Icarus Week 172 Update | More Shadow Improvements and Six New Curtains
This weeks update features six new sets of Curtains, with Tier 2 ‘Fur‘, Tier 3 ‘Elegant’ and Tier 3 ‘Reinforced' options.
We’ve also made more improvements to shadows, particularly Skeletal Mesh and Thin Mesh Shadows, along with animated shadows, such as doors.
Finally, we have a breakdown for you on the three new Legendary Weapons coming with the Great Hunts Expansion, and all the other items and deployables you’ll unlock by defeating their respective bosses.
Notable Improvements:
Allow placement of doors, windows and curtains on all left and right doorway pieces.
Windows and Curtains can also all be placed on the same window frame
Electricity and Water tools now show in the players hand
Improved bee death animation
Further improvements to SuperStruct crash prevention
This Week: New Selection of Curtains
This week, we’re adding six new sets of curtains to Icarus—one crafted from fur (Tier 2) and two from platinum weave (Elegant and Reinforced, Tier 3).
Base design has become a staple of Icarus, and curtains have often been requested to decorate your window fittings and add some color to your different rooms.
Each of the Fur, Elegant, and Reinforced designs come in both window and door options, giving you the choice of having all your entrances and windows match or vary if this is more your style.
This Week: More Improvements to Shadows
Last week, we introduced sweeping changes to the way we render shadows from many of our Deployables. While we implemented the first iteration of these changes last week, this week, we’re fixing several known issues we hadn’t caught yet, including some raised by the community (thank you, everyone, for your reports!).
As discussed in last week's post, we were aware of some limitations with the Distance Field shadows, such as them not playing nicely with thin objects and not casting any shadows at all from Skeletal/Animated meshes. After much tinkering, we feel these issues have been addressed for the most part, but again, we welcome your feedback and reports of anything we may have missed.
Lets go through a few of the changes.
We now have shadows which cast from Skeletal Meshes, such as Storage Cupboards:
Thin meshes (such as the Iron Buildables you can see in the background) are now working much better, no longer covered in shadows or leaking light through:
We were also able to do a pretty neat trick with the doors to ensure that their Shadow Mesh rotates alongside the Skeletal Mesh:
Thanks again for all your feedback and reports, and we hope you enjoy these new performance and quality improvements in Icarus.
Coming Soon: Great Hunts - Legendary Weapons
Two weeks ago, we covered all the new Legendary Weapons coming for free in our massive update, alongside the launch of Icarus: Great Hunts.
This week, we’re talking about the three new Legendary Weapons that are coming with the three new Bosses in the paid expansion that we introduced last week.
Defeating these bosses will earn you Biomass currency, unique to each foe:
Rimetusk Biomass
Garganutan Biomass
Quarrite Biomass
These currencies are necessary to purchase not only each respective weapon but also their attachments, which allow you to customize them however you wish.
Rimetusk:
Legendary ‘Frostbreaker’ Rimetusk Sledgehammer
The Frostbreaker is a prototype Sledgehammer crafted from the Biomass of the legendary ‘Rimetusk’ Ice Mammoth. It is both a lethal weapon and a utility tool with repair and mining capabilities, with attachments such as ‘Fracturing Skull’, allowing you to smash and mine large chunks of ore or ‘Chilling Femur’ which gives you the chance to spawn Ice Spires on impact, just like Rimetusk does to you.
The Rimetusk also has new recipes for an Armor Set, Spear, Shield, Trap, Modules, Trophies and Frozen Wool.
Quarrite:
Legendary ‘Slate Smasher’ Quarrite Gauntlet
The Slate Smasher is Norex’s first experimentation with Exo-skeletons, aiming to create a weapon that is deadly up close or can keep enemies at bay with ranged attacks, depending on how you personalize it. Experimentation on the Quarrite has unlocked technology to charge it by hitting rocks, storing kinetic energy that can be unleashed in devastating bursts. Attachments such as ‘Cannon Fist' allow you to turn it into a ranged weapon if you prefer keeping distance between you and your foe, with the ability to charge your attacks and release damage how you see fit.
The Quarrite also has new recipes for a Sledgehammer, Rock Golem Gun, Grenade Trap, Defensive Attachment, Protective Module and Trophies.
Garganutan:
Legendary ‘Behemoth’ Garganutan Club
The Behemoth incorporates technology derived from experimentation on the Garganutan, particularly its impressive agility and strength. Attachments for this weapon incorporate stamina, speed, power, and strength boosts, but even some unique perks such as ‘Primal Blood’ which boosts carry capacity and reduces over-encumbrance penalties, and ‘Vampiric Blood’ which leeches health from its targets on impact.
The Garganutan also has new recipes for an Armor Set, Grenade, Tonic, Carrying Module and Trophies.
Next Week: SMG (Finally)
Next week, we’ll introduce a new craftable SMG, as we talked about previously before they were delayed to undergo some more changes.
We appreciate your patience as we’ve worked through the changes to this new firearm.
Fixed SK weighting to allow proper split for PlatWeave and SilkWeave curtains
Update preview mesh for curtains
Implement new curtain BPs
Modified Skeleton and animations for PlatWeave Window curtain, as well as animations on the SilkWeave Window curtain
Updated curtain physics assets to have an open and closed version. Updated static mesh to be in correct oriewntation for placement. added a static mesh for the fur curtain
Added Curtain Icons
Extended bounds on the new curtain skeletal meshs to match the leather curtain setup
Reduce collision extents on curtains, to allow corner placement on stone walls
Allow placement of curtains on half windows and doors
Unlocked new curtain crafts and items
Hook up and slightly update collision setups for open and closed window curtains
Fixed
[expand type=details expanded=false]
Improve LODs and Texture quality on various meshes. Delete unused assets. Clear out unused texture references from materials
Change Electricity/Water tools to hold in hand in FP better. DynamicRainDrops to various materials for meshes held in FP. Remove Focusable entries from ItemsStatic that don't need it. Add additional Focusable DT validation for ItemsStatic. Fix Proxy mesh setup for Glassworking Bench
WIP on MA_ITM cleanup pass
Updated carpentry bench with new proxy system. Added new textures without baked AO and indevidual asset meshs for the ranching station proxy update
Add Cold Steel Sledgehammer to Frozen Ore Field Guide page
Add Frozen Ore page to Field Guide
Resource crafting - Fixed a bug where if a resource is required to craft something, it didnt correctly drag the right amount of items across. Fixed a bug where if you tried to craft enough of an item that required more than 1 resource container it wouldnt allow you to
Resource crafting - Fixed a bug where the tooltip would be red when the item was craftable
Fixing spline tools clipping through the hand by adding own unique socket and rotated the socket to better fit the hand position
Allow fish mount tooltips to expand slightly to fit longer fish descriptions
Added Bees FX on death and updated the bees texture
Update radar missing text to mention resupply instead of collecting from dropship
FIELD TEST: Fix location of tooltip box on crash site
Resource Crafting - fixed dragging correct items dragging on water networks always thinking it had an active water connection
Improve reliability on CRYOGENIC snap points spawning, now tries to respawn each reload if there are any issues
Update Leather Breakdown talent to clarify that it allows to unlock the character talent
Resource Crafting - fixed dragging the correct amount of containers into the processing inventory among multiple recipes/queues. Fixed water always showing as craftable in recipes
Adding audio for when the player disconnects a spline node
Update Ape Attractor asset to new version
Reduce Rimetusk Sledgehammer slam max area, but increase area before damage falloff
Updated ape gfur to use the base mesh instead of a different fur mesh. this will remove the hairless patches. Added a second version of the fur mask to accomodate this. Tweaked the compensation settings to reduce the gfur thinning as you get closer to the mesh
Filter some recipes from stoves in the FieldGuide (frozen ores)
Updated the on death bees FX smoke fade smoother
Fix Reinforced and Glass Reinforced doors not animating their shadow meshes correctly
Adding audio for all new curtains types
Made a new version of the materials and textures for the fur window and door curtains with better resolution fur and less gore on the back of the curtain. Updated meshs and BP with new materials
Fix curtain talent icons
Fixed Thatch, Reinforced, Steel Barred and Interior Doors being allowed to be placed in right corner slots with another door placed adjacent
Re adding data table entry for splines to fix hand holding in correct position
DF shadow bias updates on various meshes
Fix quality of many DF mesh assets. Fixed some incorrectly referenced Deployable preview SMs. Assign many static DF meshes for SK shadow representation. Update Deployable/Buildings showcase levels and Deploy BPs
[TAG-130]
Future Content
[expand type=details expanded=false]
Blockout Eden Base Yollow Quad, Elysium
Great Hunt UI - Now shows the current maps great hunt and the missing hunts on the right of it. made sure to remove 'begin hunt' buttons when looking at a hunt that doesnt match with your map. Removed the locked screens on GH buttons
Cliff and Landscape Pass in Arctic, Green and Orange Quads, Elysium
Adding DM meshes for saplings and for Small Aspen Trees, including proper FLOD setup. Still in progress
Adjusted Sandworm Crossbow upgrade pin and slot locations. Added new Icons for Sandworm Crossbow
Added maximum spawn count to Faction Mission Spawners (juvenile ape, rock golem) to prevent them from indefinitely spawning. Value set at 6 initially
Add tooling and Editor-only function to Building Base to toggle between SHA geo mode and normal for debugging in Editor
Hid Rimetusk Carcass from Field Guide, as these don't have typical carcass interaction
Split Icy Mammoth Carcass to its own entry
Fix SlugLauncher visual effect disappearing early
Update ItemTemplate validation to check ItemTemplate isn't development locked on released content
Feature locked a development wire tool
Added Cavebat Loot rewards
Added Fortification Wall Window Icon
Updated DCO_Coushion me7shs with UVs oriented correctly to display the patterns
Update Alternate Fire wording
Added Desert Mammoth Carcass Icon
Update ADS reference to while aiming
Add tag query for Building.Wood, filtering ONLY Wood base building types
minor tweak to C_GT_RayleighColour (geothermal atmosphere sky color)
AlienRock_01 - revised mesh and textures
Shortening and tidying up any long audio events events that play unnecessarrily long
MA_ITM added blend unique normals with tiling texture option for cushion asset
Landscape Sculpting Pass, Cliff Pass and IMP Pass, Green and Orange Quads, Elysium
Blockout Eden Base Yollow Quad, Elysium
Improved look and usability of FLOD Debug overlay cheat. Add Cheat to destroy all Overflow bags and to toggle GFur visibility
Added version 2 of the carpentry bench with the tools removed for the new proxy setup. Added a new albedo texture without the AO from the tools. Added the tools as individual static meshs in the Item folder
Add IM_C2 location, fix some progression blockers and feedback
Added Cave Bat Head Icon and Trophy Icon
Weapon Rack - Added potential fix for weapons not showing for clients reloading. Added missing weapon transforms (shotgun/knives/shovels/fishing rods/ sickle/firewhackers)
Rescaled Scorpion Rifle bonuses to improve identity. Increased rate of fire
Revamped Sandworm Crossbow utility bonuses
added a check for proxy mesh on animal bench
Separating ape club audio from legendary sledge hammer. Removing success hits from rock etc. balancing whoosh and thumps. Setting up item audio data table
Fix Ice Mammoth Sledgehammer mining. Rock Golem Gauntlet now has some base mining rewards
Rename Ape Legendary modifiers based on the Legendary part names
Adding unique audio event for when you collect ammo from punching rocks. Adding BP behavior to play for server and client
Make the offset match the teleport placement disk visuals. Turn on recorders for contents of instanced levels
Fix IM_C2 quest not being marked as complete correctly
Tweak number and level of Juvenile apes called in by Great Ape for support
Finished DMs, BP setup and Data Table entries for all TU_Aspen Saplings and SML trees
Fix Ape projectiles being collision, now projectile damage
Fix an issue with the Juvenile Ape GOAP setup. Add jump anim for Juvenile Ape GOAP
Slug Axe increase durability and allow attachments
Great Hunt UI - Added missing changes to great hunt UI
Tidy up audio event and remove harshness from consuming hard food and speed up bult count consome tracking
Added DEP_Bench_GreatHunt_Crafting with rig, animation and destructible
Legendary Ice Mammoth Sledgehammmer attachment will now repair buildings/deployables
Cliff and Landscape Pass in Arctic, Green and Orange Quads, Elysium
Blockout Eden Base Yollow Quad, Elysium
Great Hunt UI - Added region locks message for when youre on a map and looking at a boss that is on a different map. Removed persisting widgets when hitting the back button
Adding unique block audio for gauntlet and sledgehammer. Audio, event and data table
Add test level with every deployable deployed, and tooling to re-deploy in the future
Update Ape O1 mission to have higher kill requirement but show the spawned den on the map
Add damage/destroyed sounds for Legendary Ice Mammoth Sledgehammmer (when blocking)
UI pass on Great Hunts Interface
Adding delay to the final line of mission dialogue when you kill all hte cave worms in the mission base as it was far too sudden before
Replaced ape dialogue line where narrator wasn't as convincing as he could be. Slight improvement to timing too
Elysium - testing alien rocks and sml aspens in tundra, green quad
Add snow FX to Ice Mammoth SledgeHammer Sweep and Slam impacts
Fixed Preservation mentioning Lions for loot, instead of Cougars
Removed debug logic from IcarusStateRecorderComponent
Fix IM_D explosions not appearing to clients
Update IM_D generator, again
Trying out new functions for resolving unloaded/missing BP classes on reload
Great hunt UI - Readded missing string table entry
Added swamp ape attractor v2 SM, SK, DM, materials and textures
Ice Mammoth Sledge Hammer Ranged attachment now requires/consumes ice ammo
Remove unused interactions for Great Hunt Device (no longer required with multiple benches)
Updated Great Hunt Assembler and Communicator to have unique icons and deployable looks, pending new meshes
Adjustments and fine tunes to the legendary ice mam sledge hammer impact
Save ELY heightmaps for LOD data
Permit sweep attack for Ice Mammoth Slege Hammer to damage multiple targets. Make Slam attack for Ice Mammoth Sledge Hammer more statisfying
Blockout cliff pass in volcanic on Purple Quad, Elysium
Updated base v02 mesh for the ranching station and the generic saddle mesh for the proxy
Adding additional ice mam sledge hammer impact snow debris audio. Adjustments to various layers of the sledgehammer for unique improvements
Added inital art assets and rig setup for the sand scuttle
Golem Gauntlet Hammerfist damage is now a % modifier applied to base melee damage of item
Golem Gauntlet Hammerfist and Projectile attack now prompt user to recharge by hitting rocks when out of charges
Increase Golem Gauntlet Hammerfist attack radius
Removed ability for Golem Gauntlet to harvest rocks into inventory
Slightly tweaked timing of Scorpion Rifle item reload animation
Update Great Hunt Assembler and Communicator meshes
Shift Great Hunt Communicator and Bench in the Great Hunt Blueprint Tree. Allow Great Hunt Radio to be crafted at machining bench, same as Communicator
Adjusted Spine attachment to not block the Sandworm Crossbow
Updated meshe and textures for DEP_Bench_GreatHunt_Crafting
updated mesh,textures, animations for DEP_Bench_GreatHunt_Comms
AlienRock_05 - 08 mesh, textures, materials added. Added color tinting functionality to cavity channel in MF_RockCurCav
Chemistry bench adjusted the lights and materials to be enabled when electricity tool is connected. Particles bubbles is enabled when crafting
fixed LOD material slot issue and updated SK and static mesh for ape attractor v2
Updated LODs on the DCO_Cushion assets
Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
Fix Legendary Ice Mammoth SledgeHammer is processing multiple hits (again)
Update projection location on Ape Attractor
Elysium - polishing tree placement, landscape textures, decals in Tundra, green quad
Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
Blockout cliff pass in volcanic on Purple Quad, Elysium
Added the Slinker art assets to the project including models, textures, and animations
Added art assets for the 4 Hornet models from trace, including animations
Added a box in the top corner that shows the outcomes of the great hunts the player has achieved so far
Elysium - polishing tree placement, landscape textures, decals in Tundra, green quad
Added a background under other regions. Changed other boss weapon icons according to the boss's weapons
Adjusted muzzle socket location on CHAC Repeater
[TAG-240]
Icarus Week 171 Update | Massive FPS improvements with Distance Field Shadows
Week 171 features a substantial performance improvement, with large changes to light sources, shadows and light radius.
