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Free Weekend & Double XP Event


[h2]ICARUS FREE Weekend![/h2]
So grab some friends and jump into the game!

[h2]Double XP Event [/h2]
This will last the duration of the free weekend!

[h2]50% Base Game Sale & Special Discounted Bundle [/h2]
The Icarus Game is on sale at 50% off and we have put together a special bundle including all our current expansions and decorations at a discounted price!

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https://store.steampowered.com/bundle/46753/Icarus_Free_Weekend_Bundle/

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

Co-op survival game Icarus is celebrating 153 consecutive weekly updates by giving you a flamethrower and a free weekend




Over the three years since the release of co-op survival game Icarus, developer RocketWerkz has continually updated it. And by continually, I mean on a weekly basis: the newest update is the 153rd since December of 2021. That's a lotta patches!..
Read more.

Icarus Week 153 Update | Flamethrower, Double XP & Performance

Originally posted by author
FREE WEEKEND & DOUBLE XP NOW ON

For this weekend the base game of Icarus is available to play for free! All with a Double XP event for everyone. The Double XP Event will run until Monday NZ Time. We have also included a special bundle for this weekend so if people are enjoying the game you can get the game and its expansions with a big discount.

https://store.steampowered.com/bundle/46753/Icarus_Free_Weekend_Bundle/

[hr][/hr]
Welcome to Week 153.

This update comes a little early this week as its timed with a free weekend, a Double XP event and a reddit AMA.

This we are adding a brand new weapon type - a flamethrower. The first in a series of new weapons that will be introduced prior to some new creatures and bosses.

We provide a breakdown of some building optimizations and speak about Frozen wood veins we decided to add based on player feedback.

We currently have a reddit AMA for Icarus live where, Dean Hall - CEO, Jake Dodunski - Project Lead, Adam & Josh - Designers and other members of the team will be answering questions. You can find it here: /r/SurvivalGaming Icarus AMA

Also a quick preview into next weeks patch with the introduction of Cows, Calves and milk.

Notable Improvements
  • Adding Scoria, Clay and Obsidian Resource Packs purchasable in the Orbital Workshop
  • Players can now collect the notes in the Null Sector Missions as items and keep them to read them when they would like
  • Reduced Sandworm & Landsharks weakness to fire damage (21x → 2x)
  • Adding water as a requirement to craft a fire extinguisher, it now crafts full of water

[hr][/hr]
This Week: Building Occlusion Optimizations

Investigations have been underway for a little while now into why large prospects really don’t hold up well, performance wise. We found that some settings were being applied to building meshes that actually prevented some engine-level optimizations (“Occlusion Culling”). In most games, when you put your camera up against a wall/rock/whatever, the objects you can’t see behind that object get occlusion culled. This happens for pretty much every object in Icarus, except it wasn’t happening for Buildables. So while your base may have been on the other side of that mountain, it was still being rendered if you looked in that direction.

Early on in the project we implemented a method for preventing weather effects appearing when standing inside buildings. While this works perfectly fine, the method implemented relies on a setting which also prevents occlusion culling on the building mesh itself, and as we discovered recently during early testing (thanks testers!), also prevents us from applying distance culling optimizations too. After rejigging the way in which we handle weather culling on the building meshes, we’re now able to ensure the building meshes are now both Occlusion and Distance culled, giving you the best possible performance!

In addition to the Buildable optimizations, we have also applied some more aggressive distance culling values to Deployables and Spline networks. The draw distance for Buildings, Deployables and Splines is now based on your “View Distance Quality” setting in the options menu.

In our test scenario, these changes resulted in a nearly 2x performance increase. We completely expect this result to vary based on a nearly infinite number of factors, but in general, players with large, heavy-hitting prospects should see a tangible performance increase.

We welcome your feedback on this change, let us know how your performance has changed (and what hardware you’re on and some details about prospect object numbers!), has the shorter draw distance negatively (or positively) impacted on your gameplay? Are certain buildings now leaking weather effects? Please let us know!



[hr][/hr]
This Week: The Flamethrower

This week we are introducing the first of our new weapon types in preparation for some new creatures and bosses that are on the way.

