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Icarus Week 211 Update | Spiders, Arachnophobia Mode and Double XP

Welcome to Week 211.

This week grab your friends for a double XP event & Icarus on 90% off sale!

We also add a brand new creature - spiders, with all new attacks, resources, trophies an challenges.

For though players who prefer to avoid spiders, an Arachnophobia world setting has also been added which will disable spiders from spawning. World settings can be adjusted by admins on dedicated servers of the host in p2p play.

We also provide a small sneak peek at what is coming next week - a tameable and rideable mammoth.

Notable Improvements:
  • Fixed being unable to pickup pieces of Cake after the session is reloaded
  • Adjustments when brining mounts down from orbit so they spawn in a better area near the pod which fixes some cases where the terrain around the area was not suitable



[hr][/hr]
This Week: Double XP


This week we're offering double XP to celebrate the holidays and to welcome the new players picking up Icarus in the Winter Sale at a massive 90% off! All DLC is also discounted if you've been waiting to pick up one of our expansions or item packs.



[hr][/hr]
This Week: Spiders


This week, a new creature crawls its way into Icarus: Spiders. These nocturnal threats emerge after dark, keeping good company with our native Kiwi, and can be found lurking outside caves in the Forest and Grassland biomes across Olympus, Styx, and Prometheus.



Explorers should stay alert while traveling at night, as spiders bring a set of unique and dangerous attacks. If you venture too close, they will launch poisonous webs that slow movement, making escape more difficult and encounters far more deadly. Plan your expeditions carefully, keep your distance, and be ready for a fight when darkness falls.



Defeating spiders also comes with its own rewards. They drop a new resource - Spider Silk - which can be used in alternate crafting recipes, including new options for Rope and Platinum Weave, offering fresh ways to progress your gear and equipment.

As with all of our creatures spiders come with their own craftable trophy and unlockable bestiary entry.


[hr][/hr]
This Week: Arachnophobia Mode


We’ve also unlocked the Custom World Settings menu, which we plan to expand with additional options in future updates. As part of this release, we’re introducing Arachnophobia Mode, which allows you to toggle spider spawning on or off. If you’re not a fan of eight-legged creatures, enabling this setting will prevent them from appearing in your world.



Arachnophobia Mode can be configured when creating a new Prospect (under the Difficulty section), or at any time from the Escape menu while in a Prospect (just above the Continue button). Please note that this option is only available to Hosts or Admins. If you’re playing as a client on a Dedicated Server, you’ll need to log in as an admin to access it.



For new Prospects, Arachnophobia Mode will default to Off. However, for existing Prospects, it will default to On. This is to avoid unexpectedly introducing these new creatures into established worlds without players’ awareness. You can opt in or out at any time via the Custom World Settings menu.

If you have any thoughts on other custom world settings you'd like to see in this menu, let us know!


[hr][/hr]
Next Week: Rideable Woolly Mammoths


Next week, to celebrate the holidays we will be adding a brand new mount, the Woolly Mammoth.
Juvenile woolly mammoths with now spawn with their parents and can be captured and tamed in the normal way. As with all of our other creatures they come with their own unique talent tree. Be sure to check it out next week.


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

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

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog 2.3.22.146311-rel-GreatHunts


[h3]New Content[/h3]
[expand]
  • Added Spider IK
  • Added turn BS to spider
  • Tweaked Spider rotation rates and blending
  • Removed swimming transform offset from spider
  • Fixed Spider loco speed
  • Added missing spider idle animation
  • Reworked spider attack BT
  • Fixed spider spit projectile not hitting targets
  • Temporarily added Spiders to caves in ELY for testing purposes
  • Forest spiders should only wander 2500 units from their target cave
  • Anchored wander distance can now be stat-driven
  • Removed various DH feature locks from spider content
  • Spiders should now only spawn at nighttime (same hours as kiwi)
  • Removed DH feature flag from Arachnophobia mode custom game stat
  • Fixed issue where custom game settings weren't being correctly populated by defaults
  • Fixed issue where applying custom game settings wouldn't clear previous configuration before adding again, resulting in duplicate stats
  • Hidden custom game settings should no longer have widgets created for them
  • Removed spiders from outpost_forest spawn config
  • Spiders should now be cleaned up after turning on arachnophobia mode
  • Arachnophobia mode will now be enabled for existing prospects. New prospects will have it turned off
  • Fixed spiders wandering too far from their nests
  • Fixed issue with arachnophobia mode being enabled on non-shipping test prospect info
  • Slightly increased min distance to players when spawning new cave spiders
  • Adding Spider Trophy Mesh Item and Deployable Setup, Taking and adding new Icons for Trophies, Adding Recipes
  • Adding Missed raw art images for spider silk and spider head item icons
  • Adding Spider Silk Icon and Spider Head icons, removing feature level lock from spider related items
  • Setting up spider Bestiary Entry and splitting from geothermal spider
  • Adding Spider Silk item and alternate recipes for platinum weave, bandages and rope
  • Spiders now drop spider silk instead of leather
[/expand]

[h3]Fixed[/h3]
[expand]
  • Set Plains Equix to use Deer spawn rates. Set Bluebacks to use Buffalo spawn rates
  • Clean out AISpawnRules that are not valid for the SpawnConfig for that level (Polar Bears on Desert Outpost, etc). Add DT Validation for detecting SpawnRules invalid for SpawnConfig
  • Fix Cake pieces no longer being interactable after reload
[/expand]

