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Icarus Week 169 Update | Tree Regrowth and free Great Hunts content

Welcome to Week 169.

This week we have added a long-awaited feature: Tree Regrowth. This comes with the new Localized Terraforming Device which activates regrowth in a radius around it.

We’re also taking a deep dive into the massive free patch that will debut alongside the Great Hunts. This patch will offer a ton of new content for all players, regardless of whether they purchase this new DLC or not.

But first, we’re excited to debut the full-length trailer for Icarus: Great Hunts.

[previewyoutube][/previewyoutube]
[hr][/hr]
Notable Improvements:
  • Fixed issue where non-boss versions of the Black Wolf that spawn as part of the enzyme geyser were not counting towards geyser progress
  • Fixed an issue where the Sand Worm's health bar wasn't initializing correctly for clients
  • Fixed Durability on railings to match their buildable scaling: Reinforced increased 500->750, Clay Brick increased 500->1000, Concrete increased 750->1500
  • Updated textures of the German Shepherd for higher quality
  • Re-imported the Titanium Crossbow mesh with correct vertex normal settings
  • Update Wood, Interior Wood, Reinforced Wood, Clay Brick and Concrete Railings to have more accurate collision so projectiles can be shot through them

[hr][/hr]
This Week: The Localized Terraforming Device


We have added a tree regrowth system to Icarus.

The Localized Terraforming Device operates in the same vein as the Thumper, but instead of replenishing ore it replenishes trees in the surrounding area.

The device needs to be powered and it consumes Condensed or Synthetic Enzymes to charge. When interacted with, the Device will fire a burst of terraforming enzymes into the air that trigger tree regrowth in a surrounding area.

Condensed Enzymes can be obtained by placing Vapor Condensors on top of Geysers, which condenses the vapor into exotics and condensed enzymes.

Synthetic Enzymes can be obtained by unlocking and crafting them on the Chemistry Bench. They can all be purchased in a workshop pack via the Orbital Exchange Interface.


[hr][/hr]
This Week: Tree Regrowth


Icarus was designed initially as a session-based survival game in which players drop-down, complete a Mission, and extract from the planet. Over the last few years, due to your feedback, we added the Open World game mode which allows operations and missions to be completed in a persistent world. With time-limited Missions there was less need for a tree regrowth system, so it wasn’t in our original plans. Tree regrowth required us to rework some of our existing systems to implement, hence the amount of time it’s taken.

We decided to introduce a Device for tree regrowth, rather than a system where players plant their own trees, as it was less complex and would help optimize performance.


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


Last week we announced the Great Hunts Campaigns DLC.

If you haven’t seen the full length trailer, it’s at the top of this page.

The Great Hunts are three separate campaigns included in the expansion, each containing branching missions that affect your persistent open world sessions. You’ll be able to launch and play these Great Hunts from the surface, each culminating in a brand new boss encounter.

Alongside the three Great Hunt Campaigns included in the paid expansion, we’ll also be dropping a massive free update with even more content. All existing world bosses will receive their own unique legendary weapon which can be upgraded multiple times, with up to 81 combinations of attachments. There will also be an assortment of brand new items to craft on planet, including vestiges and armor sets.

For a look at the lengendary weapons (paid and free), and how the biolab works, check out this video from our weekly Twitch stream, below:

[previewyoutube][/previewyoutube]
[hr][/hr]
Next Week: More Olympus Missions


Next week, we'll be converting more Olympus missions to Operations, which can be played in Open World, as part of our larger project to convert as many over as possible.

More details next week.


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

https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.44.133793


New Content
[expand]
  • Adding Animations to Enzyme Cannon
  • Adjusting Enzyme Cannon so it uses a state rather than a bunch of booleans
  • Adjuisting Enzyme Cannon so it has interactions for both charge and trigger events when charged rather than happening automatically
  • Adding animation audio for enzyme machine. Also separating audio events to make more sense with a charge up - release type behavior. To add to BP when free
  • Fixed atmosphereic fog sphere on Enzyme Cannon being set to 20x scale by default before machine was activated
  • Did a pass on Enzyme Cannon to clean up replication-related issues, fix IsCannonCharged race condition, and fix serialization of charged state progress
  • Adding Synthetic Enzymes Items that can be crafted at the Chemistry Bench or Purchased from Orbit in a Resource Pack
  • Adding BP's for Localised Terraforming Device and Synthetic Enzymes
  • Setting up workshop pack and items, as well as item icons and fuel sources for the synthetic enzymes and packs
  • Balancing the Localised Terraforming device to use 5 Condensed Enzymes or 50 synthetic enzymes for triggering a tree regrowth process
  • Adding BP behavior for triggering charge loop and discharge behavior for enzyme cannon. May require further fine tuning and tweaks
  • Unlocking Enzyme Cannon, adding recipe, talent, description and item setup
  • Set Enzyme Cannon to require 30mins charge time and require
  • Enzyme Cannon updates: Console will now go orange while charging and green when charged. Charged event has more localized VFX (lightning sparks, smoke/clouds). Discharge event now has over-head huge VFX. WIP VolFog assets (not used). Adjusted Power socket location
  • Fixed bug where BPQC_HordeMode wasn't detecting when spawned NPCs died, only when their actors were destroyed. This will fix issue with Enzyme Condenser not progressing in forest biomes

[/expand]

[h3]Fixed[/h3]
[expand]
  • Update Wood, Interior Wood, Reinforced Wood, ClayBrick and Concrete Railings to have more accurate collision so projectiles can be shot through them. Delete unused SHA assets. Remove now-redundant Wood Custom Collision railing mesh
  • Updated meshes and destructibles for BLD_Wall_HalfPitch_Upper_L and BLD_Wall_HalfPitch_Upper_R
  • Fixing the cave light on - off switch not playing for clients. Also removed unnecessary flame extinguish sound from BP
  • Fixed Display name of Cured Leather Head Armor
  • Adding carpet impact and dirt impact to the repair hammer events to account for buildables that can be fixed that are those physical materials
  • Fixed Durability on railings to match their buildable scaling: Reinforced inreased 500->750, ClayBrick increased 500->1000, Concrete increased 750->1500
  • Removed Collision and LODs from Dirt buildable SHA geo. Fixed self-shadow artifacts from DF
  • Fix Icy Mammoth Corpse has no icicles
  • Fixed T1 Water Purifier Water mesh not synching position correctly on clients, use correct water material, tidy blueprint. Simplified collision. Improved LODs. Optimized Textures
  • Disable Shadow Casting on Dirt Mounds to alleviate floating shadow uglies. Change materials to use ITM shader instead of more expensive RVT Decal shader
  • Update GL_SML_001 cave prefab to improve some buried voxels. Add ability to get current camera location to WorldManager tool
  • Masonry Benches polish pass: Fix stone position for T3 proxy mesh. Remove Resource row from T2 Masonry Bench causing it to be a toggleable device for no purpose. Reduced Durability of T3 Masonry Bench to 1000 which puts it between T2 (500) and T4 (1500). Increased weight of T4 Masonry Bench from 20kg to 35 and reduced weight of T3 Masonry Bench from 35kg to 25kg to better represent their physical size. Add DT Validation for D_Resources checking if no data has been defined and removed unused Masonry Bench entry
  • Fixed bug where items spawned in via the field guide cheat couldn't be consumed (bandages, elixirs, food etc)
  • Fixed issue where Sand Worm's health bar wasn't initialising correctly for clients
  • Disable Box Projection for Ice Reflection causing lighting uglies, especially inside Caves
  • Updated textures of the German Shepherd for higher quality ones
  • Fixed Spelling 'Localised' -> 'Localized'
  • Added bestiary image for the icy mammoth. Added image to the source art folder. Updated bestiary data table with the new image
  • Re-imported Titanium Crossbow mesh with correct vertex normal settings

