes to overall game performance improving as a result. This includes the ‘frame stuttering as a result of swapping items in the hotbar’ fix that you’ll see below.

Have a read through this week's patch and load in to play HIGHRISE: Construction after you’ve updated. We can’t wait to see your takes on the task at hand.



Bug Fixes

You’ll see even more in the changelog below. Many thanks to the players who helped identify these bugs, and worked with us to find and reproduce them so we could isolate and fix them.



QoL Improvements


We’ve made a range of Quality of Life improvements alongside this week's bug fixes, adding new talents and buffs alongside improving the UI to share important information as you play. There are more you can read about in the changelog, but here are six key ones we thought deserved a special mention:
  • Two New Talents (Vegetarian & Carnivore) -Increases the Buffs for Fruit & Vegetable foods and Dried Meat
  • Sleep Quality - Better beds provide increased ‘Well Rested’ stats and duration
  • Ranged Damage numbers are now showing correctly in the Stats Menu
  • Alterations from Talents are now shown in the crafting menu (highlighted on items and on popups)
  • Power/Water Network information is now shown in blueprint tool tips and on items
  • Doors/Windows and Electric Lights should now retain their state upon reloading into the game (opened/closed/on/off)


Mission - HIGHRISE: Construction


After a few weeks without a new construction mission, we’re bringing you HIGHRISE: Construction, tasking you to build a six-floor observation tower and make it habitable. Your briefing is as follows:

// OPERATOR: UDA
// BIOME: The Great River, Styx
// BACKGROUND: The Operator requests a tower providing vision across the central Styx Great Lakes area.
// MISSION: Construct a tall observation tower, with electric lighting and backup braziers.
//TERMS: Flat fee. All resources and construction materials are the responsibility of the Contractor.

Don’t just build big, be creative and share your screenshots with us on #screenshots and #icarus-clips in our Discord.



Changelog V1.2.13.100500


New Content
  • Adding Stats for DriedMeatModifierEffectiveness and FruitAndVegeModifierEffectiveness
  • Adding new Talents (Carnivore & Vegetarian) which increase Dried Meat & Fruit & Vege Modifier Effectiveness, each has 2 levels +15% & +30% and is in the produce tree
  • Adding Check to prevent Stomach Storage from being Scaled based on Modifier Effectiveness
  • Adding Crafting Recipe Filter options for Attachment Type so there attachments per piece of equipment can be found a lot easier in the Alteration Bench
  • Alterations that are granted by Talents will now show up in crafting tooltips before you craft an Item
  • In the crafting UI, if you have talents that will alter the item upon crafting, the images of the item in the crafting menu will show the golden glow outline effect
  • Setting HIGHRISE: CONSTRUCTION feature level to STYX so it is unlocked and people can access and play
  • Adding ability to specify custom Alpha's on items so the Item Glow on Custom items comes through cleaner than the generated one in cases where it looks bad (Specifically Bows)
  • Updating Stat Descriptions for the 2 new Modifier Effectiveness Stats
  • Added Wood bow and longbow glow override to D_Itemable
  • Adding a new Stat for the Well Rested Buff Duration, All Beds are given this stat, Different Values are provided per bed type (BedRoll=600, Rustic&Wood=750, InteriorWood=900)
  • Fixing Issue where the wrong talent was being awared for finishing HIGHRISE: CONSTRUCTION
  • Shifting position in Styx mission tree of HIGHRISE: CONSTRUCTION
Fixed
  • Fixed Accolade save issue while moving between levels which was causing possible Accolade progress loss
  • Make subtitle ReferenceText string in D_Dialogue transient so that it doesn't get saved into the datatable json, since it's only for editor use when setting up subtitle timing overrides. Resave datatable
  • ICESTORM: Updated mission crates system to use latest spawning logic. This will resolve lost mission items (they now respawn in the crates) and hard to see icons) and hard to see icons
  • Corrected the output of the UI start target range sound
  • Fixing issue where projectile stat displays as they were displaying incorrect values in the players menu
  • Update BP_EnzymeGeyser audio to use new OverlapAudioComponent to toggle audio based on distance, instead of just playing in a virtual state all of the time and wasting FMOD virtual voices
  • Fixing issue where Substance plugin was missing DLLs for Linux/Mac, due to bad p4ignore rules. In doing so, Substance has been updated to the latest version (still 4.27 engine version, don't worry)
  • Adding ability to Scale Modifiers by Effectiveness
  • Adding the ability for player stats to modifier modifier effectiveness
  • Modifiers stats and damage can now be scaled by the new modifier Effectiveness value
  • Fixing ensures around the code base that brought to light that some resource connection code paths where not passing in a world context and therefore when generating item rewards, would not be scaled correctly
  • Adding new modifier affectors value to the ModifierStates Datatable
  • Fixed a bug where having talents that do actions in biomes (e.g. desert/arctic/conifer movement speed) wouldn't work on styx biomes. It now works on atmospheres instead of biomes to future-proof this issue
  • Fixing trivial errors/warnings on Mac - Icarus File, Icarus Stats, Icarus Trees, Icarus Controllers, Icarus Navigation, Icarus Backend, Icarus Utilities, Icarus Audio, Icarus Character, Icarus Talents, Icarus, Icarus Data, Icarus Systems, Icarus Systems, Icarus AI, Icarus Traits, IcarusAutomation, IconEditor, WorldGenerationCommandlet, IcarusShaders, TalentEditor, IcarusK2Nodes, OnlineSubsystem, VanguardBPLibrary, HeatMap, GameplayTexture, IcarusDataTableEditor, DeveloperToolsPlugin
  • Updating TOML plugin to latest version
  • ENGINE CHANGE - Fixing EOSSDK missing on mac
  • Disabled the OpenXR plugin to stop Icarus from launching in VR mode unintentionally
  • Adding new Stats for Sleep Quality, this stat will increase the potency of the 'Well Rested' Buff that players receive after sleeping
  • Adding Sleep Quality Stats on Various Beds
  • Updated the minimap images for Outpost 2/5 which previously had editor visual artifacts
  • Fixed clients not being able to press 'R' key to rotate building pieces
  • Fixed a few instances of subtitles not matching Sol's dialogue
  • Enabled custom stencil support on glass master material; Glass roof/floor pieces will now block weather effects like rain etc
  • Fixed issue where spam-clicking the 'aim-down-sights' key with a bow could cause frame drops; UMG_InventoryItem::Update is now only called a maximum of once per frame when listening to inventory updates
  • Added Bow and Gun Icons to D_ItemClassificationIcons
  • Fixing an issue that was causing Armor to take more damage than it should in certain situations, the Armor damage calculation now takes into account other sources of damage resistance, and removes thouse values so the armor resistances only take into account the damage they are blocking rather than including the values from Talents, Food, Weapons and Buffs
  • Fixing Projectile and Melee damage armor resistance stats which where being checked incorrectly in in the armor damage calculation
  • Adding Wind damage resistance stats, which where missing in the armor damage calculation
  • Fixing issue where BaseCarryingSpearMeleeDamageResistance_PlusPercent was not being used correctly in the melee damage resistance calculation
  • Replacement Modifiers will now reset the effectiveness percentage alongside the timer
  • Beds will now grant the new sleep quality mechanic while sleeping through the night
  • Fixed Modifiers not showing their effectiveness percentage on clients
  • Moved Accolade saving back to the world settings class so it can handle switching between characters
  • Fixed a typo in Meridian: Extraction quest objective
  • Fixed issue where supporters edition outposts looked accessible to all players even though they couldn't be selected
  • Fixed a typo in the Abyss mission objectives
  • Fixed players getting stuck crouched in small spaces by allowing them to fall off ledges while not pressing crouch
  • Encumberance Bar and Map widgets will no longer update multiple times per frame if a relevant stat changes. Improved game performance when scrolling quickly through Hotbar slots. Client is now authoritative of their currently selected hotbar index; Scrolling through the hotbar should now be a much smoother experience for clients
  • Added resource requirements and what resource each relevant item provides in the tech tree. (e.g. Water pump requires 1000 energy and provides 1000 water)
  • Fixed clients existing dropships at the wrong orientation by updating the camera rotation limits before existing the seat
  • Fixed Deployables that require shelter not turning off their fuel source alongside processing when shelter requirements aren't met
  • Committing missing file for custom item glow
  • Fixing issue where making reinforced glass was broken in a previous commit
  • Fixing up unsaved itembale data table
  • Fixing missed source files which was causing variours editor compile issues
  • Fixing Food Modifiers not respecting the anti-scale of StomachSlots Stat
  • Adjusting Rounding of Modifier Effects so Positive Numbers Round Up and Negative Round Down, correctly scaling the stats of the modifier
  • Updating Modifier Popup so it displays the correct stat values for scaled stat elements
  • Fixing issue where The Attachment Preview Table was using the wrong tag and axes where showing up as valid attachments options when they should not have been
  • Fixing issue where the Sandworm helm was not accepting helmet attachments
  • Fixing issue where Resources being produced on crafting benches were not being displayed correctly in the UI
  • Resource Networks Stats now Reload Correctly, Machines should be active if they where in an active state when logged off, a few edge cases will remain but the networks will no longer look active when they are not
  • Doors, Windows and Electronic Lights should now restore their state (Open/Closed/On/Off/etc) correctly upon reload
  • Setting up Custom Item GLow Alpha to work correctly with Override Images
  • Fixing issue where an incorrect icon would be displayed after selecting a recipe in the players menu, moving to another tab, then navigating back to crafting
  • Fixed bug where clients couldn't place wall pieces at 90d angles by using the internal placement guide circle
  • Fixed clients not being able to sprint west after sleeping in a bed by adding server checks to the player's camera manager
  • Fixing issue where you could craft 'Reinforced x' on any machine that was connected to water
  • Fixed weather debris particles being visible while underwater (leaves, sticks, etc.)
  • Fixing up widget spacing on Talent Tooltips specailly for the resource network display
  • Updating the Resource network display so it is present on both items and recipes as well
Future Content
  • Swamp Decals - first pass on SW RockTransition
  • Players can now interact with applicable orphaned juvenile creatures to begin the taming process. Updated taming UI to show relevant environmental modifiers. Mounts no longer automatically assign the nearest player as their owner, they must be interacted with to do this instead
  • Create new LakeAudio actor which can represent a lake independently of lake world actors. This gives us more flexibility in implementing appropriate audio for lakes in a wider range of shapes and sizes
  • Refactored LakeSplineComponent and LakeAudioComponent to enable this while still working correctly on existing lake actors
  • Added option for island splines which can set an FMOD parameter to offset lake audio volume etc. if player is on an island within a lake
  • Manual spline generation functions - at this point we expect to hand-author these splines, the manual generation provides a starting point
  • Swamp Decals - first pass on SW_DirtDebris
  • Added 6 variants of base cliff foliage and 6 variants of hanging cliff foliage to the project
  • Added option for lava on WT_Waterfall and MI
  • Added Riverbank and Sculpted Landscape on Green Quad, DLC Map
  • Added height blend option for snow on M_RockMacroMaster so tundra cliffs can have slow only at certain heights
  • Update lake audio improvements for 1.3.0 requirements:
  • Refactor most of LakeSplineComponent into a base EdgeSplineComponent so that it can be reused for other functionality
  • Refactor island splines to use the new EdgeSplineComponent
  • Replace a number of BP lake and spline functions with native equivalents in the new component for optimisation
  • Additional validation of LakeAudio splines to prevent authoring errors
  • Added BP setup for preset geothermals
  • Moved TU_TussockA ssets to subfolder called Tussock within the TU folder
  • Swamp Decals - first pass on Underwater and Riverstones
  • Swamp Cliff Pass, Blue Quad, Prometheus
  • Cliff pass in vulcanic biome, lava river and flowpoints placement and landscape sculpting, Purple Quad, DLC
  • Fixing various calls around the code base that where rolling chances with 101% instead of 100%, this has all been cleaned up and coalesed into a single library (IcarusChanceLibrary) to avoid these issues in future
  • Various code formatting fixes as there where some older files where not up to standard
  • Ensuring Worldcontext objects in reguards to item manipulation and stat retrieval to make sure we catch any locations which are not passing in the correct objects, incorrect objects means incorrect stats being displayed and used
  • ROCK_AC_Serac Variations mesh, material and textures
  • Updating M creature footsteps balance and layering and notifier locations for better accuracy
  • Added GL_ButtercupA with 3 variations, as well as added it and several other foliage assets to their proper collections
  • Trait Variables for Energy/Water/Generator Components are now recorded and reloaded at the icarus actor level
  • Variables marked with 'SaveGame' in BP's and Native Classes that inhert from IcarusActor (int's and bools) can now be recorded without bespoke recorder components
  • Fix crash when adding saddles to mount characters due to uninitialised pointer in IsBeingRidden function
  • Enable basic creature audio (vocalisations and footsteps) for mount creatures:
  • Refactor creature anim notifies to use an interface, and apply the interface to existing GOAP character base and new mount base
  • Add various creature audio components to mount base
  • Add some extra checks to BP_CreatureAudioComponent to ensure it works on different character classes
  • Swamp Rocks polish pass WIP - secondary UVs, new detail normal map, tweaks to materials
  • Cliff pass in vulcanic biome, cave placement and landscape sculpting, Purple Quad, DLC
  • Swamp Cliff Pass, Blue Quad, Prometheus
  • Added Riverbank and Sculpted Landscape on Green Quad, DLC Map
  • General Code cleanup and commenting for the new Actor State Variable Recording
  • General Code Cleanup and Commenting doe the New UcarusChanceLibrary and its functions
  • Adding new Function to ChanceLibrary for RollMax[0,N) for a roll between 0 and N, inclusive of 0, exclusive of N
  • Add surface checker component to mount base so that mount footstep audio etc. can modulate based on the surface type the creature is on
  • More M creature improvements. Footstep velocities react to all stages of the blendspace speed variants and also set up unique event for M Mount vs standard M
  • Added 3 variations of tundra bush_A to the project
  • Cliff pass in vulcanic biome, geothermal pools and cave placement, landscape sculpting, Purple Quad, DLC
  • Swamp Cliff Pass, Blue Quad, Prometheus
  • Added Riverbank, Cliff Meshes and Sculpted Landscape on Green Quad, DLC Map
  • Volcanic Macros - added MAC_03A for use as cliff/landscape piece
  • Polish pass on swamp cliffs plus biome variants - added secondary UVs, material tweaks and parenting changes to make future edits easier
  • Add FMOD DLLs for non-windows platforms
  • Adding first pass M creature flinch / death sounds. More layers to be added to the death
  • Swamp Cliffs - New mesh+textures for Cliff 06
  • Make Icarus Build Tool cross-platform
  • Added Riverbank, Cliff Meshes and Sculpted Landscape on Green Quad, DLC Map
  • Cliff pass in vulcanic biome, crater and cave placement, landscape sculpting, Purple Quad, DLC
  • Adding M creature Death sounds first pass
  • Make platform defaults to Mac on non-Windows platforms, fixing help recipe
  • ENGINE PLUGIN CHANGE - Strider now compiles on non-Windows platforms
  • Fixing incorrect return value
  • Missing dependency for AnimGraphNodes
  • Trying alternate version of constexpr if-statement
  • Adding more M creature vocal and movement sounds. Idle nip, move 1 and 2 for subtle nuances
  • Adding more M Mount creature layers. Idle states and adjustments to reverb curves, spacializer settings and spawn rate of idle states. Also adding distant processed layers
  • Swamp Cliffs - New mesh+textures for Cliff 05
  • Tundra Cliff Pass and Created New Tundra Cliff Stamps, Blue Quad, Prometheus
  • Added Riverbank, Cliff Meshes and Sculpted Landscape on Green Quad, DLC Map
  • Adjustments to M creature levels
  • Added saturation control + triplanar options for RockMacroMaster for better control on LC Rocks
  • Cliff pass in vulcanic biome, edited cave template volume placement, landscape sculpting, Purple Quad, DLC