Flamethrowers shoot a jet of flame and will deal continuous damage to anything within the area. Any flammable objects in the world also have a chance of catching on fire, further adding to the destructive power of this weapon!

The Flamethrower is crafted on the Machining Bench and is required to be filled up with biofuel to use. As the weapon’s recipe also takes biofuel, it comes with a full tank to start with. A handy gauge will keep you updated on how much fuel is remaining.


[hr][/hr]
This Week: Free Weekend & Double XP Event

This weekend to coincide with the Free Weekend we have decided to introduce a double XP Event, this event will run through until Monday NZ Time. We hope you all enjoy it!
Also, for the duration of the free weekend you can get all the expansions and main content packs for the ultimate ICARUS experience at a great discount! Check out the Free Weekend Bundle above.



[hr][/hr]
This Week: Frozen Wood Veins

Listening to feedback due to the lack of wood in the Null Sector we decided to add a very limited number of frozen wood nodes that can be drilled into with the Ice Borer. This allows wood, without having to trek all the way back out, which is an extremely long journey. We have only added a few so be on the lookout while in the Ice Sheets.

Frozen Wood Veins will provide Frozen Wood when drilled. This Frozen wood then needs to be heated up in a furnace, campfire or any of the heat based benches or devices, this then converts the frozen wood into wood.


[hr][/hr]
Next Week: Cows & Milk

Next week we are introducing a new animal and resource. This is the cow. You will purchase a frozen calf in the orbital workshop and then raise them up into a cow. Cows then need to be fed and watered to produce milk. With that new milk resources comes a range of new recipes.

This is the first step we have towards animal breeding, in future you can expect Bulls, Chicks, Roosters and Lambs, we are ironing out the breeding mechanics at the moment and we will release it when we are happy.


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

https://store.steampowered.com/bundle/46753/Icarus_Free_Weekend_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

