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Icarus Week 177 Update | New ‘Culinex’ Backpack for extra food buffs

Welcome to Week 177.

We're currently in the middle of a short week with Easter holidays, but we still wanted to keep things moving—so we're happy to bring you a patch this week! While it's a lighter update than usual, it still includes some useful fixes and improvements.

This week, we’re introducing the ‘Culinex backpack' in the workshop. This backpack will help with both the creation and consumption of food on Icarus.

We also provide an update on the Solo Play feature we mentioned last week - it is currently accessible on our experimental branch for anyone who wants a preview.

Notable Improvements:
  • Fixed an issue which prevented fish from being killable with projectiles (thrown weapons, arrows, bolts and firearm ammo).
  • Fixed 'Pain in the Bass' achievement as it wasn't always being granted correctly
  • Fixing issue where custom crafted food would not scale its stats in their tooltip correctly

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This Week: The Culinex Backpack


The Culinex Backpack (or Chef's Backpack) is purchasable from the Workshop and can be equipped for use on the planet. It provides a range of benefits focused on food creation, buff enhancement, and survival efficiency.

While the backpack is worn, any food crafted by the player will have an extended duration and increased effect strength. Any player can consume these improved food items to receive the enhanced benefits.

Additionally, any active food buffs on the wearer are further amplified in both duration and effectiveness. This makes the backpack particularly valuable for extended missions or high-intensity scenarios where sustained buffs are critical.

The backpack also reduces the rate of food and water consumption for the wearer, decreasing the frequency at which sustenance is required. This makes it a strong utility item for long excursions or resource-scarce environments.


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Next Week: Multiplayer NPC Hitbox Fix


We're currently trialing an improvement aimed at enhancing the experience for players connecting to dedicated servers or friend-hosted games. This update ensures that creature animations are fully played on clients at all times, regardless of their distance from the host.

After a thorough investigation, we discovered that early optimizations made during Icarus' development led to desynchronization issues on the client side—specifically with NPC animations and hitboxes not always aligning correctly.

To resolve this, we've updated the system so that NPCs now check their distance from any active player, not just the host. This allows them to correctly play their full animation sets and ensures hitboxes are accurately positioned on all clients.

Internal testing and feedback from players on the experimental branch have been extremely positive so far with a noticeable improvement, especially on dedicated servers. A big thank you to our Veterans in Discord for helping us identify and resolve this issue.

This fix is available now on the experimental branch, alongside the other changes listed below.

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Next Week: Deep Ore Duplication Fix


We’ve resolved an issue where deep ore veins were being duplicated each time a prospect was loaded. This could cause veins to appear as if they had changed resources and led to significantly bloated save file sizes.

While earlier fixes made this more stable, we recently discovered a new issue with deep ore veins on the Prometheus map, introduced as part of the Null Sector update. Some objects were incorrectly configured during world generation, leading to duplication.

We’ve now addressed the root cause and added checks to prevent it from happening again. Additionally, any duplicated veins will now be automatically cleaned from player save files on load, with any attached drills preserved.

This fix is also available now on the experimental branch, alongside the other changes listed below.

[hr][/hr]
Next Week: Solo Pause


As mentioned in last week’s update, we will be introducing a long-requested feature next week: the ability to pause the game during solo play. This functionality is now available for testing on the Experimental branch.

The pause feature is limited to single-player sessions only and does not function in multiplayer or on dedicated servers. This ensures no disruption to connected players in shared environments.

We encourage players to jump onto Experimental and provide feedback. If you encounter any issues or unexpected behaviour, please let us know.


[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 v2.2.52.136091


[h3]New Content[/h3]
[expand]
  • Unlocking the Chefs backpack so it can be purchased
  • Renamed Chefs Backpack Astron -> Culinex
  • Adjusting the Chefs backpack so its price fits more in where it sits in the workshop tree
  • Fixing the Workshop Backpacks Talent Tree so the Chefs backpack can be selected and unlocked

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fixing issue where the BaseFoodStomachSlots_+ stat was being incorrectly scaled in the tooltip - making it seem like foods where consuming multiple slots - in cases where food was cooked by a player with the CookedFoodModifierEffectiveness_+% stat
  • Fixed not being able to shoot fish with projectile weapons

[/expand]

[h3]Future Content[/h3]
[expand]
  • Potential fix for clients not rotating to correct orientation when teleporting into an instanced level
  • Quarrite: Liberation - Fixed issue where caveworms would spawn inside an object if there were too many worms around it and couldnt find a better spot to spawn
  • Added FTs and temp meshes for geothermal dead trees
  • Fixed an issue where BioLab_ShopItem widget was trying to check feature flags before they were available
  • Fixed issue where BioLab_ShopItem was setting the required feature flag but the internal CachedFeatureLevelCheckResult wasn't being properly invalidated
  • Added DEP_Fireplace_Gas and DEP_Fireplace_Electric with animations and destructibles
  • Adjustments to spacializer and pitch variations and volume of analyzers to accomodate for multiple analyzers next to each other in mission. Small adjustment to general deployable volume over distance to help with same issue
  • Improved prebuilt base building cleanup code
  • Adding pause to the music bus as well as the others
  • Enabling mutally exclusive talent connectors on the IM Tree
  • Fixing Building Transform in IM_O1
  • Doubled Scanning Range of the Recovery Beacon Tracker as there are cases where players could not find recovery beacons, relevant for IM_O1
  • Tagging Organic Analyzer as a quest item
  • Fixed issue on RG_O1 where the organic analzyer was not being saved as a relavent actor correctly
  • Fixed issue on IM_B where the base would duplicate everytime the prospect was reloaded
  • Fixed issue with IM_B where the viscid and mammoth spawners where never being spawned
  • Fixing Spelling Mistakes on the Research Notes on IM_B
  • Fixed issue on IM_B where a new search area would spawn every load / reload - incorrectly
  • Added Code so that when prebuilt bases are cleaned up they now remove their building pieces as well
  • Fixing issue with IM_D where the search area would duplicate every time the prospect is loaded
  • Fixing issue where the base in IM_D would not call cleanup on an abandoned mission

[/expand]


Icarus Week 176 Update | 4 new Brick Signs to place and personalize

This week, we’re adding a brand new set of Brick Signs, with four variants for you to craft, adorn and place around your base.

We’ve also got some insight for you into our development process after we had a perforce outage last week that impacted our development timelines.

Finally, we’ve got some details on an ongoing feature development - a solo pause option.

[hr][/hr]
This Week: Brick Sign Set

This week, we’re adding a new set of Brick Signs, with four different variants for you to craft.

These are unlocked at Tier 3 and crafted on the Advanced Masonry Bench. Ten clay bricks, two concrete mixes, and four iron nails are required for each sign.

The four variants come in floor and wall options, with tall and angled variants for use in different terrains and settings. Just like all other signs, these can be edited to display your own text or icons.



You may have noticed in last week's patch notes that we also improved how signs appear in-game by removing the artificial glow and making them look less digital. The full note is below:
Originally posted by author
Update Sign widget material to use Decal domain which allows it to take on normals of sign mesh and handles lighting better, removing emissive glow, making the signs look less digital and cohesive within the scene

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This Week: Perforce


Last week two Perforce crashes happened on two days in succession. Functionally, this turned our 5 day work week into only 3 days for our normal weekly patch.

Perforce is the source control system we use for Icarus, keeping the developers working in alignment on the code and assets required to make all the different versions of the game (at minimum each week is a new version). Historically, our Perforce instance has been running (not up-time) since June 2016, with our first Icarus code commit seen as 2019.



Since those first commits, the source control has grown to 6TB of project data. We use a Google Drive to keep all the full sized Icarus art assets, so the true scale of the project files is much more. The 6TB is just the raw foot print of the source code and binary assets to build the game for distribution, with the latter accounting for the majority of the 6TB. And then to ‘serve’ the data effectively to developers and build servers bring along additional requirements.

The reason any of this is part of a blog post is because one of our servers experienced a “Blue Screen of Death” recently and caused corruption in our Perforce database files. Bringing Perforce back up required multiple database reads, rebuilds, and verifications. Last week two crashes happened on two days in succession, significantly effecting operations. As developers, we mitigated this by using the time to playtesting on steam and in a few cases juggled feature work in “offline” mode.


Hosting the 6TB of critical data means a lot more than a PC with a few SSDs. Huge failover batteries protect our whole office site, multiple high IO drives for RAID, spares, and backups, and we need NVMe drives to push the architectural limit to serve this data fast over the local network to multiple people. Many syncs early in the morning can saturate our 10Gb uplink.

Since we’re covering our live data footprint, we should also mention that for backuping up the data we provision 20TB of HDD storage so we can have daily backups, snapshots over time, and space left over to take a full fresh backup on demand. But you can’t just have one back up, you actually need a duplicate of your backup, so there’s another 20TB. Mirror that all again, as we must save it all in another form off site in the the cloud, so we provision another 20TB of cold archival storage in a datacenter that is in geographical region outside of New Zealand. You can see how just the 6TB critical data for Icarus has quickly escalated to requiring 100TB of provisioned storage for its stable existence.