These changes are described in detail below, along with examples, so you can jump in and learn how you can implement these changes into your game to get large FPS (frames per second) boosts (based on our testing).
We’ve also got a massive breakdown of the three new bosses coming with Great Hunts, including some lore, combat insights, and what you can expect when facing these goliaths.
Jump in and have a read.
Notable Improvements:
Added 40% elemental damage resistance to all tamed creatures; this ensures they take the same damage from physical and elemental damage
QuickMove now prioritizes Processor inventories, notably on the Electronic Food Trough Ctrl-Click will go where needed
All Pistol and Rifle ammunition icons redesigned
This Week: FPS Improvements
What’s the TL;DR?
'Light Shadows' are now significantly cheaper to run
Lights have an increased radius
Light Shadows
As many gamers will already be aware, rendering shadows can be frustratingly expensive, and lowering your Shadow Quality setting in most heavy-hitting games will likely net you a big performance increase. Icarus is no different in this aspect, but we’ve also tried since the very beginning not to take the simple route many other games take and just turn shadows off.
We want to continue to leave the power in the hands of our players as much as possible, while still being responsible game devs and knowing where/when to draw the line and ensure that all players are being given the best chance of a good experience when playing our games.
So, with that in mind, we’ve meticulously gone through over 100 of our light-emitting deployables (most of which cast shadows) and done a pass over the settings to ensure they’re as optimized as possible. One particular setting we’ve opted for is to use Distance Field Shadows instead of the traditional, more expensive, default shadows.
In this small test scene below (which has about six active shadow-casting lights), we can see a direct comparison between ‘Default Shadows’ on the left and ‘Distance Field Shadows’ on the right. Even with just six lights, there is very little visual difference but almost double the frame rate in this scene.
How Does It Work?
Shadow Rendering cost is directly related to the number of triangles within the radius of the light, and many of Icarus' meshes contain a significant number of triangles to get to the high level of detail Icarus is known for.
The problem with this is that it makes rendering default shadows from lights extremely expensive for the GPU. Luckily for us, there is an alternative method of rendering shadows via a simplified version of the mesh that is automatically generated by Unreal, called a “Distance Field Mesh”. This is a simple approximation of the mesh, and while that may sound like a degradation of shadow quality, it is usually the opposite, with the mesh now casting much softer shadows. This lends itself to a more realistic representation of light as it bounces and scatters throughout a room.
Expectations
To ensure we’re not setting up the wrong expectations, we want to be clear that this change will only affect you if you have your “Light Shadows” turned on in your settings. However, now might be a good time to turn it on and try it out to see how your performance fares with this latest change, if you haven’t been using it so far. Additionally, Light Shadows will only be visible if you have your “Shadows” quality set to High or Epic. It's also worth noting this is set to 'ON' by default, so it's worth checking out your settings when you load up.
Light Radius Increases
In addition to FPS improvements for shadows, this week's update also includes another substantial improvement for most light-emitting sources: increases in light radius.
We initially kept this radius value very small in order to help with performance costs, to the point where some of the lights were actually pretty much useless. Now (with the significant cost reduction generated from our shadow changes), we’ve been able to increase this radius much larger to make the lights more usable and to affect a larger area.
You may find that your base is much brighter now, so it is also a chance to remove some light sources you no longer need, saving you power and giving you even more performance improvements.
Going Forward
As with all things, this is a balance between costs and visuals. We do have some decent control over the visual quality by tweaking the “resolution” of the Distance Field Mesh; however, doing this increases the memory consumption of the mesh exponentially and will also increase the cost of shadow rendering. So, we’ll be keeping an eye out (and an ear out for your feedback) for egregious meshes that need an increase in quality. In general, we’re expecting the quality at present to be the baseline for this change to remain meaningful.
The final thing worth mentioning is we’re aware that Distance Field Shadows don’t cast shadows off skeletal meshes, so things like player characters, creatures/mounts/pets, and any animated Deployables won’t cast shadows. There are some things we can do here regarding using hidden dummy meshes and capsule shadows, which we’re investigating, but in the interest of getting this optimization out to players as quickly as possible, we’ve elected to skip this part for now and introduce further updates later on.
Next Week: New SMG Craftable Firearm
Next week, we’ll introduce a new craftable SMG (Submachine Gun), as we talked about previously before they were delayed to undergo some more changes.
This week’s new bullet icons are a sneak peek of the style we will use for ammunition going forward. Next week, we’ll reveal more of the arsenal.
Coming Soon: Meet the new Great Hunts Bosses
This week, we’re introducing you to the three new bosses you’ll be encountering in the Great Hunts Campaigns.
Rimetusks are incredibly strong, with thick ice-like armor covering their vulnerable areas. They live in harmony with Vespers and will often summon them to help in a fight. Their stomp is a powerful attack that should always be avoided if you want to walk away with your life. The Rimetusk is an example of what happens when the scientific protocol is ignored. An apprentice was tasked with researching chemical interactions with local flora and fauna within the Prometheus region. He instead chose to conduct his own enzyme research. This did not end well for him, or his team.
Garganutan
Thanks to their chemically enlarged hippocampus, garganutans often use their surroundings to their advantage in a fight. Because of their enhanced intellect, most prospectors will abandon any conflict or interaction with these creatures out of fear for their safety. The Garganutan is the direct result of unsanctioned experimentation conducted on the surface of Icarus. Researchers were trying to gather data on the effect of exotics on the brain and whether it could increase the capability of some animals to learn faster or to a greater extent.
Quarrite
Quarrites have a rather remarkable skill: They consume entire mineral deposits to strengthen and replenish their armor-like coating. They then use this armor to trample or roll over their prey to great effect. Believed to be native to Icarus, the Quarrite is a peculiar creature that, upon first glance, appears to be made of rocks. This is its armor, which must first be removed in order to damage the creature. It can often be found in arid, rocky terrain, which helps it to blend in with its surroundings.
All shadow casting lights now use Distance Field which massively increases performance
Most lights receive radius increase due to performance increase from DF shadows
Add missing Fill lights where needed
'Basic' lights temperature decreased 5k to 4k to differentiate them from the others
Added emissive texture for Brutalist lights
Fixed some incorrect DM references
Increased DFAO resolution for Wood Floors fixing heavy light leakage
Add cheat function to change radius of Deployable lights for testing
Update VFX for Sandworm trophy fires
Fixed incorrectly sized/positioned FireSettingCapsule on serveral deployables
Set Max ViewDistances for VFX to ensure they're being distance culled
Cleaned up BPs, removed dead/unnecessary logic
Matched each type of Geode light brightness closer to the other (color was influencing brightness heavily, so offset via Intensity)
Disabled Shadows on Candle lights because their radius/intensity isn't enough to justify the cost
Change BrutalistCandle2 to use correct 'B' mesh, was using 'C' / '3' mesh
Corrected some 'on/off' material swaps
Socketed Lights properly to Player Landing pad
Change Mobility on LightElectricBase class to be Movable to ensure no additional memory is allocated for Static/Stationary lighting
Add test level with every light-related Deployable placed and configured to 'on' state for visual inspection/comparison
Machining Bench cleanup. Removed duplicate material suggesting its emissive when its not. Clean out dud references in other materials
Tweaked Charging Station light materials to be less blown out. Delete unused textures
Additional check for Active Processor component before toggling on Active VFX on T4 Carpentry Bench and Electric Furnace, fixing undesired behaviour of effects toggling. Fixing bad logic on Kitchen Stove light active effects and distance culling on VFX
Add DTvalidation for items without icons to be flagged for setting to Development feature level. Additional DTvalidation for ItemsStatic rows set to Development where their ItemTemplate row doesn't match
Foundry updates: Fixed deployable not updating Active effects properly due to it being gated behind Enery flow being changed.
Updating timing on animation to better match impact with audio and added spark VFX to impact.
Don't play first loop of animation upon deployment.
Add Projection Widget locator to better suit the large mesh
Remove completely flat normal map from T4 Battery glass and more expensive refraction setup from material (doesn't work without normals). Delete unused textures.
Decreased emissive amount on Battery causing color blow out. Remove partially setup Emissive setup from Rack material
Fixed
[expand type=details expanded=false]
Added 40% elemental damage resistance to all tamed creatures, this ensures they take the same damage from physical and elemental damage
Fixed existing assault rifles being unable to be repaired
Fix repairing of existing assault rifles mentioning it can be repaired on the 'no recipe set' bench
Modify Backpack QuickMove order to prioritize Processor inventories ahead of General inventories, meaning CTRL+Click will move food into the top inventory and begin processing instead of moving to the bottom storage inventory.
Remove unnecessary Sort and Fillable elements from Inventory UI.
