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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

Icarus Week Thirty-Three Update | Time Pressure #2

Week Thirty-Three brings another Time-limited mission to Icarus, building off the positive response we got to last weeks two installments. ‘Flatline: Research’ will have you scrambling to repair a Biological Containment Pod under a ticking clock, so prepare yourself accordingly. We have also made an adjustment to how certain stat-based talents interact with their applicable deployables, and made a range of community-driven patches and fixes, thanks to your input on Feature Upvote.

You’ll also find an update on our Dedicated Servers project below, and a taste of what’s on the horizon in the near future.



New Mission - FLATLINE: RESEARCH


// OPERATOR: Group 15
// BIOME: Dry Ridge
// BACKGROUND: The Operator intends to rapidly expand exotics operations, and has put out an urgent tender for survey data, specifically around new drop sites. This exploration and mapping mission is critical to the development of this region.
// MISSION: Operator is tasked to find damaged biological containment units, further information provided on planet.
// TERMS: Contractors will be provided with radar equipment. All other risk and resourcing is the responsibility of the Contractor. Expect elevated wildlife threats.
// TIME LIMIT: 5 hours

This weeks mission involves keeping a failing Biological Containment Pod alive which collecting parts to repair and stabilize.

While you've got slightly more time than on Abyss: Research, you'll have more to contest with as a the containment pod itself must be not only kept stable, but also fed a constant supply of enzymes found on the local wildlife. Larger and more dangerous creatures are, unfortunately, the best source of these.




Item Alteration System


This update includes a lot of system preparation for work that is to be released in coming weeks. Most notably that of the Alteration System. We have been working behind the scenes to allow players to craft item attachments for various items and alter them to provide extra stats and effects. Some very basic examples are modifying a pickaxe to increase the amount of gold obtained when mining or adding a Bleed effect to Axe damage. We are using this system to create a range of item attachment prototypes at the moment, specifically for melee weapons, and have some very exciting things coming in the next few weeks.



Data Decentralization Update


Some of you may have noticed that we have added another branch on Steam - this is not publicly accessible but can be seen on sites like SteamDB. This is because we are currently testing both our dedicated servers and the process of migrating players data local files for use by the client. We are currently well ahead of schedule - mainly due to the massive effort from the team - and are preparing to provide access to various dedicated server host providers so we can get as much feedback as possible. We hope to both bring Icarus' Dedicated Server up to the industry standard and add any features that will make it as easy as possible for both server providers and players to use. We will continue to provide updates as more progress is made, but hope to get the changes into your hands as soon as possible.



Feature Upvote


We don't have the resources to see every single community post on every platform across Steam, Discord, Reddit and more so Feature Upvote is a tool to empower you, the players, to collectively highlight anything from bugs, to feature requests or balance changes and ensure that the Dev Team has visibility of it.

Since the beta weekends, this has helped us to collate community feedback more efficiently. We've been doing some work internally to improve the usefulness of this tool, as it has some trouble distinguishing old items from new, more relevant ones. We'll be trying to include links in here to Feature Upvote pages that have been addressed in this update to highlight that your feedback is useful and important. Due to limitations inside Feature Upvote, the only field available to us to remove entries from the list is marking them as 'Done'. In some cases, this won't necessarily mean it has been implemented as requested- but we'll be using it to denote that an issue has been 'addressed'. Sometimes this is to say getting additional feedback on this topic is no longer useful to us and we don't want it to impact visibility of new items rising up through the list.

As with everything we do, this is always up for change and we welcome your feedback on how this process works.



Changelog v1.2.8.98950


[h3]Additions, Fixes & Changes[/h3]