Recently, rapid system halts and “blue screen of death” has caused us data corruption in our Perforce database, to the point Perforce is turned off for repair and the developers have to immediately adjust their work schedule. What does repairing Perforce involve? Perforce by design works and manages our files, the versions, and meta history for those, through several dozen paired databases. When the system halts and those databases are open or are being written, they break and they break in ways that are very bad for productivity. Luckily, there are specific Perforce tools and commands that are run as a check on the database file pairs and we keep documented in our internal wiki the process.


Fixing the corrupted perforce instance has a few steps. After the first attempted read of the database set, all the corrupt files are identified. A second pass is done to write out new replacement databases identified from the last successful checkpoints. These new replacement databases are replaced in their directory and another different integrity check is run on all the databases. This step is very slow and can take a several hours. If everything goes well, there are no more corrupt database files found. But if we find another corruption in this check, we have to redo the whole process until all corruptions are fixed.


Ultimately, the Perforce service is returned to working condition, with developers and the build servers now all syncing at the same time. Now the developers are happy again and continue to work unimpeded in Unreal and the build servers can go back to assembling builds for you.


[hr][/hr]
Coming Soon: Solo Pause


We’ve been working on a new feature for Solo play. It allows players to pause their session rather than the game continuing to run in the background.

This is quite a large change and requires layers of experimentation and testing internally to iron out any bugs or issues that arise. For example, multiple mission chains have to be tested as a pausing feature may impact (or impact, vice versa) their logic.

At this point, we’re putting out early iterations of this change into our experimental branch, which gives us a much larger testing pool to catch bugs or oversights that slip through the cracks. We’ll be ready to release this onto the main branch once we are comfortable it is at a standard we are proud of.

A quick note: this will not work on multiplayer or dedicated servers. This is due to the presence of other players and their own sessions, as well as the logic required to run a dedicated server.


[hr][/hr]
Next Week: Chef Backpack


Next week, we’re adding a new ‘Chef’ Backpack for culinary arts specialists.

This will allow prospectors to craft better foods with longer-lasting buffs. Alongside a decrease in the food consumption requirement, there is also a buff to water consumption, so you’ll be able to last longer without two of three pillars of your prospector's well-being.

[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 v2.2.51.135901


[h3]New Content[/h3]
[expand]
  • Added sign blueprints and item setup
  • Resave items datatable for sign grouping
  • Update new sign item variant grouping
  • Add new sign talents and recipes
  • Unlocked Brick Sign recipes, item and talent for release
  • Added temporary brick sign icon

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fixed Beehive Processing VFX to replicate on client
  • Add translatable text to Operations banner on C0NT4CT device
  • Adding interact audio for when opening up a dead prospectors inventory. Adding to base class
  • Fix spelling of Juvenile on Desert Training talent description
  • Fixed Taxidermy Knife being called Trophy Knife
  • Fixing typo spelling of Juvenile in talent tree

[/expand]

[h3]Future Content[/h3]
[expand]
  • Adding the correct ammo types to the dead bodies in the GH RG Base A Location
  • Dead researchers in GH_APE_A now correctly hide the items in their hands when looted
  • Fixed a number of typos in mission objectives for GH chains
  • Added implementation of Swamp Ape Attractor, and localised attraction mechanic
  • Added ability for generic actors to act as spawn tethers via a new interface
  • Fixed radar material on swamp ape attractor not turning off when unpowered
  • Adding interact sound for the great hunt device so its not just silence when you enter the UI screen
  • More various updates and improvements to GH UI audio
  • Adding goop dialogue line into dialogue data table. Fixes to some dialogue events where things were cut off abruptly, updating shorter mission complete line where appropriate
  • Initial setup of prototype Drone AI
  • Adjust name of Icy Mammoth -> Enzyme-Enhanced Mammoth in the Bestiary
  • First pass on Strange Troop mission rework: Moved location to nearby cliff. Add Garganutan Jnr lair spawn where they now spawn from. Add poison cloud surrounding area to encourage antipoison pill usage and stackable poison modifier. Players must destroy lair and any spawned Jnr Apes to complete the mission
  • Show instanced level exits on the compass (only as there is no map)
  • Updated the icy mammoth bestiary image to match the new textures
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Setting PM on wood corner stairs thats used in GH Lab base so that the footsteps played are wood and not default which is usually grass - dirt sounding
  • Putting ape lab door on its hinges - on the wall so players dont open it through the ground. Visually it looks like the ape broke out through the bloody broken wall
  • Elysium - cliff and ledge placement, decal and foliage painting in geothermal, red quad
  • Added FTs for Stick trees (vars 1-3)
  • Mammoth now sprints to arena after being hit by bullet
  • Shifted the ice chunks on the back of the icy mammoth in the character and carcass BPs
  • Mammoth now sprints to arena after being hit by bullet
  • Move any attached arrows to corpse inventory when various Great Hunt bosses die
  • Added trophies for the icy viscid and icy mammoth
  • Adding updated text for the graves in the GH RG mining outpost A
  • Adding legendary gauntlet aint - power up loop audio, events and notifys
  • Change particle system attachment for Legendary SledgeHammer Impact Ribs
  • Temporarily adjusting mission talents to reroute instead of mutually exclusive to prevent missions from being blocked. Can undo once fix is in place
  • Added first pass art assets for the geothermal stick tree to be use for blocking
  • Small update to the opening and closing the fort gate used in GH mission to make it feel more appropriate. Small adjustments to scorpions volumes in world to make sure they werent too intense compared with their vocalisations
  • Adding various UI sounds for great hunts and a few that were missing from the main menu for no reason. Added missing hover over various items and adding select difficulty audio and biolab menu and item clicked etc
  • Elysium - Added V2 blockout mesh for Iris Biolab to Eden
  • Modifying Talent System to now support different talent types such as mutally exclusive selection which is required for great hunts, setting up new mutally exclusive talent connectors for all the great hunt mission trees
  • Added PRP_Bench_PSU
  • Fix DT Validation
  • Elysium - cliff and ledge placement, decal painting in geothermal, red quad
  • Removing ducking from various weapons that were causing the ambience to lower in a way that was not subtle enough. Especially noticeable during the rock golem earthquakes or by rivers etc
  • Added emissive textures for the exploder bat and the ice dart bat
  • GOAP Tweaks for baby apes (no longer chase birdies)
  • Great Ape: More balance for large numbers of players
  • Great Ape: Wire Norex world stat
  • Add new world stats for rewards for great hub ape missions
  • Great Ape: More ongoing balance tweaks
  • Potential fix for instanced levels where everyone dies, leaves and then terminates the server instance before save happens
  • Fixed bug where clicking RTCS / Quit / Unstuck wouldn't work until you unpaused the game
  • Pass over all dialogue lines used in GH missions. Adjusted any dialogue that felt off, adding unique log voices, sharpened up timing etc
  • Fixed issue with ESC-menu pause that prevented other players from joining while paused
  • Elysium - cliff and ledge placement, decal painting in geothermal, red quad
  • Adding correct death collision audio event to ape juvis so they play the death fall sound
  • Disable shadow casting on invisible weather culling mesh spawned from BP_CaveInstance which was causing shadow artifacts to appear on cliff faces near cave entrances
  • Initial implementation of the new Alpha Wolf art assets
  • Add various new ape related world stats to mission outcomes (stats still not wired)
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • IM_C3 removed debug testing logic
  • Geothermal material instances for various meshes
  • IM_C3 mammoth can no longer be killed, is tethered to it's spawn location, fades out after reaching arena location, freezes correctly if a player causes the tile to be unloaded
  • Fixing issues with legendary sledge hammer playing spear equip sound when aiming.
  • Did a pass on spear equips to make sure all of them worked subtley and woudlnt cause issues under different circumstances
  • Fix Ape Norex World stat isn't quite working as intented
  • Added SK files, as well as Materials and Textures and BP, for Desert Bounder. Implimentation still in progress
  • Great hunts selection is now data driven from new DT. Added in changing item displays
  • Ensure GeoThermal pool VFX is distance culled
  • Wire Ape Expuragtion world stat
  • Wire Ape Escape world stat
  • Fix instanced level compass exit does not show up for clients
  • Wire Ape Blackmarket world stat
  • Update BP_Crevasse to use Atmospheres enum to drive material overrides for future expandability
  • Adding more GH UI main menu sounds. Adding the hover for upgrade slots, and select for upgrade slots
  • Added WiP material override functionality to BP_crevasse
  • Elysium - landscape sculpting, cliff and crevasse placement in Geothermal, red quad
  • BP_Crevasse - assigned material overrides for geothermal and volcanic
  • Added altenative fur setups for the alpha wolf to be compared for performance
  • Pausing the audio when the game is paused for better indication of whats happened
  • Update Ape_B mission to spawn a creature with the item, instead of having the item already on the ground
  • Fixed stones in pickable oxite mesh not rendering properly. Fixed LODs
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Adjusting where the GH device interract sound plays from to ensure it plays each time
  • Further BP setup for Bounder and Carcass, as well as a second pass on the gFur. Passing on to Joe to do the final BP and Data Table setup
  • Wire Ape Strange Troop world stat

[/expand]

Icarus Week 175 Update | Envirosuit Swapping & Seeds Buffed

Based on your feedback on last weeks seed changes, we’ve further tweaked parts of the new seed system. Extracting seeds is now faster and requires less produce. Seed Pouches have more slots and we’ve added a Seed Harvester to the Harvesting Cart.