[hr][/hr]
Changelog v2.2.28.129531


[h3]New Content[/h3]
[expand]
  • Unlocked scoria, clay and obsidian resource packs for release
  • Add V2 version of flamethrower effect for comparison
  • Adding all flamethrower footstep anim notifys
  • Adding first pass flamethrower audio, event and blueprint data
  • Adding new aim fire anim to reduce recoil spam on the assault rifle, rejigged reload anim and added 3RD person variants of the animations
  • Flamethrower v2 prototype assets
  • Setting up flame thrower actionable BP to trigger and stop audio based on click hold. Currently playing extinguisher as a placeholder
  • Tweaks to the flamethrower audio. Also reduced equip canteen volume by 3db and added missing equip audio
  • Updates to Flamethrower VFX V2
  • Update Buildables, Deployables and Splines to all have reduced draw distance (Distance Culling) based on View Distance Quality setting
  • Change CustomDepth pass to false (default) for main buildable mesh as this has no effect except causing the mesh to not be considered for Occlusion Culling
  • Tidy up of Building Base BP, split up Event Graph into separate graphs for readability
  • This change should have a substantial (in some extreme cases, up to 2x) performance improvement for larger prospects with many buildables/deployables
  • Added Local Space VFX system to Flamethrower to fix gap when moving or turning
  • Enabling Double XP Event, XP Bonus and Title Screen UI
  • Unlocking Frozen Wood -> Wood Crafting Recipe in Most heated benches and devices
  • Adding 6 Frozen Wood Deposits to the Icesheets Biome
  • Unlocking Flamethrower Blueprint, Recipe and Item
  • Adding biofuel as a requirement for crafting the flamethrower initially so it comes with a full tank
  • Added Frozen Wood to advancced deep ore scanner
  • Updated tag on Frozen Wood show it will show as a resource, and benefit from wood carry talents
  • Updated Workshop Extractor and Battery to show on each other's Field Guide pages
  • Updated Workshop Biofuel Canister to return to orbit again
  • Change V2 flamethrower FX to be CPU not GPU to fix barrel disconnect. Increase sphere trace range from 5m to 10m
  • Add new local version of Flamethrower FX as a _V3 revision and use V2 version for now. Flamethrower will now ignite any flammable target (not just Creatures)
  • Tweak flamethrower hit length and radius to better match animation
  • Fixed resource recipes not showing an icon when in the processing queue
  • Small reduction to the pilot light audio on the flamethrower to avoid it becoming annoying at longer times of use
  • Enable CustomDepth for Buildables during storms as it handles the weather culling. Don't apply Distance Culling to Destructible Meshes as their pieces can fall through the ground and decide it should cull the entire mesh
  • Removed light particles from Flamethrower FX to avoid flickering when tesellation is on. Added fill light to Flamethrower BP
  • Adding additional blend layers to the flamethrower to make it feel more weighty and dangerous. More low end gas boom
  • Adding dry fire audio for flamethrower when its out of ammo and tries to be fired. Blueprint Imp
  • Lowered landshark and caveworm fire damage weakness
  • Adding Image for Double XP event and adjusting connecting overlay so its displayed on the title screen
  • Add custom weather culling setup for buildings which allows the main building mesh to no longer be used for this purpose which allows further culling optimizations to be made. Small cleanup to Building Base BP to allow for additional begin play logic
  • Add weather culling setup to Dropship so it no longer rains inside on your way down from space
  • Don't allow flamethrower to be fired underwater. Remove secondary screenshake on fire-off. Dial back screenshake amount for initial shake
  • Update unsaved Obsidian resource pack cost
  • Fixed resource pack positioning for dirt
  • Reduced clay and scoria resource pack cost slightly, increased obsidian resource pack costs
  • Fixed third-person animation issues related to player not being able to look up or down when using the flamethrower.
  • Fixed bug where flamethrower could get stuck in ADS animation when swapping focus from an equipped firearm.
  • Added new TwoHandedRifle overlay state that should apply up/down movement dynamic additive anim
  • Reduced cost of scoria, clay and obsidian workshop packs, but added red exotic cost
  • Add Camshake setups for Flamethrower
  • Remove distance culling on Building meshes as this breaks weather culling. Still should see solid gains via the remaining CustomDepth setting being removed preventing occlusion culling, but this needs to be disabled during weather again due to weather culling support. Investigation into alternatives to using CustomDepth for weather culling should happen at some point in the future but its heavily embedded into the codebase at the moment
  • Tweaks to Flamethrower VFX, better bounding box and removing unnecessary persistent ID
  • Tweak flamethrower hit length and radius to better match animation

[/expand]


[h3]Fixed[/h3]
[expand]
  • Disable navmesh generation on the base mesh for Scoria/etc nodes. Animals were getting caught on the upper meshes so they should nav around them instead
  • Fixed bug where CHAC Pistol and Assault Rifle gun animations weren't playing correctly
  • Add translatable text to RELOCATED and VOYAGER
  • Adding new Collectable Note Items, Logbooks and Audio Logs, these can be picked up and re-read whenever players want
  • Adding new stat to goven what text / setup a note item refers to
  • Converted ashlands / icesheet notes into this new format on reload
  • Significantly reduced the Sandworm fire weakness (21x -> 2x damage taken)
  • Fixed power toggle being visible on windmill where not required
  • Add water to the fire extinguisher recipe and output
  • Add water mention to fire extinguisher description
  • Update weight of workshop creatures to not be 10 grams
  • Fix another intermittent terrain anchor crash reported in Sentry (again)
  • Fixed skinning bench slottable helper text being untranslated
  • Fix stamina depleted animation stays up if player dies when stamina completed
  • Fix divide by zero error on Flamethrower AnimBP for fuel gauge needle

[/expand]