  • Adding Prospect Images for FLATLINE: Research, Setting corrected Locked State on the Talent Tree, Updating Mission Rewards to bring them more in line with the effort required for the mission
  • Updating Various Talents so they work with the new alterations system, Spear Maximum Health Alterations Now Stack, Pickaxes now have increased durability on talent upgrades, and fixed knife felling damage awarding a virtual stat and not a base stat
  • The number of Digested Enzymes that Drop when an Animal is skinned is Scaled by the number of Players Connected. A Maximum amount of time that can be added until the biological containment fails, this is based on selected difficulty. The amount of time provided by the Digested Enzymes is now displayed on the UI and a Maximum Limit is also displayed in the UI.
  • Increasing Catalytic Gas Size, Increasing Time gained from Digested Enzymes in all difficulties
  • Modified when the Catalytic Gas appears and added the Poison Modifier if players enter the gas during the FLATLINE mission
  • Reducing the number of Digested Enzymes that are gained from skinning
  • Adjusted the Catalytic Gas particle emitter so its clearer to the player that there is something dangerous
  • Made Small adjustments to FLATLINE mission objective text to reflect changes
  • Custom items no longer display a 'Star' but instead have a nice golden glow behind the item
  • Updating Bloodclaws Spawn Location During FLATLINE: Research so the creature spawns on the Navmesh without issues
  • Updating Quest Steps and reshuffled for FLATLINE: Research so the objectives are clearer
  • Adding Custom UI for the Biological Containment World Interactable
  • Buffing Bloodclaw the Unique Scorpion so it has far greater projectile resistance, melee will be the way to take him down
  • Adding Various Tags for The FLATLINE mission items and creating new inventory setups for the Biological Contaiment Interactables
  • Adding ability one a Biological Containment World Interactable to release Enzyme Gas which will casue poision damage to players within the vicinity
  • Updating Stabilisation step of FLATLINE mission so the time gained, changes based on player selected difficulty
  • Adding Item Attachments System Prototype. Adding a two new Benches Alteration Bench and Attachments Bench. The Attachments Bench can be used to craft attachements for items, the Alteration Bench can be used to place Attachements onto items. Adding protoype item attachment 'Sharp Blade' and a new Alteration 'Melee_Damage_1'. Adding new gameplay tags for Item Attachments. Updating Various Stat Retrival functions to allow accessing the item container system and therefore item attachements so they can be displayed on the UI and added to the items stat container for stat calulation during gameplay.
  • Adding Dropship Spawns & Quest markers to FLATLINE: Research so the mission can be played on STYX
  • Updating FLATLINE: Research so the Timelimit & Time Gained from Quest Objectives to be based on player selected difficulty
  • Creature Bosses in FLATLINE: Research scale based on selected difficulty
  • Adding new Unique Creature Boss for FLATLINE: Research
  • Fixes for FLATLINE: Research, Removed Slow stat from smaller Armored Scorpions, Increased Timers by 5 minutes to all difficulty levels, Digested Catalysts now provide the correct time increases, projectile resistance has been reduced slightly on all amored scorpions, the number of smaller armoured scorpions now properly scales per players base of 3, for each player add 2 to a hard limit of 10
  • Increasing the Armored Scorpions Projectile Resistance Dramatically
  • Added Smaller Armored Scorpions which appear alongside Bloodclaw, adding new enteries into the AI setups for the armored scorpions
  • Enabled the in-game tooltip for Enzyme Geysers.
  • Added recipes to the Cooking Station to allow butchering of higher quality meats, allowing conversion of other meats into raw meat.
  • Rebalanced Biofuel Composter recipes for cooked and raw meats. [Feature Upvote]
  • Deep Ore Veins now spawn on Outposts in the same way they do on Prospects [Feature Upvote]
  • Added a popup notification to the Titlescreen if the player's GPU is using a driver version earlier than our recommended driver version
  • Driver out of date notification now only shows for NVIDIA and AMD cards which are at or above our minimum requirements
  • Changed area marker for Abyssal Oxite Deep Vein to a single icon on ABYSS: Research. Updated descriptions to better guide the player of the mission requirements.
  • Fixed an issue causing the Olympus E6 meta deposit from spawning.
  • Changed Berry Jam and Glass Jars (filled with water) to allow them to be consumed from the hotbar. [Feature Upvote]
  • Removing the Item Name Prefix for Alterations as it does not work with the current system, Renaming Display Prefix to Display Name, Removing ability to build item names via Alterations
  • Update to tree cover audio - handle scenario where a tree has been partially felled, which was incorrectly applying tree cover parameters even if it was just a small trunk remaining.
  • Fixed issue where the Electric Furnace wouldn’t connect to the power network [Feature Upvote]
  • Fixed crash in editor where GFur was trying to access a pointer that hadn't been initialised yet
  • Fixed Ramp Up Stockpile question description to Concrete Mix, instead of Cement Mix
  • Scorpion Pincer Trap immobilize period now scales with Creature level. Lowest level creatures will stun up to 5 seconds, while highest level creatures will stun up to 2 seconds. Previously it was 3 seconds across the board
  • Committing Missing Json file for the Attachments Prototype
  • Fixing the Includes for the ItemData for the Attachments Prototype as it was breaking the build
  • Fixed issue where hotbar didn’t stop scrolling when scrolling through crafting inventory [Feature Upvote]
  • Keybinds are no longer reset to default when swapping from a branch with a new keybind to one without it
  • Submitting auto-generated banks and uassets For chazz's change: Adding a small amount of quad delay to the character vocal bus
  • Adding a small amount of quad delay to the character vocal bus
  • Fixed issue where unique item components were not being added when upgrading (e.g. reinforced glass) [Feature Upvote]
  • Fixing follower wolf spawn Transform Location pointing to Scale resulting in no followers spawning in the Alpha Wolf encounter In the BP_Boss_Den
  • Fixed an issue causing beams to be placed in midair on certain building types.
  • Ensure all Statue meshes use 26DOP collision rather than boxes or complex
  • Fix folder setup for Statues (don't need individual folders for different material types)
  • Removing the top Seperator for Alteration Descriptions, if they are first in the list to help clean up the UI
  • Made the separator for Alteration Descriptions thinner.
  • Fixed the modifiers for Vegetable Pie and Frostbite to give the correct modified stat (and relevant buff/debuff text).
  • Greatly improved beam placement options when placed on ramps.
  • Updating Cooking Station icon
  • MERGE: Adding Icons for the Alteration System allowing players to see icons associated with each alteration in various situations, Also adding a popup to the alteration image which displays a descripton and the stats active due to the alteration. Basically players can now see what alterations are doing on crafted devices.
  • Add Decoration Statues for Scorpion, Bear and PolarBear to Rustic Decorations Bench
  • MERGE: Quick pass on some of the names in the D_Alteration table to try and better represent what the alteration is doing, for example using Expanded instead of Extended for extra inventory slots.
  • Swapping out icons for the alteration system to ones that have a solid background to make the level of alteration more readable.


