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Icarus Week 208 Update | Dangerous Horizons Expansion News & Wall Storage

Welcome to Week 208.

This week we unveiled the Critical Mass trailer which acts as a teaser for our next major expansion Dangerous Horizons!

[previewyoutube][/previewyoutube]
For our regular content this week we've added three new recipes to the existing storage cupboard blueprints to allow you to craft some new cupboards that can be put on your walls.

Next week is a very special week for us - it will mark four years since the official 1.0 launch of Icarus! We will be doing a developer livestream as well as releasing a brand new outpost.

Notable Improvements:
  • Improved the way Juveniles calculate their follow distance while you are mounted, which should prevent them getting under your feet as much
  • Improved Taming mechanics for trapped animals so that their progress is less likely to get stuck
  • Updated icons on juvenile taming tooltip to make shelter requirement look less like sleep, make it more obvious when tame is too hot or cold

[hr][/hr]
Dangerous Horizons Announcement


As many of you may have guessed from recent weekly news posts and patch notes, we’ve been hard at work preparing for the release of our next major expansion: Dangerous Horizons.



Dangerous Horizons takes prospectors to a brand-new region on Icarus - Elysium, a fresh map filled with unique challenges. The expansion introduces a full narrative storyline and mission chain, the long-awaited Tech Tier 5, new biomes, new bosses, new armours, oil, creatures, tames, mounts, radiation, tools, and even a laser sidearm. It’s no exaggeration to say this may be our biggest expansion yet.



As with all our expansions, a substantial amount of free content will launch alongside the paid features. And, as always, if the host player owns the expansion or DLC, all players in the session can access the new content at no additional cost.



We’re excited to share more details through livestreams, patch posts, and hints in upcoming weekly updates. Wishlist Dangerous Horizons and make sure to check back each week to see what else we have in store.


[hr][/hr]
This Week: Wall Storage


This week we’ve added three new small wall cupboards that can be attached to walls - offering more flexible storage options for your bases. The new cupboards come in three varieties: wood, refined wood, and metal. You won’t need any additional blueprint points to unlock them, as they use the existing cupboard blueprints. Each wall cupboard has roughly half the number of slots of its floor counterpart, costs about half as much, occupies less than half the space, and provides the added advantage of wall placement.



We’ve also performed a balance adjustment on the existing cupboards: refined wood cupboards (both the original floor-standing versions and the new wall variants) now sit between the regular wood and metal options in terms of inventory capacity - clearly defining a mid-tier category among deployables.


[hr][/hr]
Next Week: Frostfall Outpost & Icarus 4 Year Anniversary


Join us on twitch.tv/rocketwerkz for a special livestream at 9am NZT where we reflect on four years of Icarus Weekly updates.

We will also be releasing our first multi-biome outpost called Frostfall. An experiment into how far we can push outposts and where we try our new world building techniques.


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

https://store.steampowered.com/app/3315290/Icarus_Great_Hunts_Campaigns/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog 2.3.19.145194-rel-GreatHunts


[h3]New Content[/h3]
[expand]
  • Setting up and unlocking small cupboards (Wood/Refined/Metal)
  • Adjusting Inventory Sizes for the Small Cupboards and interior cupboard so they are not tierified (wood
  • Small pass on Cupboard Crafting Times as they where slightly too quick
  • Small pass on T3 Tech Tree cleaning up spacing for new blueprints
  • New Small Wall Mounted Cupboard use the same unlock BP as the existing cupboards
  • Unlocked Metal_Cupboard_Small ItemTemplate and add DTValidation to processor recipes to detect active recipes with devlocked ItemsStatic/ItemTemplate rows
[/expand]

[h3]Fixed[/h3]
[expand]
  • Fixed a number of typos
  • Changed F to Interact on a couple of umg strings
  • Fixed an issue where the Dribbo was incorrectly described as a herbivore
  • Updated icons on juvenile taming tooltip to make shelter requirement look less like sleep, make it more obvious when tame is too hot or cold
  • Glass master shader now has glass PM by default.
  • Add AlbedoColor multiplier for tinting the glass.
  • Fixed issue where AI that were dynamically spawned to eat from baited traps were being cleaned up when player moved too far away
  • Fixed issue where trapped AI would attempt to eat from other baited traps even though they couldn't reach, preventing them from eating nearby corpses instead
  • Remove additional check preventing materials from being in sync with Electric furnace state. Increase emissive texture resolution to 2k and tweaked material so the LCD looks better. Add additional supporting light for active state
  • Fix highlight issue on cake pieces by disabling collision on pieces that have been taken
  • Increased precise reach target height multiplier on juveniles to prevent them from getting too close when trying to follow a mounted player
  • Improve collision and LODs on MetaGel mesh, remove DF and optimize textures from 2k to 512.
  • Fixed dithering effect on alpha for the Mangrove Seedling leaf material
  • Mount saddles now always render if owning mount is currently rendered
  • Fix a hover debug tool isn't working on clients
[/expand]