[/expand]

[h3]Future Content[/h3]
[expand]
  • Fixed the rotation of SM_DEP_Weapon_Rack and changed PM to wood
  • Updated animations for Scorpion Rifle and Rock Golem Gauntlets
  • Halved fuel consumption on T3_Cleanser
  • Sandworm Legendary Launcher now includes that it launches Javelins in the descriptions
  • Fixed recipe set name for Nova Station (now Great Hunt Assembler)
  • Update Great Hunt Radio to refer to Great Hunt Communicator (split from Nova Station)
  • Fixed Great Hunt Assembler and Communicator being uncraftable
  • Updates to the crit hit indicator ricochet audio event so its not heard when shooting the sky or things too far away
  • Updated meshes for Sandworm trophies and added destructibles for each
  • Adding new rock golem fire audio. Adding new audio to scorpion rifle reload thats more apprpriate. Updating gauntlet punch impact sound
  • Added DEP_Hanging_Pots_Copper_A, B, C and D with destructibles
  • Updating max instances of several events to help prioritize explosions in mission
  • Adjustments to priority and max instances to help stop explosions from cutting out during mission where the base explodes
  • Commit datatable after fixing validation issues
  • Update slug launcher payload spawning, including AoE affecting the final splash area. Update healing / damage and modifier application. Increase initial projectile speed and reduce bonus from projectile speed upgrade. Clarify some stats
  • Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
  • Permit sledgehammers to damage buildings
  • Added DEP_Fridge_Enamel with SK, SM and DM, as well as textures and material
  • Delaying dialogue line after killing ice mammoth to give a brief break before the Ai jumps in to chat
  • Fix Rimetusk Sledgehammer does multiple damage each hit
  • Added variant of AspenLeaves decal for use on snow
  • Update Asset Validation to include more information about verts
  • Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
  • Update slug launcher effects, WIP modifiers. Decal now tints based on upgrade effect
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
  • Adjustments to ice mammoth distant explosive building audio and limitations on building tick damage sounds for how many can play at once to reduce taking up too many channels unnecessarily
  • Allow Generators to be rotated during placement. Set Navigation on Dog Trophies based on validation requests
  • Improve billboard material for Aspen trees and decreave pixel size for billboard LOD on Fir and Pine trees
  • Set Buttercups to culll as grass
  • Add ammo type to reload prompt
  • Fix IM_O1 final quest completion detection
  • Update tooltip hover for biolab weapons, allow clicking the weapon to open the full weapon info page
  • Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
  • Increased leaf size on leaf textures, as well as made several adjustments and changes to the billboard materials and textures to help improve the look and feel of the Aspen trees. First pass
  • Moved navmodifier volumes to persistent level
  • adjusted Quarrite Lamp strength, and colour
  • Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
  • Added BLD_Railing_BarbedWire with all textures, materials and meshes, including DM
  • Updating line after the demolition to make the timing more realistic. Felt too rushed before
  • Created proper collision on the physics asset for the Enamel fridge
  • Adding dead prospector comms static audio to mission dead prospector and also flies and NS flies to mammoth bones in mission for better audible detection
  • Fixed a few sound oddities. Reverb for the mammoth was not turning down to its correct level when occluded. reduced volume of distant predator bird slightly with spacializer as it was too loud when in mission base
  • Adding correct audio data table setup for mission research container
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Some missed tweaks to Homestead Lamp Posts
  • Update Homestand Lamp Posts lighting and VFX. Add additional LODs and tweaked screensizes
  • Added test lighting to RimeTusk trophies
  • material duplicates cleanup on TRE folder
  • Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
  • Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
  • Elysium - cliff placement + decal and foliage painting in volcanic area surrounding geothermal, red quad
  • Adding new Entry for Submachine Gun, the Old Assault Rifle Entry is now a legacy item, it points to new submachine gun rows. We cannot delete the Old Assault rifle entry as it will remove the item from peoples games
  • Setup Assault Rifle T4 as the new Assualt rifle, the existing will be swapped to a machine gun when the mesh is through
  • Adding Destructible Meshes to Sandworm Trophies
  • Adding Cave Bat Trophy and Head Setup
  • Cave Bat Loot now has its own entry to seperate it from arctic bats
  • GH_IM_O1 override RVT material with snow material
  • Re-imported Rock Golem gun with proper vertex normal settings
  • Fixing some instances where the mammoth and moas spacializer settings and reverb send didnt match up causing volume oddities within mission base
  • Adjusted LOD distances for all copper pots, as well as added a number of assets to Collections that weren't previously added
  • Added custom LODs for flag
  • Updating rock golem gauntlet impact punch audio for rocks to sound correct. Reducing the size of the rock impact NS slightly to match audio more closely. Less huge rocks and more like broken rocks scatter. Deleting profilings
  • Elysium - added variant of CaveIn mesh for use on landslides/rockfalls etc
  • Removed numerous outdated assets in BLD root folder
  • Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium

[/expand]

Survival game Icarus reimagines boss encounters alongside new Great Hunts DLC

Savage, post-apocalyptic survival game Icarus is already a sprawling endeavor, but it's about to transform the way you approach boss fights as a new DLC arrives. RocketWerkz, the studio founded by DayZ creator Dean 'Rocket' Hall, is preparing to bring new paid DLC Great Hunts Campaigns to its open-world survival crafter alongside a free update that it promises will "enhance how everyone interacts with bosses in Icarus."


Read the rest of the story...


RELATED LINKS:

Survival game Icarus has a new flamethrower, and is free to play for the weekend

Icarus update adds insured drops to make permadeath more forgiving

Icarus review - survival stories

Hotfix v2.2.43.133571-rel-Laika

Contains the Following Fixes:
  • Fixed an issue where NPC's (Mount and Tames) could be effected by hyperthermia when they shouldn't have been, this means they could get a modifier, take damage and die if they where too cold. The Modifiers for Tames and Mounts are not supposed to be this punishing.

Icarus Week 168 Update | Great Hunts Announcement

Welcome to Week 168.

We have a big announcement to make: Great Hunts Campaigns will soon be available

[previewyoutube][/previewyoutube]
Great Hunts is our newest expansion, available now to be wishlisted.

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

This DLC accompanies a free update which includes content that enhances how everyone interacts with bosses in Icarus.

Hunt Bosses in a brand new way through Campaigns! Proceed down branching paths of missions on your way towards investigating each boss. Your choices affect the world around you, unlock unique tools, and degrade the boss’ abilities.


Each campaign ends with an instanced boss encounter in their own bespoke arena. The first three campaigns available to owners of Icarus, Icarus: Styx, and Icarus: New Frontiers are Quarrite, Gargantuan, and Rimetusk. Existing boss experiences, such as the Black Wolf, Sandworm and Scorpion Boss are updated in the free patch to introduce their currencies, planetary equipment and legendary weapons.