[h3]Future Content[/h3]
[expand]
  • Matching framerate from the assault rifle gun reload to the 1ST person reload
  • Adding in new 1ST person and gun animations for the assault rifle reload, 3RD person to follow once the gun anim can get hooked up for timing
  • Added biolab consumables to workshop (feature locked)
  • Add biolab currency setups for future bosses (feature locked)
  • Fixed stack sizes of biolab inhalers
  • disabled RVT on 2 materials used on cliffs in CF caves
  • Adding flinch audio to ape. Audio, event, data table setup
  • Fixed boss trophy stack sizes to be 1. Fixed vestige stack sizes to be 5. Increased durability on boss trophies to 500
  • bDoFullyAsyncNavDataGathering is now turned off for built agents before generating navigation
  • Migrating prototype fog to Icarus for testing
  • Elysium - adjusted new riverstones textures to reduce tiling artifacts
  • Adjusted ice mammoth ice kick to have 3 different types of projectiles. (Big + Many, Big + Accurate, Small + Many) to make a much wider spread
  • Adding ape death vocalisation and movement land event, data table and notify
  • Update biolab workshop tab to be named Bio-consumables
  • Fixed display of damage stats on attachments
  • Landscape Sculpting Pass in Green Quad Arctic and Flushed Grass On All Quads, Elysium
  • Adding first person load assault rifle notifys to animation. Waiting on third person to add those. Also adding missing solar panel audio row
  • Implemented Garganutan Frenzy Tonic
  • Elysium, yellow quad - flushing grass again
  • Adding black wolf trap set and catch audio, events and notifys
  • Fixed scorpion attachment recipe providing wrong output
  • Elysium, yellow quad - WIP geothermal transition area between tundra and desert
  • DLC2 - geothermal material variants for various cliffs and stalagmites
  • Fixed ice mammoth chandelier destructible mesh
  • Generated navigation for Rock Golem arena after enabling nav for rock walls.
  • Rock Golem light attack is now much quicker.
  • Updates to FollowSplinePath BTTask to fix some issues where RockGolem would get stuck trying to reach it's destination on spline.
  • Fixed issure where Rock Golem would try to navigate behind walls if player was standing next to one.
  • Rock Golem no longer attemps to eat fast moving projectiles.
  • Rock Golem no longer aborts its light attack phase if attacked.
  • Fixed bug where Rock Golem would damage player from a very long way away when first starting to roll.
  • Rock Golem now attempts to eat rock clusters when low on health, not when out of armour
  • Added Updated SK_DEP_Great_Hunt_Device with separates proxies and separate SK_DEP_Great_Hunt_Device_Bench with animations
  • Added Great Hunt juvenile-esque creatures
  • Add bestiary hookups for Great Hunt bosses, update feature level and names
  • Fixed Hammerhead module name
  • Adding New Logic for Reading in the ItemManipulation Component
  • Work on RG_C mission, adding new prebuilt outpost, quest steps notes etc
  • Adding Quest Markers and Prebuilt Island to be spawned in when starting the RG_C mission
  • Adding Ape Armor Icons & Notes / Logbook Icons
  • Added Garganutan Frenzy Tonic Icon
  • Strip unused RVT content from GeothermalTerrace BP to fix errors and optimize. Create sockets on meshes to position VFX correctly for the different shaped meshes. Trigger Sulfur VFX on Terraces during Sulfur storms (was sitting there, but never triggered)
  • Adding first person and third person assault rifle mag out and mag in. Audio events and notifies
  • Adjusted assault rifle out of ammo mech sound which clashed with reload
  • IMP Pass Blockout on Yellow Quad, Elysium
  • Landscape Sculpting Pass and Cliff Pass, Green Quad, Elysium
  • Increase recoil and reduce accuracy on the Assault rifle
  • Recoil is now reduced by standing still, aiming down sights and crouching
  • DLC2 - fixed holes in one of the new imp meshes, WIP insert cave tunnel mesh
  • Fix a race condition in instanced levels where a client in the instanced level returns to character select
  • Setting up wood deep ore drill audio event
  • Added missing items static audio table row for glass bottles
  • GH_RG_C mission is now in and fully playable
  • Update central node for cow talent tree
  • Add cow skill tree and fix some creature setup
  • Adding ape notifies. Footsteps and attack vocalisations and footstep event
  • Fixed AI relationship for cow, calf, chick and lamb, to ensure they get attacked by wild creatures instead of friendly creatures
  • Fix taming temperatures on juvenile cow, chicken and sheep
  • Adding deploy audio and correct data table rows for notes
  • Ape Great Hunt mission tree initial setup
  • Adding pilot audio that starts only if there is enough fuel in the flamethrower and stops when run out. Audio, event and blueprint imp
  • Slight further adjustment to assault rifle empty ring and mag in out volumes
  • Fix revive location when player dies in an instanced level, RTCS, then rejoins, then is revived
  • revised insert cave tunnel mesh with custom LODs
  • Adding ape beat chest audio event and notifys
  • IMP Pass Blockout on Yellow Quad, Elysium
  • Landscape Sculpting Pass, Lake and River Pass on Green Quad, Elysium
  • Adding movement layers for the swamp ape. Ape whoosh and all notifiers
  • Fix revive location when player dies in an instanced level, RTCS, then rejoins, then is revived (offset wrong direction)
  • More ape notifiers
  • Adding ape slam audio, event and notifiers
  • GH_RG_D is now fully playable
  • Adding new Item Condensed Exotics that is carried in the utility slot
  • Adding new recipe to convert Condensed Exotics into Exotics
  • Adding Item Icon for Rock Golem Juvenile Vestige
  • Adding Item Icon for Condensed Exotic
  • GH_RG_F is now fully playable
  • Added a workshop to GH_RG_D2
  • GH_RG_E Mission is fully playable
  • GH_RG_D2 is now fully playable
  • GH_RG_C2 is now fully playable
  • Juvenile Rock Golems now can be oxite/copper/coal/iron/gold infused, added modifier stats and icons
  • Added Juvenile Rock Golem Spawers elemental varients
  • Adjusting loot of rock golems to drop ore related to their infusio
  • Fixed Issue where Juvi Rock Golems would not transition into corpses when dead
  • Juvi Rock Golem now has its armor when it transisitons to a corpse
  • Fixed Juvi Rock Golem so it now longer walks on top of players, players can no longer get stuck inside Juvi Rock Golems
  • Adjusted Juvi Rock Golem Loot so it now longer drops all of the ores
  • Juvi Rock Golem now hides its armor when skinned
  • Fixed New Quest Cleanup Function which would try and turn recording off on actors that did not have a recorder
  • Added SK_ITM_Pitchfork
  • Added DEP_Trophy_Golem_1,DEP_Trophy_Golem_2 and DEP_Trophy_Golem_3
  • Landscape Sculpting Pass and Cliff Pass, Green and Orange Quads, Elysium
  • Adding different audio events for smaller projectiles travelling and impacts for ice mammoth
  • IMP Pass Blockout, Added Re-textured DC Caves and Eden Cave Blockout on Yellow Quad, Elysium
  • DLC2 - added 2 new impassables for desert
  • Adding sledgehammer equip and pickup audio
  • Fixed Lava Broodling trophy being feature locked