Hooked up Take All button to take all content from the bottom storage inventory
Water no longer adds alterations on items with the 'item.fillable.water.nodrink' tag
Fixed Electronic Food Trough UMG after component was renamed and decided to become a scene component instead of a UMG component
Fix Fortification Spikes overlap box being too small and in some cases preventing hits from happening. Add/Fix ProjectionWidget location for all fortification pieces
Pet Water Bowls now automatically fill during rain storms when unsheltered
Increase Advanced Armor Bench durability from 500 to 1000. Increase Electric Armor Bench durability from 500 to 1500 to represent their increased tiers
Fixed bug where objectives wouldn't properly collapse in list when completed, leading to large empty spaces between remaining objective steps in UI
Fixed cake being able to go into food slot and be instantly consumed
Added an Item.Deployable.Food tag, for items like cake to not be eaten but still go into fridges for example
Change T4 Food Trough progress vars to be replicated so that Clients can see the Omni Feed progress bar update
Fixing issue where low level rain sounded too drippy with puddles for the intensity of the rain. Fixed a few UI volume discrepencies
Fixed a typo in LM armor text
Future Content
[expand type=details expanded=false]
Disabled asset-registry resolution of BP class names during recorder reload - should reduce occurrences of misc SuperStruct crashes
Pre-loaded DYN_Lost quest to reduce occurrences of Prebuilt_Base SuperStruct crashes
Removed debug code from SuperStruct crash work
More work tracking down SuperStruct crash
Added potential fix for 'missing SuperStruct' related crashes caused by RecorderComponents not loading BP parent classes
Removed interact from Bird Feeder
Updated Scorpion Rifle to use new reload animations
Update animations on Submachine Gun
Update recipe and repair costs of Submachine Gun and Assault Rifle, including Titanium Plate, repair now costs Titanium Plate but these have dramatically increased durability
Assault Rifle now uses Assault Rifle Rounds
Weapon Rack - Weapon rack now correctly works on clients
Add Assault Rifle Ammo, unlocked Assault Rifle
Update SMG to use Pistol talents and attachments
Added a slight fire rate penalty to the handcannon attachment for Pistol, this should be negligible on the pistol itself but bring the SMG in line when used with this
Sandworm Crossbow - Friendly sandworm now spawns for clients
Implement Submachine Gun assets and balanced slightly
Added option to lock Legendary Weapon purchasing behind DLC package flag row handle
Adding unique slug luancher grenade explosive event and BP addition
Fixed Ape_A mission not showing correct note progress to clients
Blockout cliff pass in volcanic on Purple Quad, Elysium
Cliff Pass, Landscape Sculpting Pass and Foliage Pass, Green and Yellow Quads, Elysium
Adding in reworked sandworm crossbow pieces to work better with 3RD person anim set, currently waiting on materiall pass and 2 of the arm pieces otherwise new anims etc all added and working
Fix DMs with invalid material setup
Added missing ST entry for Legendary Weapon 'Buy' button tooltip
Added Rayleigh Scatter curve color and adjusted Sun Intensity for Geothermal D_Atmosphere
Cliff Pass, Landscape Sculpting Pass and Foliage Pass, Green and Yellow Quads, Elysium
Adding friendly sandwomr pre spit unique event and anim notify update. Also adding emerge sound when friendly sandworm is spawned
Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
Added destructible meshs for the three retaining wall pieces
Tweaking fire animation on the SMG to hide the bullet for now until we move it to a particle based system
Added updated 1st-person fire / ADS fire anims for Submachine Gun
Cleanup Sandworm assets
Adding shell drop eject for scorpion rifle reload
Replacing all dialogue NPC test audio with better processing and balancing. Removed some vocalisations that werent as good. Adjusted priority of some vocals to be more seamless. Added adsr so any cutoff dialogue does so smoothly
Added art assets for the wood retaining walls
Add EDS Ammo icon, renamed EDS round to EDS Ammo to reflect that it is universal (like Crude Ammo)
Ice birds - Enabled avoidance so they will be less likely to clump together
Added a cap (currently 60) of birds that can be spawned at a time
Arena - Removed collision on all rocks that the player had no way of ever touching
Removed rocks entirely behind terrain that there was no way of seeing from any angle
Increase EDS modifier rewards
Stat pass on Sandworm Crossbow, significantly reduced its base damage but increased many of the upgrades. Reduce mobility and critical damage while using by default. Now has its own debuff area applying a seperate debuff
Reduced Slug Launcher ammo usage and tweaked bounciness stat
Add seperate cheese material for audio/effects for decorative cheeses
Added a heavy poison damage to slug grenade, adjusted initial damage
Reduced biomass coss of inhalers, changed Prometheus unlocks to cost Reds to unlock instead of normal exotics. Reorganized positions slightly
Separated wood logs mesh from the othe 2 fireplace meshes
Increase Icy Mammoth bestiary point requirement
Ice Birds - Increased the avoidance weight to make them move more
Added new textures for sandworm crossbow rework and added in extra ARMS meshes that were missing, still waiting on a couple textures otherwise all technically hooked up and working
Final balance pass checking all upgrades for the slug launcher. Audio seems good to go
Increase slug launcher slow
Add new Active effects (emissive material swaps, heat and smoke VFX, etc) for Generator
Fix IM_A base position, IM_B note position and prevent notes respawning indefinitely after being picked up
Friendly sandworm - Fixed bug where friendly sandworm wouldnt retread. Added new animations to allow sandworm animations with caveworm sounds
Final balance pass of legendary flame thrower audio. Subtle differences and reduction in intensity for first and third person for the fireball and AOE burst. Ticket is now done
Added missing BT for RockGolem
Removing behavior that causes the friendly sandworm to play combat music
Adding a more appropriate PM for the cheese so it doesn't seem like bloody cheese. Thats disgusting
Fix tree chop decal overlapping with foliage and updated tags from sickle to axe for the aspen trees
Updated RockGolem entry in D_GOAPSetup
Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
Cliff Pass, Landscape Sculpting Pass and Foliage Pass, Green and Yellow Quads, Elysium
Added wall mounted hitching post DM to the project
Updated ManualAISpawnPoint min/max spawn level param in RockGolem Arena
RockGolem now spawns at level 100 (has same health as previously)
RockGolem will now attempt to destroy walls or deployables blocking it's path when walking around
Fixed bug where RockGolem's heavy walking slam attack wasn't damaging targets more than once
Added art assets for the wall mounted hitching post
Adding test dynamic music audio and event setup for vibe checks
Added cheats to start / re-roll dynamic quests on test levels to make it easier to debug specific ones
Unlocked Submachine Gun row again, as this has been crafted with existing recipes
Increase durability on legendaries
Ape Club now uses Utility slot
Rebalanced Ape Club to attack slower but do much more damage. Reduced effectiveness of some modifiers granted by the club
Sandworm Crossbow - Fixed bug where buttstock would get in players face when jumping. Reenabled ADS now that the model is smaller
Added Bird feeder wall and sewing machine icons
Feature locked SMG, new Assault Rifle and Assault Rifle ammo
Fix Slug Launcher showing you can water plants and give mounts water with it
Adding rock golem punch rock collect ammo type sound to indicate that ammo or a charge is being collected when this action is done
Added TU_Aspen_SML trees with variants, as well as SMs for additional variants of the Aspen saplings, plus made some adjustments to the large Aspen trees, including adding and extra LOD. Still need to finish proper setup for these new trees
Updated textures for DEP_Bench_GreatHunt_Comms
Cliff Pass and Landscape Sculpting Pass, Green and Yellow Quads, Elysium
Blockout Eden Base Yollow Quad, Elysium
Added decorative cushion art asstes to the project
Hookup new icons for workshop ammunition
fixed vert count for ArtDeco_Railing mesh
Adjusted Black Wolf Revolver bonuses, reducing utility bonuses and increasing power of other bonuses. Shifted Fire damage bonus to Burn Chance, to make elemental bonus a less clear choice paired with that upgrade, and increased elemental bonus damage. Increased on-hit chances to 100%
Increased Black Wolf Revolver base damage and reduced cost of 2nd upgrade
Scorpion Rifle increased energy mechanic bonus, changed bonuses of different ammo capacity upgrades to have clearer pros and cons
Adding audio for when an ape spawner is spawned in world to help give directional feedback to the player to help assist with finding them in missions
Sandworm Crossbow no longer has a movement penalty, will adjust other utility options for movement plate upgrade
Lava Hunter Flamethrower increased fuel storage significantly, rescaled weight and wear upgrades, removed bonus damage from burn upgrade and increased range on range upgrade, and reworded many upgrades
Added DEP_Bench_GreatHunt_Comms with rig and animations
Updated flag and alteration for EDS Round to EDS Ammo
Fixed Icy Mammoth bestiary being tagged as boss, so granting additional kill points
Updated messhes and materials for sandworm Crossbow for new setup
Update icons of pistol, rifle and assault rifle ammo types
Blockout Eden Base Yollow Quad, Elysium
Add fence and wood logs to Art Deco fireplace after they were separated out. Tweak LODs on fence
Added destructible mesh for the roof mounted solar panels
Adjusting right shouldler for when using golem gauntlets which looked like the shoulder was missing. better realism for the animations
Added art assets for the roof mounted solar panels
Adjustment to shoulder while using the golem gauntlet in 3rd person while shooting to make the pose look more natural
Updated homestead item text
Blockout cliff pass in volcanic on Orange/Purple Quad, Elysium
Adjustments to rock golem gauntlet and adding damaged row in item audio. Investigating why these weapons aren't taking damage audio
Adding pre recorded audio assets and events for more convincing female character vocals for potential future use
Icarus Week 170 Update | Seven new Operations, and six new recipe alternatives
This week’s update completes the conversion of Operations in Open World mode and expands your cooking options by adding six new alternative resources for crafting ingredients used in high-tier recipes. This gives you options if certain key resources are scarce in your area.
This week also features a breakdown of all the free content coming with the massive free update alongside the Great Hunts DLC when it releases.
Jump in and have a read.
Notable Improvements:
Fixed Light Automatic Carbine being unable to be repaired
Added potential fix for 'BPQ_Travel_C SuperStruct' crash that sometimes occurs
Fixed killcams on Stryder causing players to be locked and the projectile not hitting.
Optimization and quality increase on water troughs
This Week: More Olympus Operations
We’ve converted the final selection of Missions to Operations this week, so you can play them in Open World mode on Olympus using the CONT4ACT Device or Radio.
These include:
INFLUX
RESURGENCE
SANDY BRIDGES
FIRE WALK
PAYDAY
STATION TO STATION
DUST UP
BEACHHEAD and SPIRIT WALK weren’t included as they don’t suit Open World mode well, but they are recommended as tutorial Missions to help you learn the basics before diving into an Open World map.
This brings the total number of Operations up to 54 on Olympus, 24 on Styx, and 24 on Prometheus.
This Week: New alternatives to common recipes
We’re adding a bunch of alternatives this week for commonly used consumables in high-tier recipes, giving you multiple ways to craft them if certain raw resources are limited in your region. These are:
Corn -> Flour
Potato -> Flour
Soy -> Vegetable Oil
Avocado -> Vegetable Oil
Kumara -> Sugar
Honey -> Sugar
We have also renamed Seed Oil to Vegetable Oil to more accurately reflect the resources used to craft it.
Keep giving us feedback on other recipe changes you might like in Feature Upvote.
Coming Soon: Great Hunts Free Content
A massive free patch will be added to the Icarus base game alongside the upcoming Great Hunts Expansion. We thought we’d go into some more detail this week breaking down everything you’re going to get as part of this update.
All current World Bosses are going to get a substantial upgrade, with their own legendary weapons and new currency to earn.
These new currencies are:
Sandworm Biomass
Black Wolf Biomass
Scorpion Biomass
Lava Hunter Biomass
Hammerhead Slug Biomass
These will drop when the respective World Boss is slain, and can be used in the new Biolab to craft the new applicable Legendary Weapon and its numerous attachments.
Sandworm World Boss | Legendary ‘Sandslinger’ Sandworm Crossbow
The ‘Sandslinger’ is a gigantic crossbow with an impressive four-second reload time and up to 81 combinations of attachments to the Jaw, Plate, Spine, Barb, and which fires Javelins instead of Bolts. This includes a spine attachment called ‘Pheremone Spine’, which grants a high chance to spawn a friendly Sandworm to fight alongside you.
The Sandworm also has new recipes for Trophies, Attachments, Modules, and even a Building Tier.
Black Wolf World Boss | Legendary ‘Bloodmoon’ Black Wolf Pistol
The ‘Bloodmoon' is a snub-nosed revolver that packs a powerful punch with an extra +15% weak point damage as its base bonus. There are 81 combinations of attachments including one called ‘Lupin’s Fang,' which grants you dramatically increased reload speed, allowing you to shoot so fast that your bullets catch fire and deal extra fire damage.
The Black Wolf also has new recipes for an Armor Set, Shield, Modules, Traps, Attachments, and Trophies.
Scorpion World Boss | Legendary ‘Clawfire’ Scorpion Rifle
The ‘Clawfire’ is a curve-stocked prototype rifle with multiple ways to personalize it, including attachments that allow for multiple spread projectiles, ricocheting projectiles, and even homing projectiles. There are 81 combinations of attachments, including ‘Replenishing Stinger, ’ which allows for self-sustaining electric damage to be added to the projectiles that recharge while in use.
The Scorpion also has new recipes for a Fishing Rod, Modules, Attachments, and Trophies.
Lava Hunter World Boss | Legendary ‘Magma Surge’ Lava Hunter Flamethrower
The ‘Magma Surge’ is a prototype Flamethrower with a lethal 25 fire damage dealt at 140 bursts a minute with a blink-and-you’ll-miss-it 0.9 second reload speed. With 81 combinations of attachments, you can personalize this arsonist dream to your heart's delight including ‘Persistent Cocoon,’ which creates lava puddles when you fire it at the ground.
The Lava Hunter also has new recipes for Mines, Turrets, a Backpack, a Sickle, a Fuel Source, Modules, Attachments, and Trophies.
Hammerhead Slug World Boss | Legendary ‘Slugger’ Hammerhead Slug Grenade Launcher
The ‘Slugger’ is a modified Grenade Launcher that shoots toxic slime projectiles with devastating impacts on your foe. With 81 combinations, this can be upgraded to launch corrosive slime puddles, projectiles that slow and poison your foes, or impact explosives to quickly dispatch groups of enemies. For group play, the ‘Rejuvenating Cephalon’ instead heals on impact and leaves healing zones for you and your teammates.
The Hammerhead Slug also has new recipes for Grenades, Epoxy, Axes, Attachments, Modules, and Trophies.
Next Week: Massive FPS improvement on light deployables
Next week, we’re implementing a sweeping change to over 100 deployable items that either directly emit light or have a light source as part of their design.
In some cases, this has led to 2x FPS improvements, thanks to DistanceField shadows.
We’ll have many more details next week, but this should improve the frame rate for most players in large bases with multiple deployable items.
Unlocked remaining Olympus missions for Open World
Add alternate recipes for Flour, Oil and Sugar
Renamed Seed Oil to Vegetable Oil
Fixed
[expand type=details expanded=false]
Fixed a number of typos
Added fix for Steam overlay friends list 'Join Game' / 'Invite to Game' buttons not working
Removed most DMs, Materials and Textures in the Root BLD folder
Created base class for Water Troughs instead of everything inheriting from Small water trough
Changed Luxury Fountain PM to Concrete instead of Gravel, Increased Normals to 4k, Add scaled preview mesh to match BP scale
Add Water plane setup for Luxury fountain and removed second LOD (LOD0 is 85 triangles)
Removed BP logic changing position of waterplane in Troughs which didn't work with all setups
Remove unused/unreferenced AudioOcclusion1 scene node
Fixed troughs automatically receiving 250ml of water upon deployment
Increased opacity of Stone Water trough
Converted all troughs to use WaterPlane setup instead of mesh swapping to decrease bloat
Delete unused water materials and textures from Troughs
Removed the last of the SMs from the root BLD folder, on to materials and texture removal
Slightly reducing teh chance of moa idle audio playing, and also slight adjustment to reduce volume over distance for the far layers as they felt a touch too loud in world
Fixed issue where stryder could sometimes get a killcam but the arrow not hit and it would float between the eyes. Increased the hitbox of eyes in physics asset. Added top most bones to a blacklist so it tries to not target it. Thanks to Funreaver from the steam forums for providing the amazing clip!