[h3]Future Content[/h3]
[expand]
  • Added Cliffs to the Arctic Blue Quad, Elysium
  • Added Orbital Exchange Interface Landing Pad Icon
  • Added Clay Brick Building Piece icons
  • Adding mutation laugh audio and notify
  • Small geiger counter balance pass
  • Drones - Switched scout drone to new model. Switched hunter to new model and added new animbp for its new skeleton/anims
  • Update Juvenile Mammoth mesh, locomotion speed, animbp
  • Fixed mammoth LookAt ctrl rig and replaced usage of old lookat blendspace
  • BP_WyrmQueenEgg update on VFX
  • Adding woolly mammoth juvi flinch, death and idle vocal events and data table setup. Also adding unique Eden music background track
  • Updated saddle data table with correct anim bp for the mammoth saddle
  • Added first pass mammoth saddle asset and updated mammoth mount settings to work with the saddle
  • Radiation Modifier UI - Progress bar now updates based on values within players 'survival triggers' instead of hard coded values
  • Adding tesla coil charge, zap, powered audio events and BP logic
  • Dragonfly nest spawn rotation should now conform to terrain normal
  • Frostfall Replaced Cave Entrance with BP
  • Fixed issue with follower spawns that was causing some followers to spawn with 0 X/Y offset
  • Added Destructible states for Stone Fortifications
  • updated synthetic armour 1st person arms mesh, added the sleeves
  • Fixed issue with new OEI asset spawning mounts in mid air
  • Transport pod mount spawning will fall back to a close range navigable area in cases where a valid path to pod can't be found
  • Ely - added custom collision meshes for LC_Cliff_23-25
  • Fixed Frostfall Landscape Blocking
  • Eden cave drips adjustments
  • More additions to eden. Adding cave drips closer to the waterfall. Balance of waterfall to have slightly more impact. Adding more insects, added lower percent chance of npc saying something
  • Ely - removed references to DC_TreeDead FTs in Tundra, green
  • Ely - fixed and applied Z offset on SML Aspen trees, green + yellow
  • Ely - fixed floating cliff in NW volcanic, red
  • Fixed bright billboard albedo texture by checking on SRGB tickbox for HRB_Kumara_Wild_Var_1
  • wip orbital sequence FX
  • Updated DEP_Fortification_Stone_Gate, BP, destructible and animation
  • Adjusting DM_DEP_Fortification_Concrete_Gate
  • Updated DEP_Fortification_Cancrete_Gate with destructibles and animations
  • Fixed Raptor mount not attacking back in defensive mode
  • Added bite to Raptor's attack montage
  • Lots of drone updates for the carrier
  • Temporarily reverted drones in ELY mission 1 back to original drone logic until more work can be done on updated behaviours
  • Updated skinning on juvie mammoth bones
  • Adding drone hunter or carrier spot vocalisation event. Adding spot vocalisation as a variable so it can be adjusted per drone type
  • Clean out old Dev test prospect data for Mounts and ContentServer
  • Drones will now attempt to follow navmesh for periods of time when stuck, should help in instances where drones get stuck on large rocks etc
  • Fixed an issue where drone movement would sometimes seem to flicker after reaching target location
  • Limit Ghost Croc population to 1
  • Update Nailgun to support Building Upgrade logic
  • Added mammoth juvie bones and carcass art assets to the project
  • Ely - lighting pass in Eden, yellow quad
  • Adding additional audio events for drone alternatives. Pitching adjustments. More to come
  • Replace DC_Palm with CocoPalm in FLODSandbox level. Remove DC_Palm from FLOD DT and delete FTs so they don't get used
  • Fix up Desert Cave diorama blue->yellow fog. Tweak some voxel scales resulting in poor texel density. Remove many meshes that weren't visible. Delete BuiltData
  • Adjustments to eden music track. Adjustments to mutation laugh, adjustments to NPCs dialogue amounts, adding wind gust through grates etc
  • Remove references to unused foliage in Diorama_Cave_01 and delete instances outside of level bounds
  • Updated flesh sack floater opactiy map compression. Updated BP with new V2 mesh and animation. Created AnimBP. Updated joint names in AI setup DT
  • Queen - Fixed wyrm egg delay being unhooked
  • Lots of drone audio adjustments. Adding correct collision hit event bones to ensure fall audio plays
  • New Drones - Cleaned up main BT and moved attack logic into 3 seperate files for each type
  • Updated mesh pack for the new armor sets and updated D_Meshable
  • Eden - adjusted various light settings, added new glow material for light meshes, reduced intensity of landing pad spotlights in BP
  • Removed duplicate raptor AnimBP for Juvenile, replaced with child class
  • Added twoleg and fourleg IK for raptor and striker
  • Fixed Swampbird IK not working
  • Updated the flesh sack floater opacity material. Added a version 2 of the flesh sack floater which is twice as large, a more detailed rig, and a better idle animation
  • Delete NavMeshBoundsVolumes mistakenly placed as NavModifierVolumes
  • Final eden ambient adjustments
  • Update icons for Crude Oil and Biofuel spline tools
  • Disable weather culling mesh on Building Wall Diagonal base class as its not needed and now matches Building Wall base class
  • Fixed incorrect relationship row for hopping creatures that was causing it to be a valid target for other NPCs
  • Fixed flare gun projectiles bouncing on ground
  • Reparented duplicate flare ballistic behaviour
  • Fixed flare smoke and sprite particles not fading or scaling correctly
  • Flare gun flare should now fade out before hitting ground
  • Reduced max speed of flare gun flares when descending
  • Repositioned lights and particles on skeletalitem_flare back to 0 (was previously offset to match flare arrow tip)
  • Lots of drone updates, additions and improvements. Adding drone carrier spot and drone hunter idle event etc
  • Dialogue and quest tweaks, various volume balances and adjustments - general mixing pass
  • Ely - fixed floating mesh and deep ore deposit in Tundra, green quad
  • Fixed a dialogue issue and some blue quest text for ELY6
  • Added variables to BP_IcarusPointLightActor and SpotLightActor for controlling intensity,color etc - reapplied custom settings to placed lights in Eden, yellow quad (they were reverting to default settings during sublevel generation)
  • Fixed an issue where the incorrect speaker was displayed in dialogue for ELY4
  • Priority adjustment for dialogue to ensure it plays
  • Fixed a number of typos, updated flavour text for items, updated quest text with specific faction references
  • Added Wall Clock props and security camera assets
  • Add Arctic Scorpions to Arctic Outpost spawn group
  • Fixed Highlightable on Geothermal Bat nest
  • Geothermal Spider now spawns in Geothermal areas like typical creature
  • Fix compression settings on Flesh Sac textures. Fix incorrect head joint name and default AI Setup row
  • Fixed DT validation with D_Saddles
  • Adjusted Woolly Mammoth saddle hand position
  • Removed standard saddle DT entry for Mammoth
  • Fixed missing Mammoth skill tree requirement link
  • Closer matched dialogue for theo, dialogue adjustments etc. Added wyrm death vocalisation to the ground animation etc
  • Fixed Bugs and Caves in the Arctic Blue Quad, Elysium
  • Feature locked mammoth talents relating to building
  • Added another inventory slot talent to mammoth tree
  • Saddles can now specify stats that must be true before it can be equipped on an NPC
  • Added new saddle items for Woolly Mammoth mount
  • Increased blend times on Mammoth idle and LookAt
  • Added talent and recipes for crafting mammoth saddles
  • WIP mammoth platforms will now appear when equipping heavy saddle
  • New Drones - Removed nodes that did nothing. Added additive attach montage to hunter drone. Fixed 'DroneType' not being set correctly causing all drones to count as the 0 drone type or 'standard'. New shoot task switches which anim to used based on enum
  • Tesla coil fine tunes
  • Dialogue tweaks for mission 4. making sure the last line plays. Radiation tweaks, removing reverb from geiger and slight reduction in volume of radiation zone
  • Removing reverb causing problems within cave drip event and ambient event
  • Mount UI - Hooked up new UI elements
  • Fixed Bugs and Landscape Blending in the Arctic Blue Quad, Elysium
  • Adding additional cook dialogue lines. Adding water fluid dripping through vent parts. Various adjustments. Removing a couple of unwanted lines
  • Committed Mount UI change again as last commit didn't go through
  • Updated D_Meshable for armor mesh packs
  • Fix Lithium Sledgehammer pointing to wrong tool damage row
  • Disable Spider spawning in Oly Conifer Easy area
  • Refreshed nodes in Hunting GOAP BPs to hopefully fix build validation
  • Ely - fixed crevasse and landscape seams in Geothermal, red quad
  • Eden - light color adjustments, moved some lights and meshes from persistent level, yellow quad - added wet rock decal texture+material
  • Slinkers and Batdogs have their max hunting distance halved if player target is within an active spawn blocker
  • Added missing mesh packs for the armor sets
  • Added missing Storca tame talent name/description
  • Changed Mount UI Layout
  • Updated Juvie mammoth corpse BP with correct art assets and Gfur culling on skinning
  • Updated flesh sack floater idle animation to inflate and deflate quicker
  • SulfurWorm Trophy setup
  • Disable Rain processing on Arctic Winds weather actions with 0 values
  • Add new Atmospheres (DesertEly, Coastal, Tundra Geothermal) to PlayerEffectsComponent when calculating current biome influence for Debris, fixing the missing Debris effects in these new atmospheres
  • Fixed Bugs and Caves in the Arctic Blue/Yellow Quad, Elysium
  • Queen - increased melee damage on eggs and reduced proj damage
  • Mount UI - Duped current mount UI as not intended to be live, going to revert original mount interface back to old regular version
  • Mount UI - Fixed build error - Missing stats column
  • Drone adjustments and fine tunes
  • Ely - tweaked some lighting, added welcome sign to Eden - fixed some floating trees and deep ore node elsewhere in yellow quad
  • Added Eden welcome sign mesh, material, textures
  • Add DT validation (and tidied) for missing creature images in Bestiary. Hide unused pins for structs in Bestiary BPs to improve searchability
  • Added version upgrade logic for custom game settings
  • Added Ghost Croc Bestiary image
  • Added Reaver Bestiary image
  • Added Giant Roach Bestiary image
  • Added Flying Tank Bestiary image
  • Added Bounder Bestiary image
  • Added Sand Scuttler Bestiary image
  • Added Tundra Deer Bestiary image
  • Added Flightless Tank Bestiary image
  • Added Raptor Bestiary image
  • Added Slinker Bestiary image
  • Added Tundra Monkey Bestiary image, including new Tundra BG images
  • Adding drone crit hit audio and extra strong point audio to better signal to the player where to shoot them. Adjusting the areas to cover the correct parts of the drones
  • Added hidden SettingsVersion stat to CustomGameStats DT
  • Mission six orbital sequence WIP timing of FX setup
  • Added SkeletalMesh to Unapproved Actors List, Set Dressing Eden in Desert Yellow Quad, Elysium
  • Undoing changes to existing MountInterface widgets, new changes will be done on duplicate widget(s) instead
  • Rebuilding banks and various volume adjustments
  • Updating Custom Gameplay Settings UI so it matches the general settings rather than using the debug UI
  • Blocking Out Rad Caves in the Arctic Green Quad, Elysium
  • NPCs inheriting from BP_Mission_NPC now correctly register with speaker subsystem
  • Fixed bug in ELY_Story_4 where Iris' speaker audiocomponent was being deregistered before audio was played
  • Queen - Changed modifier icons to new ones.
  • Added extra damage to laser/fire/melee and reduced projectile resistance on the eggs.
  • Changed scaling on the eggs from 6 per person to 4 + 50% per player (no change solo).
  • Reduced egg aura damage from 25 +/- 5 to 15 +/- 5
  • Added 6 new damaged screen materials for use with the monitor set dressing props
  • Add new AI Spawn Map area 'RightOutsideEden' to thin density, lower levels and remove some apex predators
  • Big mix pass. Re routed bark lines out SFX bus to avoid ducking making the bark lines feel important. Adjusted mission 4 to have correct end dialogue. various mixing balances of creatures and other things
  • Ely - fixed floating uranium nodes in NW volcanic
  • Player animbp will now blend between fast and slow riding poses depending on mount's speed
  • Added bestiary lore text for DH creatures
  • Adjusted woolly mammoth mount status indicator position
  • Removed one of the two mammoth eat animations
  • Added missing mammoth eat montage notifies
  • Adding floater audio to new animation. Various creature balance tweaks
  • Disabled LookAt on Raptor's sleep montage
  • Fix Mammoth Mount pointing to wrong health curve. Doubled Juvenile Mammoth health to 600
  • Moved Stone Fortification crafting to Masonry Bench and 4x recipe time
  • Unparent Wood Hedgehog unlock from Wood Fortifications. Parent Stone Foritifcations to Masonry Bench. Shuffled many unlock nodes to fix overlap, alignment, and cramping issues
  • STandard drone balance audio mixing pass
  • Added Trophy, including BP, and Bestiary image for Swamp Hopping Creature
  • Added bestiary image for Raptor Desert variant
  • Added bestiary image for Storca
  • Added Flightless Tank Trophy, including BP
  • Fix socket rotations and LOD settings on new Fortifcations
  • Fixed Cliff Bugs in Swamp on Orange Quad, Elysium
  • Improve LOD quality and collision accuracy on T4 Armor Bench. Increase texture res on B Albedo
  • Updated mammoth arctic explorer saddle art assets
  • Ely - removed radiation zones from both arctic regions, green+ blue quads
  • Adding orbital laser sounds into dialogue event. also adding lots of low mid distortion events to be used in project
  • Add chance for Sulfur ore to Geothermal Spider loot
  • Improve LOD screensize setting on CactusB meshes. Add unique Sickle harvest rewards which gives Organic Resin and TreeSap (was just Fiber)
  • Change Geothermal Spider name to Sulfuric Spider
  • Ely - set various LC cliffs to not generate navmesh
  • Update Bestiary images for new Creatures and setup Biome/Terrain info for Spiders
  • Ely - fixed wheat growing out of rocks in Tundra, green quad
  • Small balance pass for the drips in eden to not feel louder than the waterfall itself
  • Polished FX for orbital laser destruction sequence
[/expand]