Each campaign also unlocks the blueprint for a respective Legendary Weapon. These have up to 81 combinations of attachments, so you can personalize them with special buffs and perks to suit your prospector.

Originally posted by author
[h3]This Supports our Project[/h3]
Great Hunts Campaigns are not essential for the game, and a lot of base game mechanics will be updated for free. Our DLC is made to provide a way for those who enjoy the project to further support it, and in return receive some new content. This content is not essential to have fun or be competitive in Icarus. Thank you for your support.


[hr][/hr]
This Week: Notable Improvements
  • Fixed bug where if a player gained less than 10 experience for something, the shared XP would round down to 0 for all players. Now the minimum shared XP is 1
  • The Black Wolf Boss is now lootable in the same way as the other World Bosses. It no longer requires skinning and cannot be carried
  • Fixed bug where world bosses that respawned after being killed weren't populating with loot correctly upon being killed again
  • Fixed bug where animals/tames would continue to attack targets long after they had died
  • Projectiles no longer affect physics bodies. This should fix an issue where animals would 'disappear' after being killed with buckshot due to pellets pushing the simulated corpse
  • Fixed Item reward scaling from loot. It was mistakenly only ever using the max value when rewards were set to scale instead of rolling a number in between
  • Fixing Envirosuit Workshop Layout so that 'Hark' Suit is positioned further back in the tree and and adjusted the costs to match
  • When destroying smaller objects that do not have specific described meshes, we now play a small particle instead of not having any effect

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

The LM Beastmaster armor has been added to the workshop this week. This armor separates itself from other workshop armors as it provides buffs to mounts and tames during combat and general play.

While wearing the armor, any mounts or tames that you own will receive the following if all pieces are worn:
+ 22% Maximum Health
+ 10% Physical Resistance
+ 10% Movement Speed
+ 20% Melee Damage
+ 40% Health Regeneration



[hr][/hr]
Next Week: Tree Regrowth

Last week we mentioned we were going to release the tree regrowth feature, but we have decided to delay this for a week to take a bit more time with the feature. We plan on having a build on the experimental branch this coming Monday for people to try early ahead of the next patch. We appreciate your patience and feedback as we continue refining it.



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

https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.43.133489-rel-Laika


[h3]New Content[/h3]
[expand]
  • Adding new system so that objects without destructible meshes can now specify a destruction particle to display, this is really only valid for small meshes which do not have destructible meshes, such as jars
  • Fixing Envirosuit Workshop Layout so that 'Hark' Suit is position futher back in the tree
  • Adding the Beastmaster Workshop Suit
  • Fixing Physical Resistance for Mounts not being granted via armor correctly
  • Fix Envirosuit unlock costs with reorganized tree

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fixing Stat Affliction Vulnerable was not connected up correctly
  • Added fix for crash related to FlammableComponent::CanPropagateToTarget
  • Added tooltip for rotational snapping of deployables (R) and allowed toggling between 15/30/45 degree angles. Fixed snapped rotation not working when played outside buildings
  • Force FogColor to use zeroed constructor when adding new items to weather manager biome map (potential intermittent pink sky fix)
  • Allow Beer, Wine and Mead in fridge
  • Fixing delay in flash on shotgun muzzle FX that was causing the light to happen just after the shot
  • Fixed duplicate lava hunter trophy recipe entry
  • Fixed boss loot not being based on AI Setup entries
  • Fixed boss looted heads scaling by rewards (always grants 1 head)
  • Fixed boss heads not being linked to AI setup head entry, preventing bestiary progress
  • Fixed boss loot population not being notified to relevant systems
  • Fix Alpha Wolf boss ItemRewards applying scaling to Head/Vestige item
  • Added fix for crash that occured when exiting the game within an instanced level in-editor
  • FMOD bank refactor
  • Fixed bug where if a player gained less than 10 experience for something, the shared xp would round down to 0 for all players. Now the minimum shared xp is 1
    Reworked Leaf Break particles to Niagara and reduced max instance count to less than 10 max to fix FPS drop when chopping trees
  • Adjusted Player Rewards system to be Generic instead of being hardcoded, this means any future currency will be able to be taken to orbit correctly rather than just the Purple & Red Exotics, this involved upgrading the save game files and a conversion from the old system to new system on load.
  • All Existing Data should be maintained
  • Remove gate hiding 0XP notifications as this unintentional rounding down should now be resolved in code
    stone, dust, glass, wood and jar generic destructible vfx
    fixed to face X forward for the needler, zebra and crocodile stone statues
  • Optimization and cleanup on Creature related assets.
  • Fixes to Carcass setups and GFur related content.
  • Remove unncessary nesting of Materials and unwanted texture inheritance.
  • Fixes for Creatures which had no Alert setup causing their widgets to be positioned incorrectly.
  • Clean up Meshable entries that were setup for Caracass to be carryable when its not.
  • Removed unused/wip assets.
  • Alpha Wolf no longer carryable
  • GOAP Corpse will now clear material overrides after skinning and after harvesting, fixing incorrectly applied materials on Carcass or Bones mesh.
  • Rewards that don't scale will now still apply the min/max range logic instead of simply awarding the max amount
  • Fix shadow casting lights on deployables not setup properly
  • Swapped animal bench PM from carpet to wood which fixes the repair hammer not making any sound when hitting it
  • Deleting multiple DMs for old buildable assets from BLD folder
  • Fixed bug where world bosses that respawned after being killed weren't populating with loot correctly upon being killed again
  • Fixed bug where animals/tames would continue to attack targets long after they had died
  • Projectiles no longer affect physics bodies. This should fix issue where animals would 'disappear' after being killed with buckshot due to pellets pushing the simulated corpse
  • Fixed bug where top bunk wasn't spawning (or able to enter)

[/expand]