Replaced DC Storm Debris VFX
Coconut now decays into spoiled plants
Removed another large list of old assets from the root BLD folder
Existing LAC can now be repaired and scrapped, these are now legacy items, any newly crafted LAC will be converted to Sub Machineguns
Added potential fix for 'BPQ_Travel_C SuperStruct' crash that sometimes occurs
Reduced sizemap of BPQC_AnimalSwarm
Disabled PRO_Story5_EnterOutpost's animal swarm spawner as it was never spawning a valid AI type
Relocked BEACHEAD, as this mission doesn't work well in an Open World environment
Future Content
[expand type=details expanded=false]
Add DT Validation for missing Audio entries in ItemsStatic for Focusable items
Adding Fireball AOE audio for flamethrower upgrade. Audio event and BP Imp
Updated the component class of the aspen sapling foliage type assets
Updated text for homestead decor items
Reduce amount of explosions in IM_D
Fix IM_C loot populating in wrong killed creature
Update BlackWolfRevolver core mesh Physics Asset to better encapsulate entire weapon. This fixes the weapon flickering due to occlusion culling (by the hand) when ADS
Reduce IM_B search area
Move statue and flip bed in IM_A base
Legendary weapon upgrades now correctly attach to their socket, instead of only having their initial location set
Increased cooldown length between Golem Gauntlet special attacks
Adding sub machine gun audio. Fire close, mech, tail, event and data table setup
Clear out lingering reference to redirector from Ramp2x1x1 base class
Adding additional idle audio to end of ape scream idle event to lengthen the sounds to better match the animation
Updated the comoponent class of the tundra aspin saplings, edited FLOD data table
New stat to cap number of projectile bounces (used by Slug Launcher)
New stat for multiple projectiles (used by Slug Launcher)
Legendary Flamethrower toned down vfx and added rotation on lava mesh based on landscape
Elysium - cliff placement + decal and foliage painting in volcanic area surrounding geothermal, red quad
Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
Cliff Pass, Landscape Sculpting Pass and Foliage Pass, Green and Yellow Quads, Elysium
Added tundra aspen saplings to the project
Removed more assets from the BLD root folder
Statify projectile payloads for Legendary Slug Launcher
Elysium - fixed material complexity inconsistency in Tundra grass (removed terrain blending from some materials)
Added unique wolf spawn ability to Black Wolf Legendary Weapon
Ice Mammoth Arena - Moved spawn closer to get rid of unfinished cave. Added a mountain range to hide prom map from the sky. Moved ice around in the map to cover holes that could trap the player
Added five decorative wildflower art assets to the project
Elysium -Removed temp biome override volume in geothermal. Cliff placement + decal and foliage painting in volcanic area surrounding geothermal, red quad
Tweaks to slug launcher (stat names, direct heal stat)
Adjusted FogTint, MoonIntensity, and SkyLight curves for Geothermal atmosphere - reduced fog and night time brightness
Update M_Liquid shader to be usable with Niagara as requested by ChemistryBench VFX
Elysium - revised slope rock meshes - packed into single texture set, custom LODs
Added ITM_Lantern_Antique, including materials and textures
updated rotation for SK_GRE_Swamp_Ape_Grenade
Updated DEP_Hanging_Pots_Copper
Updated mesh and destructibles for BLD_Wall_HalfPitch_Upper_Brick_R
Adding the sound of the black wolf revolver pistol spawning a wolf by adding a louder more intentional growl when spawned. Audio event and BP
AlienRock_02 - 04 mesh, textures, materials added
VASE deploy auduio and check over jam jars
Rocking chair deploy audio
Fixed an issue where EQS was spawning cave worms indoors. Changed mining platform collision to be 'landscape' instead of 'building' so the eqs works as intended
deploy setup for coffee grinder audio
Adding sewing machine foot pedal and loop audio for when crafting on the sewing machine. Audio and BP Imp
Fixed issue with Black Wolf corpses not being ragdolled correctly for clients joining game after Wolf was killed
Ice Mammoth Trap now has it's own modifier
Added Vintage Jars, Honeypot and Birdfeeder icon
Allow slug launcher to be filled in water devices. Increase water usage and storage, and improved wording of fillable consumption stats
Separated wood logs from SM_DEP_Fireplace_Interior
Fixed workshop unlocks for biomass not showing correct icon. Added currency to Norex workshop page, shifted Norex consumables to correct spacing
Added Rayleigh Scattering Color to D_Atmospheres
Add first pass of slug launcher projectile coloring
Added a bunch of Homestead Item Icons
Update balance of Slug Launcher
Update Legendary Weapon cheat to only show upgrades for current weapon (dev)
Update poison spots and slug grenade modifiers to only play audio on initial modifier addition
Increased melee attack range on Rock Golem Gauntlets
Tweaked Rock Golem Gauntlet action cooldowns
Made Rock Golem Gauntlet's slam attack happen slightly earlier during animation
Adding audio trigger for lava hunter mine turret. Audio, event and anim notify
Fix bestiary progress visual tracker multiplying if gained in a short period
Adding more appropriate ballistic data entry for the friendly sandworm. Adjustment to movement sounds to make them more subtle. Added pre vomit, fixed melee attack vocal being caveworm. adjustment to ballistic impact intensity. Removing profilers
Updated Cave Bat Nest in LC & SW Cave Templates
Small adjustment to sandworm idle friendly move audio
Updated Cave Bat Nest in DC & GL Cave Templates
Sandworm crossbow - added new idle anim/animbp for friendly sandworm so we can have different sounds than the larger one
First few adjustments getting friendly baby suzie ready for sandworm crossbow audio. ANIM BP needs duplicating and animation swapping for audio
Cliff Pass, Landscape Sculpting Pass and Foliage Pass, Green and Yellow Quads, Elysium
Update Sewing Machine to use Skeletal Mesh which animates when crafting. Updated DM to be correct mesh
Fixed LODs swapping to wrong materials
Updated Cave Bat Nest in CF Cave Templates
Sandworm crossbow - Fixed a bug where friendly sandworm wouldnt attack. added new animations to match the new sandworm mesh
Updated Cave Bat Nest in AC Cave Templates
Give players more info about ammo types required when the run out and try to reload (short press reload)
Added SK_GUN_Sub_Machine with reload and fire animations
Fixed bug with Legendary Weapons where only the base SK mesh was correctly occluding outline shaders
Hammerhead Slug Axe - Fixed client issue where the charge would always do 100% of damage regardless of charge %
Blockout cliff pass in volcanic on Purple Quad, Elysium
Foliage Pass, Green and Yellow Quads, Elysium
Added Lava Hunter Mine BP changes missing from earlier commit
Updated Lava Hunter Mine to use new SK mesh / egg assets
Increased texture group quality for Lava Hunter Mine materials
AlienRock_01 - texture and material tweaks
Shortening some long fmod events and adding adsr to stop vocalisation cutting out abruptly
Weapon/Tool display rack prototype
Slight reduction in the legendary ice mammoth sledgehammer reverb send
Adjustments to the distancing of the projectile of the ice mam sledgehammer to better match the distance. adding correct items stat audio row and item audio row
Updated physical material for the honey pot meshes
Adjusted lighting on the Rimetusk Chandelier to highlight vfx and add more light around around the ice shards
Added snow VFX to the Rimetusk Trophy, adjusted lighting
WIP AlienRock_01
Adding corrosive sizzle overlap audio for slug slime gun, also healing overlap sound
Added separate mesh for DEP_Trough_Luxury_Water
Added snow flakes VFX to Ice Mammoth Chandelier
Fix rocking chair seating positions
Fix Ape_C2 progress percentage showing decimal
Tweaking socket on the hunting rifle skeleton used by the scorpion rifle legendary weapon to be able to animate the gun based reload anim, adding gun based reload anim to work with custom 1ST and 3RD person reloads for the scorpion rifle
You can no longer trigger killcam against targets with armour, should fix issues where killcam was getting stuck after shooting Juvenile Rock Golems
Killcam now correctly takes strong-point and weak-point damage into account when determining whether or not the shot was going to be a killing blow, was previously treating all hits against strong-points as headshots
Shifted critical hit damage multiplier code into funtion library so it can be queried elsewhere
Added Deep Ore Deposits to Small Caves and Foliage Pass, Green and Yellow Quads, Elysium
Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
Swapping ape juvi bite for a different event with more impact
AlienRock_01 mesh, textures, material (WIP)
Elysium - cliff placement + decal and foliage painting in volcanic area surrounding geothermal, red quad
Removed debug prospect join logic from PlayerControllerSpace
Updated buildable mesh references in Dev level
Shortening some overly long audio events taking up channels. Set some boss vocalisations to presets for tidy ups and easier adjustments
Icarus Week 169 Update | Tree Regrowth and free Great Hunts content
Welcome to Week 169.
This week we have added a long-awaited feature: Tree Regrowth. This comes with the new Localized Terraforming Device which activates regrowth in a radius around it.
We’re also taking a deep dive into the massive free patch that will debut alongside the Great Hunts. This patch will offer a ton of new content for all players, regardless of whether they purchase this new DLC or not.
But first, we’re excited to debut the full-length trailer for Icarus: Great Hunts.
Notable Improvements:
Fixed issue where non-boss versions of the Black Wolf that spawn as part of the enzyme geyser were not counting towards geyser progress
Fixed an issue where the Sand Worm's health bar wasn't initializing correctly for clients
Fixed Durability on railings to match their buildable scaling: Reinforced increased 500->750, Clay Brick increased 500->1000, Concrete increased 750->1500
Updated textures of the German Shepherd for higher quality
Re-imported the Titanium Crossbow mesh with correct vertex normal settings
Update Wood, Interior Wood, Reinforced Wood, Clay Brick and Concrete Railings to have more accurate collision so projectiles can be shot through them
This Week: The Localized Terraforming Device
We have added a tree regrowth system to Icarus.
The Localized Terraforming Device operates in the same vein as the Thumper, but instead of replenishing ore it replenishes trees in the surrounding area.
The device needs to be powered and it consumes Condensed or Synthetic Enzymes to charge. When interacted with, the Device will fire a burst of terraforming enzymes into the air that trigger tree regrowth in a surrounding area.
Condensed Enzymes can be obtained by placing Vapor Condensors on top of Geysers, which condenses the vapor into exotics and condensed enzymes.
Synthetic Enzymes can be obtained by unlocking and crafting them on the Chemistry Bench. They can all be purchased in a workshop pack via the Orbital Exchange Interface.
This Week: Tree Regrowth
Icarus was designed initially as a session-based survival game in which players drop-down, complete a Mission, and extract from the planet. Over the last few years, due to your feedback, we added the Open World game mode which allows operations and missions to be completed in a persistent world. With time-limited Missions there was less need for a tree regrowth system, so it wasn’t in our original plans. Tree regrowth required us to rework some of our existing systems to implement, hence the amount of time it’s taken.
We decided to introduce a Device for tree regrowth, rather than a system where players plant their own trees, as it was less complex and would help optimize performance.
Coming Soon: Great Hunts
Last week we announced the Great Hunts Campaigns DLC.
If you haven’t seen the full length trailer, it’s at the top of this page.
The Great Hunts are three separate campaigns included in the expansion, each containing branching missions that affect your persistent open world sessions. You’ll be able to launch and play these Great Hunts from the surface, each culminating in a brand new boss encounter.
Alongside the three Great Hunt Campaigns included in the paid expansion, we’ll also be dropping a massive free update with even more content. All existing world bosses will receive their own unique legendary weapon which can be upgraded multiple times, with up to 81 combinations of attachments. There will also be an assortment of brand new items to craft on planet, including vestiges and armor sets.
For a look at the lengendary weapons (paid and free), and how the biolab works, check out this video from our weekly Twitch stream, below:
Next Week: More Olympus Missions
Next week, we'll be converting more Olympus missions to Operations, which can be played in Open World, as part of our larger project to convert as many over as possible.
Adjusting Enzyme Cannon so it uses a state rather than a bunch of booleans
Adjuisting Enzyme Cannon so it has interactions for both charge and trigger events when charged rather than happening automatically
Adding animation audio for enzyme machine. Also separating audio events to make more sense with a charge up - release type behavior. To add to BP when free
Fixed atmosphereic fog sphere on Enzyme Cannon being set to 20x scale by default before machine was activated
Did a pass on Enzyme Cannon to clean up replication-related issues, fix IsCannonCharged race condition, and fix serialization of charged state progress
Adding Synthetic Enzymes Items that can be crafted at the Chemistry Bench or Purchased from Orbit in a Resource Pack
Adding BP's for Localised Terraforming Device and Synthetic Enzymes
Setting up workshop pack and items, as well as item icons and fuel sources for the synthetic enzymes and packs
Balancing the Localised Terraforming device to use 5 Condensed Enzymes or 50 synthetic enzymes for triggering a tree regrowth process
Adding BP behavior for triggering charge loop and discharge behavior for enzyme cannon. May require further fine tuning and tweaks
Unlocking Enzyme Cannon, adding recipe, talent, description and item setup
Set Enzyme Cannon to require 30mins charge time and require <100 condensed enzymes to trigger
Enzyme Cannon updates: Console will now go orange while charging and green when charged. Charged event has more localized VFX (lightning sparks, smoke/clouds). Discharge event now has over-head huge VFX. WIP VolFog assets (not used). Adjusted Power socket location
Fixed bug where BPQC_HordeMode wasn't detecting when spawned NPCs died, only when their actors were destroyed. This will fix issue with Enzyme Condenser not progressing in forest biomes
Fixed
[expand type=details expanded=false]
Update Wood, Interior Wood, Reinforced Wood, ClayBrick and Concrete Railings to have more accurate collision so projectiles can be shot through them. Delete unused SHA assets. Remove now-redundant Wood Custom Collision railing mesh
Updated meshes and destructibles for BLD_Wall_HalfPitch_Upper_L and BLD_Wall_HalfPitch_Upper_R
Fixing the cave light on - off switch not playing for clients. Also removed unnecessary flame extinguish sound from BP
Fixed Display name of Cured Leather Head Armor
Adding carpet impact and dirt impact to the repair hammer events to account for buildables that can be fixed that are those physical materials
Fixed Durability on railings to match their buildable scaling: Reinforced inreased 500->750, ClayBrick increased 500->1000, Concrete increased 750->1500
Removed Collision and LODs from Dirt buildable SHA geo. Fixed self-shadow artifacts from DF
Fix Icy Mammoth Corpse has no icicles
Fixed T1 Water Purifier Water mesh not synching position correctly on clients, use correct water material, tidy blueprint. Simplified collision. Improved LODs. Optimized Textures
Disable Shadow Casting on Dirt Mounds to alleviate floating shadow uglies. Change materials to use ITM shader instead of more expensive RVT Decal shader
Update GL_SML_001 cave prefab to improve some buried voxels. Add ability to get current camera location to WorldManager tool
Masonry Benches polish pass: Fix stone position for T3 proxy mesh. Remove Resource row from T2 Masonry Bench causing it to be a toggleable device for no purpose. Reduced Durability of T3 Masonry Bench to 1000 which puts it between T2 (500) and T4 (1500). Increased weight of T4 Masonry Bench from 20kg to 35 and reduced weight of T3 Masonry Bench from 35kg to 25kg to better represent their physical size. Add DT Validation for D_Resources checking if no data has been defined and removed unused Masonry Bench entry
Fixed bug where items spawned in via the field guide cheat couldn't be consumed (bandages, elixirs, food etc)
Fixed issue where Sand Worm's health bar wasn't initialising correctly for clients
Disable Box Projection for Ice Reflection causing lighting uglies, especially inside Caves
Updated textures of the German Shepherd for higher quality ones
Fixed Spelling 'Localised' -> 'Localized'
Added bestiary image for the icy mammoth. Added image to the source art folder. Updated bestiary data table with the new image
Re-imported Titanium Crossbow mesh with correct vertex normal settings
Future Content
[expand type=details expanded=false]
Fixed the rotation of SM_DEP_Weapon_Rack and changed PM to wood
Updated animations for Scorpion Rifle and Rock Golem Gauntlets
Halved fuel consumption on T3_Cleanser
Sandworm Legendary Launcher now includes that it launches Javelins in the descriptions
Fixed recipe set name for Nova Station (now Great Hunt Assembler)
Update Great Hunt Radio to refer to Great Hunt Communicator (split from Nova Station)
Fixed Great Hunt Assembler and Communicator being uncraftable
Updates to the crit hit indicator ricochet audio event so its not heard when shooting the sky or things too far away
Updated meshes for Sandworm trophies and added destructibles for each
Adding new rock golem fire audio. Adding new audio to scorpion rifle reload thats more apprpriate. Updating gauntlet punch impact sound
Added DEP_Hanging_Pots_Copper_A, B, C and D with destructibles
Updating max instances of several events to help prioritize explosions in mission
Adjustments to priority and max instances to help stop explosions from cutting out during mission where the base explodes
Commit datatable after fixing validation issues
Update slug launcher payload spawning, including AoE affecting the final splash area. Update healing / damage and modifier application. Increase initial projectile speed and reduce bonus from projectile speed upgrade. Clarify some stats
Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
Permit sledgehammers to damage buildings
Added DEP_Fridge_Enamel with SK, SM and DM, as well as textures and material
Delaying dialogue line after killing ice mammoth to give a brief break before the Ai jumps in to chat
Fix Rimetusk Sledgehammer does multiple damage each hit
Added variant of AspenLeaves decal for use on snow
Update Asset Validation to include more information about verts
Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
Update slug launcher effects, WIP modifiers. Decal now tints based on upgrade effect
Blockout cliff pass in volcanic on Purple Quad, Elysium
Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
Adjustments to ice mammoth distant explosive building audio and limitations on building tick damage sounds for how many can play at once to reduce taking up too many channels unnecessarily
Allow Generators to be rotated during placement. Set Navigation on Dog Trophies based on validation requests
Improve billboard material for Aspen trees and decreave pixel size for billboard LOD on Fir and Pine trees
Set Buttercups to culll as grass
Add ammo type to reload prompt
Fix IM_O1 final quest completion detection
Update tooltip hover for biolab weapons, allow clicking the weapon to open the full weapon info page
Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
Increased leaf size on leaf textures, as well as made several adjustments and changes to the billboard materials and textures to help improve the look and feel of the Aspen trees. First pass
Moved navmodifier volumes to persistent level
adjusted Quarrite Lamp strength, and colour
Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
Added BLD_Railing_BarbedWire with all textures, materials and meshes, including DM
Updating line after the demolition to make the timing more realistic. Felt too rushed before
Created proper collision on the physics asset for the Enamel fridge
Adding dead prospector comms static audio to mission dead prospector and also flies and NS flies to mammoth bones in mission for better audible detection
Fixed a few sound oddities. Reverb for the mammoth was not turning down to its correct level when occluded. reduced volume of distant predator bird slightly with spacializer as it was too loud when in mission base
Adding correct audio data table setup for mission research container
Blockout cliff pass in volcanic on Purple Quad, Elysium
Some missed tweaks to Homestead Lamp Posts
Update Homestand Lamp Posts lighting and VFX. Add additional LODs and tweaked screensizes
Added test lighting to RimeTusk trophies
material duplicates cleanup on TRE folder
Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
Elysium - cliff placement + decal and foliage painting in volcanic area surrounding geothermal, red quad
Adding new Entry for Submachine Gun, the Old Assault Rifle Entry is now a legacy item, it points to new submachine gun rows. We cannot delete the Old Assault rifle entry as it will remove the item from peoples games
Setup Assault Rifle T4 as the new Assualt rifle, the existing will be swapped to a machine gun when the mesh is through
Adding Destructible Meshes to Sandworm Trophies
Adding Cave Bat Trophy and Head Setup
Cave Bat Loot now has its own entry to seperate it from arctic bats
GH_IM_O1 override RVT material with snow material
Re-imported Rock Golem gun with proper vertex normal settings
Fixing some instances where the mammoth and moas spacializer settings and reverb send didnt match up causing volume oddities within mission base
Adjusted LOD distances for all copper pots, as well as added a number of assets to Collections that weren't previously added
Added custom LODs for flag
Updating rock golem gauntlet impact punch audio for rocks to sound correct. Reducing the size of the rock impact NS slightly to match audio more closely. Less huge rocks and more like broken rocks scatter. Deleting profilings
Elysium - added variant of CaveIn mesh for use on landslides/rockfalls etc
Removed numerous outdated assets in BLD root folder
Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
Hotfix v2.2.43.133571-rel-Laika
Contains the Following Fixes:
Fixed an issue where NPC's (Mount and Tames) could be effected by hyperthermia when they shouldn't have been, this means they could get a modifier, take damage and die if they where too cold. The Modifiers for Tames and Mounts are not supposed to be this punishing.
