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Icarus Week 199 Update | International Flags

Welcome to Week 199.

This week, we’re introducing 29 new international flags to Icarus, which are items used to decorate your outposts and bases. Whether you're representing your home or just adding a personal touch to your setup, these flags offer a colorful way to customize your world.

Looking ahead to next week, we’re gearing up to celebrate a major milestone - our 200th weekly patch since Icarus first launched. To mark the occasion, we’ll be introducing a brand-new solar panel, allowing players to better integrate solar setups into their buildings.


[hr][/hr]
This Week: 29 New International Flags

We’ve added 29 new international flags to Icarus, giving players a new way to personalize and decorate their bases. Whether you're flying the flag to represent your home or introducing some colors into your build, these flags are a great way to add character to your outpost.

The flags are available at Tier 2 and can be crafted using the Decoration Bench. They require 5 Steel Ingots and 5 Rope each, making them relatively accessible once you've progressed a bit into the tech tree.

Each flag comes with three display variations to suit different base styles and placements. You can choose between a large flagpole for outdoor areas, a smaller standing version for tighter spaces, or a wall-mounted option for a more compact decorative touch. This flexibility allows you to incorporate flags in a way that fits your aesthetic, whether you're building a rugged survival shelter or a high-tech base.

Whether you're celebrating your roots or just want to bring some extra color to your build, these new flag decorations offer a fun and meaningful way to express yourself in-game.

See the full list of flags below
Originally posted by author




Australia

Belgium

Brazil



Canada

China

Czech Republic



Denmark

European Union

Finland



France

Germany

Hungary



Italy

Japan

Netherlands



New Zealand

Norway

Romania



Russia

South Africa

South Korea



Spain

Sweden

Switzerland



Taiwan

Turkey

Ukraine



United Kingdom

United States




[hr][/hr][h2]This Week: ICARUS 80% OFF[/h2]
If you've been waiting for a chance to gift or pressure your friends into checking out Icarus then now is the time, while at its deepest discount ever. You'll also be able to pick up some of our DLC on sale as well.

https://store.steampowered.com/app/1149460/ICARUS/


[hr][/hr]
Next Week: Flat Solar Panels

Next week, we’re introducing a new style of solar panel that offers the same power-generating functionality as the existing model but with a fresh look. This new design gives players more visual variety when building and customizing their power setups, allowing for a solar option that better fits different base styles. Functionally, it operates just like the current solar panel, providing clean, renewable energy during the day. Check out the preview below.


[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 2.3.10.142613


[h3]New Content[/h3]
[expand]
  • Adjusting Names of the new flags to be International Flags & International Flag Pack
  • Updated D_Deployable_Setup
  • Fixed angled flag not displaying texture correctly
  • Fixed default flag seam texture not fitting to mesh correctly
  • Updated flavour text of flag item to be more generic
  • Reducing Recipe Cost of International Flags
  • Fixed angled flag LOD2's UVs
  • Unlocked international flag items, recipes, talent

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fix vertical alignment on building counts widget
  • Fixed item entry title not wrapping in Field Guide, made some changes to some spacing, fonts and added a divider for entry description and flavour text. Changed animation and hover state for main categories page in Field Guide
  • Increase the width on building counts widgets for Deutsch
  • Fixed an issue where audiolog dialogue was being stomped by following lines within the New Frontiers Story Missions
  • Show whose dropship belongs to who on dropship tooltip
  • Fix several WorldObjects with invalid Interactable row handle data. Add EUW for detecting this
  • Fixed issue with Glassworking bench where negative crafting speed modifier wasn't being applied to water-based recipes in the event of a brownout. This meant reinforced glass could be crafted without having access to water
  • Added craftable international flags
  • Potential fix for another aura-related crash on dedicated servers

[/expand]