We’ve also implemented the long-requested ability to swap your envirosuit while on planet, allowing complete customization of your player loadout in Open World.

Notable Improvements:


  • If tamed mounts fall out of the world without freezing correctly, they will now attempt to teleport to owning player (if online) or to their last grounded location

  • Fix auto reload message showing up for both client and host when initiated by client

  • Fixed clients being able to see the Hammerhead Slug boss spawner and boss icon at the same time

  • Attempted Fix of the Crop Plot Tooltips so they display correct information and growth progress when snapping between them as a client



[hr][/hr]
This Week: Seed Revisit and Buffs


Last week we wanted to ensure that seed amounts throughout early, mid and late game were meaningful, and give players more options to opt-in to a larger seed stockpile when they want to start a farm.

The passionate reception to this has identified some continued annoyances that we’re addressing this week; seed processing time, specific large plant seed amounts and seed storage.

Last week’s addition of the Seed Extractor took too long to process each seed. We have lowered the 60 second timer to 30 seconds. We kept the seed extractor crafting cost low so players can choose how many to build, just like the drying rack or furnaces, allowing you to drop off a bunch of produce, go on a mining trip and return to seeds ready to plant.

We also saw that some of the seed recipes were too expensive, when compared to the harvest quantities from the wild. We reduced many of the requirements to create seeds, and boosted some crop yields. Yields can feel significantly different from player to player depending on if they are hand picking in the wild, crafting sickles, farming, building greenhouses, using talents,crafting attachments, using fertilizers, or bee keeping.



The Seed Pouch and Farmers Satchel are also receiving buffs to their number of slots this week. The Seed Pouch capacity is doubled to 12 (from 6) while the Farmers Satchel can carry 8 more seeds for a total of 24 (from 16).

This week we’re also adding a new attachment for the harvesting cart to make mass seed gathering on the farm easier, the Seed Harvester. This will enable your cart to quickly provide seeds, allowing you to rapidly expand your farmland.

As always our continual aim is to improve the game as a whole for both new and old players. With the diverse range of playstyles and experience levels throughout the community we have many factors to consider, so we appreciate all your feedback and strive to guide the game in the best direction.


[hr][/hr]
This Week: Equippable Envirosuits


A major change this week allows players to bring multiple envirosuits from orbit via the Orbital Exchange Interface and replace your current envirosuit.

In the original mission based format the player loadout selection (and envirosuit decisions) were locked-in choices that modified your gameplay. Envirosuits were a special case vs all other items in the game. Even after our transition to an open world game, envirosuits remained a complex case, which required refactoring of several core inventory systems.

With this update envirosuits can now be replaced by another suit, allowing players more customization options each time they leave their base. This also allows us to add more envirosuit options without worrying about locking players in to their decision for an entire prospect.

This feature was enabled on development builds a couple of weeks ago, allowing us to test during our Great Hunts play sessions, as we further refine our mission content.


[hr][/hr]
Next Week: More Base Deployables


Next week brings some rework to the sign system, allowing more sign materials and allowing you to label and decorate your base in more styles as you desire.

We’re continuing to work on Great Hunts and Dangerous Horizons, with plenty of map and mission work underway.

Find out more 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 v2.2.50.135633


[h3]New Content[/h3]
[expand]
  • Added new attachement slot to Harvesting Cart
  • Added new Seed Harvester attachment item to enable collection of seeds on Harvesting Cart
  • Add Seed Harvester cart recipe
  • Halved the amount of time taken to craft seeds in Seed Extractor (60s -> 30s)
  • Increased the number of inventory slots in Seed Pouch and Farmers Satchel, 6->12 and 16->24 respectively
  • Removed incorrect stat on Harvest Cart which implied it could harvest seeds without the use of an attachment
  • Added temporary WIP icon for Seed Harvester Attachment
  • Fixed wonky wheels on the cart physics assets when dropped in world
  • Envirosuits can now be brought down from space, either in the dropship or orbital exchange
  • Added extra logic in to make sure player can't duplicate envirosuit by equipping it AND taking it in dropship cargo (duplicate is ignored when dropping)
  • Renamed Volatile Exotic Seed to Volotile Exotic Bulb, to differentiate it from other seeds (eg it can still be gathered without seed gathering equipment)
  • Updated Seed Harvester attachment icon
  • Seed pouches - Fixed a bug which caused seed pouches to lose its reference to its inventory when shifting its location within an inventory. This should fix these issues
  • Shifting seed pouch made seeds no longer automatically go into the pouch
  • Icon showing how many seeds are within the pouch not updating correctly
  • Dropping the seed pouch straight onto the ground doesnt remove the reference to that inventory, so all seeds would teleport to the seed pouch that is not on your character
  • Automatic seed pouch drop would only work with the first pouch placed into your inventory, all subsequent seed pouches will need to have seeds manually placed
  • Fixed mount saddle attachement slot (in mount inventory screen) not updating correctly when swapping in and out different carts
  • Fixed bug where exotic resource deposit map markers weren't being shown for clients after performing a scan nearby

[/expand]

[h3]Fixed[/h3]
[expand]
  • Update DF shadow setup on T4 Cooler
  • Fixed collision for DCO_Bookshelf_MetalGlass to allow item placement on shelves
  • Attempted Fix of the Crop Plot Tooltips so they display correct information and growth progress when snapping between them as a client
  • Fix auto reload message is showing up for both client and host when initiated by client
  • Adding bigger moment for when reaching level 60 in the level up audio cue. Balance levels under that to better work with hitting L60
  • Hammerhead slug boss icon - Fixed issue where the icon on the spawner would stay visible even when boss has spawned. now will dissapear when the slug is alive and a new one follows the boss
  • Update display of flamethrower fuel use to show per second
  • Reworked input and output mesh areas for the T4 Anvil, as well as separated the animated piston from the main mesh and added it as a separate Skeletal Mesh. The main bulk of the asset is now a Static Mesh, minus the previously mentioned piston SK, which should help with perfomance as well as Distance Field Shadows
  • Fixed broken vertex normals on BLD_Window_Curtain_Fur
  • Added backface geo to certain Lett Cot elements
  • Hammerhead slug icon - Fixed clients being able to see both boss spawner and slug icon at the same time
  • Add custom snow material for Scorpion Arena that spawns in the Arctic biome
  • Reverted T4 Anvil Proxy crates to fix issue with a mission crate BP issue. Also created separated crate meshes as generic props from the T4 Anvil proxy meshes
  • Chem bench lights now turn on when connected to a network that has supply and vfx play when processing
  • Fix LOD2 and LOD3 on Fur Curtain having noticable artifacts
  • Remove Wolf Jump anim reference from Boar BP. Tweaked jump arc to better suit animation (more vertical). Tweak blends of jump montage to match other jump montages. Expose jump delay timer as variable for fine tuning and debugging
  • Fix Striker/Stalker using Wolf montages with incompatible skeleton. Creature can now jump properly. Fixed swim height by offsetting root bone in AnimBP. Fixed EyeSocket rotation
  • If tamed mounts fall out of the world without freezing correctly, they will now attempt to teleport to owning player (if online) or to their last grounded location
  • Fixed shadow on workshop animal containers not fading out correctly
  • Hammerhead Slug Icon - re fixing client seeing boss spawner and slug icon
  • Fixed hammerhead slug icon not updating properly for clients
  • Bat Orientation - When bats leave the nest they reset their orientation so that they dont fly at weird angles depending on the rotation of the nest
  • Added new Albedo texture fo Arctic Moa with properly adjusted values for fur, while retaining HSV levels for non fur parts like legs and beak, etc

[/expand]