[h3]Future Content[/h3]
[expand]
  • Committing missed Steel Barrel Meshable Datatable update
  • Adding Dragonfly Nest Mesh to the Spawner Blueprint
  • Setting up Oil barrel so you can carry it correctly on you back using the new mesh
  • Updates Meshes in the Advanced OEI
  • Removing duplicated blueprints for the landing pad and OEI
  • wip far view radiation FX
  • PricklyPear: Add fiber to loot. Add new Raw_WetFood to recover even amount of Water and Food
  • Agave: Now gives small amount of Tree Sap (50% chance when harvested, 75% with axe)
  • Change Truffle surface type from Plastic to Cactus to better suit audio
  • Raptor mount should no longer idle on four legs
  • Added crouch support for Raptor that decreases it's threat and the cost of movement speed
  • Fixed an issue with Raptor where removing a modifier at the same time as dismounting would make the icon persist when you hopped back on
  • Both raptor mounts now start with their attack enabled, removed related talents from trees
  • Fixed a number of issues with raptor loco and animbp
  • Slightly adjusted hand target positioning for raptor mount
  • Added voxels in the Arctic Blue Quad, Elysium
  • Adding first pass batch of flesh sac floater audio files and events
  • Added UDA sign materials and textures, record art assets, and magazines for Eden set dressing
  • Ely - mesh placement in mission 3 cave and tweaked rotations of QMs to align doors with walls, red quad
  • Added first pass T5 metal alloy armor sk, textures and materials
  • Updated SK meshes for synthetic armor and added textures and materials. Also updated D_Armour - WIP
  • Fixed firefly FX culling on angles due to Fixed Bounds being too small
  • Update Fuel/Elec positions on Organic Extractor. Increasing some T5 Bench textures to 4k, reduce some to 2k
  • Clarify what organic matter is in Organic Extractor description
  • Fix Geothermal to Volcanic biome transition map painting
  • Added heavy attacks to Abomination
  • Fixed alert widget location on Abomination
  • Abomination now plays emerge montage on spawn
  • Added heavy hit reacts to Abomination upon reaching half health
  • Added sweep attack niagara particle to Abomination
  • Fixed Abomination swim height
  • Fix Raptor Mount status locator position
  • Tanks will now fully resist immobilize and 75% resist to slow.
  • Flying tank 33% projectile resist while Flightless gets 50% resist.
  • Increase flightless min health from 5500 to 7500.
  • Change carcass bones size to large for both tanks
  • Adding radiation level parameter for tracker or needle
  • Added textures for the TPS Spray Paint Decals for use in Elysium missions
  • Add 'Force Shallow Water Points' to WT_Lake / WT_Fishvolume for generation of water points in shallow water (like geothermals)
  • Adding various Radiation UI sounds. Injection consume sound and more appropriate blood transfusion table setup. Also adding potential radiation tracker event and radiation gauge audio
  • Added Cliffs and Landscape sculpt in the Arctic Red/Blue Quad, Elysium
  • Ely - added water points to geothermal lakes, red quad
  • ELY3 - Resaving Defence to adapt to new terrain
  • Fixing issue with the prebuilt code which was preventing splines from being saved
  • ELY4 - Rework of Mission 4
  • Syringe mesh now uses GLS shader which supports Panini for FP view.
  • Add new yellow syringe material for antiradiation injection mesh.
  • Antiradiation transfusion is no longer held up in FP (no mesh).
  • Add temporary mesh for Antiradiation tonic which is held up in FP
  • Fixed a number of issues with juvenile raptor AnimBP, Control rigs
  • Fixed Juvenile raptor not eating/sleeping properly
  • Ensured raptor idle anims are using the 2leg variants, not 4leg
  • Queen - Heavy attack now shoots a very quick barrage of pillars from the ground that then detract soon after
  • Added Cliffs and scree slope to the Arctic on Blue Quad
  • Added the flesh sack floater creature art assets to the project
  • Ely - mesh placement in mission 3 cave, red quad
  • Missed file in prior commit (multitasking poorly)
  • Ely - adjustments to rock meshes and added new variant of bat nest for radiation zones
  • Added a version of the Steel Barrel, called SM_DEP_Steel_Barrel_Back, for the player to carry on their back, with straps added
  • Don't spawn sulfur worms on top of other worms
  • Adding large batch of drone death vocalisations to add variation
  • Increase in volume to initial debuff radiation for better urgency and awareness to the player
  • Ghost Croc's submerged camera shake should no longer occur when stationary and should scale in intensity based on current speed
  • Adjusted lerp speed of Ghost Croc's sand mound mesh
  • Added dialogue rows for ELY character audiologs
  • Correcting ballistic audio data and raptor footstep range increase
  • Added Exotic and Set Dressing Cave on Yellow Quad, Elysium
  • Added player crafted OEI Landing Pad, including all SMs, SK for lights, and custom LODs, using existing materials and textured for the large landing pad. Also added a BP made from the existing landing pad and added the new meshes at half scale
  • Adjustments and balances for sulfur cave worms emerging so the water splash sounds are in line with the movement and emerge
  • Adding sound additional layer into geo area
  • Radiation Modifiers - Removed 'remove on death' checkbox so the players radiation and the poison modifier match after death
  • Mix and balance pass of abomination
  • Fixed Flare Gun item icon being too tiny
  • Reimported fixed abomination anim assets
  • Updated the Tundra monkey carcass textures
  • skinning issue quick fix for TEI NPCs
  • Fixed issue where oil geysers were duplicating on reload. Will not remove duplicates from existing prospects
  • More abomination audio notifys
  • Adding lots of additional abomination sounds and audio events to new and existing animations
  • Ely - removed cliff blocking entrance to mission 3 cave, red quad
  • ELY4 - Prepare Steps now have more information and are optional
  • ELY4 - Adjusting Prebuilt to have required Medical Equipment
  • Adding Spider to Geothermal Spawn Zones
  • Adding new stat and modifier to prevent certain objects from being saved as prebuilts which should deal with the issues with multiple versions of the same deployable appearing in when the level reloads
  • Adding Unobtainable modifiers to the ely communicator and landing pad
  • Adjusting Industrial Tool Stats so they have proper inheritance and are common rather than super bespoke
  • Adding Tooltypes for Chainsaws and Jackhammers so they inherit the correct stats
  • Setting up new tags for Chainsaws and Jackhammers for tooltype enum assignment
  • Slight Adjustments to Chainsaw and Jackhammer Stats
  • Adjusting Jackhammer Stats so they no longer have [DNT]
  • Fix LODs on new Stone fortification meshes.
  • Tidied and removed EventGraph logic overriding AnimBP seemingly unnecessarily causing new gates to not work.
  • Add missing bounds extension on Gate mesh as per validation
  • Added the Dragonfly Nest, including SM, Materials and Textures. Still needs to be implemented and added to the appropriate BP
  • Ghost Croc's sand mound and mesh now align to average terrain normal. Should reduce frequency of issues where mound or mesh stick out on steep inclines
  • Enabled root motion on irradiated abomination jump attack
  • Added carcass assets for the tundra monkey and updated it's carcass BP
  • Set Dressing & Adding Caves in Desert on Yellow Quad, Elysium
  • Lots of dialogue tweaks, adding NPC dialogue lines and distress call. Various tweaks to things within the mission
  • Fur card opacity option added
  • Ely - added mesh and materials for radiation zone rocks
  • Lithium shield now plays zap fx when dealing damage to attacker
  • Chew Mount - Removed root bone transform when swimming so saddle doesn't sink into model
  • Added latest irradiated abomination anims
  • Increase Raptor min health from 750 to 1500. Increase prime meat chance from 45 to 85%
  • Adding Low Tier Radiation Tonic that heals a small amount of radiation over time
  • Dialogue timing and placement adjustments
  • wip Lithium Shield zap FX
  • Updated prop monitor assets to use a second material on the screen, set to a reflective black material by default. Added 10 new screen materials for the different screen display images to be used for set dressing
  • Chew mount - Switched AnimBP to be chew instead of zebra. -added 'pet target' so hearts come from correct position. Changed default speeds to be walk speed
  • Added new Tundra Monkey anims into engine
  • 1/2 the amount of time that radiation accumulates
  • Added missing DT config for Storca, Tundra Monkey, Orka to make sure they can be tamed via snare trap
  • Fixed slinker eat montage having notifies out of order, preventing hunger from being sated
  • Fixed bug preventing Tundra Monkey from playing non-attack montages
  • Fixed issue with snare trap rope not attaching to correct bone on some of the newer creature assets
  • Fixed issue where trapped creatures wouldn't finish their eating montage (when eating bait)
  • Setting up Lithium Sledgehammer to generate terraforming dust when mining
  • Adjusting lithium sickle to only generate plant extra when reaping an edible food item
  • Adding first pass abomination laugh vocalisation and notify
  • Added Deep Ore and Respawn Pods in Desert on Yellow Quad, Elysium
  • Adjustments to chew mount data table to point to correct creature at specific moments to play correct sounds. Removing unused events
  • Adding correct BT to mount version of Chew BP so that it doesn't play incorrect audio when attacking
  • Adjustments, fine tunes and additions to abomination audio
  • Tundra Monkey dodge anim now correctly uses root motion
  • Add some more (dev only) convenience cheat buttons to bestiary UI
  • Added additional corkboards posters, and document folders for set dressing
  • Updated radiation material and added sphere mesh with flipped face for testing
  • Added Meshes to the RAD Area in the Desert, remove in foliage transition and fixed bugs in the Arctic Blue Quad, Elysium
  • Dialogue volume tweak
  • tweaked emissive settings on some radioactive material variants, WIP radiation zone in NW volcanic, red quad
  • abomination adjustments and music setup
  • removed emissive on smoke VFXs for T5 oil deployables and geothermal steam
  • Updated sk mesh, textures and materials for synthetic armor
  • Queen - Adjusted distance check for ranged attack
  • Dialogue timing and placement adjustments for m4
  • Adjusted montage notify timing on Tundra Monkey drink montage to hopefully fix issues where it doesn't successfully drink
  • Adjustments to Storca/Slinker IK to hopefully prevent stuttering movement and feet sinking through terrain
  • Tweaked capsule sizes on Storca BPs
  • Fixed Orka not being able to eat due to incorrect montage setup
  • Queen - Spike attack now has random offset
  • Fixed damage not being dealt.
  • Fixed spikes stopping right on you, it now assumes you're slightly further away.
  • Changed attack order so there's a melee and ranged 'phase' so the queen wont try to walk to you before ranged attacking
  • Removing threat levels from mounts for audio
  • Ely - mesh, landscape, decals around entrance to mission 3 cave, red quad
  • Added Exotic/Deep Ore Deposit/Respawn Ship Placement in the Arctic Blue Quad, Elysium
  • Various adjustments to radiation UI
  • TotalMaxDistance is now replicated with the correct values for radiation queries
  • Lots of mix pass adjustments. Adding raptor aggro state audio event. Adjustments to ducking when dialogue is playing to ensure dialogue is always audible etc
  • New outpost prebuilt structure set dressing added for undefined logistics mission
  • Adjustment to storca threat level audio
  • Added Mini Hippo and Raptor irradiated skeleton Assets with blob growths for set dressing in the irradiated areas, including SMs, materials and textures
  • Adding flesh sac floater movement audio event and notify. Data table setup etc
  • Added destroyed version of the Dragonfly Nest, with SM, material and textures
  • fixed WT_Lake17 (geothermal, red quad) water points generation for sulfur worm spawns
  • Attempting to fix fmod after yesterdays crash left it in an odd state with missing files
  • Fixed 2 collision meshes that were named incorrectly on SM_DEP_OEI_LandingPad_T4_Base_Metal
  • Fixing Unobtainable cheat buttons
  • ELY3 - Quick Pass on Lab with new layout
  • Adjustment of Specter Spawn Locations
  • Adding Cheat for making all deployables and buildings place indestructible and unobtainable for prebuilt structures
  • Decreasing radiation accumulation - now 0.8 per second meaning a player can stand for ~20mins in an a radioactive zone until reaching max radiation
  • Increasing Radiation Falloff from 2000 -> 3500 meaning it will affect a larger area
  • Adding Radiation0 Modifier
  • Adjusting Survival triggers for radiation so you the radiation effects are delayed until 200/1000 giving zone in which there is no negative effects
  • Removing Uranium node in the Mission 3 Bunker
  • Changed the name of Terraforming Dust to Ionic Dust
  • Bone now only counts towards the Lithium Knife Bone -> Carbon Paste Conversion, Leather is still removed
  • Added new Gameplay config stat for bone -> Carbon paste conversion rate
  • Lithium Knife Carbonpaste conversion rate now actually rolls the value rather than it being a binary 0 or 1 if they stat exists to perform the conversion
  • Adding missing icons on curved building piece talents
  • Adding Destruction State to Dragonfly Nest
  • Adding Dragonfly nest to the spawner cheat
  • Adjusting Dragonfly spawn locations on the nest
  • ELY3 - Swapping over new Set dressing for base
  • Adding Icons for new props
  • Adding new Props and Items Setup [Cone, Monitor, Radio, Record Player, Specimen, Dissected Roach
  • ELY3 - Increase Agro range of Specters in the bunker
  • Queen - Switched order of phases now ground->submerged->flight. Wyrm transitions now count as attacks so if the wyrm dives into ground it will hurt players. Fixed wyrm flight rotation not working and stalling forever. Fixed phase transition not working properly. Fixed phase beginning on 2nd phase. Fixed submerge phase stalling for many loops even after its phase has ended
  • wip radiation particles FX
  • reworking IMP layer in the Arctic Blue Quad, Elysium
  • Lots more wyrm queen notifications and adding attack wing whoosh and footsteps
  • Added new computer screen materials for the reactor control room and updated cropping on one of the existing ones
  • Added various art assets to be used for set dressing
  • Updates to how many uranium nodes can play at once. Stopping audio if further away than 150m
  • Ely - radiation zone set dressing in NW volcanic, red quad
  • Ely - added radioactive blob SMs as separate assets, various radioactive material variants
  • Dialogue placement adjustments for quest 4
  • Set Dressing the Uranium Area in Desert on Yellow Quad, Elysium
  • Added more exterior features to outpost prebuilt structure on undefined logistics mission
  • Wyrm queen wing audio and events and various first pass notifications etc
  • Small audio mix tweaks and adjustments to music stopping setup combat
  • Added new Mount and Tame map icons
  • Mix balance adjustment to eating sounds for creature to better match its size
  • ELY4 - Updating the outpost Iris is at
  • ELy4 - Removing Quest Delay after defeating drones
  • ELY4 - Updating First Outpost in the Radiation Area
  • Adding new Eden Mag props
  • Fixing Radiation Display - the variables where to small
  • Added the Radiation Sphere to the Aura and attached it the owner so the effect can be seen in world
  • Alpha Mange Wolf health increased (1250/2000 > 2500/3500) damage increased (50/100 > 80/130). Mange Wolf health increase (200/600 > 600/900) damage increased (35/80 > 50/80). Increased character mass for both
  • Moved Shaped Ruby recipe from T4 Material Processor to T3 Glassworking Bench but gated talent unlock behind level 35 (not used until T5 (level 40)). Shuffled some BP unlock nodes around to make room. Recipe now takes 30s instead of 20s
[/expand]