Icarus Week 168 Update | Great Hunts Announcement
Welcome to Week 168.
We have a big announcement to make: Great Hunts Campaigns will soon be available
Great Hunts is our newest expansion, available now to be wishlisted.
This DLC accompanies a free update which includes content that enhances how everyone interacts with bosses in Icarus.
Hunt Bosses in a brand new way through Campaigns! Proceed down branching paths of missions on your way towards investigating each boss. Your choices affect the world around you, unlock unique tools, and degrade the boss’ abilities.
Each campaign ends with an instanced boss encounter in their own bespoke arena. The first three campaigns available to owners of Icarus, Icarus: Styx, and Icarus: New Frontiers are Quarrite, Gargantuan, and Rimetusk. Existing boss experiences, such as the Black Wolf, Sandworm and Scorpion Boss are updated in the free patch to introduce their currencies, planetary equipment and legendary weapons.
Each campaign also unlocks the blueprint for a respective Legendary Weapon. These have up to 81 combinations of attachments, so you can personalize them with special buffs and perks to suit your prospector.
This Supports our Project
Great Hunts Campaigns are not essential for the game, and a lot of base game mechanics will be updated for free. Our DLC is made to provide a way for those who enjoy the project to further support it, and in return receive some new content. This content is not essential to have fun or be competitive in Icarus. Thank you for your support.
This Week: Notable Improvements
Fixed bug where if a player gained less than 10 experience for something, the shared XP would round down to 0 for all players. Now the minimum shared XP is 1
The Black Wolf Boss is now lootable in the same way as the other World Bosses. It no longer requires skinning and cannot be carried
Fixed bug where world bosses that respawned after being killed weren't populating with loot correctly upon being killed again
Fixed bug where animals/tames would continue to attack targets long after they had died
Projectiles no longer affect physics bodies. This should fix an issue where animals would 'disappear' after being killed with buckshot due to pellets pushing the simulated corpse
Fixed Item reward scaling from loot. It was mistakenly only ever using the max value when rewards were set to scale instead of rolling a number in between
Fixing Envirosuit Workshop Layout so that 'Hark' Suit is positioned further back in the tree and and adjusted the costs to match
When destroying smaller objects that do not have specific described meshes, we now play a small particle instead of not having any effect
This Week: Beastmaster Armor
The LM Beastmaster armor has been added to the workshop this week. This armor separates itself from other workshop armors as it provides buffs to mounts and tames during combat and general play.
While wearing the armor, any mounts or tames that you own will receive the following if all pieces are worn: + 22% Maximum Health + 10% Physical Resistance + 10% Movement Speed + 20% Melee Damage + 40% Health Regeneration
Next Week: Tree Regrowth
Last week we mentioned we were going to release the tree regrowth feature, but we have decided to delay this for a week to take a bit more time with the feature. We plan on having a build on the experimental branch this coming Monday for people to try early ahead of the next patch. We appreciate your patience and feedback as we continue refining it.
Adding new system so that objects without destructible meshes can now specify a destruction particle to display, this is really only valid for small meshes which do not have destructible meshes, such as jars
Fixing Envirosuit Workshop Layout so that 'Hark' Suit is position futher back in the tree
Adding the Beastmaster Workshop Suit
Fixing Physical Resistance for Mounts not being granted via armor correctly
Fix Envirosuit unlock costs with reorganized tree
Fixed
[expand type=details expanded=false]
Fixing Stat Affliction Vulnerable was not connected up correctly
Added fix for crash related to FlammableComponent::CanPropagateToTarget
Added tooltip for rotational snapping of deployables (R) and allowed toggling between 15/30/45 degree angles. Fixed snapped rotation not working when played outside buildings
Force FogColor to use zeroed constructor when adding new items to weather manager biome map (potential intermittent pink sky fix)
Allow Beer, Wine and Mead in fridge
Fixing delay in flash on shotgun muzzle FX that was causing the light to happen just after the shot
Fixed duplicate lava hunter trophy recipe entry
Fixed boss loot not being based on AI Setup entries
Fixed boss looted heads scaling by rewards (always grants 1 head)
Fixed boss heads not being linked to AI setup head entry, preventing bestiary progress
Fixed boss loot population not being notified to relevant systems
Fix Alpha Wolf boss ItemRewards applying scaling to Head/Vestige item
Added fix for crash that occured when exiting the game within an instanced level in-editor
FMOD bank refactor
Fixed bug where if a player gained less than 10 experience for something, the shared xp would round down to 0 for all players. Now the minimum shared xp is 1 Reworked Leaf Break particles to Niagara and reduced max instance count to less than 10 max to fix FPS drop when chopping trees
Adjusted Player Rewards system to be Generic instead of being hardcoded, this means any future currency will be able to be taken to orbit correctly rather than just the Purple & Red Exotics, this involved upgrading the save game files and a conversion from the old system to new system on load.
All Existing Data should be maintained
Remove gate hiding 0XP notifications as this unintentional rounding down should now be resolved in code stone, dust, glass, wood and jar generic destructible vfx fixed to face X forward for the needler, zebra and crocodile stone statues
Optimization and cleanup on Creature related assets.
Fixes to Carcass setups and GFur related content.
Remove unncessary nesting of Materials and unwanted texture inheritance.
Fixes for Creatures which had no Alert setup causing their widgets to be positioned incorrectly.
Clean up Meshable entries that were setup for Caracass to be carryable when its not.
Removed unused/wip assets.
Alpha Wolf no longer carryable
GOAP Corpse will now clear material overrides after skinning and after harvesting, fixing incorrectly applied materials on Carcass or Bones mesh.
Rewards that don't scale will now still apply the min/max range logic instead of simply awarding the max amount
Fix shadow casting lights on deployables not setup properly
Swapped animal bench PM from carpet to wood which fixes the repair hammer not making any sound when hitting it
Deleting multiple DMs for old buildable assets from BLD folder
Fixed bug where world bosses that respawned after being killed weren't populating with loot correctly upon being killed again
Fixed bug where animals/tames would continue to attack targets long after they had died
Projectiles no longer affect physics bodies. This should fix issue where animals would 'disappear' after being killed with buckshot due to pellets pushing the simulated corpse
Fixed bug where top bunk wasn't spawning (or able to enter)
Future Content
[expand type=details expanded=false]
More balance/tweaks to Ice Mammoth SledgeHammer legendary weapon
Fixed IM_B mission search area not appearing for clients
Adding new audio loop audio to the mission juvi spawners to indicate whether they are active or not
Submit den entrance for unable to enter state
Adding rock golem and ape juvi spawner constant loop to indicate that the spawner is still alive. Stops when the spawner is destroyed
Tweak anims for ranged attack stat for Ice Mammoth Sledgehammer
Enable an Unable to Enter state for boss entrances
Adding in 3RD person version of the rmammoth sledge ranged attack to match up to 1ST person variant
Tweaking 1ST person aiming idle loop by removing camera animation and smoothing out loop
Wire ranged attack stat for Ice Mammoth Sledgehammer
Submit teleport interact requirement for invalid entry to dens
Adding legendary ape club right click heavy impact audio, adding ice mammoth ice pillar shatter audio, adding legendary right click whoosh
Seismic Probe polish update
Added more Biolab UI transition Animation, added pattern material background to buttons and background. Changed Weapon Info Title Font color
Adjusting delay on GH_RCKGLM_B_3 now that it plays in the correct place. Now waits 2 seconds before playing audio about the cave worms being out
Fix Ape E and O2 defend progress being divided by 10
Fixed a bug where if you buy a living weapon it would show blank spaces where weapons should be.
Fixed a bug where clicking the 'biolab' button from the exotic exchange in world would not play the animation to show your living weapon inventory
Update to many great hunt item costs and benefits
Update Brazier effect to allow better scaling for different sizes
Fix Great Hunt RG_E electronics not being required, as the progress logic is automatically marked as complete
Adding sonic device audio to play on Ape mission. Effected to sound like its playing out a speaker with limited vocal variations to leave boss fight audio more exciting
Updated meshes for DEP_Trough_Luxury and Luxury_Filled with new DM
Update Seismic Probe to lerp to target, added supporting VFX and fixed Audio triggers.
Add new meshes that are more accurate to final BP assembly.
Fixed Meshable data.
Add SM versions of component meshes for Combined mesh assembly
First Great Hunt mission now says start instead of continue
RG_C fixed boss spawn clipping set dressing
Trigger RG A quest step after defeating spawner and spawned creatures
Added New Background for Great Hunt Interface. Moved Mission Briefing to make more space for objectives and outcomes on mission sidebar. Changed font thickness
Adding audio for ape sonic device. Adjustments to random banks breaking build
Setup recipes for Black Wolf armor and Great Hunt initial release boss attachments
Added first and third person sockets to the sandworm crossbow to fix the hands not sticking to the gun correctly
Fixed ResetBossCooldowns cheat not being configured/working correctly
LivingItemUpgrade cheat no longer prompts for desired socket, now shows user-facing alteration name
Setting sonic ape device volume to a much more balanced level. Was far too loud
Fixed emissive on Caveworm (is Mask but didn't work as non-sRGB, so increased Brightness Curve to compensate for linear). Deleted duplicate unused textures and repathed default material to actual used default
Updating legendary sledge hammer fire audio. Also adjusted payload audio behavior so it plays and accounts for surface types
Added potential fix for Rock Golem getting stuck in burrowed state during fight
Change the decayable of IceMammoth SledgeHammer projectiles so they don't melt mid flight
Fixed issue with outcomes text shrinking and flickering, changed GH mission Interface to match concept, changed look of weapon button on GH mission Interface
Sandworm Crossbow (LW) - Added stat to LW upgrade to spawn both a toxic cloud and a nearby new friendly sandworm on % chance. Increased the amount of particles in the 'gascloudAOE' niagara effect to prevent periods of emptiness
Great Hunts will now go on cooldown once boss has been killed and players won't be able to re-enter the arena
Updated cooldown UI on World Boss / Great Hunt buttons
Updated info text on GH RG missions to make it clearer that extra pickaxe damage only applies while creature is armoured
BaseLevelTeleporters can now have an activation cooldown
Added ability for interaction popup to show currently disabled interactions, this is used on great hunt arenas to show that they are on cooldown
Added cheat to reset all GH / World Boss cooldowns
Enzyme Cannon WIP
Adding in legendary ice mam sledge projectile shoot sound, travel and impact event. Added missing anim swing whoosh
Update Quarrite Earthquake icon
Fix seeds/snap actors being unable to be deployed after rotation adjustments
Adding distant ape roar to dialogue event to play just before it mentions 'thats a big one' so it makes more sense. Ape C2_4
Fixed IM_B cleanup. Fixed RG_A Elimination quest
Adjusted delay for after killing the ape so that the dialogue allows the ape to have its death montage before abruptly coming in
Adding item audio data to the lab doodads research equipment
Adding offset for the sandworm crossbow to compensate for the new spear position
Great Hunt RG_A split quest steps to better communicate requirements, updated descriptions slightly
Ape E and O2, removed decimals from progress display
Small adjustment to the sandworm crossbow reload timing
Added ape juvie trophy art assets and blueprint to the project
Fixed Great Hunt IM_B interaction tracking breaking on reload
Added quarrite juvie trophy art assets and blueprint to the project
When players unstuck in an instanced level, place where entered
Adding distant ape roar into other mission branch where it was mentioned but not heard
Update Exotic Processor/Cleanser VFX
Updated IceMammoth Trap to apply different modifier via an affliction (so can be resisted) and reduced pin time on players
Hypothermia now affects NPCs, this should only be able to be granted via the IceMammoth trap
Added IceMammoth Armor stats and set bonus
Fixed durable setup for Quarrite Sledgehammer
Quarrite Sledgehammer and Gun now accept attachment, gun now benefits from shotgun modifiers
Added Juvenile Rock Golem Trophy Icon
Update screensizes on Wood Barrel mesh. Simplified collision
IM_C removed unused node
IM_C Mammoth now tethers to spawner missing water material from last commit
Changing Ape Rug Dropped Mesh to be a Generic Crafting Kit
Adding more dressing and filling containers in the IM_A mission
Update Enzyme Cannon HUB to swap to 'on' material when activated. Removed screen info from
Albedo as it comes from Emissive
Fixed collision and final LOD on 10FT Extractor adding vocalisations and events and splitting ape juvi idle events for setup
More Enzyme Cannon Tweaks
All Legendary Weapons can now be repaired with the Repair Kit the same way most workshop items can be
Fix typo in Garganutan Jr Head name
Allowing Biomass to be transferred to the Orbital Station
Fixed water materials for various troughs + T2 water purifier
Fix Juvenile Quarrite Trophy mesh assignment
Swapping anim notify for gauntlet whoosh for one that uses player perspective and added adjustments based on first and third. Slight adjustments to whoosh audio
Fixed background not changing from last commit
Added ammo counter to Rock Golem Gauntlets
Rock Golem Gauntlets now correctly use up charges when alt-attacking
Rock Golem Gaunlets melee attack no longer triggers at the same time as Hammerfist attack
Actionable OnActionHit and related functions now pass through TraitBehaviour that called the function, allowing for extra filtering back in the behaviour classes
Added stats to show extended functionality attached to Rock Golem Living Weapon upgrades
Adjusting Enzyme Cannon to use Toggle-AI base with Generator Component so it only consumes Enzymes when active and when out of Enzymes it Shuts down
Adding UI of Enzyme Cannon
Starting to add layers for idle juvi ape
Added icons forJuvenile Ape Head and Juvenile Ape Trophy
Polish pass on 10FT Extractor
Changed Great Hunts Interface background.