[h3]Future Content[/h3]
[expand]
  • More balance/tweaks to Ice Mammoth SledgeHammer legendary weapon
  • Fixed IM_B mission search area not appearing for clients
  • Adding new audio loop audio to the mission juvi spawners to indicate whether they are active or not
  • Submit den entrance for unable to enter state
  • Adding rock golem and ape juvi spawner constant loop to indicate that the spawner is still alive. Stops when the spawner is destroyed
  • Tweak anims for ranged attack stat for Ice Mammoth Sledgehammer
  • Enable an Unable to Enter state for boss entrances
  • Adding in 3RD person version of the rmammoth sledge ranged attack to match up to 1ST person variant
  • Tweaking 1ST person aiming idle loop by removing camera animation and smoothing out loop
  • Wire ranged attack stat for Ice Mammoth Sledgehammer
  • Submit teleport interact requirement for invalid entry to dens
  • Adding legendary ape club right click heavy impact audio, adding ice mammoth ice pillar shatter audio, adding legendary right click whoosh
  • Seismic Probe polish update
  • Added more Biolab UI transition Animation, added pattern material background to buttons and background. Changed Weapon Info Title Font color
  • Adjusting delay on GH_RCKGLM_B_3 now that it plays in the correct place. Now waits 2 seconds before playing audio about the cave worms being out
  • Fix Ape E and O2 defend progress being divided by 10
  • Fixed a bug where if you buy a living weapon it would show blank spaces where weapons should be.
  • Fixed a bug where clicking the 'biolab' button from the exotic exchange in world would not play the animation to show your living weapon inventory
  • Update to many great hunt item costs and benefits
  • Update Brazier effect to allow better scaling for different sizes
  • Fix Great Hunt RG_E electronics not being required, as the progress logic is automatically marked as complete
  • Adding sonic device audio to play on Ape mission. Effected to sound like its playing out a speaker with limited vocal variations to leave boss fight audio more exciting
  • Updated meshes for DEP_Trough_Luxury and Luxury_Filled with new DM
  • Update Seismic Probe to lerp to target, added supporting VFX and fixed Audio triggers.
  • Add new meshes that are more accurate to final BP assembly.
  • Fixed Meshable data.
  • Add SM versions of component meshes for Combined mesh assembly
  • First Great Hunt mission now says start instead of continue
  • RG_C fixed boss spawn clipping set dressing
  • Trigger RG A quest step after defeating spawner and spawned creatures
  • Added New Background for Great Hunt Interface. Moved Mission Briefing to make more space for objectives and outcomes on mission sidebar. Changed font thickness
  • Adding audio for ape sonic device. Adjustments to random banks breaking build
  • Setup recipes for Black Wolf armor and Great Hunt initial release boss attachments
  • Added first and third person sockets to the sandworm crossbow to fix the hands not sticking to the gun correctly
  • Fixed ResetBossCooldowns cheat not being configured/working correctly
  • LivingItemUpgrade cheat no longer prompts for desired socket, now shows user-facing alteration name
  • Setting sonic ape device volume to a much more balanced level. Was far too loud
  • Fixed emissive on Caveworm (is Mask but didn't work as non-sRGB, so increased Brightness Curve to compensate for linear). Deleted duplicate unused textures and repathed default material to actual used default
  • Updating legendary sledge hammer fire audio. Also adjusted payload audio behavior so it plays and accounts for surface types
  • Added potential fix for Rock Golem getting stuck in burrowed state during fight
  • Change the decayable of IceMammoth SledgeHammer projectiles so they don't melt mid flight
  • Fixed issue with outcomes text shrinking and flickering, changed GH mission Interface to match concept, changed look of weapon button on GH mission Interface
  • Sandworm Crossbow (LW) - Added stat to LW upgrade to spawn both a toxic cloud and a nearby new friendly sandworm on % chance. Increased the amount of particles in the 'gascloudAOE' niagara effect to prevent periods of emptiness
  • Great Hunts will now go on cooldown once boss has been killed and players won't be able to re-enter the arena
  • Updated cooldown UI on World Boss / Great Hunt buttons
  • Updated info text on GH RG missions to make it clearer that extra pickaxe damage only applies while creature is armoured
  • BaseLevelTeleporters can now have an activation cooldown
  • Added ability for interaction popup to show currently disabled interactions, this is used on great hunt arenas to show that they are on cooldown
  • Added cheat to reset all GH / World Boss cooldowns
  • Enzyme Cannon WIP
  • Adding in legendary ice mam sledge projectile shoot sound, travel and impact event. Added missing anim swing whoosh
  • Update Quarrite Earthquake icon
  • Fix seeds/snap actors being unable to be deployed after rotation adjustments
  • Adding distant ape roar to dialogue event to play just before it mentions 'thats a big one' so it makes more sense. Ape C2_4
  • Fixed IM_B cleanup. Fixed RG_A Elimination quest
  • Adjusted delay for after killing the ape so that the dialogue allows the ape to have its death montage before abruptly coming in
  • Adding item audio data to the lab doodads research equipment
  • Adding offset for the sandworm crossbow to compensate for the new spear position
  • Great Hunt RG_A split quest steps to better communicate requirements, updated descriptions slightly
  • Ape E and O2, removed decimals from progress display
  • Small adjustment to the sandworm crossbow reload timing
  • Added ape juvie trophy art assets and blueprint to the project
  • Fixed Great Hunt IM_B interaction tracking breaking on reload
  • Added quarrite juvie trophy art assets and blueprint to the project
  • When players unstuck in an instanced level, place where entered
  • Adding distant ape roar into other mission branch where it was mentioned but not heard
  • Update Exotic Processor/Cleanser VFX
  • Updated IceMammoth Trap to apply different modifier via an affliction (so can be resisted) and reduced pin time on players
  • Hypothermia now affects NPCs, this should only be able to be granted via the IceMammoth trap
  • Added IceMammoth Armor stats and set bonus
  • Fixed durable setup for Quarrite Sledgehammer
  • Quarrite Sledgehammer and Gun now accept attachment, gun now benefits from shotgun modifiers
  • Added Juvenile Rock Golem Trophy Icon
  • Update screensizes on Wood Barrel mesh. Simplified collision
  • IM_C removed unused node
  • IM_C Mammoth now tethers to spawner
    missing water material from last commit
  • Changing Ape Rug Dropped Mesh to be a Generic Crafting Kit
  • Adding more dressing and filling containers in the IM_A mission
  • Update Enzyme Cannon HUB to swap to 'on' material when activated. Removed screen info from
  • Albedo as it comes from Emissive
  • Fixed collision and final LOD on 10FT Extractor
    adding vocalisations and events and splitting ape juvi idle events for setup
  • More Enzyme Cannon Tweaks
  • All Legendary Weapons can now be repaired with the Repair Kit the same way most workshop items can be
  • Fix typo in Garganutan Jr Head name
  • Allowing Biomass to be transferred to the Orbital Station
  • Fixed water materials for various troughs + T2 water purifier
  • Fix Juvenile Quarrite Trophy mesh assignment
  • Swapping anim notify for gauntlet whoosh for one that uses player perspective and added adjustments based on first and third. Slight adjustments to whoosh audio
  • Fixed background not changing from last commit
  • Added ammo counter to Rock Golem Gauntlets
  • Rock Golem Gauntlets now correctly use up charges when alt-attacking
  • Rock Golem Gaunlets melee attack no longer triggers at the same time as Hammerfist attack
  • Actionable OnActionHit and related functions now pass through TraitBehaviour that called the function, allowing for extra filtering back in the behaviour classes
  • Added stats to show extended functionality attached to Rock Golem Living Weapon upgrades
  • Adjusting Enzyme Cannon to use Toggle-AI base with Generator Component so it only consumes Enzymes when active and when out of Enzymes it Shuts down
  • Adding UI of Enzyme Cannon
  • Starting to add layers for idle juvi ape
  • Added icons forJuvenile Ape Head and Juvenile Ape Trophy
  • Polish pass on 10FT Extractor
  • Changed Great Hunts Interface background.
  • Made GH Campaign buttons bigger and gave them a red border.
  • Weapon now has over animation.
  • Added Gradient to top and bottom of Mission interface so that they don't make the tops and bottom bars busy
  • Updates to the gauntlets audio. Heavy impact now has debris layers, first and third person whoosh balance, whoosh now has more metallic rattle layers etc
  • Split out two ape varients with different GOAP setups (one for ape missions, one for ape arena)
  • Block out and systems setup for Web VFXs
  • Switched the model for the friendly worm to be a sandworm instead of a cave worm and reduced the size
  • Add Rock Golem and Ape Juvenile trophy blueprints
  • Extended delay on dialogue that plays after killing the ape. The final death animation was longer th an expected so was still being interrupted at 6 seconds. Now is 9 seconds delay
  • Removed ADS from sandworm crossbow to prevent clipping through shoulder
  • Updating the trail and payload VFX for the ice mammoth sledge hammer fire to make more sense for a players weapon. Previously was based on boss ice kicked projectiles
  • Add recipes for ape items, slug and rock golem grenades
  • Update tags for all grenade types
  • Update slug grenade area and Hammerhead area attack to refresh periodically
  • Adding in 1ST person version of the gauntlet Shield Bash anim
  • Resave DT due to whitespace
  • Prevent Enzyme Cannon from being always active in D_Energy
  • Prevent Enzyme Cannon from stopping once started and ensure cannot be started without power
  • Fixed rotation on new trophies and wall mounted cabinets
  • Bees now do -75% damage to buildings, these are designed to diversify gameplay and encourage melee instead of cause damage to your base
  • Sandworm crossbow - Changed override for friendly sandworm crossbow audio to stop combat music when friendly is near
  • Extended D_Actionable functionality to support player input injection into a single action instead of all attached actions at once, this should make it easier to design and configure items with multiple complex actionable behaviours like the rock golem gauntlets
  • Increasing Base Stats of Black Wolf Revolver
  • Cliff and Landscape Sculpting Pass, Green and Yellow Quads, Elysium
  • Resave quest datatable