[h3]Future Content[/h3]
[expand]
  • Redo of DLC2 arctic cave entrance BPs to fix bad positioning of cave blockers
  • Adding Cold Aura Around Ice Mammoth Clues and Experiments in the Ice Mammoth Campaign, this aura lowers players temperature when they are within range
  • Fixing Mutated Mammoth Experiment Blueprint to use the correct ice armor in its back, rather than the scaled up enzyme crystals
  • Adding Spliced Viscid Spawning in Arctic Regions of Prometheus when world stat is present
  • Adding Arctic Viscid Loot which drops enzymes when killed
  • Adding Spliced Viscid Spawning as an outcome in the Ice Mammoth Campign, it comes as a result of not destroying the research base, allowing research to continue
  • Fixing issue where the Spliced Viscid AISetup data row was renamed
  • Setting up Enzyme / Snow Slug Trail and Attacks so they use the correct effects and meshes
  • Created and added Slime Trail Materials assets for Red / Blue Versions if required (also uploaded materials to G-Drive)
  • Adding new Landmine Types (Poison, Burn, Shock, Freeze) - These are not Player Craftable
  • Fixing Landmine Stats (they where displaying Pure Damage on their tooltip but Dealing Explosive Damage)
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Fix Ape_D collection requirement not progressing
  • Add helper text to indicate progress on Ape_C
  • Slight adjustment to the ape spawner. Decreased volume but increased sound size. To account for players hitting with pickaxes not just shooting with guns
  • Adding ape juvi scream upon aggro to add more intensity to fight. Also slight adjustment to idle distant layer to make it play slightly more to give more ape awareness in the world
  • Increasing ape juvi footstep velocity volume. Adjustment to sonic device start and loop. Increased volume of distant ape scream in mission to make it more evident
  • Adding blueprint logic to play audio loop when ape sonic device is turned on
  • Halved Arena Juvie Ape GFur layers from 32 to 16 as a perf test
  • Resave deployable setup datatable
  • Adding sonic ape device audio event and audio
  • Balance pass on Female 2 vocalisations
  • Allow golem lamp to turn on and off
  • Great Ape: Reduce the number of gas fungi particles
  • Adding Female 2 death vocalisation
  • Setting up unique Ape Sonic Device BP so audio can be added to that instead of being within mission BP
  • Fixed Ice Mammoth arena entrance spawns player backwards
  • material variants for seracs and SW rocks for ELY caves, material swaps and general polish of ELY arctic caves
  • Reduce number of cards, remove collision and adding batching for Ape Gas Clound AOE
  • Small adjustments to ape slam, and sprint audio
  • Replaced other campaign buttons with newer buttons, added hover animation and changed the background of GH UI
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Improve exotic infused creature and adjusted particles to reduce perf cost for gasflyer
  • Added NoFoliage variant levels+prefabs of ELY arctic caves
  • Small adjustments and improvements to ape velocity speed footstep volumes and simplifying bear idle distancing curves. Small tweak to L60 level up sting
  • Added prefabs for ELY arctic caves (I knew I forgot something)
  • Resaving IM_D & IM_A base with Landmine Fix
  • Fixing issue where landmines where not dealing damage after leaving and reloading a prospect, they where setup to use the wrong recorder component meaning they never received stats, which means when they tried to deal damage it was using the value of 0
  • IM_D - Adding Turrets, Landmines, New Generatores and Expanded Base
  • IM_D - Adjusted Explosion Logic so its self contained in its own quest
  • IM_D - Adjusted quest steps to provide more information and swapped a map marker to use a search area until the base is found
  • IM_D - When the explosive is deployed you will have have 30 seconds to evacuate the area or be hit by the explosion
  • Blueprint unlock widgets now give more information about resource network and fillable storage information so that better informed decisions can be made before unlocking
  • IM_D2 Updating beacon placement and tracking logic so its more of a game / challenge with greater feedback as to what is happening
  • Added DEP_Armor_Stand_T4 with destructible and animations
  • Dropping Enemy Turret Health From 10000 -> 2000
  • Adding new Item Icon for Partially Digested Enzymes so it can be distinguished from regualr enzymes
  • Adding extra spawn on ice mammoth bat nest to ensure bats are there when players enter the area
  • Adjusting IM_B so that travel and examine steps are now explicit, also adding new info descriptions for the digested enzymes for greater quest context
  • Removing Interaction from IM_B Mammoth clue as it is not required
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Removing audio references for the ape sonic device from the mission BP and playing all audio from the Sonic Ape Deployable BP. Stopping audio loop from being able to be triggered if not properly powered
  • World boss button layout change, Great Hunt Interface layout changes and alignment, added boss item display widget to Great Hunt Interface
  • Added custom collision meshes for SW/GL/TU MACTOP meshes - more polys on top surfaces, less on sides to improve playability
  • Added BP_WeatherBlocker for use in ELY
  • Added flightless tank skeletal mesh to the project
  • Update Sign widget material to use Decal domain which allows it to take on normals of sign mesh and handles lighting better, removing emissive glow, making the signs look less digital and cohesive within the scene
  • Added Unique VFXs for Slug Launcher projectile, hit and spot for all ammo types (base, poison, healing, explosive)
  • RG_OP1 remove map marker as quest no longer requires a specific location
  • Adding unique triangulation beacon deploy audio with sonar pulse in it to help signify that its finding direction. Increased importance of explosion for mission to help play more consistently
  • Elysium - swapped cave prefabs to DLC2 variants in Yellow+green quads
  • Enable external caveworm spawns for Quarrite Great Hunt
  • Add placeholder ape cage
  • Added BP_WeatherBlocker in volcanic on Purple Quad, Elysium
  • Testing weather blocker BP in Tundra, green quad. Test placement of voxels in geothermal pools, red quad
  • Fixed Ice Mammoth arena entrance spawns player backwards
  • Added Ice/enzyme version of Viscid, with SK, DM, materials and Textures. I also updated the meshes and materials in the BP. Joe will do a pass on the back ice spikes to imporve skinning for some animations
  • Fixed Weather Blocker actor render distance settings preventing it from being picked up by shelter scene capture
  • IM_O3 Adding additional quest steps to kill specific creatures, adjusting mutation frequency so its all arctic creatures, updating quest objectives so its a bit clearer what is going on
  • Added Manual call to creature subsystem to notify on bat death, as it wasn't occurring
  • Adding ability to turn off map icons via the map icon component
  • Adding ToggleCaveVolumeDebug cheat to visualize cave volumes in-game
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Adding all main dialogue lines and events for DH
  • Replaced Map icon for dGH Deployable device
  • Elysium - voxel and foliage placement, decal painting in Geothermal, red quad
  • Updated Panda German Shepherd Albedo texture to a higher quality version
  • Updated skinning on the ice viscid skeletal mesh. Tweaked physics asset, and added physical material to the ice material
  • Added art assets for the unbroken drone including skeletal mesh and animation
  • Adjust Ape E logic and location and reduced smaller ape movement speed
  • Elysium - Foliage and decal painting in Geothermal, red quad
  • Setup modified snow viscid carcass
  • created bee processing VFX and implemented to BP_Beehive
  • Fixed bug where bats would run to 0,0,0 if it cant reach its random location
  • Move blood trail from first ape mission to second ape mission
  • Add additional location requirements to ape E quest
  • Flushing grass cache on PROM, all quads
  • swapped out T4 anvil proxy crates for standalone prop versions in yellow quad, prometheus
  • IM_O1 - adding 2 prebuilt structures for the mission, and outpost and a base for the researchers
  • Extending range of Recovery Beacon Device Actionable and reducing the number of actors it queries
  • Swapped out old T4 Anvil Proxy with new Crate SM for BP_ResearchCrate
  • Adjusting in Mission Reward to be Raw-Red Exotics instead of Purple
  • Shifting Quest Locations to make IM_O1 work, adding new prebuilt structure for quest
  • Adding Intro Dialogue back to IM_O1
  • Added Functionality to New ECHO Device item, so you can switch between targets, adjusted UI so its nicer and added various quest test and missions steps to make the mission nicer to play
  • IM_A Number of Now Slugs that Spawn is now scaled by player count
  • IM_O1 - New Quest Find Stabalise and Extract Researching while finding their Research notes which help find the weakness to the Rimetusk Boss
  • Adding new Blueprint and Recipes for the ECHO device, a device which tracks recovery beacons
  • Scanners now have an overrideable function to apply extra filtering methods to searched for actors
  • Scanners now have an overrideable function so you can specifiy more than one class to filter for in the scanner if required
  • Adding Concept of Recovery Beacons which is a component which can be added to any icaurs actor or character and then tracked with a special device
  • Adding Recovery Beacons Datatable to tracking of recovery beacon data
  • Adding Recovery Beacon Tracker for tracking npc's objects with a device, could be used to tag and follow creatures in the future
  • IM_OB - Setting up Mammoth Corpse / Nest to correctly reload and adjusting the quest so you need to break the nest open and not just interact with it
  • Great Hunt Interface animation tweaks, added region label to other region buttons
  • Sharpening up lots of GH dialogue lines with a quicker more to the point ending that also mentions the radio device. Fixed lines where the inflection felt wrong or word emphasis felt strange
  • Resave Ape_D2 map marker
  • Ape_D2: Updated mission including a travel step and higher quest requirements
  • Add background blur to central elements of Processor UI to make text easier to read and give it the desired level of focus
  • Fixed issue where new BP_WeatherBlocker wasn't being passed though world generation
  • Fix stairs in Ape Lab being unreleased version
  • Adjustment to dialogue interrupt timings for DH
  • Fixing issue with quest step previews
  • Fixing Missing Craft Step from IM_O2 and adjusted quest text
  • Adding item icons for Enzyme Elixir and Creature Tracker
  • Adding new Epic Creature to IM_C3 that the player needs to shoot with the tracker
  • Adjusting Steps for IM_3 so that you now have to draw the Epic Mammoth Out for delivering the Experimental Solution
  • Adding Enzyme Elixir which can be used to draw Enzyme-Enhanced Creatures to you
  • Updating Objective Preview Steps for IM_C2
  • Swapped EDS ammo to include Synthetic Enzymes instead of Crystallised Miasma
  • Adjustments to IM_C2 so that you need to upgrade the base and prepare defences for the next mission instead of building a base from scratch
  • Updating Bases for IM_C so it has to be rebuilt, and IM_D so there as better placed defences
  • Adjusting Objectives for IM missions (Infected -> Enzyme Enhanced)
  • Updating Mission Preview Objectives for IM_A,B,C,D, D2,O1,O3
  • Icy Mammoth -> Enzyme-Enhanced Mammoth, Spliced Viscid -> Enzyme-Enhanced Viscid
  • Adjusted GH_RG_OP1 Analyzer steps so they can be reused in other quests
  • IM_C changed mission so you find a facility, hunt and skin some creatures then analyze the samples
  • Setting up Trophy Skinning Items for Enzyme-Enhanced Mammoth and Enzyme-Enhanced Viscid
  • Updated meshes for DEP_Silo
  • Fixed Ice Mammoth arena entrance spawns player backwards
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Update ice slug carcass blueprint
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Updated Arctic bat besitary image and added the image to ther source art file
  • Replacing agent line for better clarity
  • Legendary sandworm crossbow - Movement Speed Slows on reload based on 'MovementSpeedWhileReloading_+%' stat and matching modifier applied
  • Tightening up and adjusting lots of dialogue events. Replacing a few agent lines with better emphasis of key words.Adding ape goo dialogue line and event
  • Updated the frosty mammoth textures to snow covered look. Updated Gfur with new materials using the new textures. Updated Icy Mammoth Carcass BP to display the gfur textures correctly
  • Elysium - cliff placement and decal painting in Geothermal, red quad
  • Adding delay to dialogue when first spotting the rock golem juvis so it gives the player a chance to spot them properly once they spawn
  • Updated arctic bat BP to use the blue material variant. Updated the glowing wing trail VFX to colour match the blue material. Updated the arctic bat trophy to use the blue material
  • Added new delegates to CreatureSubsystem that are fired when juveniles start taming process, or once taming progress completes
  • Adding additional DH dialogue lines
  • Applied new exotic infused material to NPCGOAPCharacter
  • Adding proper socket names for the ape juvi so it plays the death collision audio when it falls on the ground. Adding new setup for World Ape Juvi to play combat music
  • Small dialogue volume adjustment, increased length of ape spawner cry so its more audible in mission when spawned, reduced ambience ducking on sub machine gun which was too harsh, other small tweaks
  • Added DEP_Fireplace_ClayBrick_Grey and DEP_Fireplace_ClayBrick_Red (firplace, extension and cap) with destructibles
  • GH_IM_C3: Mammoth now disengages and runs away to arena location after being hit with bullet