Icarus Week 210 Update | Iron Signs

Welcome to Week 210.

This week brings a new set of iron signs that you can craft at T3, expanding your decoration opportunities around your base.

We also show a preview of a new creature and feature we are adding next week - Spiders and custom game settings with an arachnophobia mode.

Notable Improvements:
  • Fixed Aquatica Isle difficulty settings pointing to Arctic outpost creature tables, allowing for dangerous creatures (Bears, Boars, etc) to spawn unintentionally on Easy difficulty
  • Updated Aquatica Isle to use bespoke spawn rate rules due to its dual config of Forest and Desert themed creatures
  • Fixed drones not firing projectiles when shooting
  • Fixed Heavy Obsidian Arms armor piece obstructing camera
  • Removed unintentional ability to carry Woolly Zebra as they're too large
  • Accommodated Lava Roat in Roat Bestiary better by updating biomes and title. Added Lava Roat skinning bench recipe. Tweaked recipe loot
  • Fixed Landshark sometimes not damaging a target more than once during dive attacks

[hr][/hr]
This Week: Iron Signs


This week, we've unlocked four variants of iron signs to be crafted on the T3 machining bench. Craft these out of iron ingots, epoxy and copper nails, and put them around your base with your own text or an item icon for a bit of an industrial feel.


[hr][/hr]
Next Week: Spiders and Arachnophobia Mode


Next week, we will be adding a new Spider creature which will spawn outside of caves in our Conifer and Grassland biomes on Olympus, Styx and Prometheus. Alongside this, we will also be adding a new "Custom World Settings" menu with an Arachnophobia mode toggle for players who don't want to see any of these new eight-legged enemies. This can be set when first creating a new Prospect, and also modified at any time via the Escape menu UI when on Prospect.

As of the 19th, the studio will be on holiday for the summer break. Our patch notes will look a little bare, but this is because we will be cutting a few builds all at once, with one weekly update/new feature in each. We'll be back on early in January with some new content previews for our next expansion: Dangerous Horizons.


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

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

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog 2.3.21.145968-rel-GreatHunts


[h3]New Content[/h3]
[expand]
  • Unlocking new Iron Signs Talent and Recipe
[/expand]

[h3]Fixed[/h3]
[expand]
  • Remove accidentally added ResourceNetwork to Fiber ItemsStatic
  • Assigned correct materials to the Tempered Glass Corner Curved roof piece in the Building_Skins data table
  • Accommodated Lava Roat in Roat Bestiary better by updating biomes and title.
  • Add Lava Roat skinning bench recipe. Tweaked recipe loot
  • Remove unused Weather related data
  • Ignore GenericWeatherEnd rows for parts of validation
  • Clean out unused ('dev', 'test', etc) weather related data. Using ClearWeather cheat will now forecast a dummy pool that has no actual weather changes or real biomes, instead of using the 'light' weather pool
  • Tidied WeatherEvents DT validation graph. Fixed duplicate T5 checking
  • Add skinning bench recipes for Mange wolf and Pack wolf
  • Remove DevTest building DT entries
  • Remove unintentional ability to carry Wooly Zebra as they're too large
  • Fixed an issue where projectile trails were being hidden on hit (instead of fading out)
  • Fixed bug where Spit Attacks with multiple projectiles wouldn't update their launch position if owning NPC moved during attack
[/expand]