Icarus Week Thirty Seven Update | 21 new Armor Attachments to craft

21 new Armor Attachments are the feature of our Week Thirty-Seven update, scaling out this new system to include unique perks and buffs to your characters wearables alongside our weapons and tools attachments from Week Thirty-Five. Choose from standard buffs such as Aerodynamics or Storm Visors for efficiency, to specialized perks such as Tracking Chips, all available on the Alteration Bench.

We’ve also made a range of buffs and improvements to the performance of crossbows and other projectiles at your feedback, so have a read below about what you can expect, along with some detail about the future of the Attachment system.



New Armor Attachments


21 new Armor Attachments have been added to the alteration benches, alongside our 25 melee and weapon attachments from two weeks ago. These are similarly tiered with 9 available at Tier 3 under the ‘basic' category, 9 ‘Advanced’ options at Tier 4 and the 3 ‘Special’ alongside them.

These attachments are:
  • Supplemental Respiration Attachment
  • Storm Visor Attachment
  • Supplemental Filtration Attachment
  • Calibrated Grip Attachment
  • Aerodynamic Attachment
  • Rubberized Attachment
  • Noise Suppression Attachment
  • Pockets Attachment
  • Plating Attachment
  • Tracking Attachment
  • Nutrition Attachment
  • Recovery Attachment
  • Advanced Supplemental Respiration Attachment
  • Advanced Storm Visor Attachment
  • Advanced Supplemental Filtration Attachment
  • Advanced Calibrated Grip Attachment
  • Advanced Aerodynamic Attachment
  • Advanced Rubberized Attachment
  • Advanced Noise Suppression Attachment
  • Advanced Pockets Attachment
  • Advanced Plating Attachment

A key difference with Armor Attachments is they are slot specific, meaning only certain attachments can be attached to certain to the piece of armor, and not universal across all. Be aware of this when crafting them, as you’ll need all 5 attachments to fit all 5 different armor pieces of a set.

Similar to the tools and weapons, we’ve added a new UI feature which shows which attachments can attach to which item, and if an armor piece has an active attachment or not.



Attachment System


The attachment system has been a large success, as we’ve seen many players jump in and use this new feature, and found its depth means there’s a lot of scalability and opportunity for us to branch it out across the game.

This element of user customization is integral to Icarus’s design, so your feedback on what attachments you love, what you’d like to see, and what you think needs work, helps us strategize and plan our future updates. Keep sharing it with us in Feature Upvote and having constructive discussions with other players in Steam Forums and Discord.

To give you a sneak peek of the next stage of the Attachments System, the team has been working on one of the most highly used category of items in-game, ranged weapons. Keep your eye on our updates for when this is ready to release.



Critical & Crossbows


Last weeks Critical Hit and Crossbow update was a fun one to release, but we’ve made some needed tweaks and fixes this week to address a few bugs and balancing issues that crept through.

The Critical Hit Stat Calculation had a small issue in the formula, so we have fixed this, meaning damages should scale correctly and avoid any over or underwhelming performances.

Crossbows also deserved a buff, so we’ve added multiple innate features such as a ‘chance to slow’ perk and more firepower than their archery bow counterparts when hitting the hardened areas of foe. This should mean their punch is worth the higher cost, making them a viable option for players.

We’ve also addressed a range of weapon talents, giving critical damage stats increases to Soft Spot I, Soft Spot II, Deadly Thrust I, Deadly Thrust II and Deadly Stab so their purchase is worthwhile compared to other similar talents.