[h3]Future Content[/h3]
[expand]
  • Rocks Placement, Slope Dressing and Landscape Pass in Swamp, Orange/Green Quad, Elysium
  • Increase Ghost Croc albedo to 4k due to its size. Fix SK not using correct PhysicsAsset. Increase accuracy on character BP and SK mesh collision setups
  • Ely - decal painting, applied new scale and z offsets to foliage rocks, red quad
  • Ely - adjusted scale and Z offsets for LRG,MED,SML foliage rocks, added 1st pass oil spill decal FT and mat
  • Adding hornets flying loops and audio event
  • Add eyeball crit areas for Reaver, adjust Char BP capsules
  • Update Char BP capsule setups for Stompers
  • Added extra hover animation to outpost select button, added outpost images to outpost select widget
  • Update AI Setup rows for LavaBlueBack, MangeWolfAlpha and WoolyZebra
  • Add DT validation (unhooked) for detecting foliage with mismatching DF settings from FT to BP
  • Balance pass on creature health: Raptor (1750-4500 -> 750-2500), Stomper (300-700 -> 900-2100), StomperMatriarch (300-700 -> 2000-5000), GhostCroc (600-2200 -> 2250-4500), Buffalo (300-500 -> 600-1000), LavaBlueBack (600-1000 -> 750-2500), Tusker (300-500 -> 800_1600), Tusker Melee Dmg (30-100 -> 50-150), Slinker (750-3000 -> 750-1500), SlinkerJuvi (1750-4500 -> 300-800), Hopper (750-1500 -> 300-600), DeerLarge (300-500 -> 450-750), Chew (600-1000 -> 1500-3500), ChewJuvi (600-1000 -> 300-750), Reaver (750-3000 -> 1250-3500), Orka (375-1500 -> 375-1000). Remove ScorpionSummon curves that were flat. Additional projectile resistance for GhostCroc
  • Remove DF from Aspen Saplings. Set Aspen SML trees to use DF lighting in FT
  • Updated chainsaw to use the new mesh
  • Fix reference to cleaned up interaction row on Aspen SML trees
  • Added missing constraints to the ghost croc physics asset
  • Remove DF from Tussock meshes
  • Adding vocals for flightless tank attack. Audio and event
  • Updated BP_MetaDeposit_Uranium_Node and BP_MetaDeposit_Uranium
  • Added art assets for the Giant Roach carcass and bones
  • Ely - reapplied foliage rock scale and z offset settings, voxel placement and general polish in Tundra, green+yellow quads
  • Added DEP_Nuclear_Reactor, with destructible and animation
  • Second pass flightless tank attack vocal and footstep notifys etc
  • Added Recipe for Flat Solar Panel, Removed DNT from name and description and adjusted talent so that the one solar panel talent unlocks both recipes, feature locked flat solar panel for now
  • Updating Farmers Backpack Stats, adjusting price in the workshop and adjusting name to suit its position within the workshop for when it is released
  • Adding vocalisations and events for sulfur cave worms. Also small adjustment to flag volume and falloff distance to make sure its not annoying when close to base in a quiet environment
  • Don't register/unregister IcarusActors in the AuraManager on clients. Remove some const casts incase there is something suspect compiler side going on
  • Fixed geothermal bat's DM material (blue -> yellow)
  • Added background to outpost selection screen. Fixed Island Outpost image to correct one
  • Adding correct BT to sulfur worms BPs. Adding correct death anim montage to SW BPs ready for audio pass
  • Ely - mesh placement tweaks to fix navmesh holes in Tundra, Green quad
  • Ely - more nav blockers in Tundra, persistent level
  • Ely - fixed navigation and LOD settings on various DLC2 rocks
  • Rock Placement and Landscape Pass in Swamp, Orange/Purple Quad, Elysium
  • Sulfur caveworm movement adjustments and fine tunes
  • Updated chew saddle setup and added first pass skinning of all the saddles for the chew rig
  • Adding flying tank wing flutter looped audio, event and all notifys
  • Updated text for DH items
  • Ely - navblocker placement in NW volcanic, persistent level
  • Duplicating BT for Sulfur cave worm. Duplicating all animations and all montages and creating sulfer versions for use. Removing cave worm attack vocalisations ready for new ones. Creating new controller setup for Sulfur
  • Gfur pass on the mange wolf and Alpha mange wolf
  • UPdating all storca aggro audio events with fine tunes and adjustments
  • Raptor/Chew - Added saddles for raptor/Updated chew scale
  • Adjustments to storca aggro state levels and footstep balance
  • Added SK_Gun_NailGun, including all meshes, materials, and textures, as well as alternate fire and reload animations that better suit this weapon. I also added the gun to the appropriate meshable data table and to the Nailgun BP
  • Moved radiation bar to player survival HUD
  • Adding storca idle, aggro and attack audio and events and data table setups
  • Ely - decal fixes and voxel placement in NW volcanic, red+yellow quads
  • Setting SplineActorBase to Spatialize_Dynamic
  • Setup on in hand mesh for crude pipe tool
  • Setup of Geothermal Bat Creature, Nest Loot and Spawning
  • Removing Dev Flag from farmers backpack
  • Flat Solar Panels are now no longer feature locked to Dangerous Horizons
  • Making the flat solar panels free placement and not snapping
  • ELY2 - IRIS no longer duplicates items
  • ELY1 - Removed Prebuilt Structure duplication on Reload
  • Fixing Radiation Injection so it heals radiation and does not cause it
  • Rock Placement and Landscape Pass in Swamp, Green/Orange/Purple Quad, Elysium
  • Mission 1 - Added more attacks/montages for wyrm queen boss fight. Boss now correctly attacks at the correct phase
  • Added textures and material for the geothermal variant of the bat and bat nest
  • Updated physics asset for the irradiated abomination
  • Updated tundra monkey fur culling mask texture grouping
  • Added tundra monkey Gfur materials and updated physics asset
  • Added notes for reveal in ELY5
  • Added in idle NPC barks for Mo
  • Adding tank aggro state vocal event and movement adjustments and fine tunes
  • Added text to ELY3 lab notes once you decrypt them
  • Hooked up items for quest notes across ELY1 and ELY2 and flavour notes
  • Ely - nav blockers in Geothermal and NW volcanic, persistent level
  • Adding lots of tank movement events and notifys etc
  • Added SM_ITM_PipeHand_Oil, Handheld mesh for laying oil pipe
  • Mission 1 - Changed 'Required Height' for defense mission to 3000 units from 10000
  • Ely - nav blockers and voxel placement in Tundra, yellow+green quads
  • Adding more tank audio idle vocalisations
  • Ely3 - tweaks to reactor and terraform room layouts - round 2, fixing clipping with prebuilt structure
  • Updating tank vocal audio socket. Updating attack vocalisations with more low end and weight. Increasing volume of spin attack
  • Ely3 - tweaks to reactor and terraform room layouts
  • Updated deployable mesh for DEP_Turret_T4_Flamethrower
  • Adding Uranium and Lithium Assault Rifle Ammo
  • Adding Uranium and Lithium Rifle Shell Ammo
  • Adding Uranium and Lithium Shotgun Shell Ammo
  • Adding Uranium and Lithium Ammo Talents and Pistol Recipes
  • Adding Uranium and Lithium Pistol ammo is now valid in submachine guns
  • Adding Uranium and Lithium Pistol Ammo, Recipes, Items, Talents, etc
  • Adding Uranium Sickness modifier which can apply to enemies from Uranium Ammo
  • ELY3 - Adding new Prebuilt Structure for the Lab
  • ELY3 - Making adjustments to the meshes for the underground lab
  • Removing Dropship from Eden
  • ELY1 - Adding Specific Location in which to place the Makeshift beacon also lowered building to be a requirement of 30m
  • Adding new Quest Step to show players current height
  • ELY2 - Adjusting Location LAB prebuilt structure
  • ELY2 - Adjusting Location Delta prebuilt structure
  • Adding Ubis Talent Tree
  • Adding nuclear reactor audio loop and Bp imp. Correcting camera being slightly off centre
  • Adding Slinker Talent Tree
  • Adding Raptor Talent Tree
  • Adding Chew Talent Tree
  • Adding Storca Tame Talent Tree
  • Adding DH Mounts and Tames to Dt for their Talent Trees
  • Setting up Orka Base Talent Tree
  • Renaming FoundEden Session Flag for better readability
  • Adding Session Flag and Triggering when NPC's Spawn
  • Adding Uranium Generator Icon and fixing Biofuel Spline Tool Name
  • Adjust crude to brown and refined to light grey to fix class and ui readability of oil resources
  • Setting up Oil Pipe Mesh and textures correctly
  • Shifting Crude Oil Guides for the Pump Jack and Crude Oil Refiner so it looks good withthe pipes
  • Fixing Uranium Collection Device by removing all old meshes and cable components
  • Fixing Uranium Collection Device so it plays the deploy animation correctly
  • Updating Uranium Node Highlightable
  • Rocks Placement, Slope Dressing and Landscape Pass in Swamp, Orange/Green Quad, Elysium
  • Mission 5 - Added in basic functionality to sandwyrm queen boss and boss circles area
  • Adding flightless tank idle vocals and footstep adjustments, event data table setups
  • Added inital setup of tundra monkey art assets
  • Wrap stat call in chainsaw in function, so can be override by jackhammer implementation
  • Updated Uranium Collection Device, which is now double the original size with a few details adjusted
  • Adding flightless tank flinch and death vocalisations, event and data table setups
  • Initial import of the irradiated abomination art assets
  • Added idle NPC barks for Iris and Theo
  • Adding Flightless Tank footstep event and data table setup
  • Adding tank attack movements audio and events and notifys
  • Ely - nav modifier volumes in Tundra, persistent level
  • Ely - changed Alien rock nav settings to NavArea_Null
  • Adding flightless slam attacks. Heavy and medium. Anim notifys audio and events
  • Increase Jackhammer wear and decrease durability
  • Jackhammer first pass implementation
  • Adding sulfur worm death vocalisation and notifys
  • Added first pass T5 Hazmat suit sk meshes, materials and textures and updated D_armour
  • Updated fireflies particle spawn on cylinder shape surface and exposed controls
  • Added first pass T5 Hazmat suit sk meshes, materials and textures and updated D_armour
  • DH: World radiation values > 0.1 will now spawn irradiated enemies at location instead of regular spawn table

[/expand]

Hotfix 2.3.9.142434-rel-GreatHunts

Contains the Following Fixes
  • Fixed issue where new building grid manager wasn't correctly registering/deregistering buildings. Should fix issues with greenhouse effect not being added to crop plots
  • Crop plots will not correctly receive the greenhouse buffs and crops grown in the arctic in a greenhouse will now grow again.