[h3]Future Content[/h3]
[expand]
  • Added OEI_Landing_Pad
  • ELY6 - Swapping Story 6 Prebuilt base over to the built out one
  • Add data for Raptor trophies
  • Add Data for Storca Trophy
  • Implemented bespoke mammoth talents
  • Added secondary attack logic to mount base class
  • Action montages can now specify a specific section within MountBase
  • Added a stat to force sheltered state on affected actor
  • Increased health/damage of Mammoth mount
  • Replaced instances of getting base NPCAttackRadius stat with new virtual stat
  • Added new BaseNPCAttackRadius_PlusPercent stat for use with talents
  • Added Cliffs in the Arctic Blue Quad, Elysium
  • Updated hunter drone textures with a bit more wear and tear
  • Queen - Added aura/temp niagara around egg. Egg has proj resistance and takes more melee damage. Aura increases storm exposure
  • Added mammoth juvie art assets, skeletal mesh, groom assets, and physics assets to the project
  • Queen/Landshark - Fixed 'strike attack' task not working on subsequent attacks under specific conditions (New checkbox to untick if this is happening to a strike task)
  • Eden - replaced cavelights with correct point and spotlight actors, first pass of additional lighting, yellow quad
  • Ely mission 3 - added mesh, materials, mask texture for broken elevator + placed in lab, minor adjustments to meshes to fill holes and replace wall of locker room with glass
  • Fix Landing_Pad durability row being Dev locked
  • Correct row name for Adv EDI meshable
  • Dev-locked non-workshop Modules
  • Add more missing icons
  • Updated Dusty Miner helmet sk mesh
  • Add icons for new Deployable variants
  • Fix navigation DT warning for Laser Controls deployable
  • Ely - tiny tweak to position of geothermal lake near mission 3 to hopefully force sublevel regeneration, red quad
  • ELY4 - Resaving custom game stats
  • Adding the Araconophobia setting so it stops the spawning of geothermal spiders
  • ELY4 - Adding the force removal of the lab prebuilt structure which bypasses settings as we replace this with a destoryed variant
  • Adding custom gameplay setting to be able to turn on / off structures cleaning up on mission complete
  • ELY4 - Adding in destroyed Lab prebuilt
  • ELY3 - Adding updated lab with some objects marked as unobtainable
  • Adding the orbital laser control bp
  • Adding the orbital laser control prop
  • Add missing icons for several new items. Add PSD for SmallBag (bait) images
  • Fix LOD screensize settings on Sulfur Worm trophy
  • Fix Juvenile Woolly Mammoth setup, row pointers, GFur, meshable. Add Corpse BP. Delete duplicate functions from inheritance. Pass on collision/capsule setup
  • WIP Mammoth Mount talents
  • Fix invalid Construct Script proxy mesh logic on numerous deployables
  • Added Cliffs Mission 6 Area in the Arctic Blue Quad, Elysium
  • Set feature level to DH for Custom World Settings button in Escape Menu UI
  • Added the Hunter Drone skeletal mesh and animation to the project with WIP textures
  • Add Building related tags on Nailgun
  • Added wall-mounted trophy for Ghost Croc, including BP
  • Fixed issue where additional autonomous spider spawns were occurring in mid air
  • Slightly reduced max spider spawn counts
  • Added wall-mounted trophy for the Sulfur Worms, including BP
  • Tesla Coil now attempts to get the closest physicalized bone when attempting to strike target. This fixes cases where the capsule location on wolves would cause a miss if the trace just missed the chest capsule, now it targets the nearest bone instead, significantly increasing the chance of hit
  • Fixed DT validation for Mammoth Mount carcass
  • Adding very short pre explode audio to the crash sequence. Adding end rattle and lengthening smoke gas sound
  • Queen - Added hit reacts for each phase and fixed the first frame flashing the wyrm standing and visible
  • Mounts can now specify screen shakes to play during footstep notifies
  • Improved Mammoth Mount loco anims
  • Reduced Mammoth Mount speed
  • Fixed Mammoth Mount using incorrect carcass item
  • Added placeholder Mammoth Mount talents
  • Fixed mammoth stand idle incorrectly playing twice
  • Added L/R specifiers to existing Mammoth loco footstep notifies
  • Added wall-mounted trophy for the Giant Roach, including BP
  • Adding more variations for the cook. Also adjustments to reverb and distancing of the NPCs voice
  • Updated tesla coil FX details and distance culling
  • Added wall-mounted trophy for the Flying Tank, including BP. I also updated several creature trophies with proper collision
  • Adding NPC cook bark lines to NPC
  • Added a version of the comms tower with parts removed and a custom screen material to be used in the mission 5 bunker
  • Adding vocalisation to slinker when it runs away from target
  • Added raptor bite attack animation. Skinning tweak on raptor skeletal mesh mouth
  • Ely - adjusted meshes in mission 3 lab to make room for elevator
  • Updated ITM_Pipe_Hand_Biofuel
  • Adding ITM_Uranium_Rod and ITM_Ingot_Uranium
  • ELY2 - Fixing Faction Mission Blocker location, it was not positioned correctly after the most recent save
  • Adding a starting charge to the radiation tracker
  • Adjusting solar backpack icon to be correct
  • Queen - Fixed head hitbox not correctly attaching to head bone due to spawn pose being in the submerged state
  • Bounder: Add skinning bench recipe for Bounder. Tweaked corpse GFur and mesh scale to match alive version
  • Temp platform meshes on Mammoth Mount no longer affect navigation, disable collision on death
  • Updates and improvements to Mammoth AnimBP
  • DevLock unused T3/T4 batteries (not Shelf versions) for Validation purposes
  • Added Underwater Voxels in Swamp and Fixed Cliff Bugs in Desert Orange/Purple/Yellow Quad, Elysium
  • Various dialogue fixes, touch ups and fine tunes. Updated line for better consistency etc
  • Added new autonomous spawn behaviour for positions outside caves
  • Added autonomous spawn setup for spiders outside caves in Conifer/Forest biomes (excl. low level areas)
  • SandwyrmQueen, Will now destroy walls when obstructed
  • Fixed bug where death anim stopped playing.
  • Weather attack stops around the same time the flying phase lasts.
  • A lot more eggs will now spawn but over a lot longer delay before they begin to rise
  • Radiation sphere material auto tile based on mesh scale and added near distance blend
  • Logistics mission outpost structure, ELY_STORY4_OUTPOST_2. Saved under QM_Story4_Outpost
  • Lots of additions and adjustments for mammoth mount. making audio not insanely loud for a mount by duplicating a bunch of events and audio etc
  • Added first pass Dusty Miner armour sk meshes, textures and materials and updated D_armour
  • Enable custom settings button in Outpost and Prospect UIs (not Escape menu for now) on DHs builds
  • Fix zero weights on mission items
  • Updated DeployableComponent to support placement on movable actors
  • Various audio mixing adjustments as well as adjustments to reaver dive attack. Making the audio follow the creature for movements
  • Fixed Nailgun missing battery tag
  • Reworking Voxels & landscape fixes in Desert Yellow Quad, Elysium
  • Dialogue delay adjustments and reductions
  • revised mesh (removed handle and hinges, fixed holes), materials and textures for Mission 3 door
  • Adding missing slinker vocalisation state for fleeing which is part of its behavior
  • Adjustments to mutation death audio
  • More additions and adjustments to mutation
  • Slight increase in range for the radiation tracker so you can hear it ping before seeing it
  • ELY6 - Adding Blockout for Prebuilt Base
  • ELY5 - Removed Spawning of Theos Pod & Takeoff until we know when to trigger
  • Mo now leaves as intended during mission 4 & 5
  • Resaved various spawners to make sure settings are updated (some where missed last commit)
  • Fixing issue where sledgehammers where not dealing damage to the creature spawners as intended
  • Adjusted & Renamed the MiningDamageOnly hitable to CreatureSpawner as it is a lot more generic than what is was named
  • Resaved various spawners to make sure settings are updated
  • Removing DNT's from stats - adding correctly creature names
  • Adding unique name to geothermal spider
  • Removing DNT's from Experience Events
  • Removing DNT's from modifier states
  • Removing DNT's from highlightable
  • Removing DNT's from Itemable
  • Making Adjustments to EDEN building blocker
  • Blocking Building and deploying in EDEN
  • Allowing Deployables to save their modifiers when saving / reloading
  • Removing old set unobtainable function from being called in mission 3/4
  • Wyrm Queen's flyby attack now attacks in a line instead of a single projectile, is no longer directly targeted
  • Wyrm Queen Flying phase no longer aborts self on phase change, loss of target actor
  • Wyrm Queen's IK is now disabled when flying
  • Queen - Added spray task. -Queen will random between melee and spray attack. -Acid spray modifier added
  • Add icons for new DHs content
  • Set Dressing Eden in Desert Yellow Quad, Elysium
  • Remove DF from CatBoss Tonic mesh and update LOD screensizes. Update Meshable
  • Remove DF on Cat Whiskers and update LOD screensizes. Setup Meshable
  • Adding additional layers to eden. Slight increase in echod bird sounds, adding theo mo and vic computers, adding snapshot overrides when deeper in rooms to reduce ambience, adding insects near foliage, the cook dialogue adjustments, fire pit
  • Improved Wyrm Queen IK
  • Added a second riding pose for the character to be used when the mount is running at faster speeds
  • Updated SM_DEP_Fortification_Concrete_Wall and destructibles
  • Making the mange wolves feel more disgusting
  • Eden - added extra overhead light so Iris can't hide in the dark
  • Updated Meshes and Destructibles for SM_DEP_Fortification_Concrete_Walkway and SM_DEP_Fortification_Concrete_Ramp
  • Adding alt version of Geiger counter with more intensity
  • Updated Advanced OEI with new Meshes
  • ELY4 - Swapping out Filled Enzyme Vats with Empty ones
  • ELY3 - Adding Enzyme Vat (Empty) Variation
  • Adjusting Purple Specimen Variation material so that you can see into the vats
  • ELY6 - Adjusting prebuilt so it works with the new are which has been world built
  • Add support for custom Interact Timer Length setting to player BP
  • Add Gameplay Setting for 'Interact Timer Length' which allows users to override the hold time on Alternate Interact (X to pickup, etc). Defaults to existing 3s time
  • Add Shelter icon for new Modifier
  • Fixed Bugs and Cave Worm in CAVE_AC_MED_008_DLC2, Moved Cliffs Mission 6 Area in the Arctic Blue Quad, Elysium
  • Queen - Fixed bug where queen would be in perma 'get out of ground' state
  • Adding mr hammer NPC to eden with recorded dialogue lines and event
  • Fixed follow speed of some tames on DH builds
  • Fixed some Tames/Mounts not having their AISetup MovementMapping validated correctly
  • Fixed Wyrm Flying -> Ground montage not playing
  • Adding 67 random idle background cave sounds from distant chatter, to bumps and steps etc to give eden more life. adjustments to Geiger counter volume with new Geiger counter sound. adjustments to eq and distancing of npc etc
  • Adding Player Recipe to Cut fish into Chunks (DH Only)
  • Enabling Tag based crafting on Fish -> Fish Chunks on the Butchery Bench (DH - Only)
  • Feature lock Interact Timer Length setting to DHs
[/expand]