Changelog v1.2.12.100160


New Content
  • Creating Armor Attachment items, adding to datatables
  • Adding new Gameplay Tags for Different Armor Attachments
  • Added Armor Alteration item alteration stats, text and flavor text
  • Added new destructible mesh for T4 Alteration Bench with reduced tri count
  • Adding recipes and talents for armor attachments
  • Resaved talent editor to resolve data validation issue
  • Adding Tech for Armor, Ranged & Deployable Attachments
  • Setting up Armors to have Attachment slots
  • Adding Tag queries for individual armor attachment slots
  • Adding Various helper functions to retrieve attachment slots and if items can be attached to others
  • Added smoke to fireplace chimneys while the fireplace is active
  • Adding Stat for Pneumonia Resistance, which reduces the Afflication Chance from the Underground Modifiers
  • Hooked up new additional stats to armor alterations
  • Adding Virtual Stat Calculation for Pneumonia resistance
  • Fixing issue where attachments on armor pieces where not applying their stats to players correctly
  • Adding new UI to Attachment Item hovers that present styalised icons on what type of items they can be attached to
  • Added Armor attachment icons. They have not been added to the data table yet
  • Adding Alteration Icons and Attachment Icons for the Armor Attachments and Alterations
  • Added Item Icon Types under UI Icons folder
  • Adding Attachment Icons for Attachment popups
  • Fixed recipes for advanced armor alterations
  • Adding new UI to recipes so what items the attachment can be attached to is shown on both the recipe and item popup itself
  • Rebalanced talent changes for more streamlined decision making, with investments in the same talent being more worthwhile. - Changed crossbow innate effect to attacks cause slow, instead of pinning, this is a longer lasting effect that will provide a more consistent bonus
  • Adding Icons for Armor Alteration Tech Tree Packs
  • Adding in base datatable setup for the Bioled leather armor set, currently in the data tables as hard leather, entries are just a copy of the base leather set until we do a stat and recipe pass, missing dynamics on the chest piece which will be in the next pass
Fixed
  • Replaced a flammable check with verbose logging that was causing clients on dedicated server development builds to crash
  • Fix a couple of issues which were causing some dialogue audio and subtitles to play twice or more in a row for clients
  • Added an auth check to the base travel quest's overlap event, as previously this meant clients could trigger duplicate dialogue on themselves when they arrived at a quest destination
  • Removed NetMulticast from the TriggerPooledDialogue function, as this calls a second function which is also an RPC and could result in duplicated function calls on clients
  • Add new Durable entry for Target Dummy with 10x increase of hit points
  • Refactored dialogue ZEPHYR_002 to work with new subtitle timing system, subtitles should match closer with voice acting
  • Set Target Dummy and Target Bullseye to use new higher durability row
  • Fixed an issue with the fireplace chimney cap not generating smoke when placed above a chimney extension
  • Ensured chimney smoke is properly active when reloading prospects
  • Doubled Vapor Condensor inventory capacity to ensure rewards are not limited by inventory availability
  • Disabling unused Outpost/Map content from the game to reduce game size and build times
  • Added self valid check to FLODFISMComponent tick to try fix physics crashes while the player is travelling
  • Added a FLOD valid check to FlammableTarget to fix crashes related to fire spreading
  • Replaced a code verify with an ensure in FireInstanceBase to improve FLOD debugging while in the editor
  • Electric Extractor stays active after removal of the generator it is attached to after relog, ensure energy networks register correctly on reload, this prevents possible exploits with picking up the generator on an active network
  • Renaming CriticalStrongPointDamage Stat to be HardenedPointDamage
  • Adjusting Critical Hit Damage Calculation so the CriticalHit Stats are used as a Plus Percent instead of a Percent
  • Adjusting Player Critical Hit Base stat to be lowered from 400 -> 300 - Damage works out to be the same as previous, but each point from critical hits from talents / tools is now more impactful
  • Adjusting Player HardenedPointDamage stat from 25 -> -75 to work with critical system changes, the values work out to be the same as before
  • Crossbows now all have the innate stat of AttacksCauseImmobilise_% with a value of 25
  • Adding Crossbow Innate Stats (AttacksCausePin & HardenedPointDamage)
  • Committing missing source files for Virtual Stats and Actor State which was breaking the build and the critical hit changes
  • Fixed typo in the Crushed Bone description
  • Updating Stats on Talents - Soft Spot I, Soft Spot II, Deadly Thrust I, Deadly Thrust II, and Deadly Stab to make them worthwhile
  • Fixed rifle rounds, incendiary rifle rounds, and pistol rounds using the wrong collision asset when fired; shots fired using these ammo types should now be significantly more accurate (this won't affect intentional weapon / movement inaccuracies)
  • Updating Target Range Mission to include an 'Essentials' Chest with Food / Oxygen / Water
  • Fixing locations of Essentials Chest on Target Range Mission, and updating contents
  • Update Tracker head attachment to grant +15% critical damage, instead of radar scanning speed
  • Removing Attachment Slots from Workshop Armor
Future Content
  • Duplicated SW cave floors for GL, added no moss material instances
  • Added 6 variations of small ivy assets for dressing the MegaTrees
  • Added 6 variations of large ivy assets for dressing the MegaTrees
  • Added 6 variations of hanging ivy assets for dressing the MegaTrees
  • Added 6 variations of medium ivy assets for dressing the MegaTrees
  • Submitting Predator bird, carcass and textures
  • Added an extra check to row handle generation for cases where the formatting on certain code files are incorrect
  • Clients on dedicated servers now have authority over the positioning of their deployable 'ghost' preview actor; Deployable preview meshes are no longer laggy for clients. Preview mesh positions for both Deployables and Cables are now interpolated for remote players, meaning that watching another player place a deployable/cable looks less choppy
  • Cliff pass in volcanic biome and landscape sculpting, Purple Quad, DLC
  • Swamp Cliff Pass, Blue Quad, Prometheus
  • Added Riverbank and Sculpted Landscape on Green Quad, DLC Map
  • Geothermal pools - added meshes for spline tool and lake floors
  • Added RiverBank Spline tool
  • Clients on dedicated servers are now authorative of their own building placement hologram. Rate limited several building placement server RPCs to reduce network traffic when clients are building. Interpolated building placement hologram positions for remote players, placement should appear a lot smoother now regardless of network connection quality
  • Added a blueprint containing the Ivy positioned on the Mangrove tree
  • BP Setup for Mangrove Var1
  • Updated verson2 of the Drop Ship destructible mesh with optimised material IDs
  • Added Blueprints for all 4 variants and all 4 colours of CF_Aspen
  • Geothermal banks - added additional internal rock meshes, plus variations of spline mesh. Tweaks to materials. LOD/Collision pass on all meshes
  • Added to project version 2 of the full Drop Ship static mesh with the legs in the correct orientation
  • Cliff pass in volcanic biome, cave placement and landscape sculpting, Purple Quad, DLC
  • Added Riverbank and Sculpted Landscape on Green Quad, DLC Map
  • Swamp Cliff Pass, Blue Quad, Prometheus
  • Adding first pass M creature footsteps and animation notifiers and data table entry
  • Added a WaterSetup row config to the River tool so we can create lava rivers
  • Geothermal Pools - 2 more variants, plus revision of first one to use same texture set as the bank meshes
  • Updates to the M creature footsteps, animation notifiers and test map
  • Added TU_TussockA with 3 variants
  • Reimported LavaRiverFlowB, rotated on Z axis
  • Added Lava MA and MI, Added Lava Flow Point BP and MA, Setup WT_River Spline for Lava
  • Geothermal banks - renamed spline meshes, added additional variants, tweaks to material. Added island mesh
  • Added option to use UV1 on secondary normals for rocks to reduce distortion
  • Cliff pass in volcanic biome, cave placement and landscape sculpting, Purple Quad, DLC
  • Added Riverbank and Sculpted Landscape on Green Quad, DLC Map
  • Swamp Cliff Pass, Blue Quad, Prometheus
  • Added baby moa base setup and assets for prototype implementation
  • Add missing Lava row to D_WaterSetup (placeholder) to fix river spline construction
  • geothermal banks - added 2nd UV channel to spline meshes and mesh08, adjusted detail normal settings in material
  • Added Riverbanks and Moved Macros on Green/Purple Quad, DLC Map
  • Updated the minimap images for Outpost 2/3/5 with clearer ingame renders
  • Grasslands Decals - added FT and materials for cliffs, erosion rock blend, stones light
  • Added option to hide arrow on WT_LavaFlow and tweaked variables for ease of use
  • Adding M Creature idle nip vocal movements
  • First implementation of creature taming mechanics
  • Tundra Decals - first pass on Transition and Moss
  • Swamp Cliff Pass, Blue Quad, Prometheus
  • Cliff pass in volcanic biome, lava river and flowpoints placement and landscape sculpting, Purple Quad, DLC
  • Added Riverbank and Sculpted Landscape on Green Quad, DLC Map
  • Added SW_Mangrove_FallenTrunk_Hollow_Var1 to 5 with CAC maps and normals

Icarus Week Thirty-Six Update | Critical Hit | New hitbox design for animals

This week we have revamped our Critical Hit System to provide a more dynamic and authentic combat experience that requires you to refine your precision and timing.

The new Hit Areas System is more realistic, dramatically reducing the damage delivered on enemy’s protected and armored body parts (less critical areas) while also dealing more damage on their weak points (critical areas).

To help you become adept with this system, a new mission will place you in a target practice course. This will unlock unique blueprints to craft your own targets also, if you want to spend more time becoming a marksman with your weapon of choice.

To wrap up an update of all things accuracy, two new crossbows have been introduced to the Orbital Workshop with a new set of bolts with both speed and power options.



Hit Feedback System


We have revamped the Critical Hit and Hit Areas System in Icarus to provide more accurate and detailed combat. This will make hitting critical shots trickier but far more rewarding. Our game designers have been busy refining where these hit zones are and developing a tiered system for Hit Zones that provide different levels of impact. All together it makes it more imperative you consider your aim and accuracy when picking your targets.

These new Hit Zones are:
  • Extra Weak - Critical Hit Damage
  • Weak - Partial Critical Hit Damage
  • Hardened - Damage Reduced
  • Extra Hardened - Damaged Greatly Reduced
  • No Damage - 0 Damage




Each zone as seen and mentioned above will have a unique, associated icon displayed at impact to show you where your attack landed. This also means damage will scale, and blows landed to tougher parts of the foe will be dramatically less effective and put you in a compromising position.

This work also opens up the possibility of more non-earthlike creatures in future with their own unique anatomy…



Mission | POTSHOT: Training


To practice the new Critical Hit and Hit Areas System we’ve given you a target practice course on Olympus.

Players will get a weapon on arrival or can bring their own from the Orbital Workshop to use on various test dummies. Completion of the mission at a high enough score will unlock the blueprints to craft the Wooden Bear Target Dummy and the Bullseye Target, complete with the new hit zone feature for practice on your outposts or in missions.

Your mission briefing is as follows:

POTSHOT: Training

//OPERATOR: UDA
// BIOME: Forest
// BACKGROUND: The Operator has set up a testing area for Contractors to train and hone their skills.
// MISSION: Complete the test with a passing score.
//TERMS: Flat fee. A selection of weapons will be provided for testing purposes only.



Two new Crossbows




We’re adding not one but two new Crossbows to the Workshop to coincide with the theme of this update. Inaris have made available the ‘Rapid’ and ‘Heavy’ Crossbow variants in the Orbital Workshop.

The Rapid, as the name suggests, is built to send bolts down range at an unmatched pace. The Heavy, sacrifices speed for power, sporting a much heavier draw weight that deals a significant amount of increased damage.

The two crossbows with two different styles suit different situations on Icarus - choose one, take both, the choice is yours.

An additional piece of hardware available from the Workshop now is the Larkwell Bolt Set. A 25 pack of deadly bolts with unmatched damage output should make for a powerful combination with your new weapon of choice.



Dedicated Servers work


As part of our ongoing work with ‘data decentralization’, including dedicated servers, we have been tackling game flow issues such as how players connect to the game, what happens if players are offline when a mission completes and what happens to characters who have joined a prospect when the server is offline. We believe design-wise we have tackled the major considerations and are implementing the new character flow as we speak. We’ll reveal specifics closer to release, as when we introduce dedicated servers it will change how multiplayer sessions function.



Changelog v1.2.11.99931


As always, our Changelog includes some ‘future content’ updates. These aren’t available in this week’s update but they are things our devs are working on for future updates and chapters. These don’t have confirmed dates, haven’t been tested or balanced yet and may even be taken back to the drawing board - but we thought you might enjoy seeing behind-the-scenes.