Made GH Campaign buttons bigger and gave them a red border.
Weapon now has over animation.
Added Gradient to top and bottom of Mission interface so that they don't make the tops and bottom bars busy
Updates to the gauntlets audio. Heavy impact now has debris layers, first and third person whoosh balance, whoosh now has more metallic rattle layers etc
Split out two ape varients with different GOAP setups (one for ape missions, one for ape arena)
Block out and systems setup for Web VFXs
Switched the model for the friendly worm to be a sandworm instead of a cave worm and reduced the size
Add Rock Golem and Ape Juvenile trophy blueprints
Extended delay on dialogue that plays after killing the ape. The final death animation was longer th an expected so was still being interrupted at 6 seconds. Now is 9 seconds delay
Removed ADS from sandworm crossbow to prevent clipping through shoulder
Updating the trail and payload VFX for the ice mammoth sledge hammer fire to make more sense for a players weapon. Previously was based on boss ice kicked projectiles
Add recipes for ape items, slug and rock golem grenades
Update tags for all grenade types
Update slug grenade area and Hammerhead area attack to refresh periodically
Adding in 1ST person version of the gauntlet Shield Bash anim
Resave DT due to whitespace
Prevent Enzyme Cannon from being always active in D_Energy
Prevent Enzyme Cannon from stopping once started and ensure cannot be started without power
Fixed rotation on new trophies and wall mounted cabinets
Bees now do -75% damage to buildings, these are designed to diversify gameplay and encourage melee instead of cause damage to your base
Sandworm crossbow - Changed override for friendly sandworm crossbow audio to stop combat music when friendly is near
Extended D_Actionable functionality to support player input injection into a single action instead of all attached actions at once, this should make it easier to design and configure items with multiple complex actionable behaviours like the rock golem gauntlets
Increasing Base Stats of Black Wolf Revolver
Cliff and Landscape Sculpting Pass, Green and Yellow Quads, Elysium
Resave quest datatable
Updated sandworm trophies to me more consistent in scale. Updated the two sandworm brazier blueprint so lighting and vfx are in the correct location for the new scale. Updated the phyical materials of the sandworm body section of the trophies to be carpet instead of flesh. Added a detail normal to the two larger trophies to compensate for the lower texture resolution
Splitting Great Hunt Device into Two - Crafting Bench and Communicator, setting up new items, crafting recipes and blueprints
Setting up correct feature levels on blueprints in the GH blueprint tree
Adding GH feature level icon
Adding Icon for the EDS rounds & EDS Canister
Fix fish appearing offset to the Garganutan Fishing Trap, add offset to rotation to avoid symetrical appearance
Fix Great Hunt IM_D base having generator unsheltered, replaced with special undamagable, unremovable version
Added fix for bug where entering photo mode in a multiplayer game could blur other players' equipped item
Added keybind prompt on Photo Mode screen for toggling UI visibility
Adjusted Revolver second trigger upgrade icon image
Fixing issue post save upgrade which was causing Red Exotics to be granted as well as purple exotics after extracting purple exotics to members who where not online while exotics where exported prior to the save upgrade code
Adjustments to spacializer settings and delaying FX of tree regen until audio has built up. Added correct deploy audio. For Enzyme Tree respawner
Feature locked Young Quarrite Carcass so it doesn't appear in Field Guide until released
Increased resolution of albedo and normal texture for the Luxury Trough asset
Adding in heavy overhead slam for the club and sledge legendary weapons
Ice pillar now destroys when colliding with a gravestone
Changed back button and Start/continue Hunt button look
Fixed GFur components on Apes not having LOD setups. Fix Alert component on Apes not being set to a correct bone
Adding in fix for incorrect socketing for the legendary sledgehammer in 3RD person by reparentaing and baking anim asset with offset additional tweaks to trough water material normals
Adding enzyme cannon audio to BP. Adjusting timing to match audio and device. Adding ending gas cloud audio decay
Updated the ape boss fishing trap trophy with a more appropriate design at the bottom Added functionality to the back button on great hunts interface and disabled it when you cant go back any further fixed up pivot points of these stone statues
Deal with some reload problems with the Enzyme Cannon
Adding WIp enzyme cannon audio and event. Also some adjustments to some of the ape juvi layers
Allow attachment on Great Hunt armor pieces
Add recipe for Ice Mammoth trophies
Added additional stats for easy config of golem gauntlet & related upgrades
Increased durability of rock golem gauntlet
Added new fuctions in base Actionable behaviour that allow easy adding and removing of temporary stats to owning item
Golem gauntlet shield upgrade now blocks damage when used
Added separate screen shake assets for different golem attacks
Fix seating position on Rock Golem Chair
Fix alpha wolf head armor being crafted requiring itself, rather than an alpha wolf head
Updating audio of slug grenade to 1.5 build up to match updated effects build up as requested
Updated SM_DEP_Trough_Luxury and Filled version, as well as updated textures and Destructible
Blocking in Tundra to Desert Transition pass on Yellow Quad, Elysium
Resave datatable
Basic Setup of Butter Churn, Coffee Grinder, Lamp Post (Ground & Wall), Cheeses, Hanging Meats,
Prefixing All Homestead content with Homestead and setting up missing recipes, tags, deployables and items
Adding NPC vocalisations for dangerous horizons test NPC enemy. Attack, flinch, death, spot, idle. All audio, events and vocalisations data table setups. Including presets for distance eq, reverb and gain
Adding in 3RD person version of the golem gauntlet block bash
Added Gfur to the juvenile ape trophy
Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
Change the filter on Ezyme Cannon to block only buildable and deployables
Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
Extended the floor section for the dead prospector asset and updated textures to match the new UVs
Blockout cliff pass in volcanic on Purple Quad, Elysium
Adjustments and updates to the NPC enemy audio vocal events
Implementing Achievements for killings the new GH bosses, Slug, Lava Hunter, both normal and hard mode
Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
Added duplicate Scorpion Rifle reload montages and switched to magazine reload type
Added stats for new Scorpion Rifle upgrades
Increased Scorpion Rifle loudness and physical recoil amount
Fix spawn assignments for Garganutan to fixed Ape_O1 mission
Add stats to dyamic spawners to take more damage from explosive and pickaxes
Updated scale of the ice mammoth trophies, updated destructible meshs and updated one of the physical materials
Removed bad normal maps on lab equipment assets and added hard edges to meshes, including SKs, SMs, and DMs
Adding rock golem gauntlet fire and impact events and data table setups
Adjust the rate at which Enzyme Cannon burns Condensed Enzymes (given short warm up diuration)
Fixed bug where gauntlet/charge axe would have weaker charge attack the longer the animation took. Added charge attack to the slug axe
Cleaned up tagged notes for itemable rows that needed a text pass
Update IM_C sample granting to grant samples on kill reliably
Added Safety Check so that we never subtract currencies when matching player extraction vs prospect extraction records
Loaded rows for GH accolades
Deal with edge cases where Great Ape can be killled whilst swinging in trees (new anims/logic)
Updating behavior of tree regrowth device. Needs BP adjustments for audio. Adding loop section, buildup, and release audio. Routing NPC vocals correctly
Adjusting Greaty Hunt crafting tree to be accessed at level 30
Fix some compiler warnings about no default value assigned in struct
Fix an ensure in the WorldTalentManager where delegates were being assigned twice
Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
Adding new lightning event to enzyme cannon. Also adjustments to spacializer and volumes
Update Black Wolf Trap pin time on players and add Hemorrage (to creatures) and wound (to players)
Rebalance Drill Arrow, reduced amount crafted and damage but increased damage to Quarrites
Reduce price of new boss modules, added recipe for Black Wolf Trap, added additional costs to worm trophies, Fix IceMammoth chandelier using wrong ice mammoth material in the recipe
Added new 1ST and 3RD reload animation for the scorpion rifle to work with a clip based system
Adding lightning strike event for enzyme machine so that the audio is controllable and manageable with all the sounds happening
Enzyme Cannon - fix windup sounds aren't being multicast and stump lifetime
Slug Axe - Added new swing animations to fix the disjointed segments. Charge now works properly and no longer runs through past actionables
Fix up material errors, delete unused assets causing errors
Add DT Validation to ensure ItemRewards stack sizes are good
Added Storm and Lightning VFX to Enzyme Cannon Deployable
Black Wolf world boss can no longer be picked up or skinned, keeping in line with all other world bosses
Added new boolean to GOAPCharacter BP that prevents NPCs from being replaced with corpse item on ragdoll settle
Fixed issue with Ice Mammoth Boss where clients weren't able to open up loot inventory
Fixed bug where clues from PRO_Story6 mission weren't being cleaned up properly on quest end
Added recipes for sandworm buildings
Add placeholder blueprints for non-boss unlocks
Adding audio for jars, honey, cheese and hanging meats. Correct data table setups and adding generic small deploy audio
Move Bat Nest assets out of Creatures folder
Implementing Achievement for crafting a Legendary Weapon - fixed DT as it was incorrectly formatted cleaned up Asset Library level for buildables asset
Adding in test enemy NPC with human dialogue. AI setup, ai auduio setup etc. Adjustments to reverb on vocal events
Implementing Achievement for crafting a Legendary Weapon
Updated sandworm trophy to a material instance with the physical material set to carpet insetad of flesh
Elysium - removed flowers from Tundra grass type (LGT_AC_Tundra_DLC2)
Updated meshes for DCO_Honey_Pot_A, B, and C
Added DEP_Fireplace_Brick, DEP_Fireplace_Brick_Extension, DEP_Fireplace_Brick_Cap and Cap_SML with destructibles
Move Bat Nest assets out of Creatures folder
Added proxy mesh system for ranching station and carpentry bench for testing - Developer mode enabled
Updates to the audio and BP logic for the tree regrow device to play audiuo correctly at the right time - loop and then release
Change the stat on the Hammer Head Slug Launcher Muzzle A to be and AOE radius
Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium Blockout cliff pass in volcanic on Purple Quad, Elysium
[TAG-350]
Icarus Week 167 Update | Achievement Fixes, Sleep Screen improvements, and more
Welcome to Week 167.
This week, we have a number of smaller fixes and some QoL. We have highlighted some below, but check out the patch notes for the full list.
We go into detail about the Achievement Fixes and Changes and a new addition to the sleep screen.
Finally, we discuss a feature that has been requested for a long time—tree regrowth—which, if all goes well, will be released next week.
Jump in and have a read.
Notable Improvements:
Fixed an issue where the Game would suffer from persistent frame drops after interacting with the Orbital Exchange Interface
Increased XP gain from killing world bosses significantly
Dirt and Stone Buildings now take damage in Lava as intended
Cakes can no longer be placed on Walls
Increased the zoom level on the map to double the current amount
Removed the level lock on the Arctic Armor talent, Big Game Hunter talent, Ghillie Armor blueprints, and Arctic Armor blueprints
World Boss Icons have been updated to more accurately reflect their state
Updated the Bestiary overview page to show the biomes of creatures in addition to their image
Adjusted Meshes in the desert to use ‘Far Shadows,’ which increases the shadow quality visuals
Made adjustments to the shadows on floor torches to reduce the performance impact
Adjusted Muzzle Flashes and Smoke on most guns as it was causing unnecessary obstruction to the player's view
Removed an exploit where you could use a shovel on a dirt building piece to collect unlimited dirt
This Week: Achievement Fixes
We have had some issues with Achievements in the past, specifically the ‘Styx & Stones’ and ‘Zero to Hero’ achievements. One of these issues included a bug where the game was not correctly sending the complete data to Steam (specifically, it was ignoring the missions, which were unlocked by default). This resulted in the two achievements never being completed, which has now been addressed.
We have also adjusted the ‘The Bigger They Are…’, ‘… The Harder They Fall’, ' Leader of the Pack', and ‘Sting Operation’ so they now award the achievement to everyone who is on the server fighting the Boss rather than just the player who deals the final hit. This was not only an issue for teammates but sometimes even for the whole lobby, as Mounts, Tames, Fall Damage, and Poison could all do the final hit, rendering the achievement given to no one.