Icarus Week 198 Update | Server & Host Improvements

Welcome to Week 198.

This week’s update includes several server-side improvements aimed at boosting performance for hosts and dedicated server operators. If you're running games for friends or managing a server, you should see noticeable gains in stability and responsiveness.

We have also fixed a number of issues relating to crafting drinks which were inadvertently introduced last week. These have now been corrected.

Our sister product Stationeers also had a huge milestone this week, with the release of the Biggest Update Ever. Stationeers is a more complex, harsher game when it comes to space survival - if you haven't checked it out before now is a good time to.

To wrap things up, we’re sharing a sneak peek at next week’s Icarus update, featuring a fresh set of international flag-themed items. Check out a preview below.

Notable Improvements:
  • Recipes requiring resources can now pull from multiple containers for each crafted item rather than just a single one. (Example - Two Bottles of Milk with 500mL each can now craft one cream which requires 1000mL)
  • Fixed issue where drinks like tea/coffee couldn't be crafted on some benches unless water containers were placed inside the bench's inventory
  • Fixed issue in campfire where having tea leaves, coffee beans, water in inventory would cause a crafting loop to occur (coffee -> tea -> coffee etc.)
  • Fixed issues where the players inventory could be shown over top of scope overlay
  • Added fix for issue where starting a new prospect with the same name as one that had been previously deleted could cause the wrong map to be loaded when using the resume button from main menu

[hr][/hr]
This Week: Server and Host Improvements

Over the past few months, we’ve been focusing on making a series of fixes and adjustments aimed at improving performance and stability, especially for dedicated servers and hosts. These changes are designed to help the game run smoother and more reliably, ensuring a better experience for hosts and dedicated servers.

We’ve reduced how often Mounts, Buildings, Deployables, and Splines send updates over the network, which helps lower bandwidth and improve overall performance. Splines and Building Grids will now unload for clients when they’re far away, saving server resources.

Moving your cursor over interactable objects no longer floods the server with updates, cutting down unnecessary network traffic. We also improved how the game tracks Building and Deployable positions by using new spatial structures, making location checks much faster.

Updates for Crop Plots and Freezers are now spread out across different frames instead of all happening at once, easing the load on the system. Parts of the building update logic have been optimized for better performance, and unnecessary UI and effects processes that were running on dedicated servers have been removed.

Mount and Tame variables now update less frequently when no players are nearby, helping conserve processing power. Deployables also perform fewer outdoor shelter checks when the framerate drops, keeping gameplay smoother during performance issues.

Finally, spline placement is now client-controlled, resulting in a smoother building experience - especially on servers with higher ping or lower FPS.

If you encounter any issues that arise from these changes please let us know.

A big thank you to everyone on discord that has been helping us test this over the last few weeks you feedback has been invaluable.

[hr][/hr]
Next Week: International Flags

Next week we are introducing a big set of international flag symbols which players will be able to craft and place around their base. the full list includes over 25 different flags which can be placed in three different ways each.


[hr][/hr]
STATIONEERS - Biggest Update Ever

It has been a big week for our studio! Over on Stationeers, we’ve just released the Biggest Update Ever, featuring a massive terrain refactor alongside a host of major updates and improvements. This is a huge milestone for the game, and we’ve gone into more detail about what’s changed in the link provided - be sure to check it out!
https://store.steampowered.com/news/app/544550/view/533235259603419415
If you own both STATIONEERS and ICARUS you gain access to some exclusive content.
STATIONEERS Bobble-heads in ICARUS and an ICARUS Suit in STATIONEERS.


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

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

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.3.9.142406


[h3]New Content[/h3]
[expand]
  • Lowered network replication frequency of Mounts, Buildings, Deployables, Splines
  • Moving cursor when hovering over an interactable no longer floods server with updates
  • Building and Deployable references have been added to two new octrees, making positional queries much cheaper
  • Splines and Building Grids are no longer always network-relevant. They will now unload for clients when far enough away
  • Crop Plots and Freezers will no longer all update on the same frame
  • Nativised sections of the building tick logic
  • Removed numerous sections of UI/FX logic that were being needlessly run on dedicated server
  • Reduced number of outdoor shelter traces that deployables perform when framerate is low
  • Several Mount/Tame variables now update more slowly if there aren't any nearby players
  • Spline placement is now client-authoritative, giving a much smoother experience on servers with bad FPS or ping

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fix a BP None warning relating to G slot items
  • Spline placement is now client-authorative
  • Fixed eyebrows and eyelash passing thru the helmet glass
  • Fix angle horse mounts use to determine rear kick attack
  • Fix a race condition in the Aura Manager when players leave dedi server
  • Fix Tea => Coffee => Tea => Coffee ping pong on an auto processor where all ingredients are present in inventory
  • Recipes can now pull liquids from multiple containers when crafting a single item
  • Fixed some issues where water containers with existing alterations were incorrectly accepted as inputs for new items
  • Fixed issue where drinks couldn't be crafted on a bench if water containers weren't placed in the bench's inventory
  • Removed old rep graph policy causing validation error

[/expand]