New Content
  • Transitioned to new area-based critical hit system. Added target dummy deployable. Critical hit zones will now be cleaner and clearer, we can now add armored, partial critical and no damage zones very easily
  • Committing Missed Gamestate file which fixes floating damage numbers and enables the new visual aspect of critical hit zones
  • Added helper function to use when appending new critical hit areas in BP child classes
  • DEP_Target_Dummy mesh, material and textures
  • Dummy Target Mission: Adding in base flow for the target dummy and bullseye target mission, intent is a sort of course involving the targets with a score to achieve based on difficulty, various weapons will be provided and the course will be replayable as a sort of minigame, all first pass quest BP's added and relevant datatables added for the quest
  • Adding Wooden Bear and Bullseye Target Dummy Items
  • Adding Recipes and a Character Flag for the Target Dummy and Bullseye
  • Added critical hit zones for worm type creatures
  • Adding a Target Range Controller, Target, Trigger and Scoreboard, Setting up Basic Logic in Mission for Quick Testing
  • Base Implementation of Target Range System, includes both a Timer and Scoring
  • Removing Semicolon which was preventing a property from being marked as BlueprintAssignable and failing build Validation
  • Fixing Inventory Container Acess Crash that could occur when retrieving item stats
  • Progress on the Target Range system so Targets and Triggers Register on a Controller and Scoreboards Register Controllers
  • Fixing up issues so scores, time and triggers can be called by clients to enact changes on the server
  • Target Range and Scores now replicate
  • Adding Reload Components to cache high scores for the target range
  • Creating Highscore Scoreboard
  • Target Range Targets change their texture when hit and revert to the normal texture when reset
  • Exposing Functions so Targets know when a round is active, this means they can move around, shift their scoring zones and play animations
  • Exposing Reset functions to tarts can retuirn to their default state when the round completes
  • Removing a semicolon which was casuing an issue with build validation as it was preventing a UPROPERTY defination from being read
  • Adding in world widget for Range Scoreboard
  • Updating Player Names to use Character Names on Range Scoreboard
  • Adding Various Movements to Bear Targets making them harder to hit
  • Fixing Error in last commit where player names where not being stored correctly in the TargetRangeController, Players will now be able to see their names and scores on the scoreboard
  • Added Strong Points on Creature Horns/Tusks for Critical Hit Areas. This means when hitting a Creature in the Horn/Tusk, the player will deal less damage
  • Update critical hit audio system to handle new critical hit area types, allowing us to give different types of audio feedback for different types of critical damage
  • Adding in base layout for Forest Course for the Dummy Target mission, quest markers placed currently just spawn the stationary target, moving targets and layout tweaks to follow, also made some material switches to make the targets more visible and easier to see a successful hit
  • Adding first pass of strong point hit zone audio and data table entries. Audio to be tweaked and worked with feedback
  • DEP_Target_Dummy_Bullseye mesh, textures and material
  • Add Inaris Crossbow A and B variants to the Workshop. A is a faster paced weapon while the B variant is slow and hits harder
  • Update Crossbow icons and add missing Meta tags
  • Update hit audio systems for both melee and ballistics to force hit success parameters to false if the local player lands a hit within defined types of critical hit area. This will allow us to dial back some of the positive feedback on impact sounds if the hit was weakened due to hitting a creature's 'strong point' etc
  • Charging Bear Targets now Run and Collapse at their specified distance
  • Run Across Bear Targets can now be given a distance to run rather than use a static value
  • Added Critical Hit Zone Icons to UMG_FloatingDamageNumbers
  • Dummy Target Mission: Swapped out a few of the standard bear dummies for the moving ones, added in scoring scaling per prospect difficulty, added in different scoring based on damage dealt to targets with a multiplier to critical zones where the damage was dealt, fixed an issue where the live scoreboard wasn't tied to the controller
  • Fixed Inaris crossbow not being able to reload properly as the reload montage was blending out too quickly
  • Adding the logic to display the new critical damage icons to the damage numbers
  • Adding Bullseye Target Dummy Deployable Setup and Blueprint Assets
  • Added Target Dummy Icon to D_Itemable
  • Added Bullseye Target Icon to D_Itemable
  • Updating Forest Range Quest Flow to include simplified quest steps and a timer
  • All weapons in provided in the forest range quest are now tagged as quest items and are replenished every 30 seconds
  • Updating Mission Range Crate Mesh and BP
  • Dummy Target Mission: Increasing the timer for the course and tweaking the required score to reflect the scoring system
  • Updating Range Targets so they reload their delays and movement distances so we don't have to set up each time upon reload, refreshing BP nodes so everything compiles and removing old un-used variables
  • Updating Forest Range In World Widgets for the Scoreboard, High Score and Weapons
  • Dummy Target Mission:Adding in better course flow for the mission, moved around layout and reduced overall course length with a better path towards the exit, adding a version of the wood railing with better collision for the course and adding in a Dressing BP to spawn on course start to frame the course
  • Dummy Target Mission: Fixing Quest Marker rotation for the set dressing for the course being off on spawn
  • Dummy Target Mission:Removing Course dressing BP from Quest marker preview setup
  • Improve accuracy of Bear target dummy collision. Fix mesh only having 4 LODs (66k LOD0)
  • Small balance tweak for CURRENT crit hit and null crit hit points
  • Fixed missing string table entry for the shooting range time sub-quest
  • Adding new Stat for Rendering Vapour Condensers Inert, Adding Stat to Target Range Mission
  • Add replicated events to target range controller for score updates and new high score, and replicate existing round ended event. Allows more feedback to be added to target range BPs
  • Update Target Dummy to use new optimized Mesh, fixing the material swapping bug at the same time
  • Fix collision on BerryBush meshes and disable collision in BP components
  • Added a server check to BP_FLODCull incase clients were trying to call server functions
  • Fixed the target range using incorrect data to show player scores, now uses the character name instead of the internal Steam ID
  • Updating Replication and Reload Functionality of All Target Range Blueprints
  • Adding and Updating quest text so it makes more sence
  • Added on-screen UI to show time and score while using the target range
  • Add Larkwell Standard Bolt item to Meta Workshop
  • Updated name and text for two new crossbows by Inaris
  • Completed name and description for this week's training mission
  • Dummy Range Mission: Reverting scoring system back to not factor in damage scaling and rely on critical zone hits, reduced mission scoring requirement to reflect, now has a min of 100 and max of 250 for score required
  • Fixed Target Range Bear Target Popup/RunAcross variants occasionally getting stuck on their movement paths
  • Adding BP implimentation for round start in target range
  • Adding in events for score board and round begin. Sounds for round will be updated once created. Adding blueprint behavior
  • Adding unique round end sound for the target range to differentiate it between mission update
  • Potshot: Training, moving bullseye targets temporarily to shift them out of the foliage until we get the cull volume working, adding character talent as mission reward for the target dummies to show the recipe unlock on the prospect select screen
  • Ranged bear targets now project their rails to WorldStatic instead of to landscape. Fixed BaseMeleeDamageResistance_Percent stat not being used. Fixed floating damage numbers sometimes showing two critical hit icons at once. BP_TargetRange_Bullseye no longer takes melee damage
  • Fixing issues where clients could not see quest steps and scores on the target range - there where some variables that were not being replicated correctly
  • Updates to spacialization of the points increase sound at the target range
  • Fixed bear target rails not projecting to landscape. Updated rails mesh material
  • Fixed an issue causing the Repair Speed Attachment (and it's Advanced equivelant) to give slower action speed, instead of faster speed
  • Fixed target range bear movement & death state not being replicated correctly to clients
  • Updarting Replication of Target Range Controller and Target Range Target to allow for client synced movements
  • Fixed bear rotation acting erratically at low frame rates. Fixed bears collapsing at wrong yaw rotation when reversing along rails
  • Potshot Mission: Adding in new prospect images for the mission select and prospect tree view
  • Potshot Mission: Adding in the new board meshes for the score and high score models, switching out the static mesh collision for cubes on the Bullseye targets for more accurate hit detection in the critical zones
  • Fixed bear target dummies trying to rotate after being collapsed
  • Bear target dummies now generate a spline track that they move along. Bear target dummies now smoothly rotate when they reach the end of their track
  • Update to the target range start sound
Fixed
  • Re-commit Building Upgrade Tool A Wood
  • Adjustment to reverb send on geysers to accomodate for being inside built structures nearby. Volume and reverb drops in volume so its not too loud. Also made similar adjustments to wolfpack
  • Fix Extractors and drills generate at login but aren't considered active after reload/restart, ensure that any generator traits are restarted when biofuel drills are reloaded, this means that biofuel drills continue to consume fuel correctly after save/load
  • Fix T4 and Meta extractors extracting exotics faster after reload/restart, ensure that BP_Extractor::UpdateMiningRateFromResourceType correctly applies multipler from ore deposit for extraction speed, this means that extractors always run at the correct rate after save/load
  • Balance tweaks to the crossbow audio to make sure the Inaris crossbow doesn't feel much louder than the standard crossbow
  • Fixing up passing world context to nodes for item stat calucations to make it easier to access item stats and information in blueprint
  • Converted interaction hold time to a variable
  • Passing transient creature vocals through to canyon delay system, Adds slapback delay to specific creature vocals in situations defined by terrain zone audio heatmap
  • Fixed a bug where leaving the prospect via dropship would give you a grace period then immediately remove all modifiers including the grace period within the same frame. This caused players to be vulnerable to damage while extracting and potentially lose their items
  • ITM Attachment mesh, materials and textures added. 4 color variations for different attachment types
  • Update several deployables Thermal component settings to better represent the assets and scale across all deployables nicely
  • Additional +-5 degrees added to Heater and Cooler T4 deployables
  • Changed colour of debug text when visualing Thermal Component affect from red -> yellow, and added drop shadow
  • Sending Pickaxe and Axe impacts to canyon delays. Gives a more accurate representation of space when using these tools outdoors
  • Update the dialogue system to give us more options for fine tuning subtitle timing, and added a few other improvements: Can override the display length of individual dialogue lines, can override the dialogue speaker per-line, nativised some of the functions previously done in UMG_Dialogue into a subtitle queue manager, improved how the dialogue UI system handles dialogue interruptions added dev functions to make dialogue testing easier
  • Fix extractors and drills don't currently stay activated (dev build), fix an issue with C++ compiler optimisations that only affects development builds, not release builds
  • Prototype of a system which would allow us to author subtitle markers within FMOD dialogue event timelines, which could potentially be used in the future to fine-tune subtitle timing to audio
  • Fixed destruction effects on the Dry Run blocking mesh
  • Fixed a bug where in an inventory if you right click and hit "deploy" on an item (e.g. Crafting Bench) it would show both the inventory and the placing ghost. Now the inventory automatically closes on button press
  • Improve grass allowing for billboards to appear better. Fix SM LOD distances do they swap out sooner to improve perf
  • Fixing issue where Deep Mining Ore Deposits where not showing the correct highlightable on clients, players connected as clients can now see the specific ore type in the in world popup
  • Fix adding cloud brighten up Caves by reducing light dissipation on overcast for cave biome
  • Updated Credits. Added Trace Studio and Entangled to UMG_CreditsPage
  • Fixed issue where drinking to put of fires would make players immune to fire and cause the 'Burning' modifier to fail when attempting to set the player on fire, when this failed the flammable instance would still be applied and never be removed due to the loss of linkage from the modifier. Adding fallback cases and preventing the flammable instance from being added in the first place if the modifer could not be applied
  • The 'Wet' modifier gained after being submerged in water no longer makes you immune to fire, but now reduces the chance you will catch on fire
  • Seperating out 'Wet' and 'InWater' gameplay tags
  • Adding 'OnFire' gameplaytag
  • Adding toolbox mesh for Melee Attachments, it now has its own unique mesh rather than the same one as the modules
  • Clear out Cloud Map variable on instance of Atmosphere Controller in Olympus, pointing to a texture which doesn't exist, causing a warning on startup
  • Update Alteration Bench and Advanced Alteration Bench descriptions to better communicate the multi-purpose nature of the benches. - Updated Alteration Bench collision to be more accurate
  • Fixed bad LOD settings on Polarbear Carcass causing it to LOD too early
  • Removed unobtainable CanHarvestPolarBearTrophy stat from Polarbear Trophy/Head item reward
  • Removed never used Generic_Tree_Leaf item reward entry
  • The buff provided by drinking now longer grants fire immunity (Players can still 'drink' to remove the fire debuff, 3 modifiers are granted, 1 extinguishes the fire and last a second, 1 provides the cooling and lasts longer)
  • Simplified gameplay tags for extingushing fires, it now relies on one tag rather than the 3 it was based on
  • Fixed an issue causing the Seared Mushroom (campfire) appearing as the Mushroom Soup (potbelly stove)
  • Delete unused Alteration Bench T3 and T4 V1 revisions (too similar to be repurposed to something else)
  • Update BPs/data to use V2 revision of T3 Alteration Bench
  • Recreated merged version of Alteration Bench T4 meshes without unwanted elements from BP
  • Delete Alteration Bench T4 Destructible Mesh created from BP merged mesh containing unwanted elements and being 200k verts, fixed filenames of T4 Alteration Bench meshes, fixed Deployable mesh components not using the Deployable collision profile, fixed T3 Alteration Bench collision being auto convex instead of simplified boxes, fixed LOD settings on T3 and T4 Alteration Bench meshes, fixup redirectors
  • Update T4 Alteration Bench to use new Destructible Mesh asset
  • Fix Extractors and drills generate at login but aren't considered active after reload/restart, refactor drill and extractor blueprints using the IcarusBeginPlayEvent to perform final checks, ensure that any generator traits are restarted when biofuel drills/extractors are reloaded, ensure that any energy traits are restarted when battery powered drills/extractors are reloaded, ensure that should auto restart is correctly flagged, this means that biofuel drills continue to consume fuel/battery power correctly after multiple save/load
  • Fix T4 and Meta extractors extracting exotics faster after reload/restart, ensure that BP_Extractor::UpdateMiningRateFromResourceType correctly applies multipler from ore deposit for extraction speed, rebalance extractor speed to what it was prior to fix, this means that extractors always run at the correct rate after save/load
Future Content
  • Fixed temperature and minimap usage on Terrain 019 caused by missing config in world data
  • Lake and river placement, landsacape sculpting and painting, transition area in Blue and Green Quad, DLC
  • Added editor tools for manually authoring lake audio in cases where automatic generation is not possible
  • Fixed a swamp cave template that couldn't correctly generate lake audio
  • Added Macro Cliffs, Water Bodies and Caves in Tundra on Blue/Green Quad, DLC Map
  • Impassable and Macro Cliff Pass, Purple Quad, Prometheus
  • Macro Cliff Pass, Landscape sculpting and water body placement in Green/Yellow Quad, DLC
  • Migrated several expensive building-related functions from BP -> native C++, comes with some fairly significant performance increases when adding building pieces to large structures, as well as a crash fix related to a recursive BP function
  • Added no RVT variants of SW Rivercliff materials
  • Added New Cave_GL_SML_001 & added Water Bodies and Caves in Swamp on Blue Quad, DLC Map
  • Water Body Pass, Macro Cliff Pass and Transition Cave Blockout, Purple Quad, Prometheus
  • Lake and river placement, landsacape sculpting and painting, Green Quad, DLC
  • Cave Pass from Swamp to Tundra transition cave on Blue Quad, DLC Map
  • Created GL_Cave_Med_01 and 02 template, created cave template assets for cave levels
  • Landscape sculpting, Water Bodies placement & Caves added, Swamp on Green/Blue Quad on DLC Map
  • Macro Cliff Pass and Transition Cave Blockout, Purple Quad, Prometheus
  • Added new Datatable for mount related data. Reworked BP_Mount_Base to support multiple mounts with data retrieved from D_Mounts. Added control rig for Moa
  • Lake and river placement, underground river cave, landsacape sculpting and painting, Green Quad, DLC
  • Added Macro to blockoff Swamp to Con-Alt, Added cliff to Blend caves in Macro & Set dress transition cave on Blue Quad, DLC Map
  • Macro Cliff Pass and Transition Cave Blockout, Purple Quad, Prometheus
  • Extended mount system to support generic, data table driven action montages. Separated out LookAt and IK control rigs for mounts. Added new control rig to drive procedural player riding animations when mounted. Consolidated mount LookAt functionality with existing IcarusCreatureAnimInstance LookAt
  • Icicle meshes x10 for Tundra/Artic biomes
  • Removed Atmosphere Controller Component From BP_SW_Cliffs_SML_03
  • Setup Swamp and Lava Biomes on Weatherman, added their options on the controllers and fixed in-game weatherman not controlling fog settings
  • Added remaining 3 variations for CF_Aspen along with 4 colour variations for each
  • Fixed repair hammer not working for clients connected to a dedicated server
  • Added Riverbank and Sculpted Landscape on Green Quad, DLC Map
  • First cliff pass in vulcanic biome, added caves and edited cave volumes in cave blueprints, Purple Quad, DLC
  • Swamp Cliff Pass, Blue Quad, Prometheus
  • Prototype meshes for geothermal pools
  • Fixed the map icon not appearing correctly for mounts. Can now specify a D_MapIcons entry for each D_Mounts row. Did a pass on shifting externally accessed mount functions into C++ instead of creating BP hard references. Mount highlight is now disabled when mount is being rode
  • Add missing MapIcon member to FIcarusMount to fix compile error - this can be tidied up further if required
  • Resave D_Mounts to fix DT validation error due to previous fix
  • Committed missing IcarusMount.h
  • Resave D_Mounts to fix DT validation error due to previous fix
  • Fixed issue with the upcoming HIGHRISE mission area requirements for particular objectives
  • Added Sulfur Pool Water MI setup with Clearness on Flow point
  • First pass on geothermal pool 01, instanced Water_SulfurPool material with tweaks to depth and colour
  • PlayerID->Colour pairings are now serialised, meaning players re-joining a server will keep their previous colour. Fixed issue where if too many unique players joined a session, their colour and map icon would remain white and uninitialised. Player colours are now managed in the GameState instead of GameMode
  • Cliff pass in vulcanic biome, created three new cliff LC stamps, Purple Quad, DLC
  • Swamp Cliff Pass, Blue Quad, Prometheus
  • Added Riverbank and Sculpted Landscape on Green Quad, DLC Map