Icarus Week 209 Update | Frostfall, Fourth Anniversary, and Fixes

Welcome to Week 209 - The Four Year Icarus Anniversary!

This week comes with some long-sought-after fixes to the client-side map icon and search area which will help drastically when playing as a client connected to a host or dedicated server.

We're also celebrating our fourth anniversary since the release of Icarus, and recapping the highlights since release.

To help celebrate our birthday we are releasing a new Outpost - Frostfall, a brand new multi-biome Outpost.

We also show a quick preview into what is coming next week, a new sign variation - Iron Signs.

Notable Improvements:
  • Big pass on client side map icons and search areas. They where not working as expected and in many cases would not show up - this has been fixed.
  • Fixed the Dysentery Resistance Stat that is gained from a few bestiary entries and items. It was not hooked up correctly and was not granting its benefits.
  • Updated the Brown Bear Armor so no more clipping will appear in first person. Also updated several armor meshes to ensure that "Arm" meshes contained the "Sleeve" part of the mesh and not the Chest, which helps fix unexpected visual issues depending on what is being worn.
  • Adjustment of Mount/Tame inspection UI so the stats are clearer and grouped in a better way

[hr][/hr]
This Week: Four Years of Icarus


Icarus is celebrating its fourth anniversary! Since Beta Weekends in August of 2021, we’ve added countless new biomes, missions, systems, bosses and gear, transforming the game into a richer survival experience. Our free weekly updates, supported by paid DLCs and your feedback, have shaped every update. Thanks for being part of our community, and here’s to what comes next.

Below we highlight some of the larger patches over the last few years and present a few stats.


It’s incredible to see how far this game has come and we couldn’t have done it without you. Thank you to every single person who has played Icarus and made memories in it.

Watch our Anniversary Livestream VOD here: twitch.tv/rocketwerkz

[hr][/hr]
This Week: Frostfall Outpost DLC


https://store.steampowered.com/app/3364360/Icarus_Frostfall_Outpost/
This week, we’re excited to introduce the Frostfall Outpost - a brand-new location where we experimented with combining two distinct atmospheres within a single outpost. The surface features a harsh, arctic environment, while deep below lies a network of scorching, lava-filled caverns.



Bringing two contrasting biomes together on such a small map comes with challenges, especially since we work hard to prevent players from seeing one biome directly from the other. Sudden visual and atmospheric shifts can break immersion, so careful design was essential.

If you like what you see, consider showing your support by purchasing the DLC - available now!


[hr][/hr]
Next Week: Iron Signs


Next week, we’re introducing a new sign variation to round out the current set of in-game signs. The Iron Signs which will add a new way to label and keep things organized in your base.

We also have some exciting patches scheduled for the holiday period following the sign update, so stay tuned and keep an eye on these posts!


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

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

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog 2.3.20.145714-rel-GreatHunts


[h3]New Content[/h3]
[expand]
  • Removed devlock on Frostfall
[/expand]

[h3]Fixed[/h3]
[expand]
  • Add icon for Fall Resistance and update Sprinting icon to be different from Movement stat
  • Remove Collision Resistance and Exposure Resistance stat from Mount Stats overview widget. Add Fall, Fire, Poison, Heat and Cold resistance stat displays in place
  • Remove DF from Rope mesh
  • Remove line trace debug from Solar Panel
  • Fix Head Socket define on GasFlyer Char BPs
  • Updated brown bear armour 1st person arms mesh, added the sleeves
  • Fix bone DT setup for Bees
  • Adding Stats for the Coastal Biome
  • Fixing another common quest which was not replicating map icons to clients
  • Fixing issue where the dysentery chance stat was being used incorrectly, it is not renamed to dysentery resistance and now hooked up to the affliction chance table to reduce the chance if players have the stat, deer and roat bestiaries have been appropriately updated
  • Weather: Fixed data validation for WeatherActions and fixed subsequent errors appearing: 'Damage' events renamed to 'Body' for consistency and validation use. Fixed incorrect timeline colors for event type. Fixed cases where Stop action values didn't line up with previous action values, causing jumps in values and associated VFX. Fixed some modifiers pointing to incorrect rows for Action type. Delete unused IceMammothArena Action. Hooked up several pieces of data not being checked. Tidied layout
  • Allow keywords to be specified when searching the Field Guide
  • Adding more state limitations and correct virtualize setting to all creatures to ensure best experience at all times
  • Added a few different tweaks to follower spawn logic to prevent creatures from getting stuck inside each other on spawn
  • Update FocusItemInfo widget to show 'Attack' and 'Charge Attack' inputs while mounted if Mount is capable of performing actions
  • Updated obsidian armour 1st person arms mesh, added the sleeves
  • Updated ice mammoth armour 1st person arms mesh, added the sleeves
  • Updated wayfarer armour 1st person arms mesh, added the sleeves
  • Tweaked skinning for both the adult and juvi Swamp Birds, mainly around the mouth, as well as added the updated eye shader to both creatures
  • Converted individual tonic SK meshes into a single SM mesh with material overrides done via SMItem BP for improved expandability.
  • Color overrides now done via colormask requiring only a single Albedo texture and mask for entire set.
[/expand]