[h3]Future Content & Art[/h3]

  • Made new LC Cave MED_001
  • Impassable Blockout, Red Quad, Prometheus
  • First impassible block out on Blue and Green Quads
  • Updated Arrowhead Plant's base texture groups
  • Updated TallWeeds Bush texture groups
  • Updated Ponga Tree texture groups
  • Updated Mangrove Sapling texture groups
  • Updated Flax Plant texture groups
  • Updated Cypress Sapling texture groups
  • Updated Bog Flower texture groups
  • Updated Blackberry Bush texture groups
  • Updated Arrowhead Plant texture groups
  • Changes Landscape Test Level
  • Added tundra landscape textures
  • SM_SW_TallWeeds_Bush mesh, textures and material
  • Submitting Armadillodoge and textures
  • Imported Terrain 019 DLC map, including developer level setup and initial ingame map render
  • New LC Cave Template SML_001 Added, LC voxel added & Cave Stamps Added
  • Created Swamp template SML_002, SML_003 and edited previous swamp templates with new materials
  • LC Macro 03 - first pass
  • ROCK LC Lrg 06 - disabled RVT on material
  • Submitted asset SM_StatueCougar_Bronze into the project, created material and added textures
  • Add/improve various LODs
  • Various texture optimizations
  • DCO_StatuePolarBear_Bronze adjusted colour to match other bronze statues
  • Updated the texture group of the icarus decorative statue and added it to the prop small texture collection
  • Added decorative statues to texture collections and changed texture groups to small
  • Fixed filenames on Caveworm Statue textures. Fixed texture settings
  • Updated collisions and reduced max texture size to 1024 on decorative statue assets
  • Exposed to MPC extra options for Erosion on Impassables
  • Updated T4 Generator textures

Week Thirty-Two Update | Time Pressure

Icarus' missions have always had a time limit - but can you race against the clock to complete a multi-stage mission in under three hours? Week Thirty-Two introduces a new multi-stage, time-restricted mission which incorporates some of our original design intents with a ticking clock, alongside improvements to mission pacing and engagement to raise the stakes, and get the heart racing.

Alongside this new mission to sink your teeth into, we’ve made an array of improvements to our UI/UX and building pieces, along with adding deep ore mining veins to Outposts as part of our plan surrounding their development. Jump in and have a read!



Three hours only for Abyss: Research


Here’s your mission briefing:

Abyss: Research

// OPERATOR: Group 15
// BIOME: Ring Lake
// BACKGROUND: Unique ore deposits discovered on Ring Lake
// MISSION: Extract and research unusual ore. Monitor effects on environment
// TERMS: Initial scans detect unstable material. Proceed with caution
// TIME LIMIT: 3 hours

The Abyss: Research mission starts at the Ring Lake in the Styx terrazone, unlocked after completing the Zephyr: Expedition mission.

Of course, missions on Icarus don’t always go to plan. We’re continuing to experiment with more varied mission types and, for the first time, this mission includes an Optional Objective. If you reckon you have enough spare time to complete this extra request (to discover a way for prospectors to handle the new Abyssal Oxite safely) then you’ll gain additional Exotics as your reward.

Beware! With only three hours to complete the mission the risk of running out of time - and your character and all your gear being abandoned on the planet surface - is high. If you want to play it safe you can always purchase Insurance, which offers lower rewards but a guarantee that your character will be rescued if you run out of time.



Originally posted by author
One of the advantages of Icarus' session-based missions is that we can continue to vary and experiment with mission structures - such as shorter durations or optional objectives.