  • Updated sandworm trophies to me more consistent in scale. Updated the two sandworm brazier blueprint so lighting and vfx are in the correct location for the new scale. Updated the phyical materials of the sandworm body section of the trophies to be carpet instead of flesh. Added a detail normal to the two larger trophies to compensate for the lower texture resolution
  • Splitting Great Hunt Device into Two - Crafting Bench and Communicator, setting up new items, crafting recipes and blueprints
  • Setting up correct feature levels on blueprints in the GH blueprint tree
  • Adding GH feature level icon
  • Adding Icon for the EDS rounds & EDS Canister
  • Fix fish appearing offset to the Garganutan Fishing Trap, add offset to rotation to avoid symetrical appearance
  • Fix Great Hunt IM_D base having generator unsheltered, replaced with special undamagable, unremovable version
  • Added fix for bug where entering photo mode in a multiplayer game could blur other players' equipped item
  • Added keybind prompt on Photo Mode screen for toggling UI visibility
  • Adjusted Revolver second trigger upgrade icon image
  • Fixing issue post save upgrade which was causing Red Exotics to be granted as well as purple exotics after extracting purple exotics to members who where not online while exotics where exported prior to the save upgrade code
  • Adjustments to spacializer settings and delaying FX of tree regen until audio has built up. Added correct deploy audio. For Enzyme Tree respawner
  • Feature locked Young Quarrite Carcass so it doesn't appear in Field Guide until released
  • Increased resolution of albedo and normal texture for the Luxury Trough asset
  • Adding in heavy overhead slam for the club and sledge legendary weapons
  • Ice pillar now destroys when colliding with a gravestone
  • Changed back button and Start/continue Hunt button look
  • Fixed GFur components on Apes not having LOD setups. Fix Alert component on Apes not being set to a correct bone
  • Adding in fix for incorrect socketing for the legendary sledgehammer in 3RD person by reparentaing and baking anim asset with offset
    additional tweaks to trough water material normals
  • Adding enzyme cannon audio to BP. Adjusting timing to match audio and device. Adding ending gas cloud audio decay
  • Updated the ape boss fishing trap trophy with a more appropriate design at the bottom
    Added functionality to the back button on great hunts interface and disabled it when you cant go back any further
    fixed up pivot points of these stone statues
  • Deal with some reload problems with the Enzyme Cannon
  • Adding WIp enzyme cannon audio and event. Also some adjustments to some of the ape juvi layers
  • Allow attachment on Great Hunt armor pieces
  • Add recipe for Ice Mammoth trophies
  • Added additional stats for easy config of golem gauntlet & related upgrades
  • Increased durability of rock golem gauntlet
  • Added new fuctions in base Actionable behaviour that allow easy adding and removing of temporary stats to owning item
  • Golem gauntlet shield upgrade now blocks damage when used
  • Added separate screen shake assets for different golem attacks
  • Fix seating position on Rock Golem Chair
  • Fix alpha wolf head armor being crafted requiring itself, rather than an alpha wolf head
  • Updating audio of slug grenade to 1.5 build up to match updated effects build up as requested
  • Updated SM_DEP_Trough_Luxury and Filled version, as well as updated textures and Destructible
  • Blocking in Tundra to Desert Transition pass on Yellow Quad, Elysium
  • Resave datatable
  • Basic Setup of Butter Churn, Coffee Grinder, Lamp Post (Ground & Wall), Cheeses, Hanging Meats,
  • Vintage Jars, Rocking Chairs, Ranch Signs, Sewing Machine, Picnic Table and Barbed Wire Fence
  • Prefixing All Homestead content with Homestead and setting up missing recipes, tags, deployables and items
  • Adding NPC vocalisations for dangerous horizons test NPC enemy. Attack, flinch, death, spot, idle. All audio, events and vocalisations data table setups. Including presets for distance eq, reverb and gain
  • Adding in 3RD person version of the golem gauntlet block bash
  • Added Gfur to the juvenile ape trophy
  • Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
  • Change the filter on Ezyme Cannon to block only buildable and deployables
  • Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
  • Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
  • Extended the floor section for the dead prospector asset and updated textures to match the new UVs
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Adjustments and updates to the NPC enemy audio vocal events
  • Implementing Achievements for killings the new GH bosses, Slug, Lava Hunter, both normal and hard mode
  • Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
  • Added duplicate Scorpion Rifle reload montages and switched to magazine reload type
  • Added stats for new Scorpion Rifle upgrades
  • Increased Scorpion Rifle loudness and physical recoil amount
  • Fix spawn assignments for Garganutan to fixed Ape_O1 mission
  • Add stats to dyamic spawners to take more damage from explosive and pickaxes
  • Updated scale of the ice mammoth trophies, updated destructible meshs and updated one of the physical materials
  • Removed bad normal maps on lab equipment assets and added hard edges to meshes, including SKs, SMs, and DMs
  • Adding rock golem gauntlet fire and impact events and data table setups
  • Adjust the rate at which Enzyme Cannon burns Condensed Enzymes (given short warm up diuration)
  • Fixed bug where gauntlet/charge axe would have weaker charge attack the longer the animation took. Added charge attack to the slug axe
  • Cleaned up tagged notes for itemable rows that needed a text pass
  • Update IM_C sample granting to grant samples on kill reliably
  • Added Safety Check so that we never subtract currencies when matching player extraction vs prospect extraction records
  • Loaded rows for GH accolades
  • Deal with edge cases where Great Ape can be killled whilst swinging in trees (new anims/logic)
  • Updating behavior of tree regrowth device. Needs BP adjustments for audio. Adding loop section, buildup, and release audio. Routing NPC vocals correctly
  • Adjusting Greaty Hunt crafting tree to be accessed at level 30
  • Fix some compiler warnings about no default value assigned in struct
  • Fix an ensure in the WorldTalentManager where delegates were being assigned twice
  • Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
  • Added homing, ricochet, shotgun upgrade types for Scorpion Rifle Legendary Weapon
  • Added stat to add number of ricochet bounces to any projectile
  • Enabled aim-assist component on BP_RangeTarget for debugging purposes
  • Added custom Scorpion Rifle Ammo Controller to enable multishot when stat exists
  • Added new stat to control strength of homing projectile correction
  • Added Great Hunt Modifier Icons
  • Change the collision profile for Juvenile Apes used in arena and turn on RVO avoidance (stop Great Ape tripping over them)
  • More balance for Great Ape on hard difficutly:
  • Reduce the scale on Great Ape health for hard difficulty
  • Great Ape will only retreat to high in trees and regen health a certain number of times in fight
  • When Great Ape retreats to high in trees only perform a single regen of health
  • When Great Ape is enraged only melee and rock attacks will be performed
  • Fixed mask texture and added snow variant material for CaveIn mesh
    smoothed and raised polycount of CaveIn mesh to improve quality when scaled up
  • Added DCO_Knitting_decor sm meshes, materials and textures
  • Fixed bug where NPC Actor Death multicast was getting called multiple times on clients
  • Added fix for Alpha Wolf and Ice Mammoth ragdolls teleporting to 0,0,0 after stopping physics simulation on clients
  • Adding audio to the scorpion rifle reload animation
  • Fix Rock Golem lamp trophy deployable blueprints. Delete duplicate item template row
  • Adding new lightning event to enzyme cannon. Also adjustments to spacializer and volumes
  • Update Black Wolf Trap pin time on players and add Hemorrage (to creatures) and wound (to players)
  • Rebalance Drill Arrow, reduced amount crafted and damage but increased damage to Quarrites
  • Reduce price of new boss modules, added recipe for Black Wolf Trap, added additional costs to worm trophies, Fix IceMammoth chandelier using wrong ice mammoth material in the recipe
  • Added new 1ST and 3RD reload animation for the scorpion rifle to work with a clip based system
  • Adding lightning strike event for enzyme machine so that the audio is controllable and manageable with all the sounds happening
  • Enzyme Cannon - fix windup sounds aren't being multicast and stump lifetime
  • Slug Axe - Added new swing animations to fix the disjointed segments. Charge now works properly and no longer runs through past actionables
  • Fix up material errors, delete unused assets causing errors
  • Add DT Validation to ensure ItemRewards stack sizes are good
  • Added Storm and Lightning VFX to Enzyme Cannon Deployable
  • Black Wolf world boss can no longer be picked up or skinned, keeping in line with all other world bosses
  • Added new boolean to GOAPCharacter BP that prevents NPCs from being replaced with corpse item on ragdoll settle
  • Fixed issue with Ice Mammoth Boss where clients weren't able to open up loot inventory
  • Fixed bug where clues from PRO_Story6 mission weren't being cleaned up properly on quest end
  • Added recipes for sandworm buildings
  • Add placeholder blueprints for non-boss unlocks
  • Adding audio for jars, honey, cheese and hanging meats. Correct data table setups and adding generic small deploy audio
  • Move Bat Nest assets out of Creatures folder
  • Implementing Achievement for crafting a Legendary Weapon - fixed DT as it was incorrectly formatted
    cleaned up Asset Library level for buildables asset
  • Adding in test enemy NPC with human dialogue. AI setup, ai auduio setup etc. Adjustments to reverb on vocal events
  • Implementing Achievement for crafting a Legendary Weapon
  • Updated sandworm trophy to a material instance with the physical material set to carpet insetad of flesh
  • Elysium - removed flowers from Tundra grass type (LGT_AC_Tundra_DLC2)
  • Updated meshes for DCO_Honey_Pot_A, B, and C
  • Added DEP_Fireplace_Brick, DEP_Fireplace_Brick_Extension, DEP_Fireplace_Brick_Cap and Cap_SML with destructibles
  • Move Bat Nest assets out of Creatures folder
  • Added proxy mesh system for ranching station and carpentry bench for testing - Developer mode enabled
  • Updates to the audio and BP logic for the tree regrow device to play audiuo correctly at the right time - loop and then release
  • Change the stat on the Hammer Head Slug Launcher Muzzle A to be and AOE radius
  • Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
    Blockout cliff pass in volcanic on Purple Quad, Elysium