ICARUS: CRITICAL MASS - Trailer now live

Critical Mass bridges the gap between the storyline of New Frontiers and our upcoming Dangerous Horizons expansion.

As is always the way when dealing with Group 15, you may find you leave with more questions than answers. What has Mo been doing since your discovery on Prometheus? Did Sol manage to keep your secrets safe? What else has the Group been hiding from the world? Only you can find out.

[previewyoutube][/previewyoutube]

Icarus Week 207 Update | New Butchery Bench & Prime Meat Recipes

Welcome to Week 207.

This week, we’re introducing the Butchery Bench, a specialised workstation for all things meat preparation. It streamlines breaking down cuts and crafting prime ingredients, making it a valuable addition to any kitchen setup.

We’ve also added unique modifiers to every prime meat, giving each cut its own distinct effect and adding more strategy to how you plan your meals.

And coming next week, we’ll share a first look at wall cupboards, a new storage option to help keep your base organised and efficient.

Notable Improvements:
  • Fixing Biome Related Stamina Regen, Animal Threat, Exposure Resistance player stats as in some cases they where not being applied correctly, this fixes a few player & creature talents.
  • Fixed issue where some NPC jump actions were very choppy and rubber-banded for clients in certain situations. This mostly affected Cats, Rock Golem.
  • Ensure all Saddle SK meshes have a basic physics asset for render culling purposes. This fixes saddles disappearing from view when looking at certain angles/animations.

[hr][/hr]
This Week: The Butchery Bench


This week, we’re introducing the Butchery Bench - a new Tier 3 craftable station designed to elevate your food preparation options. It neatly snaps to the existing Kitchen Bench and Biofuel Stove, giving your cooking setup a more cohesive feel. With the Butchery Bench, you can break down prime meats into regular raw meat or combine raw cuts to craft prime variants, giving prospectors greater control over their resources and more variety in their diets.


[hr][/hr]
This Week: Unique Prime Meat Modifiers


We’ve also made adjustments to how prime meats function. Previously, all prime cuts granted the same modifier when consumed, but now each type offers its own unique effect. This change allows you to stack the benefits from two different prime meats, opening the door to more strategic meal planning and improved flexibility as you prepare for your next expedition.



Now that prime meats can be stacked (up to three active at a time, since each has unique modifiers), and considering they were already quite powerful, we’ve reduced their buff duration to bring them in line with the other campfire foods. We’ve also added minor buffs to the Tier 3 smoked meats to ensure they match the power level of the other T3 options. The general design goals for these changes are outlined below:



Type

Buff

Buff Length

Spoil Time



Prime Cooked Meat

Strong

Short

Short



Dried Prime Meat

Average

Long

Long



Smoked Prime Meat

Strong

Long

Short


[hr][/hr]
Next Week: Wall Mounted Cupboards


Next week we are adding a new way to store your resources while giving your base a more homely vibe. We are adding a few new cupboards which can be deployed exclusively on walls. Check them out next week.


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

https://store.steampowered.com/app/3315290/Icarus_Great_Hunts_Campaigns/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog 2.3.18.144893


[h3]New Content[/h3]
[expand]
  • Unlocking Butchery Bench and Setting up new Recipes for conversion of Raw Meats -> Prime Meats
  • Adding Unique Modifiers for each of the prime meats (T-bone/soft/white/stringy/gamey)
[/expand]

[h3]Fixed[/h3]
[expand]
  • Fix LOD screensizes on Generator
  • Fix AO settings on Cow/Calf Gfur material
  • Update GFur on Wild Boar to reduce AO and shorten length slightly
  • Adding Missing Stats for Caves, Grasslands and Conifier atmospheres, AnimalThreat, HotColdResistance, Etc
  • Fixing Biome Related Stamina Regen, Animal Threat, Exposure Resistance player stats as in some cases they where not being applied correctly
  • Fixed issue where some NPC jump actions were very choppy and rubber-banded for clients in certain situations. This mostly affected Cats, Rock Golem
  • Increased Wind Turbine weight from 5kg to 10kg.
  • Add active audio FX to Glassworking Bench
  • Glass buildables now take 2.5s instead of 1s to craft. Reinforced Glass buildables now take 2x longer than standard glass (5s instead of 2.5s). This brings glass buildables in line with other tiers, most of which are around 2-5s per piece
  • Fix missing DM for Flat Solar Panel
  • Remove DF from Bandage meshes. Fixed LOD screensize settings
  • Ensure all Saddle SK meshes have a basic physics asset for render culling purposes. This fixes saddles disappearing from view when looking at certain angles/animations
  • Remove DF from Spline tool SMs. Optimize new pipe tool textures
  • Add hover description for buttons in Field Guide
  • Remove 'Withered' from Aspen Sapling names as they are not
  • Change 'Animal Carcass(es)' to 'Animal Carcass' in Skinning Bench UI as there is only a single slot for processing so plural is unnecessary
  • Set Sapling trees to not use Fiber XP event (25 instead of 10). Change LC Saplings to use Axe instead of Sickle for hitable
[/expand]