Icarus Week Thirty-Five Update | Attachment Systems

We’re excited to be introducing our new Attachment System this week for our Week Thirty-Five update, giving you a whole new way to personalize your gameplay by customizing your melee weapons and tools with valuable new attachments. Two new benches, the Alteration Bench at Tier 3 and Advanced Alteration Bench at Tier 4 will provide your workshop for crafting and equipping 25 attachments available for a range of your melee weapons and tools. Designed for repeat use, items can have attachments equipped, unequipped and shared around, and provide some basic and creative perks, from gold collection buffs through to electro shock inflictions. Read all about this new feature below.



Attachment & Customization Benches


Two new attachment benches have been added to the Blueprint Tree, the Alteration bench at Tier 3 and the Advanced Alteration Bench at Tier 4. These benches open up a whole new world of possibilities for customizing your melee weapons and tools, allowing you to craft specific attachments, and then apply them to valid items to add valuable improvements, specializations and benefits.

These attachments will provide boosts to damage, speed, performance in their specific tasks or unique perks that add a punch to give you the edge over your foe.

The Alteration Bench at Tier 3 can craft basic attachments, while the Advanced Alteration Bench offers more advanced recipes as well when unlocked, but requires electricity to do so. Each bench does require it’s own blueprint recipe, but attachments are grouped under a single recipe in the blueprint tree to unlock.

The bench is split into two parts, the left being the space to craft specific attachments, and the right being the alteration station where you can apply and remove these attachments from valid items. This creates a singular work station from which to start generating specialization and personalization for your gameplay, allowing you to dive deeper into how you want to play the game.



Attachment Options


We’re kicking off the new Alteration System with 25 attachments available to craft, 11 base, 11 upgraded, and 3 special.

The 11 base attachments can be crafted and equipped on the Tier 3 Alteration Bench, and are as follows:
  • Melee Damage Attachment
  • Attack Speed Attachment
  • Prime Meat Attachment
  • Leather Attachment
  • Carcass Harvesting Attachment
  • Felling Attachment
  • Gold Attachment
  • Copper Attachment
  • Platinum Attachment
  • Reaping Attachment
  • Titanium Attachment

The 11 Upgraded Attachments can be crafted and equipped at the Tier 4 Advanced Alteration Bench, and are as follows:
  • Advanced Melee Damage Attachment
  • Advanced Attack Speed Attachment
  • Advanced Prime Meat Attachment
  • Advanced Leather Attachment
  • Advanced Carcass Harvesting Attachment
  • Advanced Felling Attachment
  • Advanced Gold Attachment
  • Advanced Copper Attachment
  • Advanced Platinum Attachment
  • Advanced Reaping Attachment
  • Advanced Titanium Attachment

There are also 3 Special Attachments that can be crafted and equipped at the Tier 4 Advanced Alteration Bench. These are as follows:
  • Bleed Attachment
  • Poison Attachment
  • Electroshock Attachment

While these are the first attachments available to play on day one, we are looking into the future and plan on releasing more you can craft and equip after monitoring how these perform. Keep passing on your feedback so we can innovate and bring you creative new ways to personalize your experience.



Valid Items for Attachment


Only certain items are valid for being customisable right now. This is currently melee weapons and tools, and only ones that are crafted in Tier 2, 3 and 4. Tier1 and Meta Items are currently not available for customisation, Tier 1 due to their rudimentary quality and Meta due to the advanced requirements which aren’t available to prospectors yet.

Attachments that are created will specify in the description which items they can be attached to, and which are invalid so you don’t accidentally give your knife a boost for gold collection. Each item can host one attachment at a time, but these can be removed at the alteration bench if you wish to upgrade or switch it out. Much like the items themselves, attachments can be made for your teammates and left in the bench for them to use, so co-ordination will lead to better efficiencies across the board.



Attachment UI and Recipes


As mentioned before, there are two groups of recipes on the tech tree that cover a package of attachments. These are ‘Basic Melee Attachments’ and ‘Advanced Melee Attachments’ which unlock their correlating recipes, respectively.

The new Attachment UI will include 3 different visual states to clearly show if an item is actively using an attachment or not. This will either show no item slotted, an item slotted and ready to alter, or an item with an attachment that is ready to remove.



This can be seen on both the item and in the bench, so you can quickly check what an item is currently sporting, or whether it’s in need of attention. Items will have a new slot in the UI that clearly shows the attachment slot, making it easy to sort out what you want to carry on your prospector.



When attachments are removed, they are not destroyed and can be stored separately for other uses. One of these that is important, is the need for a basic attachment in the recipe for the advanced version, so don’t go destroying these when you are seeking to upgrade.