[h3]Future Content[/h3]
[expand]
  • Queen - Removed Debug sphere for flying -increased widget radius -fixed landshark being tiny on client and too big on server -Temp reduce wyrm attack radius when springing up/diving from ground. -Fixed bug where on less than 10% health he would keep trying to go from standing to submerged. -Increased egg count to 6 per person from 3
  • Added Voxels in Desert and Set Dressing Eden Yellow Quad, Elysium
  • Additional mutation audio notifys, footstep and movements
  • Adding new bounced versions of the DH combat music to play in events rather than heavy stems to avoid many audio tracks playing at once unnecessarily. Adding new tracks to DTs
  • Adding solar backpack audio event and data table setups
  • Adding armor audio row for bulky armor and metal alloy armor
  • Various DH creature balances
  • Further flesh sac balance
  • Flesh Sac Floater adjustments and fine tunes
  • Fixed issues with Dragonflies not playing correct emerge montage on spawn from nest
  • Shifted emerge locations on Dragonfly nest
  • Added Dragonfly nests as autonomous spawns within ELY Swamp
  • Added Flesh sac Floaters as autonomous spawns within ELY Geothermal
  • Fixed snappy Dragonfly movement
  • Adding metal armor audio, and FMOD param and setup. No DT setup yet
  • Added Mushrooms and Set Dressed cave in the Swamp Orange/Purple Quad, Elysium
  • Ely - set dressing of new and existing radiation zones in desert, yellow quad
  • Adding flame thrower turret audio event and BP add
  • Fixed incorrect Quick Tamer saddle mesh on Standard Horse/Zebra
  • Adjustment to sound size of radiation tracker
  • Adding radiation tracker audio
  • Added Irradiated Mutation emerge, jog, idle animations
  • Increased Mutation's jog acceleration
  • Added Tundra Monkey turn anims
  • Added turn anims for Irradiated Abomination
  • Updated Stone and Concrete fortification meshes with destructibles
  • Ely - fixed floating uranium node in desert
  • Ely - added uranium nodes to new radiation zone location in desert
  • Force saving gameplay config to avoid errors caused when editing json directly
  • Fixing the Radiation Emitter so the preview matches the size in game
  • Adding Boolean to the Yellow Uranium Crystals so you can turn off if the emit radiation or not, so they can be used for set dressing and not effect the gameplay balance
  • Adding an invisible uranium emitted BP which can be placed in the level or spawned, it has a custom size property
  • ELY3/4 - Setting up invisible uranium emitted for the lab
  • Fixed client issue where the radiation spheres and effects where not being removed from the player when the items are removed from the players inventory
  • Radiation Emitters can now have custom distances, Added some standard sizes in the gameplay config for items within an inventory and radiation nodes so these can be adjusted from the editor and blueprint, currently the aura size is being passed in via a modifier effectiveness, as the aura does not require effectiveness so the value is being used in this way for now to avoid having to write a bespoke system on top of modifiers
  • Adjusting all locations which are setting up a radioactive emitter to pull from the correct gameplay variable - defaulting to 10000 units for a uranium node and 3500 units for an item contained within an inventory or dropped on the ground
  • ELY4 - Adding Prebuilts for Dead NPC's and Ruined Lab
  • Committing missing ELY4 Eliminate File
  • The Lab from ELY3 is now a persistent actor and is cleaned up during the appropriate step in ELY4 and ELY4 spawns its own version in at the appropriate time
  • ELY4 - Adding Placeholder Lab prebuilt structure
  • ELY4 - Adding new Map Markers for Mission 4
  • ELY4 - Adding in the final steps and dialogue for when you re-enter the lab
  • ELY6 - Adding Missing doorframe asset
  • ELY4 - Fixed issue with Abomination not spawning
  • ELY4 - Adding Dead NPC Agents near LAB01 - one containing uranium creating a radioactive zone
  • ELY4 - Shifting quest markers so the players have better defined quest steps
  • ELY4 - Setting up Dead NPC agent Deployables
  • ELY4 - Adding back in briefing step
  • ELY4 - Adding in spawn blockers around the Abomination Area
  • Removing DNT's from highlightable
  • ELY3 - Updating Lab Prebuilt with fixes to monitors, damaged hazmat suit and some extra lootable items
  • ELY3 - Updating Quest to change the objective to collect a piece of the damaged hazmat suit
  • Fixing Monitor Props so they async load the monitor screens
  • ELY3 - The Lab only Cleanups up on abandon now as its used in ELY4
  • ELY3 - Removing DNT from quest objectives
  • ELY3 - Mission 3 Blocker is now removed by default in any mission past mission 2
  • ELY3 - Adding Mission Blocker so players cannot enter the lab too early, this is cleared when kicking off mission 3
  • ELY6 - Adding Mission Blocker Preventing players from entering the lab too early
  • ELY2 - Mission Blocker is removed for missions after ELY2 when starting them - this fixes the quests in mission mode
  • ELY2 - Converting the Blocker to be a persistent blocker so its present on all mission prior to this one
  • ELY2 - Forcing there to always be an extra note at Delta
  • ELY2 - Adding new Map marker when players find Lab-02 so they can return if they decide to not enter straight away
  • Fixing Base Quest (MapIconOnArrival) the map icons where not replicating to clients
  • ELY2 - Fixing Search Area in Mosswood so that clients can see it
  • Removing DNT's from ELY2 and slightly adjusting some objectives
  • ELY2 - Shifting Map Icon from showing before you collect the explosives to after you get the explosives
  • Removing DNT's from ELY1
  • The landing pad can now be toggled on and off
  • The interactions with the landing pad can only be done when the landing pad is powered
  • If the landing pad loses power the drop ship relocates
  • Fixing dropship landing pad so when you claim a pad, it correctly saves the dropship this allows you to un-assign correctly
  • Fixing dropship landing location when it lands on landing pads
  • Adding Owner information and details to inworld tooltip for the landing pads
  • Adding Ability to Claim and Unclaim the player crafted landing pads
  • Adding new combined static mesh for deploying the advanced OEI device
  • Toning down the lights so they are no where near as intense as the where for the advanced OEI
  • Taking new images for the icons for the player landing pad and advanced OEI device
  • Fixing Raptor Saddle Talent
  • Adding Raptor Saddle Icon
  • Adding Overrider Saddle Icon
  • Adding Carrier Saddle Icon
  • Pass on Itemable removing [DNT] adding names, descriptions and lore where appropriate
  • Adjusting Terraforming Dust Name to be Ionic Dusty when viewed on the talent tree
  • Renaming Synthetic Armor to Resurgence Armor
  • Adjusting Synthetic Armor Stats and Talents
  • Retaking Images for the Bulky armor set as it was too small
  • Renaming the Bulky Armor Set to be 'Stabilization Armor' Externally
  • Adding Images for the Alloy Armor, Setting up name, description and flavour
  • Reducing the containment armors protective stats as they where too high
  • Adding Solar Backpack Icon, Description and Lore
  • Radiation wip cleanup vfx
  • Radiation fixed up missing file, added particle amount, fixed radiation sphere smooth blend in
  • Added ability to specify mounted camera follow distance on a per-mount basis
  • Camera distance is doubled while riding woolly mammoth
  • Some WIP work prototyping building on mammoth
  • Adjustments to dialogue and quest steps and placement
  • Edited subtitles to match dialogue lines in ELY missions
  • Added wall-mounted trophy for Desert Bounder, including BP with gfur. I also added a proper custom groom for the bounder creature to improve the look of the fur
  • Disabled 2 legged lean animation on Raptor to prevent legs from becoming too wide during movement
  • Added a 'drifting' particle effect to raptor movement when moving fast enough and turning sharply
  • Ely - radiation zone set dressing in NW volcanic, red quad
  • Queen - Increased health scaling/increased base damage
  • Ely - radiation zone set dressing in swamp, orange quad
  • Added wall-mounted trophy for Sand Scuttle, including BP
  • Added art assets for the scout drone
  • Queen - Fixed sliding on death on client. Fixed start animation replaying at start (not setting state properly). Fixed weather attack not triggering weather second time around
  • Adding new Theo line and Vic audiolog
  • Added jump attack to Stomper and Stomper Matriarch
  • Increased stomper footstep screen shake intensity
  • Adding creepy layers to radiation zone
  • Ely - removed radiation zone set dressing from swamp by reverting changes and moved nodes to new location
  • Adding Critical Mass Trailer to Icarus Title Screen
  • Lots of tweaks and fine tunes to intensity and distance and spatial override for radiation zones. Intensifying based on new distance and proximity