[/expand]

Icarus Week 174 Update | New ‘opt-in’ mechanics and tools for seed harvesting

This week, we’re introducing a big change to how seeds are collected for farming. This includes four new items and a new ‘opt-in’ mechanic for harvesting seeds.

We’ve also got an update on our internal playtesting of the upcoming Great Hunts expansion.

Notable Improvements:
  • Allowing more items to be placed on other deployables, including the tackle box, many vases and the workshop cooker and heater
  • Reduced Fire Capsule size on MXC Campfire so that you can no longer catch on fire by simply standing next to it
  • Added camera shake to horse mount kick montage for added zest
  • Changed fluid ammo weapons to have a progress bar display rather than shot numbers

[hr][/hr]
This Week: Seed Collection Changes


Since the introduction of seeds, one common piece of feedback we've received is that collecting crops in the wild often clogs up players' inventories. While these crops can be useful, many feel that the game provides an excessive amount that isn't necessary unless they actively participate in cooking and farming activities. The introduction of the Seed Pouch aimed to address this but was more of a ‘bandaid’ fix rather than anything permanent.

We decided to tackle this problem by making seed collection an ‘opt-in’ mechanic. That is, when farming or collecting wild crops, you will no longer automatically collect seeds, resulting in less inventory clutter.

To get seeds, you will now need to follow one of the methods below:

T1 - The Seed Extractor
  • This device automatically turns crops into seeds when you place them inside. It takes about a minute to generate one seed, which can then be planted in crop plots or dirt mounds like normal.
T2 - Progenitive Fertilizer
  • This fertilizer will enable seeds to be collected when harvesting from dirt mounds or crop plots.
T3 - Sickles Threshing Attachment
  • At T3, we have added a sickle attachment that will allow sickles to collect seeds from wild plants or crop plots, as you currently do.
Workshop - The Reaper Sickle
  • We have also added a workshop sickle called ‘The Reaper’, which acts just like the threshing attachment mentioned above with some added bonuses for seed yield.

In addition, we have added 2 new talents to the ‘Cooking / Farming’ player talent tree, which increases seed yield when harvesting in one of the ways mentioned above.

Seed Master
  • Increases the Yield of Harvesting Seeds from Wild or Farmed Crops
Prolific Crop
  • Increases the number of Seeds that Farmed Crops can produce

This has wider effects as well, especially in the early game, with the collection of seeds for recipes and the creation of vegetable oil. Both of these recipes may become more relevant outside of cooking in the future.

Originally posted by author
What is next for farming? And why not just drop the concept of seeds entirely and go back to how the game was at launch?

On one hand, seeds provide a nice way to pace and balance farming, something that wasn’t present in the game on release. On the other hand, an issue we are aware of is the abundance of food in Icarus. People don’t really struggle to keep their food meter full, as it is very easy to find, grow and cook decent meals, which really goes against the survival nature of the game.

We feel this patch moves the game in the the right direction, as it will help players now make more meaningful choices when it comes to finding and growing their own crops for food rather than every crop being easily accessible on planet.

In addition, a feature we would really like to add in future is the ability to genetically modify your crops, and even carry inherited 'traits' from one generation of plants to the next. This would open up the posibility of providing buffs to crops when they are used in food, manipulation to be able to grow crops outside their natural biomes or even allowing cross-pollination or the creation of entirely new plants.

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


While playing through some of the Great Hunt Campaigns internally, we have decided to invest more time into raising these to a higher standard in line with our vision for the Expansion.

To give everyone context, there are over 40 new missions across three campaigns in this new expansion. We’ve designed this to be engaging and immersive, so our efforts are to keep refining these with this in mind. We want to make sure we get this right and deliver a quality that we can be proud of.

This may mean delaying the Expansion a bit as we continue to work and iterate, something we’ve done before, such as on ‘Null Sector’ when we deemed it needed more polish.


[hr][/hr]
Next Week: Envirosuit QoL


Next week, we’re making some changes to allow envirosuits to be swapped out on the planet without leaving the prospect.

More details to come.


[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 v2.2.49.135257


[h3]New Content[/h3]
[expand]
  • Added Threshing alteration icon and attachment icon and added to Itemable and Alteration Datatables
  • Adding Workshop Inaris 'Reaper' Sickle which allows for seed collection when harvesting and increases seed yield from harvesting
  • Lowered the Cost of the Larkwell Martinez Sickle as it was massively overpriced
  • Enabling Seed Extractor, Sickle Attachment for Collecting Seeds & Seed Fertilizer
  • Enable Talents for collecting Additional seeds
  • Adjusting all D_ItemRewards for Crops / Wild Plants / Sickle Rewards so that Seeds Require a stat to drop, adjust seed drop chance to 100%
  • Adjusting Crop / Wild Plant / Sickle Harvesting so they all run through the same function and use the same scaling
  • Added More Seeds and Progenetive Fertilizer Modifier Icon, Added Seed Fertilizer Itemable icon, Added Prolific Crop and Seed Master Talent Icons
  • Added art assets for the T1 Seed Extractor Device
  • Adding Count to the Recipe Element Images so that on Auto Processors (like the campfire or seed extractor) can view numbers of inputs
  • Fixing Preview Mesh on Seed Extractor
  • Fixing T1 Blueprint Layout of Seed Extractor
  • Adding Seed Extractor Icon
  • Added seed extractor particles and hooked up animation
  • Split seed extractor mesh into seperate SK and SM for moving and non moving parts
  • Updated seed extractor meshs, updated seed extractor BP and deployable setup DT with the new meshs
  • Adding seed extractor loop for animation and extracted seed audio and data table setups
  • Added revised proegenitive fertiliser modifier icon
  • Seed Outputs and Crafting Outputs now display the proper seed item image

[/expand]

[h3]Fixed[/h3]
[expand]
  • FireArms now actually care about the Fire Shake Scale param. Set all entries and Default value to 1.0x so no behavior changes yet
  • Fixed inverted normals on BLD_BeamDiagonal_Brick_SHA and BLD_Wall_Door_DBL_Brick_R_SHA
  • Fixed translation of BLD_Wall_Door_DBL_Brick_L_SHA to align properly with the main mesh
  • Fixed a typo and updated bestiary text for icy mammoth
  • Fixed DMs for DCO_Dresser_MetalGlass and DCO_Wardrobe_MetalGlass
  • Update LOD and collision on Biofuel Composter
  • Cave lights now turn off at 7pm instead of 9pm
  • Update LODs on Interior Wood crates
  • Increase weight of White/Soft meat from 50g to 200g each, bringing them closer in line with the other meat weights
  • Disable collision on Carpentry Bench proxies causing highlight/interact issues
  • Fixed normal map and mesh vertex normals for DEP_Bench_Masonry_T3
  • Disable DF shadows on campfire meat proxy, blocking the main light
  • Add DoorBase to blacklisted actors for Deployable placement, preventing floating deployables when doors are opened/closed
  • Optimized Gfur settings on all Trophies and standardized LOD settings. Add tooling for finding incorrect settings
  • Decrease drop chance for Coconut Seeds from Palm Tree ItemRewards from 100% to 25% as this is rolled per-leaf, and Palm Trees have a lot of leaves, resulting in nearly 100 Seeds per tree unintendedly
  • Allow more items to be placed on other deployables including the tackle box, many vases, homestead DLC items, and the workshop cooker and heater
  • Decrease drop chance for Coconut seeds from Coco Palm trees significantly further
  • Removed darkened bottom on Small Water Trough
  • Update MXC Crate description to show how many slots it comes with (by default)
  • Update Resource Network connection points on Electric Furnace
  • Increased Windmill weight from 5kg to 20kg to better represent its size
  • Make Binoculars overlay black instead of grey
  • Add camera shake to horse mount kick montage for added zest
  • Reduced Fire Capsule size on MXC Campfire so that you can no longer catch on fire by simply standing next to it