Version 1.2.10.99574


New Content
  • Item Icons now show empty or full square to represent an attachment slot, Added extra text to item popup to represent which items can be altered, Updated IsCustomItem function to include a worldcontext so inventorycontainermanager can be accessed so we can add the glow accuratly if an item with attachments includes alterations
  • The Item Attachment Slot UI now only shows on items with attachment slots and not for ranged weapons with ammo equipped like it was
  • Adding Blueprint Recipes for Alteration, Advanced Alteration, Tool & Advanced Tool Atachment packs, Also fixed the Item Altered UI update so its state is reflected correctly, Fixing Alteration Bench BP name as it was incorrect
  • Adding a new Item popup Widget for Grouped Tech Tree Items and adding support for Grouped Tech Tree Items on the Tech Tree
  • Added recipes to attachments. - Updated attachments to provide more suitable stats. - Updated descriptions on Butchered Meat to clarify that it is Butchered Animals and does not affect the cooking station
  • Temporarily fixed D_IcarusAttachments invalid row errors
  • Removed rows of D_IcarusAttachments and D_ItemsStatic for attachments that are not required
  • Fixing build validation my removing ItemTemplate Row Entries that were not correctly cleaned up when 2 attachments where removed
  • Add basic audio implementation to alteration bench to allow sounds to be added to alteration functions
  • Alteration Bench UI Pass. Changed the colours and size of processing bar. Changed size of Alter and Close buttons. Resized Arrows
  • First pass on tree cover system modulating various ambient and global elements. Will only effect conifer biome. Standing under or within groups of trees should now sound more appropriate
  • Adding alteration bench crafted audio and events
  • Updating Alteration UI to include text to reflect the current state and prompt the players so they know what they currently can and can't do and why
  • Updating the alterations bench audio, adding it to all alterations bench recipes. Also shortening a few unnecessarily long audio regions that played longer than the sounds in FMOD
  • Submitted assets SM_DEP_Bench_Alterations_T4_A and B, created materials and added 1st pass on textures
  • Adjustments to the alterations bench sound. Adding attach and detach sounds first pass
  • Added new, more aggressive idle animation for Wolves during combat
  • Added Icons and animation to Alteration Bench UI. Animation still needs hooking up
  • Submitted Prototype for asser SM_DEP_Bench_Alteration_A and B, created materials
  • Alteration Bench Animation now Plays when players add or remove items from the UI, Marking all attachments as Core and not Development
  • Adding Localisation Text to the Alteration Bench
  • Submitted the prototype textures for the asset SM_DEP_Alteration_T3_A and B
  • Added rank 3 and 4 to the Fertile alteration so the talents Green Thumb and Speed-Gro stack as expected
  • Assigning alteration bench audio to the correct output bus
  • Added item names and descriptions for attachments
  • Hooked up Fertile rank 3 and 4 to the CraftingModifications database so crafted cropplots accept the new ranks
  • Adding Alteration Benches Meshes to the Blueprints and Giving the Advanced Alteration Bench an Energy Requirement
  • Added seperate loot entry to Buffalo carcass, allowing them to grant more meat than before
  • Adding 3 new Melee Weapon attachments, chance to Bleed, Poison and Electroshock. Removing development feature level flag from all melee item attachements and benches
  • Adding alteration bench loop audio, UMG audio and adjustments to volumes of all layers
  • Small adjustment to the alteration bench audio loop
  • Apply crafting type FMOD parameter to alteration bench audio so that we can adjust alteration sounds depending on whether the local player is actively using the bench
  • Lowering the volume of the world and loop audio for the alterations bench
  • Further small reduction to volume of alterations bench audio loop
  • Adding in switch for the M_ItemGlow material used in the alteration system, this will let us define a custom alpha to use in a datatable to override the current items alpha to better control how the glow looks on a per item basis if need be, for example strengthening the glow on the wood bow as it is a thin icon with a hole in it which blurs the glow
  • Added Sandworm Boss icon and added it to map datatable D_MapIcons
  • Adding Item Icons for the new Attachment Items. Also Fixing up Various places in the UI where alteration information is displayed
  • Adding CoolingDrink Tag to the WaterCool modifier and update the DamageOverTime_Burning allowed query to reject the CoolingDrink Tag
  • Fixing issue with Alteration Bench Activation where Clients could trigger and action locally which was not being sent to the server and getting the Alteration Benches state out of sync between client and server, this will now work correctly for clients
  • Updating Attachment Pack Names and Images to Reflect what they are doing
  • Updated advanced alteration recipes to use less carbon fiber. - Updated melee damage recipe to use iron instead of steel
  • Updating Alteration and Attachment Names and Stats
  • Added Alteration and Advanced Alteration Bench Icons to D_Itemable
  • Adding Icons for the new Alterations which will be displayed on item widgets, Alteration Benches are now marked as the Core feature level so they can be accessed, Tidied up UI for the Alteration Benches
  • Updating Attachment Pack Names and Images to Reflect what they are doing
  • Updated advanced alteration recipes to use less carbon fiber. - Updated melee damage recipe to use iron instead of steel
  • Updating Alteration and Attachment Names and Stats
  • Added Alteration and Advanced Alteration Bench Icons to D_Itemable
  • Adjustment to alteration bench loop audio volume to accomodate for long craft times
  • Updating Recipe Datatable so that the correct Titanium Attachment Item is Provided by the Recipe
  • Fixing Crash that could occur when attempting to access attachment slots on items that had not been created
  • Adding Attachment Recipes for The Titanium and Advanced Titanium Pickaxe Attachments
  • Attachment Recipes now display their rank icons so Attachments of different ranks can be identified at a glance
  • Increasing Attachment / Removal Time from the (Debug 10 seconds) to the full 180 seconds
  • Turning on Power Requirement for Crafting on the Advanced Alteration Bench
  • Adding new Attachment for Titanium Yield
  • Adding system for adding item Rank Symbols based on Tags, The Attachments will now display their ranks on their item icons
  • Added Tier Icons (Icon_Tier_1 and Icon_Tier_2) for alteration attachments
  • Fixing Alteration Bench Alteration Display having incorrect text wrapping
  • Fixing Hammers & Spears missing Attachment Slots
  • Preventing Ranged Weapons from being placeable in the attachment bench for now
  • Updated Screwdriver UV on T3 Alteration Bench V2
Fixed
  • Voxel mesh data is now saved to file rather than being fetched from the mesh at runtime and changed these meshes to not be CPU accessible anymore. This helps our dedicated server as well as improving mining performance and memory usage
  • Tweaked overcast curves for biomes to fix clouds brightening up night sky
  • Fixed issue caused when applying cave context in the right order - misordered the reverb on mammoth causing it to not feel reverberant enough
  • Fix invalid audio component reference in dropship anim blueprint which was causing error spam on dedicated server build. Also tidied up the blueprint a little for clarity
  • Fixed an issue with bolt action rifle where the spacializer override was set to 10 percent for other players, causing gunshots to be audible everywhere
  • Fixed the descriptions on many food buffs to better represent the stats they provide
  • Fixed bug in editor item creator wizard that displayed most custom D_ItemsStatic row entries as D_Actionable type. Fixed bug where selecting a preset or template in the 'Misc' section of the item creator wizard wasn't refreshing the list of modified table rows
  • Allowed the Brazier and Rustic Bench to be placed outside
  • Added new page to Item Creator Wizard that allows optional creation of new D_ProcessorRecipe
  • Fixed crash in AISpawnBehaviour.cpp when trying to clean up spawned AI without any players connected to the server. Made logging in EnvQueryGenerator_NearbyTargets Verbose to prevent spam in logs
  • Fixed an issue causing stockpile missions to incorrectly update their description if they have more units than required. Fixed clients constantly seeing the thruster on stockpile ships
  • Fixing issue where Ammo that was readied in bows would not save its custom stats & alteraions when reloading the game. This is now fixed and custom crafted arrows will now retain their properties
  • Fixed D_Biomes 'NoBiome' entry using Transparent colour instead of Black colour as biome lookup functions were expecting
  • Re-saved Glass floor support DM to fix startup material issue
  • Resaved D_DeployableSetup to resolve build validation error
  • Added a ForceShowShelterIcon boolean for deployables that aren't damaged by weather but should show the icon - like torches
  • Adding event for scorpion armored footsteps to become more appropriate
  • Fixed arrows despawning in animals before players can collect them, in world projectile actors (meshes) attached to an animal will still despawn on decay (for performance), despawned projectiles will be available for collection from corpses (skin or carry), attached projectiles can still decay (and become unavailable for harvest) during the fight, before the animal is killed, this does not affect arrows that break or do not hit an animal, but is fairer to players
  • Fixing Build Valiation Error Caused by Unsaved Datatable
  • Fixed explosive arrow audio not playing at longer distances for clients. This was due to rep distance culling of ballistics, so have added an option in ballistic audio data to switch to an alternative implementation where the impact sounds are played on the spawned payload (which is net relevant at high distances) instead. Also set up frag grenades to use this option
  • Fixed log spam in BP_AISpawner::GetTetherDebugName and BP_NavigationCheckpoint::ValidateCheckpoint when there were zero players connected to a game. Made RowHandle NetSerialization logging VeryVerbose to prevent it filling up Dedicated Server logs
  • Cave worm no longer tries to play SandWorm hit react montage when critical hit, fixes log warnings
  • Improved Wolf LookAt Control Rig; Wolves should more accurately aim at their current target when attacking
  • Fix Player can cancel skiinning by left clicking with the knife, ensure BPIcarusPlayerControllerSurvival::CanPerformInputAction listens to montage animation locks, allow the player to cancel skinning only with interact, this means that the player can not move, look, change weapons etc. whilst skinning, the only means to cancel skinning is to press interact a second time whilst skinning
  • Adjustments to scorpion armored boss footsteps to match intensity / speed of updated animation speed
  • Fixed critical hit error when non player entities fire projectiles
  • Fix Player can cancel skiinning by left clicking with the knife, ensure BPIcarusPlayerControllerSurvival::CanPerformInputAction listens to montage animation locks, allow the player to cancel skinning only with interact, this means that the player can not move, look, change weapons etc. whilst skinning, the only means to cancel skinning is to press interact a second time whilst skinning
  • Fixed an issue causing drinking water to prevent swimming applying the wet modifier and players being set on fire. Players can still use waterskins to douse themselves by using them from their action bar
  • Updating Logic so we retain drinking water causing fire to be extinguished, but modifying the cooling drink modifier so the wet modifier can now be applied as inteded. This means that players will be able to both drink water and get the cooling modifier and also get the wet modifier from entering water, which was previously blocked unintentionally
  • Fixed an issue causing Deep Ore Vein's highlight text to only show for the host
  • Fix When all stomach slots are full, eating food that gives the same buff but is a different type of food does not refresh the buff, some meat items provide the same consumable, check stomach contents matching on the consumable provided by an item rather than the item in a prepass, this means that modifier lifetime will reset when eating an item that provides the same consumable modifier as an item in the stomach
  • Corrected textures on T3 Alteration Bench
  • Added version 2 of Tier 3 Alteration Bench mesh, textures, materials, and destructable mesh
  • Attempted fix 2 for Floor Torch Niagara effects not resuming correctly on prospect resume, this time enable Reset bool and revert back to previous Set Active node
  • Fixing issue where various skinning rewards (such as basic meat) where not being scaled corrected based on player stats, they way that the scaling was done for rewards with the same min & max numbers has been swapped to a better system, this has now been corrected and these rewards will scale correctly
  • Fixed gold yield attachment recipe cost
Future Content
  • Added 3 variations of Swamp Bramble E to project
  • Added 3 variations of Swapm Bramble F to project
  • Add Inaris Crossbows to game. Not available in workshop yet
  • Fixed icon for Inaris Arrow Sets being Printed Arrows
  • Update Shortcuts toolbar to have Prometheus button
  • Added No Moss variants of all swamp mats for use in grasslands biome, tweaks to master SW rock shader to better match CF rocks
  • Enabled height based restriction for object placement quests. - Initial setup of HIGHRISE mission
  • SW_Bramble_G first pass mesh, textures and material
  • SW_Tree_SML_Dead adjustments on mesh, textures and material
  • Swamp Macros - improvements to CAC and normal maps
  • Landscape sculpting and painting, risver spline adjustments and added new Macro Cliffs in vulcanic biome, Green Quad, DLC
  • Impassable and Macro Cliff Pass, Red Quad, Prometheus
  • Grasslands Rocks - duplicated SW macros and assigned no moss mats
  • Tundra Rocks - duplicated SW macros, added snow mats
  • Created cave template assets for new cave levels
  • Adding in Inaris crossbow fire audio, event and data table entry
  • Lake and river placement, landsacape sculpting and painting, Green Quad, DLC
  • Impassable and Macro Cliff Pass, Red Quad, Prometheus
  • Added Impassable, Macro Cliffs and Caves to Tundra on Blue Quad, DLC Map
  • Adding unique load bolt audio for Inaris Crossbow
  • Adjusted the quad setup on Terrain 019 to include 2 new quads
  • Finished CAVE_LC_MED_002, Added cave voxels & cave worms
  • Finished CAVE_LC_MED_003, Added cave voxels & cave worms
  • Added Material for Undewater Swamp to fix Swamp water being full transparent from underwater
  • Add option to use cavity mask for moss generation on RockMacroMaster
  • Fixed saturation problem with moss function causing weird shadows
  • Add DT Validation for D_Biomes where Color Alpha is not 255
  • Adding test case for sending creature vocals to canyon delay. Wolf attack, agro and death
  • SW Cliffs - revised meshes+textures for cliff meshes 02 and 03
  • Edit to Rock_SW_Master shader to add AO moss, revised tiling texture set SW_Cliff_02
  • Grasslands Rocks - duplicated SW cliff and cave entrance meshes, applied no moss materials
  • Created LC_Cave_Med_02 and 03 template, created cave template assets for all vulcanic cave levels
  • Added Macro Cliffs in Grasslands biomes, Green Quad, Prometheus
  • Added Impassable, Macro Cliffs and Caves to Tundra on Blue Quad, DLC Map
  • Grasslands Rocks - added missing meshes, fixed some material assignments
  • Tundra Rocks - duplicated SW cliff meshes, added snow materials
  • SW CanyonWalls - removed incorrect LOD material slot - will add back in and correct during optimization pass
  • SW Cliff 04 - new mesh and textures, updated material and biome variants
  • Fixed infinite loading screen on Terrain 019 by adding missing volumes to generated levels
  • Fixed Play from Here loading problem, Added Impassable, Macro Cliffs and Caves to Tundra on Blue Quad, DLC Map
  • Impassable and Macro Cliff Pass, Purple Quad, Prometheus
  • Added Impassable, Macro Cliffs and Caves to Tundra on Blue/Green Quad, DLC Map
  • Add Biome map and Master PSD for Terrain019
  • Adding new skinned larkwell suit with decals
  • Removed collision from Leaf meshes for SW_Cypress_Var3
  • Removed collision from Leaf meshes for SW_Cypress_Var2
  • Removed collision from Leaf meshes for SW_Cypress_Var1
  • Added Impassable, Macro Cliffs and Caves to Tundra on Blue/Green Quad, DLC Map
  • Configured dialogue for the upcoming HIGHRISE mission. - Fixed an issue causing deploy quests to track buildings that are not yet deployed
  • Impassable and Macro Cliff Pass On Purple Quad and Deleted Hightmap From Purple Quad, Prometheus
  • Imapssibles and Macro Cliff Pass, Landscape sculpting in Green Quad, DLC
  • Adding in base implementation for the Moa, all relevant DT entries created by the AI setup wizard and base creation of anim blend spaces for Locomotion and anim BP setup, still need to properly implement skinning and corpse related assets as well as skeleton for post skinned and harvest state