[h3]Future Content[/h3]
[expand]
  • Fix erroneous pixels in Elysium biome map
  • Update VoxelTools to retrieve info on voxel pools present in the loaded levels. Update RespawnShipSpawn actor to be green instead of yellow so that it stands apart from DropshipSpawn actors
  • Created new UMG for revamped outpost menu, added new outpost images, changed outpost talent tree layout
  • More generic solution for scope with auto aim enabled
  • Mushroom Trees, Cliffs and Landscape Pass in Swamp, Orange Quad, Elysium
  • Add more (dev only) checks that Blueprint structs marked as CF_SaveGame are handled types
  • Fix changes to scope behaviour broke opening inventory
  • Mission 4 - Finished first pass
  • Adding giant roach idle close, idle far, all movement notifies and footstep notifies, data table setups etc
  • Fixed Polymerizer anims not playing for client
  • Added AnimBP for Polymerizer
  • Disabled blocking collision on Polymerizer's sliding crate SM
  • Polymerizer's item animation no longer plays if item isn't successfully crafted
  • When scope being used with toggle aim, prevent inventory from showing when scop is up
  • Set correct preview mesh for flamethrower turrets
  • Fix 'max items' button does not work for tag based crafting recipes where there is not concrete item or resource input
  • First implementation of Slinker hunt behaviour
  • Fixed Slinker IK
  • Fixed bug where JumpTo behaviour wouldn't return NPC to original movement state
  • Fixed bug with JumpTo behaviour where task wouldn't execute if input key was of Actor type
  • Split out 'pack hunting' behaviours (batdogs) into it's own GOAP action BP
  • BP_Polymerizer update on FX and proxy inventory check
  • Reconnect the first 3 quest steps on Ely Story 1
  • Prevent creatures from spawning inside Eden on Elysium
  • Add DT Validation for AISpawnConfig ensuring GTs match SpawnZone arrays. Fix incorrect entry on MemTest
  • Breakable permafrost var1 and var2 setup
  • Mushroom Trees, Cliffs and Landscape Pass in Swamp, Orange Quad, Elysium
  • Elysium, Tundra - foliage scale, voxel distribution and general polish, lake water points and edge splines, added reeds, lily and more yeast
  • Adding natural oil refiner audio event air hiss and BP imp
  • ELY3 - Mission is now completeable
  • ELY3 - Added ability to lock the access card door
  • ELY3 - Adding Lab and Defence Prebuild Structures
  • Adjusting Snapping Points on the Uranium Deposit
  • Adding Icon for Uranium Collection Device
  • Setting up Uranium Collection device AnimBp and Deploy Animations
  • Adding Animation BP for the Nuclear Centrifuge, Fixing highlighting of meshes and adjusting on / off material swap to use the correct materials
  • Adding the Icon for the Nuclear Centrifuge
  • Orka: Add Orka Head and Trophy data. Corrected bones/carcass size to medium. Added Arctic suffix to rownames for futureproofing. Fixed itemrewards pointing to Caveworm or Bear loot
  • Added FX into BP_Organic_Extractor
  • Slopes Dressing and Landscape Pass in Swamp, Orange Quad, Elysium
  • Moved DEP_Uranium_Collection_Device assets to correct folder, as well as added a DM for the asset
  • Add 33 new attachments across all categories. Ensure Nutrition Attachment is properly classed as a Tier1 attachment (was being unlocked by Advanced Atts). Rename Woodsman Felling_X attachments to FellingDamage_X for clarity. Corrected existing Felling_Yield attachments row names to actually be Felling_Damage for clarity
  • Ely - decal painting and slope rocks in geothermal, red quad
  • Ely - revised block out of mission 3 cave, persistent level
  • Updated proxy inventory setup for BP_Polymerizer
  • updated hair ang helmet glass material
  • Elysium - voxel painting in geothermal and NW volcanic, red quad
  • Updated D_Deployable Setup
  • Added DEP_Nuclear_Centrifuge, with destructible and animation
  • Fixed collision on temp geo in mo's area, Eden base - for real this time
  • ELY3 - Adding Laser Tripwire Deployable
  • ELY3 - Adding mission Scaffolding. Objectives, Quest Markers, Quest Flags, NPC spawning
  • ELY3 - Adding new Access Card and Locked Door Mission items
  • ELY3 - Adding new Note items to collect as part of the mission
  • Hooking up new meshes for Oil Pipes to the spline system
  • Adding National Flag Item Icons
  • Fixing National Flags Talent so its not locked behind a DLC Flag
  • Fixed Blueprint Recipe Icon / Name lookup to take into account national flags stats
  • Updating Organic Extractor to Run off any organic matter and create biofuel the same way the T4 food trough works
  • Adding ability to fill / empty jerry cans into organic extractor
  • Adding new UI window for organic extractor to reflect its state correctly
  • Orka: Halved vision distance and decreased peripheral range, decreased mass and attack radius to better suit size, add projectile damage resistance. Fixed Orka pointing to Bear bestiary. Updated Character/Stats tooling
  • Adding bounder deer far idle layers and AI setup data table entry
  • Ely - adding lake splines in geothermal, red quad
  • Adding bounder deer idle vocalisations and data table setup
  • BP_UraniumConverter FX and material adjustment
  • Fix drone spotlight being offset to the side
  • Remove DF from Kit meshes which are held in-hand, causing FP shadows. LOD settings pass
  • Mission 4 - Final quest travel location changed to mission 3 base instead of eden
  • If toggle aim is enabled and if aiming when ESC pressed, or FieldGuide opened, then stop aiming
  • Adjustments to giant roach attack audio to make it feel a bit more intense with a higher shriek
  • Fix some logging in foliage de-duper tool
  • Added fix for issue where starting a new prospect with the same name as one that had been previously deleted could cause the wrong map to be loaded when using the resume button from main menu
  • More roach anim notifys, also adding roach unique whoosh whip audio and swimmiing notifys etc
  • Ely - navblocker placement in geothermal
  • LC_Cliff_23-25 - changed navigation settings to navarea_null to match similar cliffs
  • Made text vars in D_Itemable and D_Dialogue multiline
  • Adding Unique roach footstep event. adding to data table. orka footstep adjustments
  • Ely - fixed floating cliff mesh and phys materials on landscape in tundra and arctic, green quad
  • ELY2 - Full Setup of Prebuilt Structure Communication Station Epsilon
  • First pass on some bespoke reaver behaviours and hook-ups for animations
  • ELY2 - Adding new Quest Marker so that the Build Up location step is not completed right away
  • ELY2 - Adding Map Icon to Iris in EDEN for the first objective
  • UE4 Core - Don't return +/- WORLD_MAX as component bounds for an empty spline component with no points
  • Fix WT_Lake45 on ELY DEV Orange has 27km bounds
  • Update CharStats tooling with minor UX improvements before slight refactor
  • Added FX on BP_UraniumConverter
  • Slope Dressing and Landscape Pass in Swamp, Orange Quad, Elysium
  • Adding giant roach attack vocals, event, data table setup and attack notifys
  • Fixed a few typos
  • Edited new creatures to show their player-facing names in bestiary data
  • Added collectable notes for ELY map and missions, updated ELY map description
  • Adding organic extracor to BP. Sound adjustments based on updated FX
  • Fix a warning in BP_MetaDeposit_Uranium
  • Cleanup on Interactable DT, removing and repathing duplicate entries. Improved verbosity of duplicates validation
  • Various DH mixing and balance tweaks. Adjustments to spawn chance of music tracks etc
  • BP_Organic_Extractor cleaned up material setup
  • BP_Natural_Oil_Refiner fixed on client FX and material emissive on client
  • BP_Polymerizer cleaned up material setup
  • BP_Crude_Oil_Generator fixed on client FX and material emissive
  • BP_Crude_Oil_Refiner fixed on client FX and material emissive
  • Add duplicate row detection for Interactables
  • Toggle aim off when showing inventory, rather than blocking show inventory when aiming
  • Adding uranium collection audio loop, event BP imp and deploy setup
  • Add the word degrees to min turrent pitch stat description
  • Ely - added nav modifier volumes for geothermal
  • Slinker will now prioritise hunting over standard attack behaviour if health >= 75%
  • Slinker will now find a hunt location closer to player
  • Slinker will now relocate hunt location if hurt (by anything) or seen by target player
  • If BTTask_JumpTo's target is a Character, ground location is used intead of actor location
  • Change some descriptive text on flame turrets
  • D_CollectableNotes text property is now multiline
  • Adding audio for nuclear centrifuge. Looped event and BP Imp
  • Removed rock and ice rewards from permafrost breakables, should fix issue with chunks breaking off and colliding with each other
  • Updated flightless tank carcass and bones and directed to correct anim BP in the carcass BP
  • Updated flying tank carcass and bones skinning and physics asset
  • Added physicas asset for the T5 chainsaw and updated texture collections
  • More giant roach clicks
  • Adding giant roach click audio to idle event to make more sense of the name
  • Increase Dragonfly mesh scale from 0.1 to 0.2x so its closer to ref, adjust related physics setup to suit
  • Where possible (non-shared Char BPs) fix Character BPs that are pointing to the wrong AISetup row in Class Defaults. Add unhooked DT validation to catch cases in future
  • Mission 5 - Finished first pass at 'draw' subquests
  • wip MetaExotic_Uranium_Node mesh, textures and material
  • Slopes Dressing and Landscape Pass in Swamp, Orange Quad, Elysium
  • WIP Implimentation of the flying tank carcass and bones assets
  • Fix up a bunch of broken deprecated logic in test maps and various widgets related to NPCs that was flagged after GOAP base class was recompiled
  • Cleared out CriticalHitBones arrays in AISetup DT and added validation for ensuring it is empty. Fixed incorrectly mapped bones on many Creatures for CollisionHitEventBones array
  • Add Validate Skeleton function on GOAP base (gated by Editor check) to compare AI Setup data vs actual skeleton to find issues upon spawning
  • Fix incorrect material swap logic on Machining Bench after mesh split
  • Updates to bounder spacializing
  • Adding bounder flinch and death audio events and data table setup
  • Added T5 chainsaw art assets to the project
  • Oly_Omni_Outpost/BW5 Mission- Fixed mission BP destroying sandworm after 15 seconds. changed it to 5 mins
  • Adding all bark lines for DH characters. Audio and events
  • Ely - lake splines in geothermal and NW volcanic, red quad
  • Updated meshes, textures and materials for Oil Pipes
  • Ely - Added nav enabled versions of LC_Cliffs-23-25, swapped out in tundra crevasse to improve navmesh, green+yellow quads
  • Fixed missing material on billboard for SM_SW_Mushroom_Tree_Var1 and assingned propper mask texture to M_SW_Mushroom_Tree_Cap_Var3
  • Improvements to Reaver behaviours, burrowed state management, AnimBP
  • Gave reaver 15% projectile damage resist, increased health
  • Fixed issue where Reaver's dive attack wasn't doing damage
  • Added option on BTTask_StrikeAttack to auto-enable mesh collision overlaps for duration of montage
  • Updating nuclear centrifuge audio based on updated vfx
  • Slopes Dressing and Landscape Pass in Swamp, Orange Quad, Elysium
  • Mission 5 - Created mission bps. added first few missions and new quest specific thumper
  • Added art assets for the reaver carcass and bones. Updated BP with the new assets
  • Ely - added waterbody to NW volcanic, manual cave setup in Geothermal, red quad
  • LC foliage rock analysis in testmap