[/expand]

Icarus Week 167 Update | Achievement Fixes, Sleep Screen improvements, and more

Welcome to Week 167.

This week, we have a number of smaller fixes and some QoL. We have highlighted some below, but check out the patch notes for the full list.

We go into detail about the Achievement Fixes and Changes and a new addition to the sleep screen.

Finally, we discuss a feature that has been requested for a long time—tree regrowth—which, if all goes well, will be released next week.

Jump in and have a read.

Notable Improvements:
  • Fixed an issue where the Game would suffer from persistent frame drops after interacting with the Orbital Exchange Interface
  • Increased XP gain from killing world bosses significantly
  • Dirt and Stone Buildings now take damage in Lava as intended
  • Cakes can no longer be placed on Walls
  • Increased the zoom level on the map to double the current amount
  • Removed the level lock on the Arctic Armor talent, Big Game Hunter talent, Ghillie Armor blueprints, and Arctic Armor blueprints
  • World Boss Icons have been updated to more accurately reflect their state
  • Updated the Bestiary overview page to show the biomes of creatures in addition to their image
  • Adjusted Meshes in the desert to use ‘Far Shadows,’ which increases the shadow quality visuals
  • Made adjustments to the shadows on floor torches to reduce the performance impact
  • Adjusted Muzzle Flashes and Smoke on most guns as it was causing unnecessary obstruction to the player's view
  • Removed an exploit where you could use a shovel on a dirt building piece to collect unlimited dirt

[hr][/hr]
This Week: Achievement Fixes


We have had some issues with Achievements in the past, specifically the ‘Styx & Stones’ and ‘Zero to Hero’ achievements. One of these issues included a bug where the game was not correctly sending the complete data to Steam (specifically, it was ignoring the missions, which were unlocked by default). This resulted in the two achievements never being completed, which has now been addressed.

We have also adjusted the ‘The Bigger They Are…’, ‘… The Harder They Fall’, ' Leader of the Pack', and ‘Sting Operation’ so they now award the achievement to everyone who is on the server fighting the Boss rather than just the player who deals the final hit. This was not only an issue for teammates but sometimes even for the whole lobby, as Mounts, Tames, Fall Damage, and Poison could all do the final hit, rendering the achievement given to no one.


[hr][/hr]
This Week: Sleep Screen QoL


We have also added a small QoL to the sleep screen, so you will now be able to see who is sleeping and who you are waiting for in your play session. This can help larger prospects quickly track down who you are waiting for and dish out some well-earned condemnation.


[hr][/hr]
Next Week: Tree Regrowth


We are in the middle of testing out the implementation of tree regrowth.

This involves building and powering a device that will trigger tree regrowth inside a preset radius. We know the community has been asking for this for a while, so we are taking our time to make sure it works as intended. If we don’t feel like it is ready early next week, we will do a smaller patch with some QoL and Fixes instead.