Over the course of developing Icarus we learnt a lot about how players respond to time limits. Originally we launched with a real-world timer, which was unique and not a common game design choice. The threat of permanently loosing your character and gear if you missed your deadline certainly motivated people, but when it took players by surprise returning to the game a week later, well, that it seemed unfair. In response to your community feedback, in April we changed our timer to a easier-to-understand in-game timer, although the penalty is still the same.

We also heard that some players missed the time pressure and the harsh permadeath-like penalty. So, just as we have a choice of difficulty settings, we plan to offer a choice of varying length missions. That should cater to players who like to take their time and prepare before setting out as well as those who love to recklessly race ahead.

However, we haven’t changed the time limits of any of our existing missions at the moment, so we don’t upset any of your missions-in-progress.

Jake Dodunski - Project Lead




Deep Mining Ores in Outposts


The addition of the entire 64 km2 Olympus map as a permanent Outpost has proven very popular, and we are continuing to add features to Outpost mode. From this week you can now find Deep Mining ore deposits through all the Outpost maps, providing another way to gather large quantities of materials with a Biofuel-powered or Electric Deep Mining Drill.



Key fixes


We’ve made a range of key fixes this week that improve the UI experience for our players, along with some fixes and balances to the constructibles.

You’ll now be able to hide quest UI when in a prospect by pressing numpad 7 (this can be hot-keyed if you wish), and we’ve also adjusted the critical hit numbers on screen to read out the exact damage delivered rather than ‘20x’ which required more quick math than we had intended. We’ve also made some changes to armors impact from storms:
  • Fixed the damage type of many tick damage sources to no longer cause damage to armor, notably storms. This means the damage taken from storms will no longer be prevented by armor, but armor will still provide exposure resistance. This means you will take more damage to your base health, but your armour will not deteriorate

We’ve also implemented some fixes to our constructibles and their interactions with deployables and weather elements.
  • Fixed an issue where Concrete Items Crafted in the Cement Mixer would recieved the 'Reinforced Glass' Stats unintentionally
  • Reduced Water Consumption on Glass Bench from 1000 to 250 - Upping Water Consumption on Cement Mixer from 100 to 250
  • Added the long awaited Glass Floor buildable
  • Fixed an issue with deployables losing shelter if they were placed on a Frame and then a Floor was placed on top of the same Frame, overlapping the deployable


Changelog v1.2.7.98644



    [h2]Added[/h2]
  • Added Mission: ABYSS: Research.
  • Fixed tagging on ABYSS: Research items.
  • ABYSS: Research, added area indicator for first objective. Fixed multiplayer objective tracking.
  • ABYSS: Adding item icon for Environmental Monitoring Station in D_Itemable
  • ABYSS: Research, fixed monitoring station balloon interaction. Rescaled pacing on optional objective.
  • Mission fixes for ABYSS: Research, rewards are available, tooltips fixed, multiplayer progress shows properly, recipes updated.
  • Configured ABYSS: Research dialogue, descriptions, timer and rewards.
  • Corrected Feature Level and Added Talents for ABYSS: Research
  • Implemented final core gameplay for ABYSS: Research, pending polish.
  • ABYSS: Research mission framework in, pending assets and tree toppling.
  • ABYSS: Research, additional content. Pending finalization, testing and polish.
  • Initial setup of ABYSS: Research mission.
  • Added Glass Floor Pieces.
  • Adding Deep Ore Deposit spawn points to outposts 1-5
  • Added a keybinding to show/hide the Quest UI (Numpad 7 by default)
  • Adding new mission Items Partially Digested Enzyme, Biological Contaimment Power Source, Enzyme Containment Unit
  • Adding new Session Flags for Enzyme Containment Unit
  • Adding new functionailty so creatures can add items to their contence based on session flags
  • Add unique screenshake and muzzleflash effects for each projectile weapon (Pistol, LeverAction, BoltAction, Shotgun). Weapons now project light when muzzle flash plays.
  • Moved a bunch of Debug logic into a separate function in BallisticBehavior Base. Added some Trajectory debugging.
  • Tweaked notifier in Pistol reload montage so that it finishes the animation before allowing the next shot to take place