[/expand]

[h3]Future Content[/h3]
[expand]
  • Elysium - alien rock placement and decal painting in Tundra, green quad
  • Added new UMG to the great hunts UI to better show off the outcomes of the great hunt
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Knitting Decor: Remove ColorTintMask param referencing white texture (no change with it disabled). Adjusted LOD screensizes to make swaps more subtle. Removed some unnecessary LODs
  • Moved and replaced old achievements in source art folder
  • Updated text for sewing machine bench
  • Rimetusk Sledgehammer: Reduced hold time of repair upgrade
  • Fixed shadow geo for BLD_Wall_Window_Brick
  • Revised material and textures for crystals on rock golem trophy 1 and 3
  • Tidying up the Achievements UI Art Folder and Image Imports to Unreal
  • Updated DEP_Trophy_Golem_1,2 and 3 as well as DM's and updated in BPs
  • Adding new Rig and animation for DEP_Bench_GreatHunt_Comms
  • Disable shadow casting on Windmill blocker mesh. Setup Custom Highlightable. Remove DF on related meshes that don't need it so save memory
  • Refactor Ice Mammoth Sledge Hammer behaviours to make repairing stat behaviour identical to the repair tool
  • Replaced old Ape Attractor icon to new one
  • Hammerhead slugs now have an icon attached to them
  • Added border and title for outcomes box and did a bit of spacing and resizing for it
  • Split Machining Bench into separate elements to help with DF shadows
  • Hooked up Great Hunt Communicator animation
  • Adjusted Great Hunt Crafting animation, finished the animation after crafting finishes, turn light on and off when crafting
  • Add icons for Homestead Hanging Meats. Decrease durability to 100. Move BPs out of Trophies folder and into Decorations folder
  • Setup proxy mesh function in BP_Deployable base, fixed bug and implemented proxy mesh function for some deployable benches
  • Cliff and Landscape Pass in Swamp, Orange Quad, Elysium. (Godspeed Soldiers o7)
  • Tweaks to new Machining Bench meshes LODs and collision. Add additional supporting invisible cubes for enhanced DF shadows
  • Converting quests that where using old inventory functions to use the new ones
  • Inventory Function Cleanup, new functions have been added in preperation for the tag based crafting implementation and other functions renamed and cleaned up, gameplay will not have changed at all. The Functions are now FindItemByX {Type / Query / Data} - Finds first item in the inventory that matches and returns its location, FindItemCountByX {Type / Query / Data} - Finds and returns the to total count of all items that match that query within the inventory, FindItemsByX {Type / Query} finds and returns references to all items & locations to all items in that inventory
  • Updated PhysicsAsset and BP for DEP_GreatHunt_Comms
  • Legendary Ice Mammoth SledgeHammer:
  • Rename the repair stat for clarity
  • Hide reload options as ranged slot can't be reloaded (pulls direct from inventory)
  • Show no ammo available and play no ammo trigger click sound when tther is no ammo
  • Show number of shots availalbe for the Legendary Slug Launcher (water fillable ammo)
  • Ice mammoth arena - Removed passive cave bats spawning on the outskirts of map
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Replaced Great Hunt Device icons
  • Ice Mammoth Arena - Removed collisions on objects mammoth needed to walk through. Widened waterfall enterances to prevent mammoth from sometimes getting temporarily stuck behind it
  • Adding Base parent class for dead prospectors so that the audio behavior for the loop plays for all of them
  • Genericize Fillable rows for Oxygen to prevent duplication
  • Fix IM_D event triggering immediately
  • Fix lighting and mesh LODs on Great Hunts device
  • Elysium - rock placement, foliage, decal painting in Tundra, green+yellow quads
  • Tweaks to alien rock materials, added tundra material variant for LC ledges
  • Ice Arena - Regenerated paths to prevent mammoth getting stuck
  • Fix Great Hunt Crafting Bench not requiring shelter
  • Update legendary stat descriptions to better communicate upgrades
  • Converting UI that where using old inventory functions to use the new ones
  • Ice Mammoth - Increased the frost vfx on frost pillars to make standing in it more obvious.
  • Reduced the amount of ice pillars.
  • Reduced the max amount of birds while keeping the spawn rate the same.
  • Removed collision on the ice spike on top of the waterfall to prevent collision with the boss
  • Adding adjusted GL fog and sky colours layers for potential use to project
  • Add Active FX for Forge
  • Expose GFur Data to Blueprint for tooling purposes
  • Elysium - rock placement, decal painting, polish pass in Tundra, green+yellow quads
  • Add some stubs for procurement of Legendary Weapons in the FieldGuide
  • Elysium - added unique biomes with temp naming to D_Biomes, updated heatmap to match
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Add ammo (biofuel) number display for the Flame Thrower and Legendary Flame Thrower
  • Change UI alignment to stop the ammo numbers from bouncing around when they change rapidly (flamethrower)
  • Elysium - cliff placement, decal painting, polish pass in Tundra, green+yellow quads
  • Show fuel type for Legendary Flame Thrower on FieldGuide
  • Adding all of Mos lines for DH. first pass editing. No events setup yet
  • Ice mammoth - Mammoth now melee attacks the player if the first movement call fails to get it out of the waterfall
  • Added the art assets for the flying tank creature to the project including animations
  • Update LODs on Great Hunts Crafting bench
  • Separated slug SMs from their tanks on the MED and SML slug trophies. Updated BPs and tweaked the glass shader to obsecure them more
  • Updated DCO_Butter_Churn to new version and also added larger DEP_Butter_Churn_LRG with animation
  • Increased cull distance for SML aspen trees from 10k min/12k max to 15k/20k
  • Updated SHA meshes for BLD_Wall_HalfPitch_Lower_Iron_L and BLD_Wall_HalfPitch_Lower_Iron_R to the correct ones. They are now the correct size
  • Adding In World Widgets on Screens to show Boss information on the Great Hunt Communication Device
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Added other rows for legendary field guide pages
  • Elysium - rock placement, decal painting, polish pass in Tundra, green+yellow quads
  • Show which ammo is required for Legendary Ice Mammoth Sledgehammer and Legendary Slug Launcher on no ammo prompts
  • Adding spacializers and updating BP to play audio of radios at owning players location instead of 2d
  • Update LODs on Repair Bench. Add hidden geo to assist with DF shadows
  • Flame Thrower statify biofuel consumption
  • Legendary Flame Thrower now consumes statified biofuel for alt fire slottables
  • Added material and textures for the flightless tank
  • Increasing volume of background handler voice when hes muttering to himself to better cut through ambience
  • Added DCO_Sign_Iron_A,B,C,D and DCO_Sign_Concrete_A,B,C,D and DCO_Sign_Brick_A,B,C,D and DCO_Sign_Composite_A,B,C,D
  • Fixed spawn rate of rock golem juvi idle audio being set to high for testing purposes
  • Fixed broken vertex normals on mesh, as well as filled in holes on bottom of frame pieces
  • Adjusting Turret base so that targets can be adjusted in child BP's and additional stats can be granted in child BP's
  • Adding new Enemy Turret Blueprint and configured to fire at players
  • Adjusting IM_A mission structure to add a power tower, turrets, landmines
  • Adjusting IM_A mission so that you now have to search for the base and a specific map marker will appear when you are nearby
  • Adjusting IM_A mission by adding new quest markers to the Prometheus Map
  • Adjusting IM_A mission adding new warning text for players as rushing straight in will get them killed
  • Fix race condition (and BP pin) for respawn in instanced levels
  • Added in missing juvi rock golem armor break audio. Also adding the aggro state vocalisation that was missing
  • Add some attempts and comments on IM_D explosion reloading issues
  • Adding last of GH crafting bench crafted audio
  • Adjustments to GH crafting bench timing and also adding recipes for GH bench to have more appropriate crafted audio
  • Adding Gh comm bench audio
  • Adding audio for the great hunts communicator bench and also the crafting bench
  • Ice mammoth - Lowered alpha on pillar vfx to increase visibility when many pillars fill the arena.
  • Fixed a bug where bats would spawn past the cap.
  • Increased the bat cap back to 60. Bats now spawn less when the armor is off the boss to make more of a calm period
  • Elysium - cliff placement, decal painting, polish pass in Tundra, green+yellow quads
  • Added BP_Firefly_FX as child of BP_WaterfallBase, changed inclusion layer settings on aspen trees, added FT for CaveIn_02
  • Added Map Arrow Icon for Great Hunt Mission
  • Fix animation loop on Great Hunt Crafting bench
  • Reduced materials for DEP_CaveLight_Floor and DEP_CaveLight_Wall from 6 to 2, and added a V2 of each with better collision and scaled up 1.5x
  • Edited the text for the GH benches and radio
  • Great Ape: Fix players cannot be revived inside gas fungi cloud (collision channel of overlap sphere)
  • Adjustment of IM_B so that the 3 locations can be visited in any order
  • Adjustment of IM_B, Location Alpha now has an outpost with a dead researcher, with notes on creature experiments
  • Adjustment of IM_B, Location Beta now has an empty corpse, all swamp creatures will drop digested enzymes which need to be collected
  • Adjustment of IM_B, Location Gamma now has a mammoth corpse which Vespers have created a home in, you need to now kill the vespers and loot the corpse
  • Cleanup of UMG_InteractableNote Display so it is larger
  • BP_Nest parent class now has a function to inject extra loot if required
  • Adding new Enzyme smoke particle effect
  • Removing NavObstacles from Quest Sphere Triggers in IM_B
  • Adding new Blue / Enzyme Effects for the Enzyme Infected Slug
  • Added DCO_Sign_Stone_A, B and C
  • added separate materials slot fior Emissive on DEP_Bencch_GreatHunt_Crafting
  • Adding audio for the great hunt crating bench to play when the bench is activated. Adjustments and fine tune to the servo parts for better audible experience
  • Adding more unique GH device loop with low level distorted voice
  • Fix washing machine LODs
  • Fix PhysicsAsset for GreatHunts Crafting SK. Fix material naming scheme. Moved Active Effects logic for BP into existing override function and simplify animation logic. Adjusted water visuals to better suit new active FX. Improve lighting setup and DF shadows support
  • Great Ape: Fix localized area gas fungi modifiers are lasting longer than visual effects (and reduce duration of modifier when applied to players)
  • Fix gas fungi is making Juvenile Apes attack the Great Ape
  • Great Ape: Reduce AOE radius (was scalling with server player count). Great Ape: Slightly reduce the health ramp (scales with server player count)
  • Fix Legendary Flame Thrower Alt (slottable) actions consume ammo, but don't require ammo for use. Add a cooldown to Legendary Flame Thrower Alt actions
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Elysium - decal painting, FT rocks, polish in Tundra, yellow+green quads
  • New ScreeSnow decal, AC and TU variants added for Slope Rocks
  • Give Legendary weapons with fillable full tanks on creation. Remove duplicate StoredUnits entry for Scorpion Rifle. Fixed incorrect spelling of Scorpion in numerous locations
  • Fixed NS_SmokeDrop to lessen bad overdraw and obvious planes when looking up
  • Added Homestead Bellows and Fireplace Decor SM, SK, DM, ANI materials and textures
  • Fix stamina consumption with the Legendary Ice Mammoth Sledge Hammer for very specific hold focus behaviour
  • Adding a few more adjustments and fine tunes for the rock golem Juvi.
  • Added a stomp for the idle anim which better represents its intensity and some improvements to the roll velocity.
  • Also reducing ambience and SFX slightly when the player is dead to better inform the player when alive / respawned
  • Fixing issue introduced in refactor where turrets would not target enemies correctly, only enemy turrets would. This has now been corrected
  • Fixed organic analyzer tracking in RG_OP1 mission, correctly indicating power. Reworked power requirement and mission pacing to have a longer analyze time but use increasing power over time
  • Fix drop pod socket on player craftable landing pads
  • Fixed Hole in CAVE_DC_SML_002_DLC2, Elysium
  • Drop pads now relocate when player landing pad foundations are destroyed
  • Added variant cave entrances and cave levels for DLC2 MED and SML AC caves
  • Added distance-based culling and spawn rate scaling to Fireflies niagara FX
  • Replicate visibility of Rimetusk den when made visible but not yet accessible via mission
  • Updating great hunt communicator to have a version with handler in the background distorted
  • Added DEP_Armor_Stand_T2
  • Update numerous deployables to use correct Preview static mesh. Update tooling
  • Remove obsolete GH Crafting Bench materials referencing deleted textures. Update new material to use albedo so lights aren't grey when off
  • Adjust rage modifier to give melee and range damage bonus, instead of physical damage
  • Change fluid ammo weapons to have a progress bar display rather than shot numbers
  • Rimetusk Sledgehammer Utility head upgrade now provides frozen ore instead of repairing
  • Ape_O1, ensure ai spawner is checked for after initial load
  • Create new variation of Mangrove tree for use in GH Ape Lab, with adjusted screensize values to suit 0.06x scaling of mesh
  • Fix explosive weakness on creature spawners and fix Ape_O1 mission progress related to spawners
  • Elysium - decal painting, FT rocks, polish in Tundra, yellow+green quads
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Hook up fuel gauge on Lava Hunter Flamethrower. Removed duplicate flamethrower portion of BP filename