[h3]Future Content[/h3]
[expand]
  • Increase Raptor bones to Large to better suit creature size
  • Massive buff to Yeti health (1000-3500 -> 4000-6000) to represent their new scale
  • Fix incorrect row pointers for Raptor and Chew in Tames DT, preventing Juvenile versions from spawning. Add DT validation to catch Mounts being referenced as Mature creatures
  • Adding sand scuttler attack movement and attack movement medium pincer
  • Add a performance counter to sulfur worm spawns
  • Autonomous spawner for Sulphur Worms
  • Fix Yeti Anim BP isn't calling parent update BP function
  • Adding scuttler loco anims into loco bp
  • Adding sand scuttler movement audio event, BP imp and duplicating animations to remove references to scorpion footstep events triggers
  • Adding laser pistol fire audio, impact event, and data table setup
  • Updated Stomper and Stomper matriarch head item icons
  • Updated Ramp, Gate and Platform assets for Stone Fortifications
  • GT Stick tree now requires Axe to harvest. Also awards small amount of wood
  • Remove Nail/Ballistic data from Aluminium Screws. Fixed casing issue on Lithium Ore description
  • Changed featurelock to DH for new attachments ItemTemplates
  • Stopping Oil Geyser Eruption when a pump jack is attached
  • Adding Icons for Alloy Bolt/Arrow, Lithium Bolt/Arrow, Uranium Bolt/Arrow
  • Updated Radiation Tracker
  • Adding Quicktake off to advanced delivery interface
  • When the advanced delivery interface is removed and there is a pod on top the pod takes off
  • Setting up Advanced Exotic Delivery Interface item, blueprint talent, recipe, implementation
  • Adding Ability to Manually setup Delivery Ship Landing Points with a new Function
  • The OEI in Eden now has pods always land in a single spot in the middle
  • Updated LODs for all T5 Deployables
  • Pump Jack: Remove RectLights replace with Spotlights.
  • Fix Lights material being on by default. Fix NS name.
  • Move electricity and crude oil resource locators. Simplified effects logic
  • OilPowerGenerator: Remove random cascade particle component.
  • Disable align to surface normal for deployment.
  • Fix interact to be the power toggle inspect version. Tidied event graph
  • Removed emissive on NS_OilGeyser_HeavySmoke
  • Sandwyrm Queen acid spray FX and spit projectile FX
  • Fix Sand Scuttle Corpse scale. Make Sand Scuttle Corpse non carryable
  • Adding sand scuttle vocalisations, duplicate of warcry and animation for it. Also fixed missing raptor attack vocal
  • Flying Tank will now start flying when attacked
  • Flying Tank will now randomly fly and land during idle behaviour
  • Flying Tank will now become grounded after taking 50% damage
  • Flying Tank now deals extra damage and debuffs when attacking in it's flying state
  • Flying Tank now has crit areas underneath it's elytra when flying. It's elytra become extra strong points when flying
  • Fixed Tank running animation not having root bone motion
  • Increased Flying Tank's health
  • Fixed Flying Tank's relationship being incorrectly set to passive
  • Queen - Missing files
  • Queen - Changed flying anim to seem more natural.
  • Added new flying weather attack.
  • Fixed submerge phase not submerging properly.
  • Added new weather event for the new attack.
  • Weather attack applies a new modifier to everyone nearby
  • Ely - prototype radiation zone in NW volcanic, red quad
  • various material variants for radioactive zones, tweaked temp radioactive rock meshes to add collision and final LOD
  • Adjustments to how reverb is sent for dialogue in 2d 3d events. Adjustments to where dialogue is placed in mission 2
  • Put some more performance trackers/logging around the radiation mechanic
  • Temp meshes for Ben
  • Fix LOD material slots on Barbed Wire fence
  • Fixing audio laser impact. Adjustments to impact event
  • Adding yeti version of rock throw. Removing double up of vocalisations from montages and anims
  • Removing unused params from yeti voc
  • Adjustment to dialogue line processing for better consistency
  • Various dialouge touch ups and setting the AI threat for storcas to lower to reduce possibility of aggro state unnecessarily
  • Adding comms FX to mos recorded message
  • Processing old and new line together for Iris for slightly better consistency in M2 intro
  • Populated BPs with static meshes for all curved and diagonal Brick buildables for testing
  • Cliff work in blue quad
  • ELY4 - Adding Radioactive Area in the volcanic
  • ELY4 - Adjusting Quests so that we now travel to 3 locations and not directly to the main objective point, this helps especially if the player hasn't been to that region before
  • ELY4 - Adding Hint text on objectives mentioning radiation, rough terrain, heat and cold
  • Adding custom Radioactive Aura implementation so the range is controlled by the gameplay config for radiation fallouff
  • ELY4 - Adjusting timing so victor doesn't cut himself off when the next quest starts
  • ELY4 - Shifting Dialogue so it all doesn't try and play at once at the beginning of the quest
  • ELY4 - Fixing Victors Intro Text, Briefing Text and Delays
  • Shifting Victor so he doesn't spawn in a table
  • Fixing issue where Radiation Sickness was not removed when you had cleared your radiation levels
  • Spectre's now have a weakness against radiation damage
  • ELY3 - Fixed Quest Markers so all Specters Spawn
  • Adding Laser Damage Type, removing collision damage conversion and applying to Laser damage instead
  • Fixing up new attachments and laser equipment so it uses the correct stats due to the new damage type
  • Fixing names of conversion stats, they where boolean and not base so the prefix was unnecessary
  • Added all Curved and Diagonal Brick buildable pieces
  • Added new talents to tamed Tundra Monkey talent tree
  • Added associated stats for new Tundra Monkey talents
  • Tamed Tundra Monkey can now apply an interaction speed multiplier aura (talent)
  • Tamed Tundra Monkey can now use sticks that break on hit. Sticks are picked up periodically during idle or combat (talent)
  • Added ability for Tundra Monkey to apply random debuff modifiers on stick hit (talent)
  • Tamed Tundra Monkey can throw sticks (talent)
  • Increase Tamed Tundra Monkey health
  • BTTask_SimpleAttack can now sweep hit targets more than once if desired
  • Add Flying Tank to NW Volcanic.
  • Add Sand Scuttler to SE Volcanic.
  • Add Flightless Tank to Potted Scar and Dunes.
  • Increase PottedScar BiomeDensity from 15 to 20.
  • Swap Cougar for Komodo outside Eden.
  • Add Slug to Mosswood/Silt area.
  • Decrease Roat spawn weights.
  • Ten fold ElyTundra2 group weights so Yeti is 10x more rare.
  • Fix Giant Roach weighting and add DT Validation for AISpawnZone entries with a weighting of less than 1
  • Sandwyrm queen animation attack and warning VFXs
  • Started Set Dressing & Started Uranium Area in Desert on Yellow Quad, Elysium
  • Guarantee prime meat from Yeti
  • Ely - added Radioactive_Cracks and Radioactive_Scree decals (textures, materials, FTs)
  • Add performance counter to aura manager (for radiation mechanic)
  • Remove DF from Satellite dish and improve collision accuracy
  • Elysium Cave prefabs now use Elysium Cave voxel pools
  • Added Respawn Ships Placed on Elysium
  • Add more possible spawn points for Sandworm and HammerHeadSlug world bosses
  • Add Sandworm and HammerheadSlug world bosses to ELY
  • Ely - mesh placement around entrance and ceiling of mission 3 cave
  • Fixed Nav Mesh in Desert on Yellow Quad, Elysium
  • Ely - fixed mesh placement in tundra, green quad
  • Added Lithium Ammo, Alloy Ammo and Radiation Ammo
  • Fix Tundra Monkey loot
  • Fix incorrect scaling on Orka corpse mesh
  • wip Sandwyrm Queen VFXs
  • Added New Foliage to the Desert and Set Dressing Eden on Yellow Quad, Elysium