[/expand]

Icarus Week 152 Update | New Tier 3 Windmill upgrade from Mortar & Pestle

Welcome to Week 152.

This week, we’re completing the Tier 3 tech tree project of having a T3 upgrade for every available T2 bench, with the addition of the Windmill.

This sits between the Tier 2 Mortar & Pestle and the Tier 4 Material Processor.

We’ve also got some hot news on next week’s new item and what it means for some upcoming additions in the weapon and creature categories.

Jump in and have a read.

Notable Improvements
  • Added missing meshes for the remaining canteens and oxygen tanks, so all versions are now held in hand correctly
  • Fixed Shadows in the final Nullsector cave as there was some strange ‘artefacting’ going on
  • Bats no longer collide with players and other NPCs. Improved targeting behavior of bats means they should miss the player less often when attacking. Increased chance for bats to break out of their idle flight loop to attack nearby target

[hr][/hr]
This Week: New T3 Windmill


This week, we are introducing a new deployable - T3 Windmill.

This aims to fill the gap between the Mortar and Pestle (Tier 2) and the Material Processor (Tier 4), just like we have with the other benches. This provides a direct upgrade and rounds out the tech tree for T3 in this regard, with all Tier 2 benches having Tier 3 counterparts.

This will allow for faster and more efficient recipe processing and a more suitable option as you level up.

The Windmill needs to be placed outside as it requires wind to generate mechanical energy for processing. This is similar to the wind turbine, as it requires its blades to be clear at all times to run.