    [h2]Fixes[/h2]
  • Fixed the damage type of many tick damage sources to no longer cause damage to armor. Notably storms.
  • Fixed issue with deployables losing shelter if they were placed on a Frame and then a Floor was placed on top of the same Frame, overlapping the deployable
  • Fixed the crash which would happen by closing the game during an active weather event
  • Map Icon for scanned Exotic deposits will now persist between sessions
  • Resasving Inventory and Quests Datatables as there was unsaved changes when committed files related to the new Missions
  • Fixing KillCam Damage numbers so they display the actual value dealt and not the artifically inflated values
  • If a prediction triggers a KillCam, the damage will guarentee a kill on hitting the target
  • Kill cams will only guarentee a kill on hit if the target is the same as the one in the KillCam predicted - this means, if a boss or other creature gets in the way after a KillCam prediction has occured, the boss or other creature will not be insta-killed if it is not the predicted target"
  • Fixing issue where Concrete Items Crafted in the Cement Mixer would recieved the Reinforced Glass Stats unintentionally
  • Reducing Water Consumption on Glass Bench from 1000 to 250
  • Upping Water Consumption on Cement Mixer from 100 to 250
  • First pass of audio terrain zone FMOD implementation. Base pass on Narrow, Medium and Wide canyon delay. Removed blend sends from quad delay.
  • Cleaning up bad file commit in source art Script Folder as per request
  • Improve reflection audio debug - create new log category and use it to activate visual debug too. Code review tweaks to audio reflection system. Remove deprecated reflection system from BP_PlayerEnvironmentalAudioComponent.
  • Attempted fix for Floor Torch Niagara effects not enabling on rejoin of a Prospect
  • Spam left clicking does not consume stamina
  • Fixing issue with Sprinting while under the effects of BaseStaminaActionCost_+% costing no stamina
  • Adjusting audio for updated geyser effects. More intensity and additional bonus splash at the end. Adjusted play rate to fit updates better
  • Additional FMOD quad delay parameters which set weighted averages of left and right strength results. Will be implemented to pan delay channels away from adjacent cliffs etc.
  • Adjustment to geyser audio volume and burst rate to match with intensity better
  • Adding in geyser burst audio and blueprint functionality. Will require looped Niagra effect (coming soon)
  • Audio terrain zone heatmap functionality. Allows us to set up heatmap gameplay textures to define zones in each terrain for audio-specific purposes. PlayerEnvironmentalAudioComponent samples the map and uses the results to set global FMOD parameters defined in a new datatable - this can be expanded to include other functionality. Have included a WIP test texture but havent assigned it in D_Terrains - audio team will test drive before we commit to using this.
  • Minor ProjectionComponent refactor. Projection widgets should now have their fade in/out distance set by component only. Fixed some projection widgets not fading in and out correctly. Hunting blood trail direction indicator now stays visible as long as player is near (as long as trail has been interacted with previously). Slightly increased range at which you can see other players names. Added name widget to mount. Removed player name when riding mount
  • Small adjustments to the quad delay (reduction by about 2db and slight eq tweaks) for better subtlety. Also adding biome specific impulses
  • Fixed issue causing glass angled roof pieces to have incorrect materials when destroyed.
  • Updated Dry Run: Expeditions map markers to use the latest systems. This fixes a bug in the old implementation. Fixed the location registration of the cave objective.
  • Set up new convolution reverb routing based on biome group. This is a starting point to give us more flexibility around how different areas broadly defined areas will sound - further tweaking to follow.