  • Added missing itemable attachment icons and their respective alteration icons
  • Various dialogue adjustments and fine tunes
  • Reduce scale of spawned sulfur worms
  • Adjustments to dialogue timing and reverb spatial settings etc
  • Update Truffle icons as the generated ones looked like an ore
  • Increase Pump jack weight from 100g to 20kg. Crude Oil Refiner no longer aligns to surface normal
  • Mange wolf/Irradiated Prospector - Adjusted physics asset to more properly fit their body
  • Added camera shake to a number of Wyrm Queen montages
  • Split out Wyrm transition and attack montages where bespoke blend times/curves were needed
  • Wyrm deals more melee damage, with heavy doing even more
  • Wyrm knockback strength is auto-generated based on mass + stat %
  • Fixed Wyrm circle flying movement making it turn left and right erratically
  • Fixed issue where Wyrm sometimes wouldn't emerge from under ground at start of fight
  • Fixed several glitchy looking transition blends with Wyrm montages
  • Added DisableIK curve to Wyrm and used it to disable IK on several grounded state montages
  • Wyrm will now use run speed in grounded state instead of sprint
  • Wyrm tries to get closer to targets before attacking
  • Wyrm will no longer attempt to bite target unless they are close enough
  • Wyrm now plays the walk_f anim in lieu of proper grounded turn animations
  • Removed all blends from Wyrm locomotion state machine as they should all be covered by bespoke transition montages
  • Wyrm ground attack behaviour should now be more predictable (3x light -> 1x heavy/super heavy)
  • Wyrm now enables/disable 'rotation to movement' automatically based on current state
  • Reduced Wyrm fly speed (for now)
  • Yeti slam fist adjustments to spatial and timing etc
  • Set Dressing Eden in Desert on Yellow Quad, Elysium
  • Adding stomper goofy dance idle audio event and notify
  • Adding sand scuttle flinch vocal, adjustments to attack and movement levels etc
  • Increasing distance of deathfall for large creatures
  • Fixing arctic biomes being set to tundra in ELY causing audio music to be incorrect
  • Laser pistol shot VFX
  • Ely - minor fixes, added manual cave to geothermal, red quad
  • Queen - Adding lookat ctrl rig
  • Adding yeti beat chest event and notifys. adjusting dialogue to say watch out instead of shit
  • Adjusted main laser to deactivate a fraction after firing for Mining Laser
  • Timing adjustments for the elevator door
  • Dialogue tweaks and adjustments to placement
  • Increase Oil Power Generator weight 10kg to 40kg.
  • Increase Uranium Generator weight 2kg to 40kg
  • Corrected name of Manufacturer bench
  • Ely - fixed jump link settings from previous commit (disabled 'smart link is relevant')
  • Adding more water sounds to sulfur caveworms
  • Adjustments to sulfur pool cave worms distancing and volume
  • Ely story 5 - Changed location of theos pod to be one of the cosmetic landing pods at the front door of eden
  • Drone shoot behaviour now pulls from BP NPC Drone ammo type row handle variable
  • Fixed issue where some NPC jump actions were very choppy and rubber-banded for clients in certain situations. This mostly affected Cats, Rock Golem, Slinker, Tundra Monkey
  • Nav Blocker Added & Water Bodies Pass on Purple Quad, Elysium
  • Adding new flying tank flying loop. Adding into BP. Adding new flying tank stop flying stomp. Adding to Anim notify etc. Removing flying from Anims
  • Updated Stone Fortification assets, Ramp, Wall and Gate
  • Added Radio, Record Player, Monitors and Cabinet props, including SMs, Materials and Textures
  • Adding tundra monkey aggro state event, data table setup
  • Ely - added jump links to crevasses in NW volcanic and geothermal
  • Adding in ELYDesert to Atmosphere Stat Calculations so that while players / mounts are within the area they get the biome related stats
  • Add optional water network connection support to Chemistry Bench in preparation for new DHs recipes. Disable collision on small light meshes. Moved power/water connection points
  • Fix bone sizes for new DH creatures
  • Setting Up Lithium Pickaxe effect and modifier, which grants terraforming dust when mining
  • Setting up Talent and Recipes for converting terraforming dust into iron / copper / gold ore
  • Fix new Tundra grass not being flagged as grass meaning it couldn't be culled by building system
  • Setting Up Lithium Sickle Effect & Modifier which collects Plant Extract when the sickle is powered
  • Adding a recipe for the exotic seed which requires plant extract and purple exotic, added talent which connects to the lithium sickle
  • Buff Reaver loot rewards
  • Remove DF Mammoth Tusk mesh. Add LOD
  • Add PM_Flesh to Tundra Monkey fur cards to fix missing blood VFX on hit. Fixed wrong texture preset
  • Adjusting Conversation rate of Wood -> Resin & Tree Sap for the Lithium Axe
  • Fixing issue where the lithium axe was not granting tree sap and was doubling up of resin
  • Adding and implementing Lithium Axe modifier which converts wood into resin and sap when harvesting
  • Setting up new modifier colour / shape for powered tool modifiers
  • Hooked up remaining elements of the fillable ammo UI, adjusted system to pull the Icarus resource information rather than be hard coded
  • Updating Lithium Tools tooltips to take into account modifiers that are active when the weapon is in a charged state
  • Adding new Datatable for Charged Modifiers
  • Charged Tools now add a charged modifier to the player based on their setup
  • Adding Stats for Unique Lithium Tool Effects
  • Adding Bone+Leather to Carbon Paste when Skinning Stat Implementation
  • Small adjustments to rad pros movement audio
  • Fixed Bugs in Desert and Set Dressing Eden/RAD Zones on Yellow Quad, Elysium
  • Removed /Public/ from new AnimNofify class include to fix build validation
  • Adding abomination Movement events
  • Added boss health bar to Wyrm
  • Renamed BT_Wyrm_Flying_WingFlap to BT_Wyrm_DustStorm
  • Changed animation that Wyrm plays during dust storm attack, added a number of camera shakes and niagara effects
  • Tweaks to Wyrm circle flying height
  • Added new Niagara anim notify that attempts to play effect on terrain underneath mesh
  • Fixed Wyrm not being able to find teleport point around target when emerging from submerged state
  • Wyrm now turns to look at target before doing it's bombing run to make sure it's lined up
  • Split out a few more Wyrm transition montages to give them their own blend in/out settings
  • Adjusted height and duration of Wyrm circle flight
  • Fix Hopper carcass being large, now small
  • Queen - Switched 'Super Attack' to also spawn stone pillars near the boss
  • Huge amount of updates for abomination. Aggro loops, vocalisations, movement sounds, whooshes, stomps, notifys, ai setup etc
  • Fixed a number of typos, updated item text
  • UI pass on Fill/transfer fuel from jerry can to weapon
  • Fillable weapon progress bar redesign
  • Adding flying tank takeoff audio. Adjustments to how flying loop is triggered in BP. other flying tank fine tunes and adjustments
  • Added Tundra Monkey Tame Talent icons
  • Adding Yeti Roar, adding yeti ballistic, ballistic fly, yeti bite, slams etc
  • Ely - fixed manual cave volumes and adjusted entrance and path to mission 3, geothermal, red quad
  • ELY4 - Removed Picking up Iris in a Stasis Bag
  • ELY4 - Added Stasis Bag & Medical Items to Prebuilt Structure, as well as some more set dressing
  • ELY4 - Added new quest steps to rescue Agent Bob and take him to a medical ship
  • ELY4 - Adding new quests steps for fighting off a creature at the Lab
  • ELY4 - Shifting Iris location to the geothermal and making it so she only needs water and a splint
[/expand]