[/expand]

Icarus Week 197 Update | New CHAC Rifle in Orbital Workshop

Welcome to Week 197.

This week brings the new ‘CHAC’ rifle to the Orbital Workshop, with an extra 25% critical damage and a 0.8-second reload.

In addition we are also adding 7.62mm ammo to the Orbital Workshop as well as some fixes around crafting.

We’ve also got some details about next weeks performance-focused patch.

Notable Improvements:
  • Fixed various issues with crafting drink flavours (tea/coffee/cocoa) where you could craft these with empty water containers
  • Fixed issue where ice was queueing up recipes and melting in campfires without containers being present
  • Mount modifiers are now correctly removed when sent up the space via the OEI - they where not before

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


This week, we’re adding the new CHAC Rifle to the Orbital Workshop.

What the CHAC Rifle lacks in critical and projectile damage, it more than makes up for with its rate of fire and reload speed.

The CHAC Rifle sports a six-bullet magazine and a lightning-quick 0.8-second reload time. This means that while it might deal less damage per shot than the hunting rifle, it deals far more damage per minute.

A good example is the hunting rifle, which takes 18 seconds to take down a level one polar bear, compared to only 12 seconds for the CHAC Rifle. In layman terms, the speed and handling of the CHAC Rifle, more than makes up for the lower damage per shot.

The CHAC Rifle can be unlocked and purchased in the Orbital Workshop using Ren and Exotics.

In addition to the CHAC rifle we have also added the 7.62mm CHAC ammo box to the workshop which can be purchased using Ren.


[hr][/hr]
Next Week: Multiplayer Server Performance Update


Next weeks update specifically targets performance ‘overhead’ involving the cost scaling of multiple players playing in one session.

We’ll have more details to share in our week 198 blog.


[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 v2.3.8.141991


[h3]New Content[/h3]
[expand]
  • Adjusted CHAC rifle's iron-sights
  • Updated textures for CHAC_Hunting_Rifle
  • Adding chac rifle bullet ejected audio to lever event
  • Unlocked CHAC workshop rifle
  • Unlocked workshop rifle rounds
  • Increased CHAC rifle's fire rate and decreased reload time to further differentiate from existing hunting rifle
  • Fixed CHAC Rifle's workshop item data being development-locked

[/expand]

[h3]Fixed[/h3]
[expand]
  • Add missing Rope recipe (from Fiber) to Textiles benches
  • Remove obsolete BetaWeekend Satellite/Faction Corpse content that was causing DT validation errors
  • Fix blood splats for drill arrows vs creatures only play on the initial hit, not subsequent
  • Display server 'FPS' on escape menu for clients
  • Fix crafting checks for recipes that have no item input, but do have a resource input. Fix crafting max count for recipes that have no item input, but do have a resource input
  • Fixed a few dialogue and item typos
  • Fix modifiers are not removed from mounts sent to space via OEI
  • Fix an ensure with player movement audio and empty portable water containers
  • Fix some FieldGuide uses are not being displayed
  • Fix typo 'Arctic Survial Suit'
  • Fix Skinning Bench isn't previewing correct stack numbers for carcass outputs. Fix Furnaces aren't previewing correct number of igot inputs
  • Fixed issue where you could queue up more items in a workbench than you had resources for
  • Fixed issue where ice in a campfire would be auto-melted for water even if container was full
  • Fixed issue where campfire could produce tea/coffee with empty water containers
  • Fixed issue with advanced kitchen sink where water containers could be filled without actually connecting the device to a water network

[/expand]