  • Added table-top trophy for Pygmy Lop rabbit variants, both regular and snow, including BPs with gfur
  • Improved Stomper and Stomper Matriarch animations, locomotion, blending, LookAt, AnimBP
  • Added screen shake and particle effects to Stomper attacks and locomotion anims
  • Added new jump attack montage for Stomper (not hooked up yet)
  • Added Lean BS to Stomper
  • Increased Stomper/Matriarch melee damage
  • Drastically increasing size of the radioactive areas
  • Adding mutation attack, idle, death, aggro and spot audio events and data table setup
  • Edited some item text and fixed a mismatch between subtitles and dialogue lines
  • Queen - Added copy of landshark with sandworm re-skin to spawn out of queen egg
  • Ely - map wide placement/adjustment of nav modifier volumes
  • Ely - fixed some ledge meshes incorrectly using impassable variants, red quad
  • Adding BP missing from last commit
  • Added wall-mounted trophy for Tundra Monkey, including BP with gfur
  • Ely - expanding set dressing of mission 4 radiation zone, red quad
  • Swapping Skeleton for ITM_Backpack_Solar
  • Updated Destructibles and BPs for Curved Brick Buildables
  • Set mount carcasses to Buffalo to suppress warnings
  • Quick Setup of Woolly Mammoth Mount and Juvenile
  • Committing Stat File
  • Adding and implementing solar backpack, setup in the workshop, charges any items in your inventory or held in you hands
  • Setup the Metal Alloy Armor, Blueprints, Stats, Recipes etc
  • Queen - Changed sandworm to landshark. Added a bool in landshark that will make the landshark destroy itself after one diving loop so we can have temp landsharks for the wyrm to spawn
  • Updated sandwyrm queen skeletal mesh with root rotation to match the rest of the animation assets
  • Added wall mounted trophy for Storca, including BP
  • Fix a hover debug tool is damaging armor with fall damage
  • Queen - Balance pass, 3x hp and more scaling. Added a new phase for egg phase so if in submerged phase the queen takes a lot of damage it wont skip egg phase. Adjusted sandworm spawning out of eggs to take into account the eggs delay so they dont all spawn at same time
  • Fix physics setup warning about breakable rocks (FLOD reveal)
  • Ely - radiation zone set dressing in bottom arctic, green quad
  • Flesh sac floater audio layers and audio setup
  • Fix the build (WITH_EDITOR #ifdef's)
  • Added trophy for Raptor, including BP
  • Added ITM_Backpack_Solar
  • Queen - Fixed flying jitters. Fixed air attack showing hover anim before rotating animation
  • Quest dialogue timing and other adjustments and fine tunes
  • Ely - removed blockout cubes and turrets from base location in northern arctic to make way for prebuilt structure
  • Added wall mounted trophy for the Slinker, including BP with gfur groom
  • Queen - Fixed most transition/death jitters
  • Ely - created IcarusActor BPs for radioactive alien rocks and added to LevelFilterObject list, replaced existing static mesh placement in blue, orange, red, yellow
  • Fixing any idle event with incorrect stealing settings to fix potential problems with idle audio triggering over and over
  • Updated item text and fixed a few typos
  • Ely - replaced burnt trees that mysteriously disappeared around radiation zone in swamp
  • ELY3 - Adding in George final Prebuilt Lab
  • Adding in alien board prop
  • ELY3 - Adding full electric and lighting setup for ely3 lab
  • ELY3 - Adding red / cyan colourations for specimen vats
  • ELY3 - Adding new Enzyme vat deployable
  • ELY3 - Removing enzyme vats from Red quad
  • ELY3 - Adding all extra notes to the ely3 lab
  • ELY3 - Converting all quest notes over to use the logbook mesh instead to separate from the other notes
  • ELY3 - Setting up all new props for the prebuilt lab and replacing old props
  • Updated DEP_Powered_Charger_Wall
  • Creation and setup of Bulky workshop armor including stats, talents, price, tags etc
  • Adjusting Radioactive sphere so when its attached to the player we use a niagra particle instead
  • Setting up new workshop talent tree for creature equipment
  • Creating Overrider Workshop Saddle item and basic setup
  • Creating Carrier Workshop saddle and basic setup
  • Setting up new workshop saddles and meshes so they can be used with the mounts
  • Adding more monitor screen images for props
  • Adding Painting UI to the Monitors and separating out Monitor screens and paintings
  • Adding all new monitor screens as selectable and spawnable in game
  • Adding Radioactive waste item model and new icon
  • Removed debug sphere from MiningLaser actionable
  • Mining laser can now damage voxels underwater
  • Disable CanAffectNavigation on new props failing validation
  • Add some additional logic to Mounts Stats Display UMG so that Sprint Speed talents are represented in the UI
  • Lots of dialogue adjustments improvements and additions to M5. Adjustment to queen roar rate to accommodate for the length of the actual roar file so it doesn't play too often
  • Queen - Clientside fix for delay on eggs rising
  • Ely - radiation zone set dressing in swamp, orange quad
  • Reverted previous change to allow non-firearm items use firearm overlay state
  • Radiation Tracker now uses OneHanded overlay state
  • Fixed issue with Radiation Tracker's first person idle animation sometimes not being positioned correctly
  • Added grip sockets to Radiation Tracker mesh
  • Added fallback case in 3rd and 1st player AnimBPs which allows non-firearm items to use firearm animation overlay state
  • Added 6 new computer screen materials for dressing the orbital laser room
  • Queen - fixed visually pillar wasn't rising for clients
  • Switched Raptor SwimSprintSpeed_+% talents -> SwimSpeed_+% as the former would require new work
  • Fixed Raptor mount floating above surface of water when swimming
  • Fixed Irradiated Mutation Jump montage
  • Further m5 dialogue tweak to make it a bit more snappy
  • Various mix tweaks for DH creatures and items. Fixing ballistic using wrong impact audio. Dialogue timing and placement adjustments and fixes and fine tunes
  • Added first pass implementation of Irradiated Mutation
  • Radiation Niagara FX for testing
  • Ely - radiation zone set dressing around Mission 4 location in NW volcanic, red quad
  • Added new DH prop itemable and deployable itemable icons
  • Fix Advanced Exotic Delivery Interface deployable preview mesh is placeholder and remove placeholder meshes
  • Updated filing cabinet prop with better UV distribution to increase texture resolution
  • Tidy up orphaned snap points on Eden Cargo Pad
  • Add a BP stub for the standard drone, using new behaviours (not yet wired)
  • Don't kill Mounts when using DamageAllAI cheat
  • Adding Defaced Sign Props
  • Added the raptor saddle skeletal mesh to the saddle data table
  • Adding new UDA sign props
  • Various mix pass adjustments on several creatures, ballistic volume for large caveworm spit, better match stomper footstep intensity, drone distance eq and gun fire balance etc
  • Lithium shield zap FX adjustment - lowered emissive and light
  • Updated DM_For DEP_Powered_Charger_Wall
  • Added DEP_Steel_Barrel_Radioactive
  • Ely - added uranium nodes (no set dressing) to W arctic, adjusted position of nodes near mission 4 base to take prebuilt into account
  • Adding description, lore and names to the variation for the new props
  • Adding props for Mouse, Keyboard, Sandworm Poster, Eden Corkboards, Records and NPC files
  • Fixing Build by committed missed files
  • Adding Scaffolding for mission 6
  • Swapping over based for missions 1-3 so they no longer include extra deployables
  • Setting up Radiation Tracker for Testing, adding widget and custom actionable
  • Setting Up Specimen Samples Small Medium and Large
  • Fix remaining Dune Raptor text updates and removed DNTs
  • Set Arachnophobia Mode CustomGameStat to be Dangerous Horizons feature locked
  • Queen - Added death animation instead of ragdoll
  • Fixed collision box on right side of Organic Extractor poking out unnecessarily
  • Change new attachments from Dev to DangerousHorizons feature lock. Correct 'Body' to 'Chest' for chest armor piece filter
  • Cat Boss lure now crafted on Fishing Rods bench. Point Scyther Module recipe to correct item output
  • More advanced drones first pass
  • Fixed Flesh Sac Floater size and buggy death ragdoll
  • Added physics sim to Flesh Sac Floater idle
  • Removed the handles from the moa overrider saddle
  • Removed the handles and straps from the raptor war saddle
  • Adding injured loop for Iris - possibly temp asset. Other dialogue tweaks and adjustments to placement
  • Queen - Added scaled health and removed health curve
  • First implementation and stats for Flesh Sac Floater
  • Updated lithium shield zap FX - made it multi direction
  • Queen - Added new wyrm queen projectile
  • Added comfortable carrier saddle art assets with skeletal meshes for the horse, buffalo, and tusker
  • Fix to reverb being ducked too much. Ducking thing
  • Fixed Orka locomotion speed / foot sliding
  • Fixed Orka lookat control rig