Hotfix 2.3.17.144813 -rel-GreatHunts

Contains the Following Fixes
  • Fixing Forest Wolves so their Talent Tree archetype is now setup correctly again, allows people to view and assign points.
  • Fixing Forest Wolves Talents and Stats so they apply to the Tamed Creature as Intended
  • Fixing Tamed Cat Talents and Stats so they no longer have the entire wolf talent tree in addition to their own.

Icarus Week 206 Update | New Impact Frag Grenade

Welcome to Week 206.

This week we are adding the Impact Grenade, a new explosive that detonates on impact instead of relying on a timer - making tactical throws quicker and more reliable in the heat of battle.

As a sneak peek at what’s ahead we provide a little information about T5 and the oil extraction loop, broadening how you’ll gather resources and build strategic bases from the ground up.

Next week, look out for the Butchery Bench, a new station that will give you more options for processing and cooking meat - beefing up your survival workflow and culinary flexibility.

Notable Improvements:
  • Improved UI for highlighting missions when searching in that mission select screen
  • Add Saddles and Tame Beds filters for use on the Ranching Station.
  • Moved fillable circle to location where stack is - since stackable items cannot have the fillable trait
  • Fix Tusker Mount getting stuck on doorways by resizing/positioning cloth collider

[hr][/hr]
This Week: Impact Grenade


This week we’re introducing the Impact Grenade, now available in the T3 Tech Tree and craftable at the Machining Bench. Unlike the original grenade, it detonates on impact - delivering maximum damage at the point of contact, with damage falling off around the radius.

While it deals slightly less damage than the standard grenade, its instant-explosion nature makes it ideal for clearing packs of creatures. Just be careful: if you’re too close, you might blow youself up.


[hr][/hr]
Upcoming Tech Tier: T5


As we mentioned last week, we are working hard on our next major expansion alongside our usual weekly updates, but we wanted to show you some backstage content as we work on it.



We are adding Oil Extraction and Processing as the Core base for a new tech Tier T5. Oil whether collected from a geyser and processed or generated a cleaner way becomes to core for the new resources which unlocks T5. These geysers will be present in clumps and be added to all existing maps when ready.



Anyone who was in the experimental at the beginning of the week would have has a very early (accidental) preview in the upcoming expansion. Unfortunately it is a little to early for public testing. So keep checking these weekly updates for more information.


[hr][/hr]
Next Week: Butchery Bench


Next week, we’re introducing the Butchery Bench. This new station will allow you to break down prime meats using existing recipes as well as unlock entirely new recipes, enabling you to craft prime meats from scratch.


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

https://store.steampowered.com/app/3315290/Icarus_Great_Hunts_Campaigns/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog 2.3.17.144656


[h3]New Content[/h3]
[expand]
  • Removing Impact Frag Grenade feature lock
[/expand]

[h3]Fixed[/h3]
[expand]
  • Fix LC_Med_10 rock not being in FLOD table, making it not minable. Fix surface type not being voxel
  • Mission nodes now enlarge when searching/hovering on missions boards
  • Removed hover borders on mission nodes after hovering
  • Changed Incoming Weather Forecast font scale to be 2px bigger for better visibility
  • Fix Tusker Mount getting stuck on doorways by resizing/positioning cloth collider
  • Fix Cave Scanner blip audio toggle not working for clients. Add supporting audio click when toggle event is fired. Fix held position so its no longer clipping through the hand
  • Adjusted Rabbit loot rewards to have 50% chance of giving leather when skinning with Knife. Decreased amount of Leather and Bone given for Rabbits on Skinning Bench, to better suit their size
  • Add Saddles and Tame Beds filters for use on the Ranching Station.
  • Fix Consumables filter query to not just be food but any with consumable trait
  • Fixed Audio and Tags for WIP AnimalTraps. Fixed tags for Boss trophy thrones. Fix WIP content all being crafted on Trophy Bench
  • Replaced Steel Knife item icon
  • Increase temperature of Rock Golem arena
  • Implement charging lights on charging station for clients
  • Clarify 'claimed' bed in respawn text to remind/notify players of bed claiming system
  • Improve collision accuracy on LC_Cliff_15 (460 -> 900 tris)
  • Fix LogMossy DF shadow settings
  • Fix DF shadow setup on Material Processor
  • Add Active FX/audio for Material Processor
  • Moved fillable circle to bottom right of item inventory slot so it doesn't get obfuscated by DLC icon
  • Moved fillable circle to location where stack is- since stackable items cannot have the fillable trait
  • Fixed Caveworm Stone Statue being crafted on incorrect bench (Anvil -> Masonry)
  • Increase weight of Hammers to more suitable values (from a minimum of 10 grams to a maximum of 2kg, based on tier). Devlock obsolete upgrade tool ItemsStatic entry

[/expand]