Icarus Week Thirty-Four Update | Black Wolf Boss

Our third world boss is coming to Icarus in our Week-Thirty Four Update, the Black Wolf. This new apex predator leads a pack of followers and will provide a real challenge to take down for any prospector and their team. Prospectors who are able to slay this beast, will be able to craft the new Knife and Arrows from the resources gathered, after first completing the new mission provided by the UDA to hunt it down and eliminate it. LUPINE: Extermination will be available on Styx, and will require thoughtful planning and execution to be successfully completed.



Black Wolf Boss


The new Black Wolf Boss brings a new dominant predator into the fray, alongside the Sandworm and Scorpion variants which have been wreaking havoc on the surface for the last couple of months.

Currently only found on the surface of Styx, its expected he’ll migrate to Olympus’s Arctic and Forest biomes as he grows more confident. The location of his Den has been difficult to pinpoint, but players should expect if they stumble across it to be harried by swarms of his followers, giving you an indication you are wondering into dangerous territory.

The largest risk the Black Wolf poses is the unique damage it can inflict on you. It’s powerful jaw and razor sharp teeth cut deeper than it’s alike, inflicting haemorrhaging wounds which only worsen as you try to evade.

While the Black Wolf himself doesn’t stray far from his Den, his pack is often found roaming, searching for prey and controlling the territory. Any sign of them, suggests you are bordering on the edge of the kings domain. Stray too close however, and the Black Wolf won’t hold back, expect a fierce and unrelenting challenge.



LUPINE: Extermination


To introduce the new Black Wolf World boss, we are bringing a new mission you’ll need to complete on behalf of the UDA, requiring you to seek out and eliminate this threat before it becomes too dangerous. Your reward is not only your contractual payment, but the valuable blueprints for the new Knife and Arrow, craft-able with the resources gathered off the carcass. Your briefing is as follows:

// OPERATOR: UDA
// BIOME: Arctic/Conifer
// BACKGROUND: The emergence of a previously unreported wolf-like creature has resulted in devastating loss of life to teams in the area.
// MISSION: Contractors are required to eliminate the threat and will be granted access to resources from the creature.
// TERMS: Contractors will be provided with a functioning envirosuit. They will be otherwise unassisted.



Black Wolf Blueprints


After completing LUPINE: Extermination, you will receive access to two new, highly-valuable blueprints to craft, utilising the resources gathered from the Black Wolf Carcass.

The Black Wolf Knife offers the unique ‘haemorrhaging’ perk, similar to the predator it was taken from, which will inflict a deep wound that bleeds more profusely when the recipient is moving. It also sports a 175% yield benefit when using it for skinning, making it a valuable addition to your arsenal.

The Black Wolf Arrow offers the same haemorrhaging perk, but with a 100% success rate, making it deadly when striking its target. The payoff for such a powerful buff, is a much higher chance of the projectile breaking on impact, so be careful using them in the right moments, and not wasting them on weaker foe.



Changelog 1.2.9.99258


[h2]Added[/h2]
  • Adding base implementation of Alpha Wolf World boss spawner BP and entry int D_WorldBosses for spawning in world
  • Added first implementation of Alpha Wolf World Boss spawner BP
  • Added new combat dodging to Follower Wolves and Alpha Wolf. Improved Wolf LookAt anims when dodging
  • Black Wolf: EXTERMINATION, Adding base implementation for Alpha Wolf world boss mission Blueprints and corresponding DT entries. Player will have to hunt Black wolf world bosses and collect teeth to unlock new Balck Wolf knife and arrow. Currently quest points to scorpion item to complete, will switch over once new item entries are in
  • Added Alpha Wolf boss icon onto D_MapIcons and applied it to AlphaWolf on D_WorldBosses
  • Adding in Black Wolf Knife, Black Wolf Tooth and Black Wolf Arrow Data table entries to use with the Alpha Wolf world boss extermination mission. Items are gated behind item specific character flag which is granted to the players when the required mission step to craft the items is reached, updated the mission steps to point to the new Wolf items instead of the scorpion items that were there as a place holder
  • Updated name and description for LUPINE extermination mission
  • Updated names and descriptions for new mission itemsAdded Black Wolf Arrow and Black Wolf Knife Icons into D_Itemable
  • LUPINE: Extermination, Reordering final quest steps in Parent BP so return to dropship is after the Optional craft quest stages, fixed the black wolf arrow not working with bows by assigning it as a valid ammo type in D_FirearmData, fixed the wolves getting stuck on the dens when emegerging by ensuring multiple dens weren't spawning on top of one another when randomly selecting which dens to spawn, fixed the black wolf knife not having a valid skeleton due to a missed commit
  • Adding a new modifier - Hemorrhage - which deals damage periodically to whatever object it is attached to, more damage is dealt when the object is moving, it can be cured via a sutcher kit. Adding new stats for Afflicting and Resisting Hemorrhage. Applying 25% change for Alpha wolf to inflict Hemorrhage when attacking
  • Added Black Wolf Tooth Icon into d_Itemable
  • LUPINE: Extermination, updating faction mission reward for the mission and setting mission timer to 5 hours
  • Adding debug visualizer for den placement in editor to assist with the black wolf world boss spawning, a sphere will show approximate room needed to accomodate all of the dens for when the BP is toggled as a preview actor on the boss spawn locations
  • LUPINE: Extermination,adding correct talent as a reward for completing the mission, previously was none, now it rewards the D_Extermination prospect talent
  • Adding wolf howl summon event tailored for updated mission spawns
  • Alpha Wolf World Boss followers no longer spawn once boss is killed. Alpha Wolf Dens now limit possible follower spawn locations to nearby dens only (75m) instead of all den locations
  • Adding Stats and Setup for Minor Hemorrhage Modifier so it can be applied on attacks like the normal Hemorrhage modifier
  • Adjusting the close layer of the wolf howl on follower summon to be more appropriate for the event
  • Play wolf howl audio cue when alpha wolf world boss spawns pack of wolf followers
  • Adding in Black wolf world boss spawn locations in STYX and defined spawn ranges in the different styx prospects, they range from a minimum of 0 to a max of 7 potential spawns in any one prospect. Added a culling volume to the world boss wolf spawner which removes foliage actors at the den location to assist with an unobstructed fighting ground clear of trees and bushes, hooked up new mission art to the Lupine Extermination
  • Adding wolf dodge audio and event and adding it to the animations
  • Adding player specific Minon Hemorrhage to add to the black wolf knives that do less damage but stack higher than the boss specific version which does more damage but lower stack count, lowered the chance that the boss applies hemorrhage on attack by 10%, replaced the mesh for the black wolf tooth from the placeholder scale to a generic item mesh, tweaked the wolf world boss spawner den amount to be a range depending on prospect difficulty as opposed to a static value
  • Adding wolf dodge audio and event and adding it to the animations
  • Adjusting the close layer of the wolf howl on follower summon to be more appropriate for the event
  • LUPINE: Extermination: Adding in briefing and landing dialogue for the mission to better suit it being an extermination
  • Adding Character Flag to LUPIN: Extermination faction Mission Reward so item recipes are reward and the unlock display is shown on the prospect selection screen