[/expand]

Icarus Week 173 Update | New 9mm Submachine Gun and 5.56mm Assault Rifle

Week 173 brings the long-awaited rework of our firearms range, introducing the SMG and Assault Rifle as replacements for the now sunset Light Automatic Carbine.

The Submachine Gun is similar in style, using low calibre 9mm ammunition with a fast fire rate, while the Assault Rifle keeps the look of the Light Automatic Carbine but uses 5.56mm rounds at a slower fire rate with more punch.

Notable Improvements:
  • Increased leniency on Vapor Condensor waves, reducing cases of creatures getting stuck and interrupting the flow of the event
  • Bees now return to their nest if outside a certain range, even if they've attacked recently
  • Drastically reduced the cost of the plants required for cocoa, wild tea, green tea and coffee & coffee with cream drinks

[hr][/hr]
This Week: Submachine Gun


This week, we’re adding the new Submachine Gun to Icarus.

This new firearm uses 9mm ammunition rounds, has a capacity of 20 rounds per magazine, and a rate of fire of over 400 rounds per minute. It also reloads in a lightning-quick 3.2 seconds.

The Submachine Gun trades speed and fire rate bonuses for a slight decrease in reduced damage. Headshots will deliver less damage compared to the Assault Rifle and slightly less general damage also. However, it does have three times the durability of the old ‘Light Assault Carbine’, so will last considerably longer before needing to be repaired with Titanium Plate.

9mm ammunition is the same as that used in the current array of pistols, making it much cheaper to craft. This will be handy while you shoot up to 400 rounds at your target per minute.

As we mentioned in previous weeks, this will be replacing the Light Automatic Carbine, and all existing versions in-game will be converted over to Submachine Guns with this update.


[hr][/hr]
This Week: Ammo Rework


This week's theme of firearms also includes a rework of our ammunition options, which aim to provide a more accurate pairing between weapon and bullet.

Here’s a list of everything that’s being added or changed:
  • Pistol Rounds → 9mm Round
  • Rifle Rounds → 7.62mm Round
  • Assault Rifle Rounds (new) → 5.56mm Round
  • Shotgun Shells → 12ga Buckshot

[hr][/hr]
This Week: Assault Rifle


We’re doubling up on firearms this week, adding a new Assault Rifle also that uses the Light Automatic Carbine mesh.

This weapon fires 5.56mm rounds, has a magazine capacity of 15, and fires 300 rounds per minute. Its reload speed is slightly slower, at 3.6 seconds, compared to the Submachine Guns 3.2, but it packs more power and will deal more damage for its smaller capacity.


[hr][/hr]
This week: Ask your Great Hunts questions in our live stream


Do you have any questions about Great Hunts or what’s coming soon in Icarus?

Our Stream Team streams every Friday at 2:30pm NZT / Thursday 9:30pm EST, and we’re inviting you to jump in this week and ask any questions you might have. The team will do their best to answer them (without getting in too much trouble).

twitch.tv/rocketwerkz


[hr][/hr]
Next Week: Seed & Farming Changes


Next week, we’re making some changes to how you gather seeds to plant your own crops.

More details to come.