[hr][/hr]
Next Week: Reddit AMA


Next week, we’ll be hosting a special Reddit AMA over at r/survivalgaming. This will be both Jake (Exctoris) and Dean (Rocket) and will be a chance for you to ask any question you like!

While you may have some basic questions about Icarus, we want this to also be a chance for you to ask some of the trickier and more piercing questions you’d like to know some answers to.

Feel free to ask the tough ones, and we’ll do our best to answer them.

The AMA will start on Thursday the 7th of November at 12pm NZT and carry on through till Sunday the 9th of November at 5pm NZT.

We’ll link a post in Discord next week when this starts, and put a link in next weeks blog too.


[hr][/hr]
Next Week: Flamethrower


Next week, we are introducing a new weapon type that runs exclusively off biofuel. This is the start of a few new weapon types that we plan on introducing before some new creatures. You will soon be able to shoot jets of flames and cause even more devastation to this peaceful planet you’ve invaded.
[hr][/hr][h2]Your support makes these updates possible.[/h2]

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

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.27.129232


[h3]New Content[/h3]
[expand]
  • Added grain VFX to Windmill
  • Unlocking Windmill Item / Blueprint
  • Updated angles on windmill particles and added additional processing particles
  • Windmill is now a manual processor and you have to select what you want to craft

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fire arrows flammable component turns off when touching a water source
  • Added workshop Dirt resource pack, mainly for the use on outposts or in areas without access to dirt
  • Increase the weight of dirt
  • Add LODs and Collision to FlatCrate meshes and added names to DT
  • Enabling/Disabling RTX now requires a game restart (this was required before, but user wasn't notified). Fixed ensure on editor startup complaining about missing settings cvar
  • Fixed falling through the world when logging in, Volcanic Cave Purple Quad
  • Fixed Shadow Geo Issue on Yellow Quad, in Nullsector Final Caves
  • Further angle adjustments to canteens in hand for best view with no clipping. adding unique rotated socket for waterskin to match the angle of the others. Standard canteen angle to be rotated by Brent
  • Fixed scale and pivot for several assets to better fit in the character's hand
  • Fix Horse extra carry talent not requiring prerequisite talents, and the fall damage reduction talent requiring the extra carry talent

[/expand]