[h2]Fixed[/h2]
  • Having too many buffs active at once pushes your character to the side in the inventory screen
  • Wapped UMG_InventoryStatusBox in a horziontal scroll panel
  • Adjusted weighting on UMG_MainInventory to keep main layout nice when box fills
  • Accolade has incorrect title and description compared to game unlock
  • Corrected accolade title and description for aluminum construction
  • Update to tree cover parameter, more representative of the area surrounding the player
  • Missions where the radar is invulnerable will now keep the radar invulnerable on relaunch
  • Fixed an issue where armor recipes say they are crafted at an Armor Bench instead of the Textile bench. Visual only change
  • Turn off tree audio debug printing accidentally left on
  • Adjustments to the cave reverb / delay. Making it more prominant while you are entering the cave and lower level details now have more cave vibe
  • Fix fillable deployables not being emptied when destroyed by their floor being removed
  • Removed prior fix specific to BP_RainReservior
  • Add generic fix to BP_DeployableBase (pickup and foundation destroyed)
  • Fixed bug where when a player was spawned into a new or existing prospect a level up widget would pop up showing how many Talent/Solo/Blueprint points you gained from your last level. Also the level up popup no longer shows +0 talent points past level 50
  • Fixed the order of sockets on the Oxite Dissolver so the 3d space appears the same as the UI order
  • Adjusting internal reverbs to better accomodate for different size structures. Smaller rooms will feel smaller, bigger rooms will feel much bigger with longer reverb decays
  • GOAP setup table can now specify custom behaviour trees to be injected into actions that support it. Added some placeholder dodge mechanics for Wolves during combat. Fixed a bug where IcarusCreatureAnimInstance wasn't correctly identifing when a target actor was 'in view' when determining LookAt values
  • Added first implementation of new ItemCreator wizard
  • Adding some shotgun gun tails for internal rooms and caves. Also adjustments to how the reverb works so that internal reverb reduces based on sheltered amount to avoid odd situations where it could sound overly large
  • Adjustments to gun internal tail conditions. Plays for local player only to avoid oddities
  • Adding in more gun tails. Will need finessing
  • Adding more gun tails for internal rooms and caves. Finessing volumes etc
  • Balance tweaks to internal gun tails. Swapped out pistol tail to be more in unison with other guns. Adjusted volume to be appropriate for the weapon
  • Adjusting logic for gun tails to paly correctly in first and third person when in shelter inside a cave. Small balance tweaks to volumes of the tails
  • Create new delegate on stat container that fires when stats of a certain category are updated
  • Add check to prevent potential editor crash when dereferencing river spline mesh, which seems to occur if exiting PIE when world is still loading
  • Update player audio shelter functions to return surface audio reflection data, and use it to set corresponding new FMOD parameters. Enables us to adjust the sound of indoor reverb when players are in structures made of different material types
  • Fixed name of Interior Wood Halfpitch and Halfpiece, so they are no longer refered to as Refined Wood Halfpitch and Halfpiece respectively
  • Fixed a typo in Wine wine text
  • Glass Doors / Windows and Other Deployables can now be crafted with the Reinforced Alteration when crafting on the glassworking bench with an active water resource connection
  • Fixing Issue where any Alterations crafted onto building pieces that after placement were not being saved in the game save correctly, players can now craft buildings with alterations like 'Reinforced Glass' and have the alterations (example 'Reinforced') exist on their placed building pieces when reloading a prospect save
  • Fixed an issue causing the Meta Extractor powersource icon to not show in the Fuel UI
  • Fix texture setting on pebbles texture causing shader to not compile
  • Fixed issue where all stackable items could duplicate an unlimited amount of time, ensure slot is refreshed to sync BP variables when all slots are filled
  • Collision fixes for various Assets
  • Fixed some cases where SK wasn't assigned PhysicsAsset
  • CollisionChecker tool now ignores ComplexAsSimple assets which can't be simulated on
  • Fixed rifle not having correct play logic for internal room tail causing it to not play in first person
  • Deep Ore Deposits tooltips now show their ore type to help accessibility for color blind players
  • Fix logic mistake in previous commit 99013 which broke player character footstep sounds
  • Placing seeds in the crop plot and then leaving and returning to prospect consumes one of the seeds in the crop plot
  • Change BP_Farming_Plot_Base from BeginPlay to IcarusBeginPlayto correct serialization order of events
  • Fixed an issue preventing angled walls to be upgraded to or from glass and aluminium
  • Fixed Hard Axe talent not applying durability alteration to crafted axes
  • Fixing issue where Deep Mining Ore Deposits highlightable components where set up incorrectly and displaying the wrong information, Deep Mining Ore Deposits In World Popups will now reflect the state of the object correctly
  • Fixed Hard Axe talent not applying durability alteration to crafted axes
  • Adding Character Flag to LUPIN: Extermination faction Mission Reward so item recipes are reward and the unlock display is shown on the prospect selection screen
  • Fixed an issue preventing angled walls to be upgraded to or from glass and aluminium
  • Adding Stats and Setup for Minor Hemorrhage Modifier so it can be applied on attacks like the normal Hemorrhage modifier
  • Fixed Alpha Wolf and Scorpion World Boss Spawners from duplicating on prospect reload. Added BP data validation to AWorldBossSpawner to prevent RecorderComponentClass from being set. Fixed issue where WorldBossManager had a chance to generate new world bosses before existing prospect save state was succesfully reloaded. Fixed Alpha Wolf Boss Character from sometimes walking towards target instead of running
  • We're now fetching driver information for AMD cards with a more reliable method - this will fix the Out-of-date Notification showing for some AMD cards that were already up-to-date
  • Fixing issue where Deep Mining Ore Deposits highlightable components where set up incorrectly and displaying the wrong information, Deep Mining Ore Deposits In World Popups will now reflect the state of the object correctly
  • Fixed Arctic Scorpion variants using wrong corpse actor, and stopped them from being carryable. Increased Black Wolf Knife durability and made it repairable with Wolf Tooth
  • Fixed Alpha Wolf World Boss not being tethered to it's spawn location (and not returning to it when drawn away by player). Increased player distance at which ambient follower wolves spawn from Alpha Wolf World Boss Dens from 60m -> 100m. Fixed Arctic Scorpion locomotion anim speed & head blocker collider being incorrectly scaled. Reduced turn rate of Arctic Scorpion

[h2]Future Content[/h2]
  • Decal LC LavaCracks - first pass textures
  • Landscape Material changes for Swamp and Lava, Textures Optimizations, Grasss type setup and MI setup for DLC1 map
  • First implementation of new critical hit system prototype. Critical hits now governed by explicit 'critical areas', these are defined by primitive colliders of any type attached to animating mesh in Character BP
  • Fix LC cliffside texture on MI_Landscape_DLC1
  • Inner Impassable Blockout, All Quads, Prometheus
  • Added SW_GrassA
  • FT_D_LavaCracks - added FT and material
  • FT_D_LC_SulfurPatch - first pass
  • FT_D_LC_ErosionRockBlend - first pass
  • Color tweaks to LC_Sand textures
  • FT_D_SW Moss variants - first pass
  • Flushed grass on Terrain_017, Outpost_002, Outpost_003, Outpost_004, Outpost_006 & Outpost_007
  • Flushed grass on Terrain_16, Outpost_01, Outpost_05
  • Finished CAVE_LC_MED_001, Added cave voxels & cave worms
  • Decal_LC_PlantDebris - first pass
  • Decal_LC_FlatRock - first pass
  • Decal_LC_DirtDebris - first pass
  • Impassibles and Macro cliff pass, Green and Blue quads, Prometheus
  • Impassable and Macro Cliff Pass, Red Quad, Prometheus
  • Added 3 variants of SW_Bramble_A to the project
  • Adjusted normal strength settings on billboards for SW_GrassA
  • Submitting Armadillodoge, carcass and respective textures
  • Imapssibles and Macro Cliff Pass, Landscape sculpting in Green Quad, and blending landscape between Red and Green Quad, Prometheus
  • Impassable, Macro Cliffs and Caves Added to Swamp on Blue Quad, DLC Map
  • Impassable, Macro Cliff Pass And Transition Cave Blockout, Red Quad, Prometheus
  • Added 3 variants of Bramble_C plant to project
  • Tweak Mask compression and fade mask on MA_tree_v2
  • Added Mask option to fade on MA_Tree_v2
  • Added larkwell suit sk meshes for testing
  • Added larkwell suit materials and textures
  • Added Color Fade and Top Darken function for MA_Tree_v2
  • Added SW_LichenA with 4 variants
  • Updated new critical hit system to support picking from multiple simultaneous area overlaps using a DT-defined priority in the future
  • Added CF_Aspen_Var1 as a test for Grass Plains biome for DLC
  • First pass on LC_LavaCold meshes 01-03
  • Added 3 variants of Bramble_D bush to the project
  • Removing Attachments Bench and Combining into Alterations Bench, Adding a T3 & T4 Alterations Bench, Adding 22 Attachments for Melee Tools, Adding Various Alterations required for the new Attachments, Setting up Tag Queries for Attachment slots so specific attachments can only go into certain tool attachment slots, added crafting recipes for the new attachments, updating prototype UI and interactions so that both crafting and altering items can be performed on the same bench at the same time
  • Fix billboard for CF_Aspen Tree
  • Imapssibles clean up, Macro Cliff pass in vulcanic biome, landscape sculpting and added water bodies around Tundra biome, Green Quad, Prometheus
  • Impassable, Macro Cliff Pass And Transition Cave Blockout, Red Quad, Prometheus
  • Impassable, Macro Cliffs and Caves Added to Swamp on Blue Quad, DLC Map
  • Updated Ponga trees with latest LODs, tweaked wind settings and added collisions
  • Submitted asset SM_DCO_StatueHyena_Bronze, created material and added textures
  • Decal LC ErosionRockBlend - tweaks to scree textures
  • Decal LC Plant debris - tweaks to FT and albedo
  • First pass on LC LavaCold meshes 04-07
  • Apply a range of audio system fixes and refactors which will be required for dedicated server compatibility
  • Main FMOD integration library function which is used to instantiate audio components will now return null if world is inaudible
  • Most audio behaviour components and actors will be prevented from initialising and binding to events etc. for dedicated server
  • Added a bunch of checks to prevent unnecessary audio-only behaviours from running on dedicated servers
  • Refactored some classes to separate server and client functionality more explicitly to enable the above checks to be performed
  • Refactored some logic which assumed that the server could check FMOD runtime data, which a dedicated server cannot
  • Improved the processing speed of the firepit to be a middle ground between the campfire and fireplace
  • Fixed CF Sandbanks LOD going from wet to dry, also added Specular/Roughness control to Rock LOD Material
  • Added subsurface RVT blend funtion to vegetation, setup swamp grass/moss types and tweaked color/blending for their shaders and billboards
  • Adding new skinned inaris suit mesh
  • Adding crashed satellite audio and event. Not currently hooked up to any blueprints
  • Added Swamp water to datatable D_WaterSetup
  • Adding new skinned female inaris suit mesh
  • SW_Tree_SML_Dead mesh and textures
  • Impassable, Macro Cliff Pass And Transition Cave Blockout, Red Quad, Prometheus
  • Impassable, Macro Cliffs and Caves Added to Swamp on Blue Quad, DLC Map
  • Added Macro Cliffs in Vulcanic biomes, landscape sclpting in Arctic and Conifer biomes and added rivers and lakes in Grassy Plains, Green Quad, Prometheus
  • fixed skinning for the larkwell suit
  • Fixed Terrain 019 crashing during world generation
  • Added test prospect setup and updated minimap for Terrain 019
  • Fix invalid critical hit area enum value in GOAP character GetCriticalHitAreas function which may have affected default critical area functionality for creature head sockets
  • LC Macro 04 - first pass
  • Double checking and fixing any incorrect cave context parameters on creatures and ambient creatures. This ensures external creatures should not be audible when the player is deep in a cave
  • Adding second variation of crashed satellite audio for better variation
  • Second pass of audio system fixes for dedicated server compatibility on various classes:
  • Includes weather, fire, dropship, dialogue, footstep, particle emitter audio
  • Mostly just disabling audio-specific functions or component initialisation where required
  • Removed the unnecessary replication of DialogueManager, and instead let each client spawn their own
  • Alteration Bench will now create an item attachment inventory if one does not already exist, Adding Attachment slots T2/3/4 melee tools, fixing up Alteration Bench UI so it draws from the correct inventory, Exposing functions in the InventoryContainerManager so they may be called and inventories created via BP, Tidied up Alteration Bench UI so it reflects the states of the Alteration Bench, You can now Alter Items by Adding and Removing Attachments at the alteration bench, the Attachment and Removal process currently takes 10 seconds each
  • Impassable, Macro Cliff Pass And Transition Cave Blockout, Red Quad, Prometheus
  • Landscape sculpting, water bodies placement and river spline adjustments, Green Quad, DLC
  • Add/Improve LODs on various assets
  • Added HIGHRISE to the prospect list for testing