[h3]Future Content[/h3]
[expand]
  • Adding loop audio for T5 generator, Animation audio and notifys etc
  • Mushroom Trees, Cliffs and Landscape Pass in Swamp, Orange/Yellow Quad, Elysium
  • Added Concrete, Glass and Tempered glass curved, advanced beam, diagonal curved wall angles, diagonal, roof curved angles, curved wall icons
  • Flying tank - Basic implementation
  • Hooked up test dialogue for ELY2 and 3
  • Elysium - foliage and decal painting in NW volcanic, red quad
  • Added dialogue and subtitles for ELY2 and 3
  • Dragonfly - Basic Implementation
  • Updated the Slinker Juvie LODs
  • Elysium - foliage and voxel placement in NW volcanic, red quad
  • Updated lowest LOD to the correct value on the Orka bones skeletal mesh
  • Fixed rebellious floating rocks in CAVE_LC_MED_001_DLC2
  • more chainsaw balance fine tunes and improvements. Also adding correct skeletal mesh to BP instead of metal axe
  • Routing dialogue to correct channels
  • Adding oil geyser audio loop with bubbles and splashes to reflect FX. Adding dialouge bark lines, making sure remove spline audio is replicated to clients and adding as a variable
  • Permit flame turret to be topped up from biofuel containers in hand (as well as network)
  • Add some more DT validation around resource networks with multiple inputs
  • Updated vertex flag material to optionally take a mask and a flag texture
  • Added new flag texture to test material changes
  • changed SM_TEMP_MoZone to complex collision to fix holes in floor
  • Added Steel_Barrel
  • Adding Organic Extractor Icon
  • Added Oil Pipe Node and Section piece
  • Updated scale for DEP_Polymerizer_T5 with animation and proxy
  • ELY2 - Adjusting new prebuilt structures and making sure the turrets have ammo
  • ELY2 - Initial Implementation of Mission including quest markers and prebuilt structure fixes
  • Extending functionality of BP_Common_Deliver so NPC's inventoris can be checked
  • Updated SM_DEP_Organic_Extractor_T5
  • ELY - Mo, Iris, Victor & Theo will only have an interact prompt when they have something to say to you
  • ELY - Adding Common base class to spawn EDEN NPC's so they can be present when starting missions in mission mode
  • ELY1 & ELY2 - Adjusted missions to have the inclusion of NPC spawning base class
  • ELY1 - Making Fixes to NPC dialogue - removing delays and triggering from NPC interact rather than quest complete
  • Make Flame Turrets (add associated resource networks) consume Biofuel ammo correctly
  • updated material and texture, disabled sRGB
  • Implemented Heavy Smoke FX into BP_Pump_Jack
  • Updated oil geyser bubling and eruption FX
  • Updated the mesh for OilGeyser
  • Flying tank - added missing virtual stats
  • Update ItemSet cheat to use Contains string rather than StartsWith string to make it more flexible.
  • Can now do things like 'ItemSet Beams' to get all Beams which wasn't possible when it was just prefix input
  • Adding oil geyser loop adjustments to sound more appropriate for oil, and also new burst audio and end loop audio, event and BP entry
  • Elysium - foliage and decal painting in NW volcanic, red quad
  • Adding polymerizer gate open, close, and crate move audio, events and anim notifys
  • Flightless tank - Added grounded tank montages
  • Change the Datatable validator for Uses to drill down looking for a 'Place' Use if a Deployable is defined (ye old not saved in editor)
  • Change the Datatable validator for Uses to drill down looking for a 'Place' Use if a Deployable is defined
  • Added 29 flags from around the world for the Flag Pole assets, including all textures and materials
  • Flightless Tank - Basic Implementation. Flying tank - added animbp
  • Adding orka aggro vocals, event and data table setup
  • Adjustments and improvements to the oil powered generator. Simplifying some setup and balancing with original layers. Removing unneeded notifys etc
  • Elysium - foliage and decal painting in NW volcanic, red quad
  • Dangerous Horizons feature level lock in world resource network icons for biofuel, refined oil and crude oil networks on the Flow Meter tool
  • Reposition Refined Oil connector on the flow meter for Dangerous Horizons
  • Drill arrows and mining laser now look for nearby existing items in world to merge their resources into before spawning a new actor in-world
  • Removed the proxy mesh driving the cape simulation
  • Add refined oil and crude oil networks to the Flow Meter tool for Dangerous Horizons
  • Added helmet glass material with increased mask opacity
  • Hooked up dialogue for testing on ELY4, 5, and 6
  • Adding organic extractor audio, event. Not currently hooked up to BP
  • Added bark lines for Victor NPC
  • Added dialogue and subtitles for ELY4, 5, and 6
  • Adjusted refraction FX for OilGeyser to fix aliasing
  • wip natural oil effects and material update
  • Sandwyrm Queen - Basic implementation
  • Adding camera to polymerizer and crude oil refiner so the view is focussed correctly when pressing F on the devices
  • Adding chew footstep and vocalisation adjustments. Adding correct ai setup row
  • Adding barrel audio item audio row and items static row entry
  • Adding oil refiner audio to natural refiner. Also correcting fuel spline not having correct plugin to other spline audio
  • Enabled two-sided rendering in the dls cha 001 master material
  • Adding chainsaw negative and positive looped 1 shots that trigger based on if the impact events are success or not. adding FMod surface to the ruby surface etc
  • Fix flow meter does not need to know about refined oil
  • Adding correct deploy audio event for T5 deployables. Adding camera to natural oil refiner so the view is corrected when interracting
  • Adding National Flag Blueprint to T2 Tech tree
  • Adding National Flag Recipes
  • Fixing Recipe element and recipe tooltip so it displays itemable overrides
  • Adding New National Flags Table, stat, itemables and setup 29 new National Flag items
  • Adding Steel Barrel Icon and Back Mesh Setup
  • Updated T5 Jackhammer skeletal mesh skinning
  • Updated texture for the T5 Jackhammer
  • Mission 4 - Added stabalize mission for iris and temp return to eden instead of underground facility
  • Added FX when processing for BP_Polymerizer
  • Mushroom Trees, Cliffs and Landscape Pass in Swamp, Orange Quad, Elysium
  • Hide refined oil from the list of deployable modifiers
  • Fix new processor recipes with pure resource inputs take no resource and provide no output
  • Mission 4 - Outpost submissions
  • Updated NPC Iris sk mesh and material
  • Added T5 Jackhammer with WIP textures
  • Elysium - landscape sculpting and general polish in Geothermal, red quad
  • Upping Geyser audio count limit to account for multiple in a grouped cluster
  • Deploy audio for homestead chimneys
  • Adjustments to homestead small brick chimney fireplace
  • Replaced missing voice lines with placeholder dialogue audio for ELY missions
  • Fixed Elysium Arctic_2 being used twice in AISpawnConfig, replaced with Swamp_2 which was unused. Re-colored SW Swamp area to be green instead of blue for clarity. Add new Tundra_1 setup that is surrounding the starting area, with easier creatures. Fixed erroneous pixels for AISpawnMap and corrected filename to match
  • Add BPHV asset for Tundra Gorge
  • Remove Metals from Tundra voxel pool, add Sulfur and Silica. Add new Tundra_Gorge pool with typical cave resources to be used in the Gorge/Quarry area
  • Fixing replication issues with weapon rack not playing audio for clients. Adding to homestead weapon rack
  • Adding placeholder dialogue event
  • Add CullDist volume for Elysium
  • Mission 4 - Finished first pass on half the submissions, empty blueprints/structure for the rest
  • implemented VFX into BP_Natural_Oil_Refiner
  • Fix Prospect Reward Talent Tool Tip Is Not Translated
  • Elysium - foliage, decals, impassables, landscape sculpting in NW volcanic, red+yellow quads
  • Reimported national flag SM and updated base material to support directly assigning flag textures
  • Fixed issue where national flag texture wouldn't update for clients on late-join
  • Removed separate material assets for national flags, replaced with Texture2D that is dynamically assigned
  • Fixed national flag SM LODs

[/expand]

Icarus Week 196 Update | Customization controls for auto-saving

This week we’re making improvements to the auto-save system in Icarus. You’ll now be able to control the frequency at which the game auto-saves, which until now has been set to every minute.

Notable Improvements:
  • Reorganised Sleep Screen UI displays the information in a more logical way
  • Fixed an issue where flamethrowers could destroy clay / obsidian / scoria nodes, making them unharvestable
  • Improvements and small optimisation to the Recipe and Blueprint tooltips

[hr][/hr]
This Week: Auto-save Customizations


This week, we've made several tweaks and improvements to the auto-save system in Icarus.

You can now configure the timing between auto-saves, with the default frequency being upped
from 1 minute to 10. This should strike a better balance for the average player between interruptions caused by saving complex prospects and mitigating progress loss in the event of an unexpected shutdown.