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

https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.42.133112


[h3]New Content[/h3]
[expand]
  • Added name and shame for people not sleeping to the sleep screen and sleep icons next to players names on the party list

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fixed on MF_Dolerite and MF_CheapTriplanarUV that disables world aligned when UseObjectPos is enabled for rocks
  • Add Custom Highlightable setup to Exotics Deposits so all primitives highlight together when looked at. Same approach as Deployable base. Some component render distance optimization
  • Check to see if hit actor is a buildable before rewarding shovel resources in order to prevent infinite dirt exploit by shoveling a dirt mound
  • Fixed a few typos in the alterations table
  • Add missing building tags to Lava TagQueries to ensure that Scoria and Scoria Brick are the only two building types that can survive being placed in lava, as designed
  • Fixed Operations text on mission device being untranslated
  • Update Water Trough/Bowl water material to be darker and more visible so its easier to tell if the container has water or not
  • Slighty reduced size of Dribbo shellhead
  • Gate Reinforced Wood behind the Carpentry Bench directly, instead of being Beeswax, as the Reinforced Wood is meant to be combined with Stone buildables
  • Set shadows on Floor Torches to be DistanceField (which can result in 2x perf increase). Enable CastShadow on mesh but disable DF shadow (removing self-shadowing artifacts but allowing sunlight to cast shadows off it). Fix BP Highlight errors after original mesh setup was changed
  • increased flash light distance, reduced strength, and reduced fall off. This should result in less bright light up close, and a similar visibility from a distance
  • Fix normal textures for Cactus resulting in bad lighting reaction and reenabled alpha channel for billboards (roughness)
  • Defaulted max normal angle for Cake placement (was 180). Remove unnecessary rotation step
  • Increased Experience granted from bosses significantly
  • Removed Double XP weekend banner and stats
  • Removed level lock on Arctic Armor and Big Game Hunter talent, and Ghille and Arctic Armor blueprints
  • Spline Meshes now cast Far Shadows which should help substantially increase the shadow quality visuals in the Desert
  • Update experience tracker notifications to stack similar events, not show 0 xp events (eg for shared XP) and added a short fade out
  • Produce warning when saving assets with a final LOD vertex count >1000 to ensure LODs are being properly added to every asset. Update LOD tooling
  • Delete unused SHA geo, ungroup SHA in level
  • Project-wide asset optimization pass and cleanup
  • Update Dropship used in Olympus 'Forsaken Recovery' mission to have a lower impulse (parts were headed into lower orbit) and fade out destructible mesh pieces after delay
  • Fix crafted device in Field Test: Recovery mission bouncing around when dropped. Created single combined mesh. Removed no longer needed blueprints. Updated quest description to be more specific

[/expand]