[h3]Future Content[/h3]
[expand]
  • ELY Story 5 - Added a flying roar montage and depending on quest step it will roar in the sky
  • Voxel Pass Started in Volcanic on Purple Quad, Elysium
  • Adding all updated dialogue audio and events for Mo and Iris. Also adding chew mount cre DT setup
  • Updated animations for TEI NPCs cook and crafter, still WIP
  • Ely - fixed various floating meshes and grass, additional cliff pass along passage to swamp transition cave, green+yellow quads
  • continued working on deans feedback (de-pancaking blue quad). added shrunds and crevasses to blue quad. worked on jakes mission 6 area, made it significantly smaller and changed tower reveal
  • Adjusted DT and BP setup for Slinker mount to support Slinker saddles
  • fixing previous commit - connecting the highlightable setup in event graph to BeginPlay instead of Icarus BeginPlay
  • Added console mesh to BP_EdenStationLandingPad_Cargo, moved UIProjectionLocation to console, added functionality to event graph to highlight both meshes when interacting
  • Further drone balance pass for them to sound more diverse and included
  • Eden - fixed standing positions of Victor and Mo
  • More dialogue adjustments and fine tunes
  • ELY Dialogue adjustments and fine tunes. Also adding the correct creature row for the slinker mount
  • Adding abomination footstep event, nested event and all footstep notifys
  • Eden - shifted position of cook NPC to match campfire
  • Setting up Orka Talent Tree and adding new Icons for the talents
  • Setting Up Chew Talent Tree
  • Adding new Stats for Water Retention Aura and Granted Effect
  • Adding new Images for the Chew Talent tree
  • Adding new Talent Trees for Desert Raptor & Tundra Monkey
  • Adding Talent Tree Icons for Chew, Orka, Raptor, Desert Raptor, Tundra Monkey, Storca, Slinker
  • Adding Tundra Monkey Talent Tree and Desert Raptor Talent Tree
  • Adding Tundra Monkey Head Icon and itemable Setup
  • Adding Raptor Head & Desert Raptor Head Icons and Itemable Setup
  • Setting up Laser Icons in the alterations table
  • Sandscuttle now have an emerge / dormancy routine (sleep when well fed) and are cleaned up when dormant. Various other stat tweaks to Sandscuttle. Setup autonomous spawner for Sandscuttle in ELY volcanic regions around corpses
  • NS_MiningLaserBeam_02 revision
  • updated lithium textures for Vox 01, 02 and 05
  • Added advanced NPC behaviour set for Tundra Monkey
  • Added placeholder spawn weights for Tundra Monkey in ELY Tundra biomes
  • Increased Tundra Monkey health
  • Add DT validation for ItemsStatic corpses which are carryable but have no skinning bench recipe. Devlock OG Roat and Raccoon to ignore
  • Added laser weapon attachment icons and item icons
  • ELY Story 5 - First pass at mission 5 adjustments. - Removed dropship icon. - Removed caveworms spawning, replaced with 2 different quests of kill a sandworm at 2 different locations. Changed text to match 'go to x map search area' rather than 'go to desert'. - Made quest queen invincible. -Thumper starts automatically because it doesnt handle any of the spawning logic (its in quest now)
  • Added Cliffs, Crevasse and Mission Cave Tunnel to the Arctic Blue Quad, Elysium
  • Updated the Nailgun Mesh with added details to the back, including a spot for a battery life widget
  • Adding abomination audio, events and setup
  • Added Synthetic Armor Icon Set
  • Ely - added and placed various meshes, landscape sculpting and general polish for Eden, yellow quad
  • Adjustments to yeti movement audio events and voice pitching, distancing and reverb to match increased size
  • Lots of dialogue adjustments and fine tunes
  • Updated mining laser to use same trace channel as generic melee to prevent collision with overlap-only query volumes
  • Yeti: Increased scale by 66% (0.3x -> 0.5x). Adjusted movement/BS to suit. Add GFur
  • Added New Animal Carcass Icons
  • Lots of dialogue adjustments and edits to timing and playback placement
  • Added creature bait item for Tundra Monkey
  • Added tamable variant of Tundra Monkey
  • Fixed Tundra Monkey GFur LODs not having screen size configured correctly
  • Lots of dialogue adjustments and fine tunes and added rad prosp call in etc
  • updated position of TEI NPCs cook and crafter
  • Added missing Bestiary entry for Tundra Monkey
  • Added missing head/trophy items for Tundra Monkey
  • Ely - added uranium meta deposit spawn to prototype location in desert for testing
  • Reduce damage (1000 -> 750) and radius (1500 -> 1250) of explosion for Impact Frag Grenade
  • Added 3 wild variants for HRB_Sugar_Cane, including FTs, DMs, and BPs
  • Lots of dialogue adjustments and tweaks for various missions etc
  • Continued cliff passes
  • Hit some feedback I gathered from Tristan and BenW
  • Fixed a floating serac asset that I displaced to the desert by accident
  • Did some decal painting
  • Ely - adjusted steam VFX settings on terraces in geothermal, red quad
  • Creating new Slinker Rest Montague
  • Setting up Rest/Eat/Attack/Drink/Idle Animations for the Orka, Storca, Slinker
  • Setting up entries in the mounts table for the Desert Raptor, Storca and Orka so they have the correct setup and unique talent trees
  • Adding unique starting names for each of the new mounts / tames
  • Added missing Desert Raptor Talent archetype
  • Adding Valid check when retrieving the radiation manager
  • Adding Specialised Raptor Saddle, Item, Recipe, Blueprint and mount setup
  • Committing missed SandScuttle Bestiary Stats and Traits
  • Setting up SandScuttle head item and setting within the loot table
  • Setting up SandScuttle Bestiary Stats and Traits
  • Added ITM_Radiation_Tracker
  • Setting up Abomination with some loot
  • Setting up the Abomination's Bestiary Stats and Traits
  • Adding Fire Weakness to Yeti
  • Setting up Yeti Bestiary Stats and Traits
  • Setting up Geothermal Bat Bestiary Stats and Traits
  • Adding electric weakness to the geothermal bat
  • Setting up Geothermal bat head and added to loot table
  • Fixing Flying Tank Carcass Name - it was using the Flightless Tank name instead
  • Adding missing files from last flying tank commit
  • Adding flightless tank unique GOAP setup
  • Finished Setting up flightless tank head item
  • Setting up flightless tank bestiary stats and traits
  • Adjusting flightless tank stats, adding explosive weakness and attacks cause blunt force trauma
  • Adjusting Flying Tank Health to make it a bit tankier
  • Adjusting flying tank stats, adding fire resistance, frost and electric weakness
  • Setting up Bestiary for the flying tank stats and traits
  • Finished setting up Flying tank head item
  • Setting up Dragonfly head itemable
  • Dragonflys not have a high chance to inflict poison, have a electric weakness and a poison resistance
  • Setting up Dragonflies bestiary stats and traits
  • Setup Giant Roach Bestiary Stats and Traits
  • Setup Giant Roach Growth Stats, added poison resistance, electric resistance, fire weakness, electric damage & electroshock damage, also reduced melee damage right down so its main form of damage is electric
  • Setup Giant Roach Head item
  • Committing missed Storca Files from the last commit
  • Setting up Storca Bestiary Stats
  • Giving Stoca its own unique GOAP behaviour row
  • Removing Poison weakness from Storca and adding Fire weakness, also adding frost resistance
  • Adding 25% Chance Attacks Cause Hemorrhage to the Stomper and Matriarch
  • Adding Bestiary Traits to the Stomper and pass on bestiary stats
  • Setting up Stomper Carcasses to have a large bone hittable reward
  • Removing Leather from Stomper & Matriarch loot tables
  • Fixing Setup for Stomper Head & Stomper Matriach
  • Sandscuttle GOAP no longer go into a 'feeding frenzy' when eating from corpses (smaller mouthfuls, less often - means more time around corpses)
  • Misc Ely nav fixes
  • Fixed mismatch RMA texture for Ruby Voxels
  • Adding lab door open audio, event and BP imp
  • Added Cliffs and Crevasse to the Arctic Blue Quad, Elysium
  • Setting up and balances ready for sand scuttle
  • Updated mesh and textures for Gun_MiningLaser with small polish adjustments to add a bit more detail
  • Ely - added more set dressing meshes and some material variants for Eden
  • Bump Slinker min health from 650 to 800
  • Radiation VFX update for review
  • adding dragonfly death audio, event and data table setup etc
  • Manufacture: Change base class to ResourceNetworkProcess. Trigger active effects when processing. Fixed DF shadow setup. Remove bespoke highlight logic that's fixed with checkbox. Remove Audio component from Scene_Lights component. Added in custom anim logic so anims don't snap based on state. Add on materials for emissive and disable on default. Fixed LODs. Improved DF shadow accuracy
  • Added missing AISetup row for Tundra Monkey
  • Fixed incorrect Tundra Monkey stat naming
  • Added virtual stat definitions for new Tundra Monkey stats
  • Added an option to consume power on hit, rather than on draw for Lithium bows and crossbows
  • Tonal adjustments to yeti vocalisations. Removing references to ape etc
  • Removed FLOD rocks in Volcanic on Purple Quad, Elysium
  • Added first pass of Tundra Monkey
  • Added additional Tundra Monkey animations
  • Queen - Fixed wyrm being able to die while underground. Removed health bar whilst underground
  • Eden - added new light mesh, adjusted Iris' lab
  • Updated BP_Mission_NPC_EDEN_Cook
  • Added anim_sit_bench_2 and updated BP_Mission_NPC_EDEN_Cook
  • Yeti: Now requires T2 knife to skin. Change corpse durability to large. Increase PrimeMeat chance and add Arctic Pelt
  • Increased Yeti XP rewards. Fixed ordering of Kill->Skin. Fixed grammar on some entries
  • Adding yeti heavy slam audio, event and notify. Adjustments and fine tunes to other yeti attacks
  • Expose hit result in Lithium weapons for additional VFX (was taking energy on action, now on hit)
  • Fixed Hole in Tundra to Swamp Transition cave on Yellow Quad, Elysium
  • Decal painting and more blue quad work
  • ELY Story 5 - Fixed 'draw' mission structure
  • Fixed ECHO step in ELY Story 4 not progressing
  • Ely - respawn, deep ore, meta spawns in purple volcanic, fixed various meta spawns in arctic and tundra with no type set
  • Ely - voxel placement in volcanic, purple quad