This configuration option has been added to the in-game Gameplay settings menu, but those hosting dedicated servers will find the setting in their standard config file.

You'll be able to push the frequency all the way out to 60 minutes by default, with no limits on the dedicated server option.

We've also added a pop-up on the HUD that appears when auto-saving is occurring, to provide extra insight into what's going on behind the scenes.

Players should be aware that there are other cases where a save can be triggered, such as exiting the game. So you don't need to worry about waiting around for 10 minutes to save automatically. This system is there to handle periodic saves in the event of a crash or similar.



[hr][/hr]
Next Week: CHAC Rifle

Next week comes a brand new firearm addition to the workshop - the CHAC Rifle. This will be available to purchase and take on prospects just like the other workshop gear. Check out the patch next week for this new weapon.


[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 v2.3.7.141824


[h3]New Content[/h3]
[expand]
  • Added UI icon that displays when game is saving (for host)
  • Default auto-save frequency is now 10 mintues (increased from 1 minute)
  • Escape menu's 'time since last save' is now displayed in minutes if greater than 120s
  • Added gameplay setting (and dedicated server config) to control frequency of auto-saves

[/expand]

[h3]Fixed[/h3]
[expand]
  • Added ExtractorDrillSpeed_+% to virtual stats
  • Fixed bug where flamethrowers could break the sledgehammer rocks
  • Fix display of health for 'Healthy Maverick' and 'Robust Explorer'
  • Put some more object lifecycle checks around AuraManager and child UModifierComponent objects
  • Fix spelling of Hemorrhage on Stats tooltip text
  • Fixed swimming in cave and seeing cave worm
  • Genercize 'CarcassDrop' to 'UtilitySlotDrop' and duplicate Carcass equippable row as StasisBag row and assign accordingly, allowing for better filtering of Animal Carcasses
  • Remove animal carcass entries from ItemTemplate that don't need to be there
  • Remove obsolete Prime Meat data that was largely replaced by Giant Steak data
  • Fix stage 2 display value of Robust Explorer talent
  • Fix typo 'weakesses' => 'weaknesses'
  • Change stat for FallDamageResistance to display as 'Fall Damage Resistance', not 'Fall Resistance'
  • Tweak the gravestone ragdolling for when player corpse are kicked from instanced level and CPU high during load
  • Remove some extraneous logs from BP_Gravestone
  • Fix an issue where items with linked inventories saved in instanced levels would be orphaned (alterations missing). Eject player grave stone (as well as corpse) from instanced levels when last player leaves the instanced level
  • Add carcass carry setup validation for ItemsStatic
  • Corrected Dog hitable rewards to match update
  • Remove duplicated Focusable rows for Boar, Spider and BatDog. Set Spider to not be carryable (gross). Set Tame Dogs to be carryable (sad) and fix up busted Deployable data. Remove erroneous Meshable data. Fixed carcass rows not pointing to Carcass audio row. Change Cow and Calf to be skinnable with T1 knives
  • Fix Broadcast node in HarvestBones function for GOAP Corpse not being fed Item data, causing errors on PlayerTracker when harvesting bones
  • Reoriganised Sleep Screen UI

[/expand]