  • Fixed Orka IK control rig
  • Orka now has dynamic follow speed
  • Queen - Added an end transition to the weather and increased exposure modifier
  • Increase Oil Refiner from 10kg to 40kg to match its size
  • Queen - Added missing files
  • Updated giant cat armour 1st person arms mesh, added the sleeves
  • Adding lots of wyrm movement audio loops and notifys in
  • Queen - Added final 'egg spawn' attack. Added new egg that rises from the ground and after 60 seconds spawns a sandworm from it. Added more steps to the weather phase to transition better/extend duration. Added DM to egg on death
  • updated hazmat armour 1st person arms mesh, added the sleeves
  • Polymerizer: Reparent to ResourceNetworkProcessor class. Remove custom logic in EventGraph and use existing inherit functions for effects toggling. Change RectLight to Spotlight setup. Fix highlighting setup. Add ProjectionWidget locator
  • Added mouse and keyboard art assets for set dressing
  • Fix physics setup warning about breakable rocks when snapping pieces off
  • More Wyrm audio layers and notifys
  • Storca and Orka tames no longer get cold in tundra environment
  • Ely - added uranium nodes (no set dressing yet) to swamp
  • Added DT and BP assets for geothermal spider variant
  • Fixed spider locomotion foot sliding
  • Made some small tweaks to NPC creation wizard to improve default asset config
  • Adding lots more layers to the wyrm queen. distant roar for when flying, attack and flinch events etc
  • Arid Raptor is now Dune Raptor
  • Sandworm Queen is now Sandwyrm Queen
  • Expose BuildBlockers as BP components. Add some debug options to BuildBlockers
  • ELY5 - More Fixes to Dialogue Timing
  • ELY5 - Adding Delays to Dialogue to make it work with the quest steps, also to give the players some breathing room after defeating a sandworm
  • ELY5 - Hooking up remaining Dialogue
  • ELY5 - Adding Small Search Area at Mo's location just in case players don't know where it is
  • ELY5 - Adding in Delays for Dialogue and Adjust quest steps to say the characters name when listening (applies to all briefing steps
  • ELY5 - Removed DNTs from Quest Steps, Removed Old Quest Steps
  • ELY5 - Reorganised Quest Steps
  • ELY5 - Disabled QueenDummy Screech Animation
  • ELY5 - Cleaned up Sandworm Kill Steps so they can persist after a reload
  • ELY5 - Shifting the Sandworm and Sandwyrm fight locations so they are on better terrain for a battle
  • ELY5 - The Dummy Sandwyrm screech now players out in its entirety while flying and hovering
  • ELY5 - The Dummy Sandwyrm now screeches while flying and hovering
  • ELY5 - Adding Dummy Sandwyrm Flier Object for Setting the Scene
  • ELY5 - Adding the Dummy Sandwyrm flying over the dunes and them moving to the middle and hovering at appropriate quest steps
  • ELY5 - Adding Dummy Sandwyrm diving into the ground when the players get nearby to trigger boss fight
  • ELY5 - Removing Actual Boss being spawn before its required|
  • ELY5 - Removing all dialogue and manually replacing for this mission
  • ELY5 - Shifting quest markets so they make more sense with the mission
  • ELY5 - Adjusting objective text to make more sense with the mission
  • ELY5 - Sandwyrm flier will rotate towards the player when its ready to attack as part of the mission
  • ELY5 - Adding Boss Map Marker to Dummy Sandwyrm
  • ELY5 - Dummy Sandwyrm does not get culled so it is visible in the sky and when in the dunes overhead
  • Updated mesh and material for DEP_Powered_Charger_Wall
  • Updated DEP_Organic_Extractor_T5
  • ELY5 - Updating Sandworm Thumper Mesh / Materials and Icon
  • ELY5 - Adding Delay and hiding of next quest step until the dialogue has played out
  • ELY5 - Shifting Mo's notes so they are accessible again
  • ELY5 - Fixing Victors Briefing / Dialogue and Chatter
  • Adjusting Operation Numbers on Elysium
  • Raw Art icons for the new props
  • Tamed Storca and Orka should now follow player more quickly if far away
  • Adjusted some move speed values for Dragonfly
  • Ely Voxels: Delete unused Geothermal_Upper and FrozenSwamp content. Changed 'Ridges' to match general pool for now until we determine what its used for. General pools are now back to 'normal' in terms of types (no metals) with some subtle weighting tweaks based on atmosphere type. Caves are now back to 'normal' with the usual suspects in place but with subtle weighting tweaks based on atmosphere and new resources (Ruby, Lithium, etc)
  • Added support for new Tundra Monkey trough drinking montage (should only play when drinking from troughs/deployables)
  • Added in new Tundra Monkey rest montage
  • Added water spline and water points to lake in AnimReviewMap
  • Added art assets for the raptor war saddle
  • Ely - added WIP radiation zone to arctic, blue quad
  • New WIP radioactive puddle decal, reduced crystal coverage for radiation zone alien rocks 05+06+08, tweaks to various radioactive material variants
  • Added test snow meshes for curved roof pieces
  • Adding first pass wyrm queen roar and roar short vocal and event and notify
  • Added raptor mesh to use with the specimen tanks for set dressing. Updated specimen tank BPs to include the specimen meshs
  • BP_Radiation_Sphere_01 should now be replicated correctly for clients
  • Re-added missing neck extension from Raptor LookAt ctrl rig
  • Fix CatBoss tonic pointing to wrong Itemable.
  • Removed references to Liquid deployment content in Pro_D_Research mission as they're unused and referenced now-deleted assets
  • More adjustments and fine tunes to sandworm queen movements audio and notifys
  • Added Irradiated mutation art assets and first few anims to the project
  • Added glass shader for the smashed helmet on the Revenant
  • Lots more wyrm audio layers
  • Raptor: Increase HealthRegen talent stats 2x to make it useful. Change PhysicalDamage stat to MeleeDamage so that it works
  • Added tundra monkey animations for sleep cycle and trough drinking cycle
  • Adding wyrm queen pillar audio, event and BP imp
  • Added textures and materials for the geothermal variant of the spider
  • Add Mount support to PlayerMovementDebug cheat for getting raw movement data while Mounted
  • Increased size of Mange Pack Wolf by 25% to make it less baby-like
  • Raptor: Fix typos in talent rows.
  • Tweaks to descriptions.
  • Change PhysicalDamage stat to MeleeDamage otherwise stats overview don't update.
  • Remove Temperature resistance talent that is doubled up by the Temp vs Consumption talent.
  • Changed StaminaCost stat to SprintingStaminaCost to be correct for talent description
[/expand]

DayZ creator's survival game Icarus unveils new details about its long-overdue expansion, and it seems you can become an oil baron

Despite sitting alongside the big guns in our best survival games list, Icarus is a beautiful yet strange anomaly. While I feel constantly surrounded by news, hype, and controversy regarding the likes of Ark, Rust, or Valheim, Icarus quietly hums away in the background, despite its decently sized community. Arguably one of the best looking survival experiences on Steam, and packed with plenty of base game content and DLC expansions, it somehow drifts to the back of my mind. One thing I've always kept an eye out for, though, is Dangerous Horizons, an update that developer RocketWerkz (formed by ex-DayZ creator, Dean Hall) initially said would arrive in 2024, but has been mysteriously absent. Well, some new details about it have finally emerged, with RocketWerkz claiming it's been "hard at work preparing" for the new expansion.


Read the rest of the story...


RELATED LINKS:

Open-world survival game Icarus gets a fresh tier of apex weapons, and a new DLC

Survival game Icarus reimagines boss encounters alongside new Great Hunts DLC

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

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

Welcome to Week 208.

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

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

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

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

[hr][/hr]
Dangerous Horizons Announcement


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



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



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



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


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


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



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


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


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

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


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

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

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


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

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

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