  • Added Radiation tracker and quick timer saddle icons
  • Replaced old Flaregun icon with new one
  • Added missing Animal Carcass and head icons
  • Edited existing subtitles to match new voice lines for ELY missions
  • Re adding some of Theo's missing lines
  • Adding mining laser loop blend layer
  • First pass laser mining audio
  • Fixed issue where incorrect DT config was causing clients to be kicked upon trying to load a Tundra Monkey
  • Added additional D_AISetup validation to prevent cases of survival character state being used on unsupported BP classes
  • Added new AnimBP for mining laser, spins up fans as heat increases
  • Fix Ape rock throw proxy mesh is using a material with world positions
  • Fixed Orbital Comms bench LODs and missing glass material ref
  • Remove point lights from Radiation dust motes. Counts are way too high to be spawning (hundreds of) lights
  • Decrease TundraMonkey health range from 130-1000 to 130-500 to better suit size. Tweaked capsule setup. Optimized Gfur settings. Added carcass and bones mesh for corpse so it can be skinned. Fixed nameplate positioning by removing widgetlocation component and added required Alert component
  • Added New Foliage to the Desert and Set Dressing Eden on Yellow Quad, Elysium
  • Adding additional theo dialogue line, data table entry and quest entry
  • ELY Story 5 - Fixed search area trying to delete when invalid
  • Add Icarus Point/Spot lights to ApprovedActors array
  • ELY Story 5 - Updated theos pod to have new highlightable. Sandworm thumper now automatically turns on/off depending if the quest completes. UI will now say if there are sandworm tunnels beneath it e.g. quest is active and its in the right spot
  • Add placeable actors for Icarus Point/Spot lights for set dressing
  • More LOD improvements on Manufacturer bench
  • Adding tundra monkey attack audio, event and notifys
  • Fixed issue where clients weren't able to hear crashed dropship SFX
  • Eden - updated mask texture for Iris' dome to fix AO around open windows
  • Adding lots more tundra monkey layers and movements
  • Fixed issue with mining laser beam not working for non-owning clients
  • Mining laser no longer follows free-look camera rotation
  • Adding tundra monkey idle vocalisations, data table setup, and a bunch of movement sounds and footstep notifies
  • Make the Yeti snowball in flight particle trail white
  • Added Laser Sidearm Item Icon and Landing pad Item Icon
  • Replaced Palm Tree in Desert on Yellow Quad, Elysium
  • Added SK_GUN_LaserPistol with SK, Textures and Materials. I also added the mesh to the Meshable data table entry for the Laser Pistol
  • More blue quad cliff and decal work
  • Added Lithium, Alloy, Uranium Arrows and Bolts
  • Ely - moved mission 3 cave meshes from persistent level to red quad
  • Adding Uranium Conversion so the inert bars can create titanium or platinum when combined with exotics
  • Adding new images for uranium bars and rods
  • Fixing Laser Conversion Recipes so they craft the correct item
  • Setting Stamina Growth for the new mounts - Raptors, Slinkers and Chews
  • Setting Up Raptor Talent Trees and New Talent icons
  • Adjusting Player Tooltip to not hide hidden stats
  • Adding Storca Talent Tree
  • Adding new Stats for Stora Aura and new Aura and Modifier
  • Adding new images for Storca Talent Tree
  • Added LookAt / IK control rigs for Tank creature
  • Fixed locomotion speeds for Tank creature
  • Added lean/turn anims to Tank creature
  • Added New Foliage to the Desert and Set Dressing Eden on Yellow Quad, Elysium
  • Adding laser overheated audio to actionable. Other small adjustments to laser miner
  • Sandwyrm Queen - Fixed dead body not staying in its original pose
  • Add Skinning Bench recipe for Snow Pygmy Lop.
  • fixed laser beam wrong direction at start for BP_MiningLaser
  • Blacklist duplicated Mission_Device (Eden) so that it doesn't appear twice in FieldGuide
  • shifted back laser particle start without delay in BP, delay is happening inside Niagara FX
  • Ely - decal painting + foliage and general polish in NW volcanic and geothermal, red quad
  • Fix Yeti rock throw is was doing a Ape vocal for one montage section. Tweak secondary rock throws by Yeti were poorly aimed and do more rock throws when that action selected (as not a common)
  • repositioned overheat FX in mining laser BP
  • Adding mining laser sound to BP
  • Yeti now throws brown snowballs
  • added overheat FX, assigned animBP, added delay of main laser to match sound on start
  • Setting up unique event for mining laser impact so it doesnt play pickaxe sounds. Adding to item audio data table and items static
  • Added a 0.5s delay to start of mining laser mining damage (and some FX)
  • Adding tundra monkey flinch and death vocalisations, event and data table setups
  • Adding tundra monkey roar vocalisation, notify and data table setup
  • Increased Flightless Tank's health
  • Flightless Tank now has strong points running up it's spine and tail
  • Fixed issue with Flightless Tank's tail attack where damage source location wasn't correctly updating
  • IcarusCharacter's GetDamageSourceLocation now takes in a Montage and Section name for extra context awareness
  • Locked root motion on Flightless Tank loco anims
  • Added 33% projectile damage resist to Flightless Tank
  • Increased Flightless Tank's character mass
  • Flightless Tank is now correctly configured as a neutral herbivore
  • Fixed Flightless Tank's locomotion speeds/anims
  • Adjustments to NPC table to stop victor playing bark lines when interacting as part of the mission
  • Dialogue and quest adjustments to make sure theos line plays
  • Fix world bounds on Outpost_012 (is breaking spawn map)
  • Small dialogue adjustments and fine tunes to creature audio
  • Adding tundra monkey footstep event
  • Adding static in glitch when reestablishing comms
  • Replaced Laser Pistol Icon to be the correct one
  • Changed Refined Oil Fuel Type Icon
  • Replaced Yeti Head Item Icon
  • Ely - mesh, grass, voxel placement fixes in Tundra, green+yellow
  • ELY3 - All Collectable Notes are now Marked as Quest items
  • ELY3 - Fixing 2nd Door Dialogue delay and adjusting quest step based on door status
  • ELY3 - Adding Keycard Item Icon & Setting up as a quest item
  • ELY3 - Adding More Specters to the Lab, only 4 charge the players and adding quest markers for their locations
  • ELY3 - Player is now required to Kill 8 Specters to Progress
  • ELY3 - Adding Quest Complete Delay when talking with Mo for the Briefing, removing dialogue from quest trigger and placing on NPC instead
  • Committing missed Datatable from last commit
  • Changing Refined Oil Colour to Orange as Grey was not working well with various UI elements
  • Fixing Lithium, Uranium and Alloy Arrows & Bolts Recipes as it wasn't using the correct ingredients
  • Craftable Landing Pad Recipe and Blueprint Setup
  • ELY1 - Swapping over Prebuilt structure for the tower during the mission
  • Setting up Lithium, Uranium and Alloy Arrows, Recipe, Blueprint, Damage
  • Adjusting Ballistic of new lithium, radioactive and metal alloy, arrows and bolts, so they can embed when shot into creatures
  • Setting up Lithium, Uranium and Alloy Bolts, Recipe, Blueprint, Damage
  • Fixing issue with Radiation Sickness where it wasn't dealing damage
  • Updating Biofuel Spline Tool Icon
  • Adding Biofuel Spline Mesh and Texture Adjustments
  • ELY2 - Removing Spawner after reaver is killed
  • Adding new Focusable for the laser pistol and repositioning in first person
  • ELY2 - Reavers do not respawn if the player has killed the reaver before
  • Fixing Orka and Stoca Bait not being craftable and being unable to captured the tamed creatures
  • Adding Aluminium Screws Item and Swapping out Steel Screws in T5
  • Adding some WIP Cubemaps for Eden and new Atmosphere entry (not used until Eden is more finalized)
  • Update KiwiFruit data (highlightable, experience, loot). Rename Kiwi_Fruit to KiwiFruit for readability. Add 'Wild' and 'Sickle' loot for KiwiFruit. Remove 'Test' content from Farming DTs. Rename 'Crop' to 'Crops' in rows for consistency/filtering. Fix trailing whitespace and missing full stops on various Highlightable rows
  • Adjusting Feature Level for Attachment so they are accessible in Dangerous Horizons
  • Adjusting names of new advanced pack to specialist and moved to T5
  • Adjusted talent names for separation from the base set of attachments
  • Adding new Alternate Recipes for Battery Shelves which use Lithium
  • Adjusting Lithium Tool Recipes so they use power banks as a resource
  • Reducing the aluminium screws recipe so it produces 1/2 as much aluminium screws
  • Fixing T5 Recipe set names so they are translatable and using their final names not internal ones
  • Fixing Powerbank description
  • Adding Powerbank Item to T3, Icon, Blueprint, Recipe, Text
  • Adjusting Resource Transfer UI and adding new strings for translation
  • Adding Powerbank, Laser Pistol and Mining Laser Proxies to the Charging Device
  • New DEV tool will add the unobtainable modifier with the left click, and remove it with the right
  • The new unobtainable modifier now prevents buildings from being picked up if applied
  • Adding new DEV_tool which adds a modifier to items which makes them unable to be picked up or take damage, for use on deployables in prebuilt structures
  • Updated Laser Pistol Icon - It was too small
  • Raptor, MangeWolf, GhostCroc, Slinker, Chew, Stomper, GiantRoach, Flying & Flightless tank, and Sandwyrm now require T2 knife
  • Fix Avocado, Agave, Banana, Kumara, Rhubarb loot and highlightable data. Change PricklyPear and Truffle to require Axe for hitable rewards
  • Fixed a number of Flying Tank animations that had a misnamed root bone, preventing that bone's animation from being used
  • Added New Foliage to the Desert and Set Dressing Eden on Yellow Quad, Elysium
  • Adding a bit more fan into the mining laser
  • WIP animation, behaviour, stat work for Flying Tank
  • Ely - added respawn, deep ore deposit and meta spawns to swamp
  • Adding tundra monkey stick throw event and data table setups so its not using the same event as the players one. Various other creature balances
  • Misc Ely nav fixes
  • Removing Uranium Conversion on the Tech Tree as its not supposed to be accessible to players
[/expand]