[h3]New Content[/h3]
[expand]
  • Adding Cheese Icon
  • Adding cow idle audio, event and data table setups
  • Reduce cost of workshop platinum resource pack purchase
  • Increase unlock cost of gold resource pack, reoganized column so it is with other packs that cost the same
  • Add additional workshop resource packs setup for future release
  • Adding cow flinch and death audio and events and data table setup
  • Added SM_DeepMining_Wood node asset, including materials and textures
  • Misc updates to Editor tooling
  • Adding 1ST person version of the golem gauntlet attack along with hooking up into Actionable context
  • IMP Pass Blockout on Yellow Quad, Elysium
  • DLC2 - added temp in-game map
  • Adding equip audio and event for the milk bucket. Also applying to the standard bucket
  • Dev-locked nearby player RTXGI volume until performance testing is done
  • Added additional RTXGI volume around player with higher sample density. Added dev-only settings for testing various other RTX functionalities. Added ability for a RTXGI volume to be offset if required (not centred on player)
  • Added boss inhaler item icons to Itemable and Modifier tables
  • Delete unused emissive texture for flamethrower
  • Hook up fuel gauge on Flamethrower, add AnimBP
  • Adding appropriate audio for bull in data table
  • Added GetSectionCastShadow editor function
  • Legendary Weapon Datatable Fixes so the weapons can be spawned
  • Fixes for issues related to the build breaking in reguards to Legendary Weapons
  • Fixing Deployables for the Rock Golem
  • Adding the Rock Golem Vestige Icon
  • Add T_ prefix to generate map image filenames for validation purposes
  • Adding Various Rock Golem Item Icons
  • Added Setup for Rock Golem Throne & Trophy
  • Fixing Recipe Feature Levels for all Great Hunt Related Weapons
  • Prefixed all Legendary Weapons with 'LegendaryWeapon' and added missing legendary Weapons (Ape Club, Icemammoth Sledgehammer, LavaHunter Flamethrower)
  • Adding Juvenile Rock Golem AI Setup, Bestiary, Creature Type, Growth Etc
  • Adding new Validation to DT for AI setup to allow for Rocks being collected from a carcass
  • Adding calf idle and flinch audio and volume adjustments. Data table setups etc
  • Added Fire animation for SK_GUN_Assault_Rifle_T4
  • Setup Milk Pail item to be held like the current bucket with replacing the focusable and importing a mesh with the correct pivot offset
  • IMP Pass Blockout on Yellow Quad, Elysium
  • Fixed Issue where Biomass involved in the Great Hunts was able to be brought up to orbit, feature locked the data table rows and removed this specific currency from the main screen
  • Swapped Orbital Biomass images to match the bosses as intended, and not use the generic icons
  • Adding rooster audio row to the ai setup table
  • Reverting two 3rd person idle anims that curves had broken sprinting with rifles. To be adjusted again when a fix can be implemented that doesnt break out of water gunplay as well as in water gunplay
  • Adding Missing Vestige Icons
  • Delete duplicate unused generated map images in wrong folder
  • Adding rock golem rock fragment pickup audio event and data table setup
  • DLC2 - added fully enclosed geothermal terrace mesh
  • Adding Rooster audio idle audio and event and table setup
  • Adding descriptions and names to first set of great hunt planetary items
  • Adding mesh and carcass mesh for Rock golem Juvie and hooking up to relavent BPs, and Data tables, rest is over to behavior and corpse hookup for bosses since they dont turn into corpses yet
  • Bats no longer collide with player and other NPCs. Improved targeting behaviour of Bats, they should miss the player less often now when attacking. Increased chance for bats to break out of their idle flight loop to attack nearby target
  • Re-export T021 map images to test more streamlined tooling settings
  • Update MapCreatorUtility to configure texture settings and output HDR images at lower resolution
  • Delete assets with old file names and refresh DT entries
  • Adding Frozen Wood Ore Deposit & Frozen Wood, Frozen Wood needs to be defrosted in campfire / furnace to convert into regular wood to be used
  • Landscape Painting Pass, Landscape Sculpting Pass and Decal Pass, Green, Blue and Purple Quads, Elysium
  • IMP Pass Blockout on Yellow Quad, Elysium
  • Adjusted pivot of milk bottle for better hand placement
  • Adding pickup / equip milk bottle audio and event. Also adding new focusable row which is a duplicate of the 1H row but with the bandage hold idle anims used instead of 1h wep idle anims to account for larger held items to avoid clipping. now when holding 1h items such as milk bottles it will fit in the 3rd person characters hand and will be shown more on screen in first person too
  • DLC2 geothermal biome - foliage and rock testing in test map, additional decals for landscape texture transitions
  • GH_RG_B mission is now in and fully playable
  • Adding first lot of ape vocals. Aggro 1 shots, audio event and data table setup
  • Fixing terrain select screen to display correct image dimensions
  • Disabled use of thrown weapons with shield as it's 2 handed and shield often blocked vision while aiming grenade
  • DLC2- added tundra and geothermal variant materials for cliffs
  • Mac Pass Blockout on Red Quad, Elysium