[h3]Future Content[/h3]
[expand]
  • Updated out-of-bounds texture for Outpost_012
  • Enable one-file-per-actor support for Outpost_012
  • Adding Polymerizer running and deploy audio. Not currently fully set up so will need to implement once it is
  • Outpost_012 - added new cave entrance BP with correct materials and replaced in map to fix wrong material in generated sublevels
  • Outpost_012 - replaced static mesh cave entrances with BP versions (this is why the cave scanner wasn't working)
  • Outpost_012 - decal and landscap smoothing fixes, applied far shadows to macros and impassable meshes
  • Added mehses, materials and textures for chopped versions of all 4 variants of GT_Dead_Tree, as well as the burnt IM mehses, materials and textures. Still need to add chopped versions of the burnt trees, as well as add proper Data Table setup
  • Fixed issue which caused log spam when chopping down tree segments with item rewards that weren't guaranteed (palms for example)
  • Remove testing instance level content from Outpost009
  • Fix streaming distance settings on Outpost009
  • Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
  • Adding chainsaw start idle start etc layers and events etc
  • Stomper - Fixed GFur, Added corpse animbp, added control rigs, fixed physics asset, added jump montage
  • Adding first assets for chainsaw. Rev up, rev down, loop, crunch, impact etc
  • Add unique AISpawnMap for Outpost012. Remove unrelated SpawnRules from Outpost012 setup. Updated DecalProjection tooling to auto pull landscape size settings
  • Added out-of-bounds texture for Outpost012
  • Fixed issue where invalid map bounds would cause player to load in at 0,0,0
  • Temporarily set rough bounds values for WIP maps
  • Added validation to prevent minimap bounds values from being invalid
  • Outpost_012 - polished cave placement and entrances to fix switchbacks, fixed floating rocks
  • Remove Item.Plant tag on Banana Bread and featurelocked ItemsStatic row. Change Plants category in FieldGuide to be standard width instead of narrow
  • Add Flat Solar panels for Homestead. Setup SolarPanel as a base class. Add sockets for roof pieces (except Thatch, not supported)
  • Elysium - decal painting and landscape sculpting in NW volcanic, red quad
  • Stomper Matriarch - Implementation
  • Fixed fade on the DM materials for GT_Stick_Tree variants
  • Fix DT level bounds for Terrain_021 and Outpost_12
  • Update BaseInstancedMapInspector to include checks for world bounds that are not set. Add Actor to Outpost_012
  • Finalized GT_Dead_Tree variants will all meshes, including burnt versions, and added all assets to the FLOD Data Table
  • Updated NPC sk meshes and BPs
  • Added VFX to BP_Crude_Oil_Refiner
  • Adding polymerizer audio to BP.To be worked on and fine tuned
  • Added 3 wild variants of the KiwiFruit plant, with all SMs, DMs, materials, textures, FTs, BPs and Data Table entries
  • Adding stomper footstep, attack notifys and other adjustments and notifys
  • Removed Nav Blocker, Orange Quad, Elysium
  • ELY2 - Adding new Quest Markers
  • Setup for ELY6
  • Setup for ELY5
  • Setup of ELY4
  • ELY2 - Adding 3 new prebuilt structures (Epsilon, Delta, Lab)
  • ELY2 - Adding 4 new quest items (Notes Epsilon, Delta, Laptop, Swamp Map)
  • ELY2 - Added Quest Markers & Tags to Elysium and Setup Session Flags for NPC's
  • Adding Quest & Talent Setup for ELY3
  • Fixing inworld tooltip placement for the natural oil refiner
  • Setting up Natural Oil Refiner Icon and Deployable Setup
  • Adding Polymeriser Icon
  • Shifting Nuclear Centrifuge and Generator to T5
  • Adjusting names for Nucelar Reactor & Centrifuge
  • Adding Icon and Deployable Setup for Crude Oil Power Generator, also setting up running animation
  • Hooking up Fan animation for the crude oil refiner when the device is active
  • Checkover of crude oil refiner, added preview mesh and icon, also fixed in world ui interaction location
  • Setting up Pump Jack AnimBP, Taking new Icon and Fixing Deployable Setup
  • Add or update icons for over 40 items. Add Fireplace IconEditor scene. Remove dummy entries hiding icon work still remaining to be done. Several corrections to Feature Level or tags for FieldGuide purposes
  • Added DEP_Natural_Oil_Refiner_T5 with destructible and populated BP
  • Mushroom Trees and Landscape Pass in Swamp, Orange Quad, Elysium
  • Adding stomper attack WIP audio, event and data table setup
  • Added new recipe classification icons
  • Fixed a typo in biome name for ELY
  • Updated Sand scuttle physics asset and physical material
  • Raptor Juvenile - Checklist fixes
  • Added descriptive flavour text for Frostfall and Aquaticus outposts
  • Added first-pass mining laser implementation
  • Elysium - foliage painting in NW volcanic, red quad
  • Improved Ghost Croc skinning and physics asset
  • Ghost Croc - Increased scale to 2.0 and fixed movement mapping and added new attack montage with faster attacks so he could hit
  • Stomper move light audio, move fast audio, events and notifys on all actions
  • Fixes for new 'tag based crafting'. Fix 'No Icon' for frozen ore when crafting. Fix various 'tea/coffee' icons show the thermos with a question mark rather than ingredients. Fix refresh issue with stack output count when recipe processing is interrupted
  • Remove Slinker GFur setup from Reaver BP
  • Storca - Updated feet sliding and collider sizes
  • Adding stomper howl audio, event and anim notif
  • Updated Yeti physics asset and removed extra unused physics assets
  • Updated slinker skeleton with new bones for the storca ears
  • Updated Storca physicas asset and updated the creature materials in the BP
  • Fixing Non-interactive recipe elements so it works correctly with tag based crafting elements
  • Add icons for Stomper carcass
  • Fixed 'Advanced Supplemental Filtration Attachment' pointing to wrong Itemable row (non-advanced version). Fixed spelling of Helmet in ItemsStatic
  • Remove broken ItemTemplate data from TagBasedCrafting merge
  • Minor adjustment on smoke opacity for Ruby hit VFX
  • Radiation FX lessen emissive intensity at night time
  • Swamp Hopping Creature - Added carcass
  • Updated Storca LODs
  • Hopping Creature - Added proper carcass mesh on death
  • Merged TagBasedCrafting dev stream into trunk
  • Hopping Creature - Added hopping creature ragdoll
  • Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
  • Adding stomper jump audio event and notifications
  • Adding stomper stomps audio, event and animation notifys
  • Elysium - foliage painting in NW volcanic, red quad
  • Added all SMs, materials and textures for 6 variants of SM_SW_Mushroom_Tree, as well as 4 trunk variants
  • Updated NPC Mo sk mesh - added clothing data
  • Storca - Implementation
  • Fix redirectors for Irratiated Prospector assets
  • Adding stomper footstep notifies
  • Adding stomper idle close and far audio, event and data table setup
  • Added hopping creature bones and carcass art assets
  • Added new Ruby voxel physical material, enabled new NS hit VFX
  • Slinker Juvenile - Implementation
  • Move LavaLakeLights to Persistent level as they're not currently setup for build generated level process
  • Added first pass NPC Mo sk mesh, materials and textures, updated BP_Mission_NPC_DH_Mo
  • Added LODs for the Stroca and it's bones. Created carcass SK
  • Fix cave light settings on OP009. Fixed Lava lakes/rivers not having Lava Lights enabled. Folder organization
  • Fixed issue with wood rings material for the GT_Dead_Trees, where the matrial wasn't affected by the wind. Also fixed collision presets on the trees FTs
  • Submitting initial texture and SM files for the Mushroom Tree migration from PHX
  • Added DEP_Crude_Oil_Generator_T5, with destructible and animation, also populated BP
  • Ruby voxel hit FX
  • Added Storca art assets to the project
  • Cliff, Landscape Pass in Swamp and respawn pods, Orange Quad, Elysium
  • Updated ELY mission descriptions
  • Updated outpost description text to better reflect their experience
  • Raptor - Fixed feet sliding on all raptors. Also added proper carcass row to giant roach
  • Corrected spelling of Focusing Barrel. Remove whitespace after Rending Rail
  • Adjustments to pump jack volumes and spacializer settings. Adding spline audio sounds for oil to BP
  • Elysium - swapped caves for DLC2 variants, foliage painting in NW volcanic, red quad
  • Completed slinker juvie Gfur setup
  • Ely LC caves (DLC2 variants) - fixed switchback on MED_004, adjusted voxel positions in MED_006 and SML_002
  • WIP on oil geyser VFX to transfer to pump jack
  • Added LC variant material for Cliff_002, Added duplicate LC caves + prefabs for Ely
  • General stats DT cleanup. Remove redundant/incorrect Meta Notes. Formatting fixes. Category fixes. Name corrections on creatures
  • Mushroom Trees and Landscape Pass in Swamp, Orange Quad, Elysium
  • Giant Roach - Added missing corpse animbp
  • Added VFX and material emissive intensity when activated to BP_Crude_Oil_Power_Generator
  • Added WIP Gfur groom for slinker juvie
  • Giant Roach - Added relevant montages
  • Adding pump jack audio loop, 1shot end sounds, 1 shot groan, deploy audio, On and Off
  • Updated the Pygmy Lop with the correct carcass textures and fur mask from the new snow variant
  • Added art assets for the Snow Pygmy Lop. Updated BP Gfur Settings
  • Giant Roach - Base implementation (no montages)
  • Correcting polymerizer audio to play multicast for clients and adjustments to deploy audio and adding seamless loop
  • Animation layer for T5 oil powered generator. Audio events and notify
  • Fixed issue where chainsaw idle SFX were playing while walking when out of fuel
  • Added the jump, swim, and eat animations for the Reaver
  • Better transitional chainsaw start point loops. Adjustments to chainsaw events and volumes, adding all footstep notifiers etc
  • Added DEP_Organic_Extractor_T5 with destructible and populated BP
  • Mushroom Trees, Cliffs and Landscape Pass in Swamp, Orange/Yellow Quad, Elysium
  • Various updates on LODs, texture settings, and physical materials across the Dangerous Horizons creatures
  • Stomper idle audiuo general movements audio, events and notifys
  • Updated slinker LODs and physical materials
  • Elysium - added mission 03 cave to Geothermal, on persistent level for now
  • Adding stomper death, flinch and footstep adjustments and various improvements
  • Update FocusedItemInfo UMG after CarcassDrop was renamed to UtilitySlotDrop
  • Giant Roach - Updated AnimBP. Added lean/turn locomotion
  • Updated Stomper physical materials. Added all new creature meshs and textures to the correct texture collections
  • Mining laser now overheats
  • Mining laser no longer adds mined resources to player's inventory
  • Mining laser and drill arrows now apply mining efficiency stat(s) appropriately
  • Mining laser and drill arrows now spawn dropped resources near the hit location instead of above voxel
  • Halved mining radius of mining laser
  • Setting up oil geyser node materials and FX
  • Updated Sand Wyrn Queen LODs and physical material
  • Adding oil refiner audio loop, event and BP Imp
  • Updated Stomper and Stomper matriach LODs. Assigned the correct meshs to the Stomper Matriach carcass BP

[/expand]