    [h2]Future Content & Art[/h2]
  • Added recorder component to Mounts. Mounts are now tied to a CharacterID owner/tamer. Mount names can be edited by their tamer and serialise for reload. Added saddle item to be used with mounts, you can only ride a mount if has an equipped saddle. Improved mount tooltip. Mount interaction is now done through the Character instead of the attached saddle. Added native mount base class. AIcarusCharacters now support Recorder classes and orchestration event binding in blueprint
  • Added interface for interacting with mount inventory and equipment. Added ability for mounts to be named (only on server currently). UMG_DarkTitlebar is now localization friendly. Everything that was referencing UMG_DarkTitlebar should now be linked correctly to our string tables. UI Stat displays now support non-player targets. Mount AISetup now has Developer feature level.
  • Added Mission: FLATLINE: Research - locked?
  • Adding new Mission FLATLINE: Research - Where prospectors will need to stabilise a damaged biological containment unit
  • FLATLINE: Research is playable from start to end
  • Locked FLATLINE: Research behind Development feature level
  • LC Cave Entrances 01 02 - first pass
  • Created Swamp Cave 01 template and stalagmite stamps
  • Added SW_Cypress_Var3
  • Added SW_Cypress_Var2
  • Added SW_Cypress_Var1, including first pass of chopped tree BP
  • Created A New Test Level, To Play With New Assets And Block Out Concepts
  • 2nd pass on Swamp Macro 03
  • Fixed Random floating lily pads on Blue/Red/Yellow Quad, Styx
  • Submitted asset SM_DCO_StatueGrizzly_Bronze to the project, created amterial and added textures
  • 2nd pass on Swamp Macro meshes 01-02
  • Updated compression on the wooden roof RMA map to match reflectivity to other wood pieces.
  • Fixed random lily pads floating on map in Green Quad, Styx
  • SW Cliffs - temporarily swapping out incorrect LOD materials
  • First pass on SW cave entrances
  • Added a new destructable mesh for the dropship made from the crashed dropship debris assets.
  • Second pass on swamp macro 5, tweaks to master SW rock shader and tiling textures
  • Improve grass types allowing them to appear farther in the distance. Fix SM LOD distances do they swap out sooner to improve perf.
  • Added more cliff stamps for volcanic biome
  • Made swamp cliff stamps for new DLC biome with SW Rocks
  • Create cliff stamps for new Volcanic biomes
  • Made cliff stamps for Swamp biome with new SW rocks
  • Updated blackberry bushes with damaged leaf textures and tweaked LODs
  • first pass on small swamp rocks
  • First pass on Medium swamp rocks
  • First pass on LRG swamp rocks
  • DCO_StatuePolarBear_Bronze mesh, textures and material
  • Added temp collision and LODs to Swamp Macro meshes
  • LC Large Rocks - mesh, textures, materials added
  • LC Medium Rocks - meshes, textures, materials added
  • LC Small Rocks - temp LODs and collision added, material tweaks
  • LC Cliffs - temp LOD and collision added, material tweaks
  • Added Terrain 018 as a test map for artists
  • Delete prototype assets for swamp water
  • Added swamp surface function and required extra MFs and textures, changed MA_UniversalWater to include option for swamp
  • Removed the flickering from the arrowhead plant bilboard shaders
  • Updated flax plants bilboard shader to remove two sided flickering
  • Added 3 variants of the arrowhead plant to the project.
  • First pass on swamp Macro meshes
  • Submitted the asset SM_DCO_StatueScorpion_Bronze to the project, created material added textures

Icarus Week Thirty-One Update | Community Feedback #1

This week, we’re celebrating some of the great suggestions our community have given us, along with our new ‘Free Build’ tool for our construction mechanics.

You’ll also find improvements to the entire building system with the addition of some new constructible variants and the return of some old ones. To cap it off, we’ve made it easier for those who wish to mod Icarus to access core game data.



Free Build


Builders, get your hammers. We’re introducing Free Building options to Icarus, giving you the ability to construct structures without having to follow the laws of ‘snap-placing’ as you have done so far. This mode can be toggled on and off with the Home key, which will allow you to place your constructible in the exact position you’re envisioning. You can also press End to unfocus the current grid that you are snapping to.

With great power, comes great responsibility, however. Our physics system is still in effect, so be aware that your constructibles will still need to be supported properly to bear any weight or maintain integrity, so pay attention if you want to get creative.

To take it one step further, we’ve also added the ability to nudge pieces up and down (with PageUp and PageDown keys by default) so they don’t clip into the landscape around you, allowing for more refined buildings. Again, you will still have to provide adequate support, so if it’s floating - you’ll have a problem.

Free Build is ideal for the more advanced builders, but ‘snap-building’ will still be the default so don’t worry if you prefer a simpler system - this won’t affect your experience.



Building Improvements


We’ve added/re-introduced a bunch of constructible variants alongside our Free Build option to give you more variety as you take to your hammer and nails. Double doors and windows are now available in thatch, interior wood, glass and concrete and aluminum walls, completing the set.

We’ve also improved the durability of reinforced glass, which will now have the same endurance as stone building pieces, ideal for those stormy nights in the arctic.



As noted in the past we are laying the foundations for how to improve the T4 and above experience. The last six months have taught us a valuable and hard lesson in how we need to approach the late game, how we need to blend the experience of building bases with the excitement of doing missions - but mostly how delicate achieving this is. As such, expect that we have a great deal more work to do here. Improving the building mechanics, outposts, balance, and pressures from enemies are vital steps to take towards improving the late game.

As always, please do let us know both here, on discord, and in feature upvote. We do take all this feedback on board, while still being careful to make cautious steps forward.



Modding Support Efforts


As part of our commitment to make the game more accessible to the community to run servers, evens and mod we reached out on a community subreddit for ideas to help support these efforts. One suggestion was to start shipping "PDB" files with our builds. This gives a rough sort of blueprint about how we built the game, and is useful to those making mods or cheats. Normally these aren't shipped with commercial builds but they will help a great deal with modding. Additionally, they provide more information for us to source crashes and bugs.

We will continue to work with the community to look at how we can expand content that can be changed and manipulated for new and exciting experiences by those in the community.

Our studio Stationeers Team celebrates! Check it out!


We have a number of projects across different teams in the studio, spanning a multitude of backgrounds and experiences. One of the great benefits of this is our teams being able to share ideas and approaches - both those that work and those that don't. All our teams have spent the last six months as part of a process of applying a "lessons learned" from the past to revamp and redevelop our studio, and it's approach to games across all our teams.