This Week: Sleep Screen QoL
We have also added a small QoL to the sleep screen, so you will now be able to see who is sleeping and who you are waiting for in your play session. This can help larger prospects quickly track down who you are waiting for and dish out some well-earned condemnation.
Next Week: Tree Regrowth
We are in the middle of testing out the implementation of tree regrowth.
This involves building and powering a device that will trigger tree regrowth inside a preset radius. We know the community has been asking for this for a while, so we are taking our time to make sure it works as intended. If we don’t feel like it is ready early next week, we will do a smaller patch with some QoL and Fixes instead.
Added name and shame for people not sleeping to the sleep screen and sleep icons next to players names on the party list
[TAG-60]
Fixed
[expand type=details expanded=false]
Fixed on MF_Dolerite and MF_CheapTriplanarUV that disables world aligned when UseObjectPos is enabled for rocks
Add Custom Highlightable setup to Exotics Deposits so all primitives highlight together when looked at. Same approach as Deployable base. Some component render distance optimization
Check to see if hit actor is a buildable before rewarding shovel resources in order to prevent infinite dirt exploit by shoveling a dirt mound
Fixed a few typos in the alterations table
Add missing building tags to Lava TagQueries to ensure that Scoria and Scoria Brick are the only two building types that can survive being placed in lava, as designed
Fixed Operations text on mission device being untranslated
Update Water Trough/Bowl water material to be darker and more visible so its easier to tell if the container has water or not
Slighty reduced size of Dribbo shellhead
Gate Reinforced Wood behind the Carpentry Bench directly, instead of being Beeswax, as the Reinforced Wood is meant to be combined with Stone buildables
Set shadows on Floor Torches to be DistanceField (which can result in 2x perf increase). Enable CastShadow on mesh but disable DF shadow (removing self-shadowing artifacts but allowing sunlight to cast shadows off it). Fix BP Highlight errors after original mesh setup was changed
increased flash light distance, reduced strength, and reduced fall off. This should result in less bright light up close, and a similar visibility from a distance
Fix normal textures for Cactus resulting in bad lighting reaction and reenabled alpha channel for billboards (roughness)
Defaulted max normal angle for Cake placement (was 180). Remove unnecessary rotation step
Increased Experience granted from bosses significantly
Removed Double XP weekend banner and stats
Removed level lock on Arctic Armor and Big Game Hunter talent, and Ghille and Arctic Armor blueprints
Spline Meshes now cast Far Shadows which should help substantially increase the shadow quality visuals in the Desert
Update experience tracker notifications to stack similar events, not show 0 xp events (eg for shared XP) and added a short fade out
Produce warning when saving assets with a final LOD vertex count >1000 to ensure LODs are being properly added to every asset. Update LOD tooling
Delete unused SHA geo, ungroup SHA in level
Project-wide asset optimization pass and cleanup
Update Dropship used in Olympus 'Forsaken Recovery' mission to have a lower impulse (parts were headed into lower orbit) and fade out destructible mesh pieces after delay
Fix crafted device in Field Test: Recovery mission bouncing around when dropped. Created single combined mesh. Removed no longer needed blueprints. Updated quest description to be more specific
Future Content
[expand type=details expanded=false]
Garganutan Arena lighting updated, and assigned in DT
Adding extra data to Biolab Weapon Info so it can be displayed on the UI
Small Touches to the Biolab Weapon Info UI
Renamed Garganutan arena biome controls
Adding Updated Biomass Images
Made a few changes to ensure subtitles match dialogue in RG missions
Adding mission explosion audio, event and BP imp
Update Rock Golem B dialogue to trigger after damage dealt, instead of after spawn, to ensure players are aware of the spawns
Setting up Biolab Weapon info to include the purchaseable upgrades
Fixed Great Hunt Miner typo
Added overall description text to each Great Hunt
Did a pass on GH item text, added flavour and fixed a few typos
Fixing dialogue line that plays at den entry. Removed reference to drill step
Made a few changes to ensure subtitles match dialogue in IM and APE missions
Adding and replacing rock golem end 3 dialogue file so it makes more sense with the mission
Cliff Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
Fixed Hole in Cave_GL_MED_002 Prefab
Setting up Remaning Legendary Weapon Part Names
Adjusting one of the Rock Golem Gauntlet Alterations so that is provides bonuses to both melee and projectiles so it is not reliant on another upgrade
Living item preview lighting should now be the same between HAB and on-prospect contexts
Added Ape VFXs, impact, regen, enrage,gas, log/rock throw. Changedd materials for destructible log
Fixed issue where terrain and other non-weapon geo was being displayed in the living weapon preview screen
Voxel Pass, Added Deep Ore Deposits, Green and Yellow, Elysium
Wire sweep attachment stat for Ice Mammoth Sledgehammer
Fixed Golem Gauntlets being rotated incorrectly in Biolab preview screen, as well as attachement meshes not being correctly positioned
Added 'PreviewMeshOverride' to D_LivingItem rows, allowing living weapon preview screen to use a non-default mesh when previewing items
Adding Various Helper Text to GH_RG Missions
Moved the cave entrance to better suit the base, Green Quad, Olympus
Adding disconnect spline audio and event. Not currently hooked up. Also dummy changes to try force fix FMOD banks
Added sk mesh and anim for DEP_bench_sewing_machine
Resaving D_Ballistic Throwable Log Entry
Added new firing blend space for the slug launcher and fixed incorrect anim overlay type being used, 3RD person now using custom firing anim sequence
Improve collision accuracy on GL Macro rocks by using a lower LOD
Fix a problem with auto equipping shields and new legendary weapons that may have block actions
Update backpack and module icon in workshop
Adding reduced opacity smoke muzzle flashes for guns resulting in far better visibility. Kept farmers rusty shotgun smokier as this makes sense for the weapon
Garganutan D2 mission ensure Goop is still granted while on final objective
Tweaked timing of bio lab weapon fade in, fixed fade in happening for slot UI when same weapon was selected twice
Ice mammoth bats - Changed exploding bats NPC type to passive so other world bats wont attack them on sight
Changed their displayed name from lava flyer to arctic flyer
Ice mammoth bats - Swapped exploding bat out for its new mesh. Fixed bats death destructible mesh having incorrect materials
Fix blocking attachment stat for Ice Mammoth Sledgehammer is not blocking
Small adjustment to ice mammoth sledgehammer. Reduced metal ring on hammer slightly and also reduction in volume to the spider in in world context
Adding 1ST person animation for the mammoth sledge ranged attack
More Biolab UI tweaks. Changed Golem Gauntlet Slots and Pins locations, Changed font colours on statbox row, removed coloured tints on Biolab Upgrade slot choices, biolab store button now removed and changed to Back button
Adding appropriate audio for opening and removing exotics from mission exotics deposit
Adding in block montage and anims for the ice mammoth sledge
Updated Garganutan A base setup, added more blood and updated habitat contents. Reduced travel area so players trigger dialogue once within the base
Adding legendary sledgehammer ice pillar audio event and BP Imp
Improvements to sprite presentation to children of BP_note, adjusted materials with emissive pulse to improve visibility
When spawning based on chance, make the ice pillars not so OP for the Ice Mammoth Sledge Hammer
Update Ape O1 search area size
Update descriptions for Garganutan mission O1 and ensure spawning happens when required
Adding correct spawn logic to other rock golem spawners that are used in the missions
Fixing carcass material on the rock golem juvie that was using the wrong carcass mask
Adding niagara system to deployable note BP
Fixed JRG 'popping' when swapping from Character -> Corpse BP
Fixed JRG corpse bones using the wrong material
Raised JRG Character mesh up a bit to make feet more level with ground plane
Changing world notes to play at location rather than 2d. Added spacialisers and BP settings
Turned off shadows on Editor-only locator spheres for Deployables
Restrict IceMammoth spawn by stat
Adding open computer terminal note audio and close. Adjusted open note and close note audio to play off BP instead of UMG so it could be changed per note type
Rimetusk D Unhooked testing logic
Rimetusk D mission, added a slow while explosions are happening if you approach the base
Reduced NOVA station exotic price, increased credits price. Reduced the unlock price and increased the purchase price
Reduce variance in Rimetusk D explosive damage
Adding Rock Golem Juvie bones and textures and hookup to BP
WIP generic destructible particle effects
Added DCO_Small_Ranch_Sign, with textures, materials and DM
Wire block attachment stat for Ice Mammoth Sledgehammer (currently using GolemGauntlet anims)
Wire chance to spawn ice spire attachment stat for Ice Mammoth Sledgehammer
Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
Fixing GH_RG_O1 Map Marker being at the wrong location
Fixing GH_RG_E not ticking off the fill biofuel / water quests correctly
Biolab weapons no longer fade in when previewing attachment options
Added some aditional polish to biolab weapon preview
Increased zoom level on map to double the current amount
Wire slam attachment stat for Ice Mammoth Sledgehammer
Updated the Giant Ranch Sign with a rigged gate, as well as proper collision and destructible meshes. The mesh was also reduced significantly and the textures updated
Elysium - new LC plant debris decal, new LC erosionblend variant. Cliff placement and foliage painting in volcanic area, red quad
Update Garganutan Gas attack to provide a buff to the creature while in the cloud
Rescaled Garganutan HP and resists to be primarily based on HP value, with exceptions to poison, fire, projectiles and melee (instead of resisting all damage types with lower HP values)
Removed unutilized Hammerhead HP Curves (now uses flat values)
Adding legendary flamethrower lava sizzle audio event and BP IMP
Fix Half Pitch for Ice, Limestone and Tempered Glass
Fix Great Hunt UI being hidden in release builds
Replaced Legendary Weapon images to higher resolution ones
Add Great Hunt outcome stat and fight changes
Great Ape noxious gas clouds now cover a larger area and persist longer
Tweak the socket position for Great Ape tail attacks
Added empty slots to weapon list
Weapon now highlighted when selected for upgrade
Pins now don't highlight on opening the upgrade screen
Weapon buttons now don't started highlighted
Added slide in animation for both the weapon bar and currency boxes
Changed text in button from Back to Return To Store
Fix Rock Golem Great Hunt O2 not tracking poison damage
Add cheat function for restoring trees in radius
Great Hunt IM_B updated map icon
Great Hjunt IM_D add map icon, update quest text
Add helper text to Rimetusk B mission
Additional dialogue delays to give time for action to happen before its talked about
Adding slight delay before mini hip flinch or death audio vocal plays so that the impact can be heard first before the vocal. Currently feels like the vocal plays too abruptly
Added dialogue delay to make more sense in mission
Fixing Mission steps in GH_RG_C2 so they can check the containers inventory once again - was accidently removed when the spawner replenish logic was put in
Fixing Rock Golem Spawners in some special cases they get healed and start spawning again - in this case they where healed and never spawned anything - this is now fixed
Removed WIP blueprint, pending implementation
Fixed feature level on great hunt bosses and Rimetusk Bats
Fixed loot on Icy Mammoths and Quarrite Juvenile
Fixed bestiary progress granting on NOVA station
Added in segmented 1ST person ranged attacks for the Mammoth Sledge to use a click and hold and release method for firing
Added 3RD person ranged attack for the mammoth sledge to match the 1ST person version
Fixed Legendary Weapon attachments having blurry textures initially when first previewing them in the bio lab; relevant meshes and textures are now pre-loaded upon first selecting the Legendary Weapon
Fixed sandworm crossbow loaded state not being held properly due to missing animbp setup, moved to parity with the basic crossbow animbp and added missing anim states
Fixed notes not being interactable on client
Fix Bear, Elephant and Juvia RockGolem carcass materials not looking skinned. Fix RG Juvie mask being inverted
Mentioning that you will need a taxidermy knife in GH_RG_01 durinf the first quest step
Adding legendarya Ice Mammoth and other sledgehammer whoosh
Fixed issue where game could become laggy after interacting with the Orbital Exchange Interface until restarting or returning to main menu
Living Item Preview now only captures scene when relevant UMG is visible
Decreasing Weight of the ammo the Slug Gun Launcher Legendary Weapon uses
Added world boss icons in map icon form
Reducing Number of young quarrites which spawn in the very first quarrite mission
Adding the Alternate Fire for the Legendary Weapon Ape Club, adding new particle effect for the slam
Adding new Stats for the Legendary Weapon Ape Club Slam attack, as well as the 3 possible effects based on selected upgrade
Fixing Various Alteration Description Typos
Fixed Ape D2 mission giving unreasonable amounts of Goop on the final objective
Update Bestiary overview page to show the biomes of cratures in addition to their image
Renamed world spawn Ice Mammoth to Icy Mammoth
Setup Icy Mammoth slightly different loot table and spawn zones
Setup Bestiary information for Garganutan, Rimetusk and Quarrite, and related world spawns
Add resistance and weaknesses for Garganutan Jr, Quarrite and Jr, and Icy Mammoth
Fixed weapon list not scrolling, changed button look on biolab resource display
Fixing Dropshadow that was blocking interactable widgets on the weapon customisation screen
Replaced slugger biolab info image. Changed compression settings of Living weapon images
Reimported GH weapon Hunt images to images divisible by two. Changed compression settings to Default from UI
Fixing Biolab Currency Exchange Widget as it had outdated variables
Adding Biolab Currency Exchange Widget
Fixing Slug Launcher and Flamethrower Meshables BP's so they do not inherit the flamethrower mesh
Fixing an Issue where the World Talent Manager was sometimes causing crashes when players would load in to a prospect with GH talents
Fixing Juvenile Rock Golem Item Rewards so they don't give exotics any longer
Added missing LODs for DCO_Giant_Ranch_Sign
Added DCO_Coffee_Grinder
Added DCO_Butter_Churn
Added pixelated effect to biolab preview item fade-in, also added drop shadow
Allowed dead miners (quest asset) to be removed/deleted by holding X
Cliff Pass and Landscape Painting Pass, Green and Yellow Quad, Elysium
Great Ape tweak state changes after health and resist stat changes
Tag some logs in Swamp Ape Arena to able to be picked up by Great Ape (rather than him having to knock them over)
Update level scaling of dynamic spawner creature spawning (typically for Quarrite and Garganutan spawners) to be a small flat amount, instead of multiplicitive on the area level
Adding audio event and BP for probe scanner
Adjusting Black Wolf Revolvers Name as one of its parts was named the same
Gret Hunts Interface UI tweaks, changed hunt sidebar colours, moved weapon button out of side bar
Hotfix 2.2.41.132936-rel-Laika
Contains the Following Fixes:
Fixing an issue where the sandworm was not populating its loot, when it should have
Adjusting Prospect/Mission UI to Show if players have gained the extra rewards or not - shows a tick and a green rewards box if they have been obtained
Icarus Week 166 Update | World Boss Exotics, Double XP & Extra Talent Points
Welcome to Week 166.