[h3]Future Content[/h3]
[expand]
  • Garganutan Arena lighting updated, and assigned in DT
  • Adding extra data to Biolab Weapon Info so it can be displayed on the UI
  • Small Touches to the Biolab Weapon Info UI
  • Renamed Garganutan arena biome controls
  • Adding Updated Biomass Images
  • Made a few changes to ensure subtitles match dialogue in RG missions
  • Adding mission explosion audio, event and BP imp
  • Update Rock Golem B dialogue to trigger after damage dealt, instead of after spawn, to ensure players are aware of the spawns
  • Setting up Biolab Weapon info to include the purchaseable upgrades
  • Fixed Great Hunt Miner typo
  • Added overall description text to each Great Hunt
  • Did a pass on GH item text, added flavour and fixed a few typos
  • Fixing dialogue line that plays at den entry. Removed reference to drill step
  • Made a few changes to ensure subtitles match dialogue in IM and APE missions
  • Adding and replacing rock golem end 3 dialogue file so it makes more sense with the mission
  • Cliff Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
  • Fixed Hole in Cave_GL_MED_002 Prefab
  • Setting up Remaning Legendary Weapon Part Names
  • Adjusting one of the Rock Golem Gauntlet Alterations so that is provides bonuses to both melee and projectiles so it is not reliant on another upgrade
  • Living item preview lighting should now be the same between HAB and on-prospect contexts
  • Added Ape VFXs, impact, regen, enrage,gas, log/rock throw. Changedd materials for destructible log
  • Fixed issue where terrain and other non-weapon geo was being displayed in the living weapon preview screen
  • Voxel Pass, Added Deep Ore Deposits, Green and Yellow, Elysium
  • Wire sweep attachment stat for Ice Mammoth Sledgehammer
  • Fixed Golem Gauntlets being rotated incorrectly in Biolab preview screen, as well as attachement meshes not being correctly positioned
  • Added 'PreviewMeshOverride' to D_LivingItem rows, allowing living weapon preview screen to use a non-default mesh when previewing items
  • Adding Various Helper Text to GH_RG Missions
  • Moved the cave entrance to better suit the base, Green Quad, Olympus
  • Adding disconnect spline audio and event. Not currently hooked up. Also dummy changes to try force fix FMOD banks
  • Added sk mesh and anim for DEP_bench_sewing_machine
  • Resaving D_Ballistic Throwable Log Entry
  • Added new firing blend space for the slug launcher and fixed incorrect anim overlay type being used, 3RD person now using custom firing anim sequence
  • Improve collision accuracy on GL Macro rocks by using a lower LOD
  • Fix a problem with auto equipping shields and new legendary weapons that may have block actions
  • Update backpack and module icon in workshop
  • Adding reduced opacity smoke muzzle flashes for guns resulting in far better visibility. Kept farmers rusty shotgun smokier as this makes sense for the weapon
  • Garganutan D2 mission ensure Goop is still granted while on final objective
  • Tweaked timing of bio lab weapon fade in, fixed fade in happening for slot UI when same weapon was selected twice
  • Ice mammoth bats - Changed exploding bats NPC type to passive so other world bats wont attack them on sight
  • Changed their displayed name from lava flyer to arctic flyer
  • Ice mammoth bats - Swapped exploding bat out for its new mesh. Fixed bats death destructible mesh having incorrect materials
  • Fix blocking attachment stat for Ice Mammoth Sledgehammer is not blocking
  • Small adjustment to ice mammoth sledgehammer. Reduced metal ring on hammer slightly and also reduction in volume to the spider in in world context
  • Adding 1ST person animation for the mammoth sledge ranged attack
  • More Biolab UI tweaks. Changed Golem Gauntlet Slots and Pins locations, Changed font colours on statbox row, removed coloured tints on Biolab Upgrade slot choices, biolab store button now removed and changed to Back button
  • Adding appropriate audio for opening and removing exotics from mission exotics deposit
  • Adding in block montage and anims for the ice mammoth sledge
  • Updated Garganutan A base setup, added more blood and updated habitat contents. Reduced travel area so players trigger dialogue once within the base
  • Adding legendary sledgehammer ice pillar audio event and BP Imp
  • Improvements to sprite presentation to children of BP_note, adjusted materials with emissive pulse to improve visibility
  • When spawning based on chance, make the ice pillars not so OP for the Ice Mammoth Sledge Hammer
  • Update Ape O1 search area size
  • Update descriptions for Garganutan mission O1 and ensure spawning happens when required
  • Adding correct spawn logic to other rock golem spawners that are used in the missions
  • Fixing carcass material on the rock golem juvie that was using the wrong carcass mask
  • Adding niagara system to deployable note BP
  • Fixed JRG 'popping' when swapping from Character -> Corpse BP
  • Fixed JRG corpse bones using the wrong material
  • Raised JRG Character mesh up a bit to make feet more level with ground plane
  • Changing world notes to play at location rather than 2d. Added spacialisers and BP settings
  • Turned off shadows on Editor-only locator spheres for Deployables
  • Restrict IceMammoth spawn by stat
  • Adding open computer terminal note audio and close. Adjusted open note and close note audio to play off BP instead of UMG so it could be changed per note type
  • Rimetusk D Unhooked testing logic
  • Rimetusk D mission, added a slow while explosions are happening if you approach the base
  • Reduced NOVA station exotic price, increased credits price. Reduced the unlock price and increased the purchase price
  • Reduce variance in Rimetusk D explosive damage
  • Adding Rock Golem Juvie bones and textures and hookup to BP
  • WIP generic destructible particle effects
  • Added DCO_Small_Ranch_Sign, with textures, materials and DM
  • Wire block attachment stat for Ice Mammoth Sledgehammer (currently using GolemGauntlet anims)
  • Wire chance to spawn ice spire attachment stat for Ice Mammoth Sledgehammer
  • Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
  • Fixing GH_RG_O1 Map Marker being at the wrong location
  • Fixing GH_RG_E not ticking off the fill biofuel / water quests correctly
  • Biolab weapons no longer fade in when previewing attachment options
  • Added some aditional polish to biolab weapon preview
  • Increased zoom level on map to double the current amount
  • Wire slam attachment stat for Ice Mammoth Sledgehammer
  • Updated the Giant Ranch Sign with a rigged gate, as well as proper collision and destructible meshes. The mesh was also reduced significantly and the textures updated
  • Elysium - new LC plant debris decal, new LC erosionblend variant. Cliff placement and foliage painting in volcanic area, red quad
  • Update Garganutan Gas attack to provide a buff to the creature while in the cloud
  • Rescaled Garganutan HP and resists to be primarily based on HP value, with exceptions to poison, fire, projectiles and melee (instead of resisting all damage types with lower HP values)
  • Removed unutilized Hammerhead HP Curves (now uses flat values)
  • Adding legendary flamethrower lava sizzle audio event and BP IMP
  • Fix Half Pitch for Ice, Limestone and Tempered Glass
  • Fix Great Hunt UI being hidden in release builds
  • Replaced Legendary Weapon images to higher resolution ones
  • Add Great Hunt outcome stat and fight changes
  • Great Ape noxious gas clouds now cover a larger area and persist longer
  • Tweak the socket position for Great Ape tail attacks
  • Added empty slots to weapon list
  • Weapon now highlighted when selected for upgrade
  • Pins now don't highlight on opening the upgrade screen
  • Weapon buttons now don't started highlighted
  • Added slide in animation for both the weapon bar and currency boxes
  • Changed text in button from Back to Return To Store
  • Fix Rock Golem Great Hunt O2 not tracking poison damage
  • Add cheat function for restoring trees in radius
  • Great Hunt IM_B updated map icon
  • Great Hjunt IM_D add map icon, update quest text
  • Add helper text to Rimetusk B mission
  • Additional dialogue delays to give time for action to happen before its talked about
  • Adding slight delay before mini hip flinch or death audio vocal plays so that the impact can be heard first before the vocal. Currently feels like the vocal plays too abruptly
  • Added dialogue delay to make more sense in mission
  • Fixing Mission steps in GH_RG_C2 so they can check the containers inventory once again - was accidently removed when the spawner replenish logic was put in
  • Fixing Rock Golem Spawners in some special cases they get healed and start spawning again - in this case they where healed and never spawned anything - this is now fixed
  • Removed WIP blueprint, pending implementation
  • Fixed feature level on great hunt bosses and Rimetusk Bats
  • Fixed loot on Icy Mammoths and Quarrite Juvenile
  • Fixed bestiary progress granting on NOVA station
  • Added in segmented 1ST person ranged attacks for the Mammoth Sledge to use a click and hold and release method for firing
  • Added 3RD person ranged attack for the mammoth sledge to match the 1ST person version
  • Fixed Legendary Weapon attachments having blurry textures initially when first previewing them in the bio lab; relevant meshes and textures are now pre-loaded upon first selecting the Legendary Weapon
  • Fixed sandworm crossbow loaded state not being held properly due to missing animbp setup, moved to parity with the basic crossbow animbp and added missing anim states
  • Fixed notes not being interactable on client
  • Fix Bear, Elephant and Juvia RockGolem carcass materials not looking skinned. Fix RG Juvie mask being inverted
  • Mentioning that you will need a taxidermy knife in GH_RG_01 durinf the first quest step
  • Adding legendarya Ice Mammoth and other sledgehammer whoosh
  • Fixed issue where game could become laggy after interacting with the Orbital Exchange Interface until restarting or returning to main menu
  • Living Item Preview now only captures scene when relevant UMG is visible
  • Decreasing Weight of the ammo the Slug Gun Launcher Legendary Weapon uses
  • Added world boss icons in map icon form
  • Reducing Number of young quarrites which spawn in the very first quarrite mission
  • Adding the Alternate Fire for the Legendary Weapon Ape Club, adding new particle effect for the slam
  • Adding new Stats for the Legendary Weapon Ape Club Slam attack, as well as the 3 possible effects based on selected upgrade
  • Fixing Various Alteration Description Typos
  • Fixed Ape D2 mission giving unreasonable amounts of Goop on the final objective
  • Update Bestiary overview page to show the biomes of cratures in addition to their image
  • Renamed world spawn Ice Mammoth to Icy Mammoth
  • Setup Icy Mammoth slightly different loot table and spawn zones
  • Setup Bestiary information for Garganutan, Rimetusk and Quarrite, and related world spawns
  • Add resistance and weaknesses for Garganutan Jr, Quarrite and Jr, and Icy Mammoth
  • Fixed weapon list not scrolling, changed button look on biolab resource display
  • Fixing Dropshadow that was blocking interactable widgets on the weapon customisation screen
  • Replaced slugger biolab info image. Changed compression settings of Living weapon images
  • Reimported GH weapon Hunt images to images divisible by two. Changed compression settings to Default from UI
  • Fixing Biolab Currency Exchange Widget as it had outdated variables
  • Adding Biolab Currency Exchange Widget
  • Fixing Slug Launcher and Flamethrower Meshables BP's so they do not inherit the flamethrower mesh
  • Fixing an Issue where the World Talent Manager was sometimes causing crashes when players would load in to a prospect with GH talents
  • Fixing Juvenile Rock Golem Item Rewards so they don't give exotics any longer
  • Added missing LODs for DCO_Giant_Ranch_Sign
  • Added DCO_Coffee_Grinder
  • Added DCO_Butter_Churn
  • Added pixelated effect to biolab preview item fade-in, also added drop shadow
  • Allowed dead miners (quest asset) to be removed/deleted by holding X
  • Cliff Pass and Landscape Painting Pass, Green and Yellow Quad, Elysium
  • Great Ape tweak state changes after health and resist stat changes
  • Tag some logs in Swamp Ape Arena to able to be picked up by Great Ape (rather than him having to knock them over)
  • Update level scaling of dynamic spawner creature spawning (typically for Quarrite and Garganutan spawners) to be a small flat amount, instead of multiplicitive on the area level
  • Adding audio event and BP for probe scanner
  • Adjusting Black Wolf Revolvers Name as one of its parts was named the same
  • Gret Hunts Interface UI tweaks, changed hunt sidebar colours, moved weapon button out of side bar

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