Recently the Stationeers team released a massive refactor, changing entirely how the game worked resulting in huge optimizations both for singleplayer and multiplayer. The game is now on a special weekend sale, and rocketed up to the top fifty global sellers. In fact, in the last few hours we sold 1% of the total copies sold ever for the title! We're all enormously proud of the team, and encourage you to check the game out. You'll notice a lot of the same approach to regular content, transparency, and developer relations.
[h3]We strive hard to get better at everything we do, sharing our process mistakes and all with the community. We work hard to maintain our independence and open approach to development. If you like what we do and how we work, please do consider checking out our other titles[/h3]


https://store.steampowered.com/app/544550/Stationeers/

UPCOMING: Work on DLC and major future plans


As part of making our process fully transparent, and making builds easier, you will see a lot of early work being committed to the changelogs that don't appear in the game properly yet. This is important because it means we spend less time making these posts and changelogs, and more time working on the game. Additionally, it means users have an idea of these changes going in - as even though they aren't fully enabled they may cause bugs. So there are several upsides in sharing our interim progress with the community.

I was recently in a meeting watching the work on Mounts, and was extremely excited for what this means for our plans with the DLC. While this might seem odd compared to doing vehicles, mounts offer us a safe interim step as transport options. Additionally it has fitted in very well with our existing systems for animals. We're hoping we might try showing off some of the work in progress on future streams, and share some of our internal processes so you can be part of the journey as we add this to the game.
[h3]As noted previously, the major DLC will also be released with a free update to the game, striking a balance to not lock too much content behind a DLC and fracture the community. Additionally, we will be making the DLC as permissive as possible so that if some don't have the DLC it won't cause issues playing.[/h3]
UPCOMING: Work towards Dedicated Servers and Decentralization


Better than expected progress has been made on this regard, so we are advancing our work towards having some limited external testing with game server providers. We will continue to provide information and discuss on Discord how we are looking at approaching various challenges as we roll this out. Our team, at this stage, are keeping quite an open mind - opting to get the tools working using the rough approaches before settling on firm decisions for functionality.

Community-driven Changes


Our community feedback system FeatureUpvote hit a milestone this week of 100,000 contributions through tickets, comments and upvotes. It’s crazy to us that so many of you have poured your time and love into this game, and we’re celebrating with a slew of bug fixes and changes, as suggested by you guys.

[h3]Outpost Drop Zone selection[/h3] View on feature upvote
Changed how players return to Outposts instead of always returning by dropship:
  • If you leave by "Return to Character Select" button then rejoin you'll return to the place you left like on normal prospects
  • If you leave by dropship you'll return by dropship and bring with you the loadout you selected

[h3]Concrete Durability[/h3]
View on feature upvote
  • Increased concrete building pieces durability.

[h3]Incorrect Prospect Difficulty[/h3]
View on feature upvote
  • Fixed incorrect difficulty of Prospect shown in Join Prospect screen

[h3]Wood Composter not making fertilizer[/h3]
View on feature upvote
  • Fixed issue causing wood composter recipe to not process

After 100,000 contributions, it’s safe to say you guys have had a big influence on what we do. Many of the most popular requests have already made it in to the game, such as talent respecs, an in-game timer, Olympus as an Outpost and even carrying torches and picks at the same time. We’ve come a long way since the ‘dark ages’ of blind mining. Thank you all again for your help.



Changelog v1.2.6.98371


  • Changed how players return to Outposts instead of always returning by dropship:
  • If you leave by "Return to Character Select" button then rejoin you'll return to the place you left like on normal prospects
  • If you leave by dropship you'll return by dropship and bring with you the loadout you selected