  • Added WITH_EDITORONLY_DATA wrapper around new texture info function to fix compile error
  • Added function GetTextureInfo that can be used to validate information on a texture asset like streaming size, mip count, etc
  • Stripping out armour pieces from the Juvie rock golem base to hook up to the armor piece system that the main golem has, quick texture tweak needed so that the base skin holds up without armor on it
  • Fixed panini issue
  • Added destructile meshes for IceMammoth Trophies
  • Fixed Lavahunter backpack modifier reinitialization and icon
  • Fixed vial slug trophy destructible mesh
  • Adding new code for consisten cleanup of quest actors, added missing C++ and Json file
  • Namimg all GH RG quests
  • Fixing terrain select screen to display correct image dimensions
  • Added new cheat that allows saving to disk and restoring loadouts/equipment (SaveLoadout, RestoreLoadout)
  • Landscape Sculpting Pass, Landscape Painting Pass and Decal Pass, Green and Orange Quads, Elysium
  • Mac Pass Blockout on Red Quad, Elysium
  • Misc file cleanups
  • Did an additional pass on LODs for all the larger windmill assets
  • Add Empty developer test level
  • Enable shadows on various Foliage assets that had them disabled at a Material Section level. Update tooling to suit
  • Disable RVT (terrain blend) on billboard materials for foliage. Tweak some LOD screensizes. Update tooling to pick up on this
  • Tweak LODs to various assets
  • DLC2 map - new tundra transition decal, riverstones landscape textures, tundra waterbody testing
  • Disable Gfur on Chick on Low spec
  • Adding Icons for the Ape Armor Set
  • Fixing issues with Animal Spawning Dens where they would not take into account the AISetup override if the spawer was set to loop
  • Adding GH_RG_A Mission, fully playable
  • Adding Dialogue Setup for GH_RG_A
  • Adding custom mining outpost for GH_RG_A
  • Adding 2 variations of the Juvenile Rock Golem Spawners
  • Set up improved LOD's for DeepMining_Wood DeepMining_Wood_Ice nodes
  • Added Ice version of SM_DeepMining_Wood
  • Add cheat (ToggleWeather) to stop weather system from running new forecasts. ClearWeather cheat is very temporary in the sense that it only clears the current one and forecasts new tier0 events
  • Fix DFAO bias on Crevasse meshes causing self shadowing artifacts
  • Adding audio for milk pail and bucket and lantern carry sprint. Adjustments to equip audio. Adding blendspace for sprint with lantern anim to be used to trigger correct sprint first person animation for audio use
  • DLC2 - duplicated DC caves and applied LC material variants
  • Fixing milk bottle not being visible when held in first person so the audio can play off the equip animation. Also fixing canteens and thermos not being visible. Thermos pivot to be adjusted to
  • Updated DEP_Bench_Kitchen_Stove and DEP_Bench_Kitchen_Stove_T4 with windows and new destructibles
  • Updated fixes for Ice Mammoth Trophy destructibles
  • Fixed Ape Rug item template setup
  • Fixed slug trophy collisions and destructible assignments
  • Update ice mammoth trophies destructible meshes
  • Updates to Arena_RockGolem map actors, navigation
  • Updates and fixes to RockGolem behaviour. SaveLoadout cheat now correctly sanitizes item data before saving
  • Removed atmosphere controller from rock golem arena
  • Fixing Rock Golem Juvie texture to work without armor by reimporting new version of albedo and MRO mask
  • Adding ape attack vocals, event, data table setup
  • Add some warning to the EUW tool when adding/updating an instanced level DT (Atmosphere and RVT still present)
  • Fix an issue with the highlight component on instanced caves for clients
  • Adjusted the scale of the main stump area of the DeepMining_Wood and the DeepMining_Wood_Ice nodes to better fit with the ice borer
  • Adding in ape roar audio, event and data table and anim notify
  • Re adding accidentally deleted socket when attempting to add another socket for better placement of the milk bottle in first person hands. Fixes the reference to the fishing anims
  • Unified naming in GFur shader for tooling improvements
  • Committing missing skeletal socket commit which was throwing data table errors
  • Setting up new node for Frozen wood deposit, this is drilled with an Ice Borer
  • Better socket placement for first person hand held canteens to avoid clipping. Also added missing mesh for other canteens and oxygen tanks
  • IMP Pass Blockout on Yellow Quad, Elysium
  • Fixed open world select button image sizing issue
  • Changed terrain background images dimensions to the power of 2
  • Fixing the prometheus mission selection button which was missing a prospect model to load, this was accidently removed in another commit
  • Fixed Prometheus squished image on terrain select
  • Fix Contact/Far shadow settings on all Outposts. Flush grass. Update tooling
  • HeatHaze Material wanted to be resaved
  • VFX polish pass on Stoves, additional lighting to support new windowed meshes. Increased albedo texture resolution on both Stove meshes

[/expand]

Hotfix 2.2.26.129046-rel-Laika

Contains the Following Fixes:
  • Fixed snap actors not loading on SMPL3 quests and Styx expeditions, this prevented deployments of radars and some other quest objects not allowing the missions to progress.