[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 v2.2.48.135044


New Content
[expand]
  • Updated SK mesh for GUN_Sub_Machine and new textures
  • Create new BlendSpace for Pistol FP anims to reduce wrist twisting when sprinting.
  • Move GripSocket further forward on SubmachineGun so the left hand is positioned in front of the magazine
  • Reduced Assault Rifle fire rate and increased Assault Rifle ammo cost
  • Reapply Submachine gun stats and unlock new Assault Rifle and Assault Rifle ammunition
  • Added variation of 1st-person pistol equip that doesn't contain twirl
  • Adding more appropriate equip audio for submachine gun that reflects the fact that the gun is not being spun the same way as the standard pistol
  • Added Submachine Gun Icon
  • Adding logic so that when removing envirosuits / bags / etc, anything that was in the inventories will try to be replaced before being ejecting onto the ground, in the past removing your bag would throw items that did not fit onto the ground instead of trying to place in the hotbar
  • Update legacy Light Automatic Carbines to Sub Machineguns
  • Hide legacy LAC (now SMG) from Field Guide
  • Disabled killcam support on automatic weapons

[/expand]

Fixed
[expand]
  • Allow Vapor Condensor completion with 10% of creatures still alive, prevents creatures getting stuck preventing completion
  • Adding focusable data table entries for jerrycan so it uses the correct updated animations data
  • Bees now return to their nest if outside a certain range, even if they've attacked recently
  • First pass updating jerrycan being held upside down and with a pose that was not visible. Correcting first and third person. Need focusable table to complete. Will do next
  • Reducing chance of wooly zebra audio neigh and also reducing idle vocalisations for more subtlety when multiple mounts are around. Also adding test version of NS Mount Run effects for consideration. Less dramatic smoke for mount footsteps
  • Remove duplicate Stationeers Bobblehead DT entries
  • A few very small audio UI adjustments for slightly better representation of whats happening in the action for better player awareness. Reduced frequencies in very fast triggering UI elements that can cause annoyances
  • Remove Highlight logic from Building Upgrade Actionable as it was already running on the Repair Actionable, both of which are simultaneously running on the Hammers since merger
  • Fixed issue which caused CustomDepth to permanently remain on building pieces once they had been highlight by Hammers, causing Occlusion Culling to fail permanently over time. Tidied and commented Highlight logic on Repair Actionable
  • Disabled WeatherCulling mesh on Building Wall pieces because it was causing highlights to fail and they're thin enough to not need it
  • Removed obsolete/unhooked Weather Culling setup function from Building Base and cleared out some unhooked dead references
  • Also fixing coffee with cream recipe as it was still using 40 coffee plants to craft
  • Drastically reduced the cost of the plants required for cocoa, wild tea, green tea and coffee & coffee with cream drinks 40/30/20 -> 5, so they can now acutally be used without a a large farm & talents (Previously it would cost ~13 wild plant harvests with no stats, with a sickle ~9 and farming ~7)
  • The Add to Stacks Button no longer automatically sorts the inventory after stacking items. The sort was causing problems with auto-crafters such as furnaces, drying racks and campfires where placement order in the devices inventory determines the recipe which is crafted first
  • Allow curtains to be craft on electric textiles bench (thanks Khana!)
  • Fixed left hand being positioned incorrectly when playing 3rd-person pistol equip animation
  • Slight reduction in size and intensity of the Mounts footstep VFX. Previously was using a VFX meant for a creature attack. Now uses duplicate with reduced opacity and size resulting in a more realistic impact dust from mount feet

[/expand]

[h3]Future Content[/h3]
[expand]
  • Adding more appropriate deploy audio for great hunt mission device
  • Adding code to player tracker listener to allow for completion of new GH Achievements (Completing final mission in a GH & Completing All Missions in a GH
  • Adding Code to the Accolade Subsystem so it can recognise and read a GH row handle so it can be displayed in the task lists for completing all missions in a GH
  • Setting up Mission lists for the GH Achievements
  • Implementing Achievement which requires extracting 1000 Biomass
  • Adding New Seed Fertilizer Item which enables seeds to be gained when harvesting, reduces produce yeild and provides a big increase to seed yield
  • Adding new Talent (Prolific Crop) which increase planted crop seed yield
  • Adding new Talent (Seed Master) which increases harvesting crop seed yield (foraging, farming and sickle)
  • Adding new Seed Scaling logic based on seed yield reward stats to both wild plants and farmed plants to be used on seeds when the seed rework is enabled
  • Stats for Forgaing / Farming and Reaping Seed Yield now work as intended
  • Adding logic to the crop plot / wild crops harvest reward generation that allows respecting of the bRequireStatToDrop boolean specified in D_ItemRewards
  • Fixing issue where rewards that weren't ment to scale where being scaled unintentionally when harvesting from crop plots
  • Adding New Threshing attachment for sickles that will enable harvesting of seeds after the seed rework has been implemented
  • Adding new stat which enables the harvesting of seeds from wild crops and crop plots when the seed rework is enabled
  • Adding T1 Seed Extractor Item, Setup, Recipe and Blueprint
  • Adding Crop -> Seed Recipes for all current Crops for the Seed Extractor
  • Fix Weatherproof Cladding talent being unlockable without prerequisite talent
  • Removing cave worm mouth vocalisations from within the roar scream event. Instead adding additional emerge animations without the roar into the emerge montage to help diversify the experience when surrounded by multiple caveworms. This will really help reduce the audio fatigue from caveworms in heavy use. Adding randomize section to BT for caveworms and teenage caveworms
  • Updated slug boss large trophy to seperate the glass case and the contents into two seperate static meshs. Updated these in the BP
  • Fixed autonomous spawns not being blocked by the stat unless they were ground spawners
  • Added updaded mesh and textures, made by Marcos, for DEP_Trophy_IceMammoth_LightStand
  • Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
  • Update legendary item descriptions to correctly name the type of item it is
  • Updated ape boss trophy with the glass case and ape static meshs seperated
  • Ice mammoth - Added death animation to replace the previous ragdoll
  • Update wording on Rimetusk sledgehammer alternate fire upgrades
  • Removed unecessary LODs, fixed LOD material slot issue
  • Remove RedGoat and Wulv character setups. RIP
  • Remove Floatable and Focusable data from new Armor pieces
  • Add icon for Laptop collectable. Set collectables to field guide blacklist
  • Added updated textures for scorpion boss with missing details added to the underbelly of the creature. Texture update done by Marcos
  • Elysium - polishing tree placement, landscape textures, decals in Tundra, green quad
  • Elysium - polishing tree placement, landscape textures, decals in Tundra, green quad
  • Updated separate SM and SK for DEP_Bench_GreatHunt_Crafting
  • Updated separate meshes and rig for DEP_Bench_GreatHunt_Comms and updated animation
  • Implementing achievement for fully upgrading a legendary item
  • Fixing issue with GH Achievements where completing any GH mission would count as progress for all 3 Campaign achievements, each mission will only complete once now for each of the campaign achievements
  • Adding Talent Archetype data to GH Datatable so the hunts can be categorised if needed
  • Adding Trackers to GH Achievements to finish all missions, and implementing Steam ID connections so progress can be seen on steam
  • Tagging IceMammoth, RockGolem, Ape and Lava Hunter as Bosses
  • Fixing issues where a the IceMammoth, RockGolem, Ape and Lava Hunter would not grant killed & killed on hard achievements in the GH Set
  • Exposing Quest Complete Notifies to the Player Tracker Subsystem
  • Hooking up Implementation for Completing GH Campaigns and All Operations within a Campaign
  • Adding all Steam ID's & Steam Variables for GH Achievements so the information can be correctly send to steam to gain the achievements
  • Adding images for All GH Achievements & Adding all Achievment Images to Source Control
  • Updated mesh for SM_ITM_Sledgehammer_IceMammoth_Handle_Cammer to shift handholds
  • Updated mesh and rig for GUN_HuntingRifle_CHAC_Repeater
  • Rock Golem Gauntlets VFX Pass, Shield, Hit, Charge, Projectile, etc
  • Give players more (stat based) detail about Legendary Ice Mammoth Sledge Hammer ranged projectile slotable
  • Add SK to Ape Attractor
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Fixed issue where Ape Club could deal double damage
  • Updated description of Ape Club Dampener upgrades to make it obvious a secondary attack is added
  • Fixed Ape Club secondary attack not being put on cooldown between attacks
  • Tweaked timing of Ape Club's hit event during slam montage
  • GenericMelee actionable now supports custom anim notify hit events instead of just 'DoHit'
  • Replaced Great Hunt Achievements to Red ones
  • Fixed ensure and log spam related to new SetDynamicQuest cheat function
  • Adding PhysicsAsset for GUN_HuntingRifle_CHAC
  • Removing sockets added to rig for offset of jerrycan and splines and instead adding the general right hand sockets with offsets that make the items sit in the correct places
  • Replaced Sandworm Crossbow shop Icon
  • Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
  • Updated mesh and destructible for DEP_Trophy_Golem_2
  • Tweaked biome heatmap for PROM to fix GL to SW transition (Map tile F8)
  • Revised material and textures for crystals on rock golem trophy 2
  • Adding Lamb Carcass & Workshop Item Icons
  • Updated textures and SK for GUN_Rock_Golem
  • Stopping the Lamb from being visible when carried on the players back and hiding from the field guide
  • Devlocked Homestead items so they don't appear in Field Guide until ready for release
  • Adding audio for lamb. Events and data table setups
  • Added Mesh ADS sockets for CHAC Rifles to fix up ADS alignment without modifying existing Skeleton. Enable DynamicRainDrops to material. Decrease Fire rate enough so that the animation doesn't break and decrease Visual Recoil to suit power of the weapon
  • Re-saved D_Stats
  • Give users more feedback when repairing with the Legendary Ice Mammoth Sledge Hammer
  • Fix highlight on Great Hunt communicator
  • Great Hunt Interface UI pass on Objective List
  • Hooked up SK to great hunt crafting and communication devices
  • Added Notes to Eden Base for jake to look at Yollow Quad, Elysium
  • Adding ability to swap out envirosuits on planet

[/expand]