[h3]Free Build/Building Update[/h3]
  • Added ability for players to turn off auto building grid focus(Home Key), to allow players to place building pieces near one another without grid snapping being enforced. Buildings placed on separate grids will not provide structural stability to one another.
  • Added ability for players to manually adjust the height of newly placed buildings grids (PgUp and PgDn keys). Buildings must still properly touch an anchorable surface to receive anchored stability.
  • The Defocus Grid command (End key), in addition to starting a new grid, now also resets grid auto focus, and resets grid manual height adjustments.
  • Fixed an issue where terrain trace hits could fail to snap to buildings and also not allow new building placement.
  • Added double doors and windows to thatch, interior wood, glass, concrete and aluminum walls.
  • Added keybindings for building Unfocus Grid and Raise/Lower Grid
  • Reinforced Glass now comes with a health and wind resistance buffs so its on par with stone
  • Removed wood beam variant that is not yet implemented.
  • Increased concrete building pieces durability. [Suggestion] Concrete Durability should be higher than stone
  • Add average quad reflection strength audio parameter and use for some basic automation of reverb volume - audio team will do another pass for further tweaks. Renamed all quad delay FMOD parameters for better clarity on what they now do.
  • Adjusting quad delay from audio group feedback session.
  • Adding quad delay tweaks as a starting base point for testing
  • Adding new event notify for when a player launches a dropship
  • Updating Exploration and Recon missions with extra quest step explaining that launching their dropship will end the mission, removed the interact trigger that was previously used as it was confusing to players
  • Committing missing outpost file which was causing a build break
  • Fixing up missing talent widget which required pins to be refreshed after modifying underlying data structure
  • Adding new outposts table to store extra setup data such as mission / flag requirements to unlock
  • Remove unnecessary values from D_Talents json and pointing outpost talents to use the new outpost row handle for setup
  • Reducing outpost talent setup to be the base talent setup with the appropriate extra data so we arent storing information no longer required
  • Added a description to the crocodile and kea carcasses.
  • Fixed incorrect hardcore and insurance settings in Join Prospect screen
  • Fixed incorrect difficulty of Prospect shown in Join Prospect screen [Bug] Mission difficulty not visible when joining a session
  • Fix crevasse audio not working. BP_Crevasse needed an update in order to work correctly with recent changes to AudioListenerCollider.
  • New FMOD parameter which can be used to make mix adjustments when the player is under cover of trees. Updated existing FLOD overlap check behavior to perform an alt test using a smaller radius which seems to do the trick. Not yet implemented in FMOD.
  • Set grass density to 0 for unused grass type that was getting generated
  • Removed Wood Composter workaround as this has been fixed.
  • Further fixes to wood composter processing.
  • Fixed issue causing wood composter recipe to not process. [BUG] Wood Composter timer for making fertilizer is broken
  • Adding a system which allows adding extra stats to crafting benches if the crafting bench has an available resource of a specific type
  • The Glassworking bench can now be connected to a water network
  • Adding new stat for Reinforced Glass
  • Crafting Glass building pieces at a Glassworking bench which is connected to a water system will be produce Reinforced Glass which increases the building tier by 3 making it the same strength as stone building pieces for stability and weather damage
  • Take fractional millijoules into account across ticks. When ticks are very small sometimes the increment is less than one (an int). Also means we now track the displayed remaining build time in seconds more closely. Problems were specifically reported on the Wood Composter.
  • Adding some Hint text which displays on the Glassmaking Bench to let users know they can now craft reinforced glass buildings with an active water connection
  • Added blackberry item to the project
  • Fixed Rain Reservoir not resetting stored water when the floor below it is destroyed.
  • Fixed typo in Polar Bear Head Armor flavor text
  • Added MF_Dolerite to M_RockMacroMaster
  • Ensured all Knives and Axes are throwable, adding support to Shengong, Printed, Machete and Taxidermy items, Fixed some Physics Assets
  • Modifying Error Text when there is no stat description from No Stats to Undefined Stat Description and adding a stat description for Overencumbered so the Heavy modifier no longer displays No Stats
  • Tweaks to Meta Smoke and Explosion
  • Adjustments to Meta Mista and Eruption VFX, also set delay to 0 for SFX
  • Improved description on Healing and Strength Boost modules and their modifiers to clarify buffs do not apply to wearer
  • Add icons for new Thatch, Stone, Iron, Glass and Concrete Double Door/Window building pieces
  • Fix default settings for Icon Scene for Building Walls
  • Changed font colour and added background blur to bench description.
  • Tweaks to Meta Smoke and Explosion
  • Updating Glassworking Bench and Electric Extractor Power and Water Resource Connection Points so they make more sense with the objects they are connecting to
  • Fixed crafting bench description UI.
  • Fixed glass door texture when damaged.
  • Allowed glass doors and windows to benefit from reinforcement upgrade.
  • Re-enabling the in world tool tips for resource networks which where accidently removed during a previous refactor

[h3]Art[/h3]
  • Added first pass for SW_Cypress_Var1 2 and 3 SpeedTree imposter
  • Added validation check function for gfur components
  • Edited underwater LOD materials, added a cave, cliffs and decals, added ore deposit and polished riverbanks and landscape, Desert Outpost 007
  • Added SW_GroundCoverA with 4 variants
  • Updated collision, added RVTs to shaders and tweaked normals on billboard for SW_Mangrove_Var1
  • Fix several Enzyme Geyser misalignment with terrain in Olympus
  • Fixed landscape blocking cave in I7, Green Quad, Styx
  • Fixed shadow geometry meshes for angled stone roofs
  • Added missing physical materials to desert impassables