We’re kicking off a Double XP weekend, a great chance to earn those talent and blueprint points that have been evading you.
World Bosses have also been given a valuable update, with lootable resources that include exotics.
We have also converted two existing missions so that on completion you will earn additional talent points for your characters.
Jump in and have a read.
Notable Improvements:
Fix Seed tooltips and links in Field Guide
Clip the player modifiers to the bounds, ensuring it doesn't overlap into the players inventory
Caveworms outside caves will now show a small mound instead of rocks
Caveworm carcasses & loot clean up faster than before
Improvements to the Sandworm Death should mean less instances of worm floating in mid air after death
Reduce title screen keyart images filesize from 140MB to 12MB
Reduce uncompressed Terrain button images from 180MB to 5MB
This Week: Lootable World Bosses
All current world bosses are now lootable, and this will remain true for any future bosses as well. World Bosses can be looted the same as other creatures, but don’t require skinning. You can go up to the carcass and interact with it to access its loot pile.
All of the World Bosses Loot have been rebalanced to provide some more of their unique parts than before as well as granting exotics as one of their rewards, giving you a new way to collect currency for the Orbital Workshop.
This Week: Extra Talent Points
This week, the same way we did with a mission in the Null Sector, we have added the ability to gain some additional talent points for your characters by completing missions on Olympus and Styx.
These missions can be completed as standalone missions as part of an open world. The missions are listed below:
Olympus: NIGHTFALL Styx: IRONCLAD
If you have completed the mission in the past you will need to complete them again to collect your new talent points. Each Mission will provide an additional 2 talent points which can then be spent in the player talent tree. Once complete, all of your existing or new characters will gain 2 extra talent points.
This Week: Double XP Weekend
We’re putting on a Double XP boost this weekend, so you can jump and gain those valuable levels for more blueprint and talent points. This will run from when the update goes live through to when we remember to turn it off again.
Next Week: Fixes & QoL
Next week we are dedicating the patch to smaller fixes and Quality of life.
Lava Hunter, Scorpion Boss, Sand Worm now all have lootable carcass inventories when killed
Update loot table for Black Wolf corpse
Add additional talent point unlocks to Nightfall (Olympus) and Ironclad (Styx)
Show hints on Styx Expeditions as to which unlocks shorcuts between different biomes
Added Double XP Banner and Added Double XP for Players
Added descriptions to boss carcasses
Fixed
[expand type=details expanded=false]
Project-wide asset optimization and cleanup
Fix DeployableSetup DTValidation using half height for nav checks rather than full height (and setup some bespoke exclusions for checking). Update entries. Setup T4 toughs to be obstacles to get Creatures to only nav over if necessary
Improve collision on Trough meshes to better support creature navigation
Remove 8k texture from landscape shader that isn't used
Reduce title screen keyart images filesize from 140MB to 12MB
Reduce uncompressed Terrain button images from 180MB to 5MB
Project-wide asset optimization pass and cleanup
Remove Beta weekend UI content
Fix a warning about UI.HideAmmoCount for legendary weapons
Re-added dummy ItemRewards row referenced in Tree Prefabs
Delete voxels inside arctic prefab cave in Olympus that were placed in the world and not in the prefab itself
Fixed remaining issues with Prefab caves having overlapping voxels. Improved tooling to pick up on this better
Grass cache flush on OLY
Fix Seed tooltips and links in Field Guide
Adjusted description for Desert Master talent suggesting movespeed is decreased when its actually increased
Add Fur for Drac lootable item rewards
Fix Chase Em Down not being unlockable after Quick Clean UP in Hunting Tree
Fixed floating deep ore deposit, Styx
Clip the player modifiers to the bounds, ensuring it doesn't overlap into the players inventory
Swapped DC_MED_001 with a new cave the removes cave entrance, Green Quad, Olympus
Adjustment to make the anvil t4 constant loop more subtle as requested . Also removing the 'auto activate' from the audio in the BP
Clear trailing whitespace at the end of Doggo names. Add DT Validation to detect this
Pushing dummy fmod tweaks to force banks to try fix themselves to fix build
Added unique entries for kill/skin XP events to fix up some DT validation warnings and ensure XP descriptions match creature names.
Updated DT Validation to be simpler and remove bespoke exceptions.
Corrected Large Antelope's name to be Large Antelope and not just Antelope, causing confusion in some Hunt quests.
Fixed up some cases where Kill vs Skin XP wasn't consistent (eg: Skinning a Terrenus was awarding more XP than Killing it, Skinning should be roughly 50% of the Kill XP.
Destroying a Beehive was giving same XP as Killing a Bear)
Fixing Spawner Issue where condensed Exotic was not correctly being processed into smaller exotics and enzymes in the cleaning devices
Wall torch: Removed Small light doing very little. Re-added existing light setup as Icarus point light so that settings work with these deployables again
Fix cube used for Slotable casting shadows when it shouldn't
Fixup redirectors in Dev folder
Copy data from Prometheus_V2 to original Prometheus DT entry and delete duplicate row causing additional unused assets to be packaged
Fix Display names in Biomes DT being the same, breaking the Weather cheat function. Added validation in to catch this in future
Fix issue where Caveworms can be looted for Sandworm loot
Added cleanup to Caveworm carcasses after a short delay
Outside caveworms will now show a small mound instead of rocks
Doubled trace distance for Sand Worm's death IK, should mean less instances of worm floating in mid air after death
[TAG-106]
Future Content
[expand type=details expanded=false]
Optimized geothermal stalagmites into single material/texture set, new kitbashed stalagmite formations, placement tests in red quad
Proxy mesh system progress update. Logic will be tested on Animal_Bench
Cliff Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
Wire new stats for Slug Launcher muzzle atttachment
Fix a BP warning in the Slug Launcher
Hide ammo counts for Slug Launcher (fillable ammo)
Adding spawn and destroy audio for ape and rock golem spawners. Event and BP Imp
Imported new Mammoth image and Norex Logo for Grat Hunts Background. Tweaked Boss button animations. Tweaks to the Great Hunts Interface UI
Improvements to Hammer Fist input action (rock golem gauntlet)
Updated ricochet damage floating number icon
Fixed Juvenile Rock Golem incorrectly losing track of target perception during fight
Added new BB and Controller for Juvenile Rock Golem
Juvenile Rock Golem will now perform a rolling attack if target is too far away
Increased brightness of Rock Golem trail cloud particle
Shifted Rock Golem's eye socket location to be unaffected by rolling animation
Adding static to cover naughty word in dialogue
Fixed a few typos in GH content
Adjusted a few GH subtitles to censor some colourful language
Fixed scorpion crossbow arm alteration phrasing
Updated the texture of the patchwork variant of the homestead curtain fabric to match the quilted bed asset
Added destructible mesh for the homestead shutters
Adding rock golem idle event and data table setup. Also putting limitations to how many caveworm screams can happen at once and increasing chance of the scream being a more subtle version for better variation for missions with lots of caveworms
Add DTValidation for FLOD entries which had flammable set to false but still had a flammable row entry defined causing undesired filtering results
Update Billboard materials on BushB assets to blend better
Added skeletal mesh and destructable mesh for the saloon door asset
Balanced updated GH audio file to sit in the mix now that its clearer. Slight adjustment to the ducking to be less dramatic
Added DCO_Vintage_JamJar A to G and DCO_Honet_Pot_A to C
Update Snare Trap base class to support varying damage values. Set Scorpion Trap to existing 50 damage, Ice Mammoth Trap to 75 (+ cold modifier) and Black Wolf trap to 100
Update Snare Traps with new base class, unified logic and cleaned up now obsolete data
Adding restrictions to play amounts of some audio events and adjusting destroy golem nest to be louder
Adjustments and fine tunes to rock golem juvi vocals
adjustments to sounds played on rock golem roll in
Smoothing up the 1st person version of the basic gauntlet attack to feel better, 3RD person to follow
Adding new Lab for the Ape Quests
Fixed blocker walls in Rock Golem arena not destroying correctly on clients
Landscape Sculpting Pass, Landscape Painting Pass and Cliff Pass, Green and Yellow Quads, Elysium
Blockout cliff pass in volcanic & flushed grass on Purple/Orang/Blue Quad, Elysium
Added Biolab background assets
Removing profilers. removing FX from rock golem death that were used for the main rock golem that didn't make sense on a juvi. Removing aggro vocal from Rock golem Juvi. May replace it
More Great Hunts Interface tweaks and animation tweaks
Quarrite Great Hunt B: Initial worm spawn is now immediate, dialogue now plays after a short delay
Fixed bug where mission complete dialogue wasn't playing when operations completed
Landing dialogue now plays when starting operations via the contact device (it previously wouldn't because the player never 'dropped')
Fix Quarrite C and Rimetusk C2 Great Hunt dialogue timing
Elysium - new stalagmite mesh clusters, adjusted materials/textures for geothermal stalagmites and terraces
Lots of rock golem juvi movement events and animation notifys. WIP
Fix mission complete dialogue for all Great Hunts
Quarrite and Rimetusk Great Hunts: Removed incorrect dialogue entries for prospect data
Improvements to rock golem juvi events including roll velocity dynamics
Added art assets for the chicken nest homestead asset
Adjusting Biolab based on concept
Set correct atmospheres for Arena_SwampApe and Arena_IceMammoth
Added fix for Rock Golem Juvenile BT crash
Added ricochet areas to Juvenile Rock Golem
Added target to a scaling function that wasn't working correctly in GH_RG_B_Eliminate
Juvenile body armour mesh now uses rock golem's physics asset
Adjusted blending times for Rock Golem roll montages
Removing rock golem layers that were meant for the main boss and not the juvi. adjustments to cave reverb etc
Reverted to old JRG physics asset
Fixed bug where only JRG head was applying ricochet modifier
Fixed bug with slug grenade where clients and server would have missmatched explosion locations
Proxy Mesh System sample on animal bench. For testing
Elysium - stalagmites and polish of lakes in geothermal, red quad
'- Toned down RG earthquake screen shake
Increased distance of RG burrow, jump attack screen shake
Added screen shake to RG roar
'- RG now becomes 'vulnerable' for a period of time after rolling, allowing players to freely attack
Added light hit reacts to RG light attack BT
Updates particle system used for RG jumping attack
Fixed bug where BTTask_Basic_JumpTo was launching the target in wrong direction
Added time limit to RG rolling attack when targeting player
Fixed bug where RG would fall through ground when killed
Rocks now fall from the ceiling when RG performs a jump attack in final phase
moved nav modifier volumes to persistent level
Blockout cliff pass in volcanic & flushed grass on Purple/Orang/Blue Quad, Elysium
UI pass on biolab store screen, added animation and custom buttons specific to biolab
Elysium - stalagmite placement and polish pass of lakes in Geothermal, red quad
Fix the line trace for ape gas (was hitting foliage before landscape - which wasn't tagged)
Updating OEI interface so the Biolab works correctly
Add alternate proxy mesh sample setup for artists
Adding Dead Researchers to the Ape Lab
Adding new Deployable for Dead Prospectors for easy mission placement
Adding new Dead Prospector materials (white) for researchers
Adjusting prebuild ape lab to include items in inventories and place researchers
Adjusting dialogue delays to make more sense within missions so they don't spoil big moments before - as they happen
Added new biome curves for Arena's
Added art assets for the homestead saloon door variant
Fix Garganutan Jr desert spawn location being underground
Cliff Pass and Landscape Sculpting Pass, Green and Yellow Quads, Elysium
Fixed muzzle flash position and ads offset of the black wolf revolver by adding corresponding sockets
Fixing GH_RG_A Camp and resaving with notes in correct locations
Fixed Spelling Errors in GH_RG_A Camp prebuild save
Adding Collectable Note (Laptop) and setting up
Adjusting Save / Load Prebuilt cheat so it now sorts the avialable quest markers by distance
Adding Missing Ape Blood Prebuilt Structure
Adjusting the juvi spawner audio location so its in the right place
Added art assets for the plant pots. 5 different shape variants with 4 different texture variants on each
Adding slightly more intense spawn juvi sound and distancing for better audible cue
Display Melee Damage stat on main inventory window for Mounts/Pets
Added mission descriptions for GH mission trees
Fixing issue where the parent quest was not ticking off the information correctly in GH_RG_D
Adjusted common craft quest to allow for machine specificity
Adding heavy rock golem gauntlet attack audio and event. Reducing weight of ape juvi attack and other ape juvi adjustments and fine tunes
Biolab upgrade screen Slot and Pins adjustments and added background blur to upgrade slots
Prevent spectating players when dead in instanced levels
Added DMs for lamp post and wall mounted lamp
Added proper DMs, as well as updated the animations and added proper colision for all meshes
Fixing Spawner Issue in GH_RG_D which was spawning 2 rock golem spawners on top of each other
Fixng the Retrieval Pod in GH_RG_E so it has a set location rather than a dynamic one
Blocking in Tundra to Desert Transition pass on Yellow Quad, Elysium
Tidy AICreature validation
Adding new manual spawn point for the retrieval pod for GH_RG_E, this should fix issues where the pod spawns underground
Fixing the Biofuel Calculation Quest in GH_RG_E as it was not summing the amount of biofuel stocked correctly
Setting up Vintage Jars, Sewing Machine, Honey Pots, Ranch Gate and Sign Items for Homestead
Adding Currency Conversion for the Biomass items into a intermediate resource and then back into biomass for exchanges on the orbital station
Adding new Ice Mammoth Prebuilt Structure for the research lab
Adding new bespoke Ice Mammoth Experiment for GH_IM_D quest
Resaving spawners to fix the default variable assignments
Adjusting Spawner Code for Ape / RockGolem Spawners and base faction mission spawners so that they scale and spawn appropriately code is not longer using the swarm component as it is not appropriate for the way the things are being spawned, added safeguards such as max creature spawn, minimum spawn distances etc
Fixed Ape Spawner as it was spawning apes underground
Adding in 3rd person grip socket for the slug launcher and the lava hunter flame thrower, currently unsure if they are setup to use the 3rd person sockets but they are ready to be used
Fixing hands position and sliding on the slug launcher and lava hunter flamethrower, one small issue where the equip animation for the flamethrower doesnt use the left hand grip socket, fixing next commit pass
Adjusted sandworm crossbow ADS to better align with the spear end
Fixing the spear not loading correctly in the sandworm crossbow by redoing some bones in the animation to match up with the base skeleton
Adjusting the scorpion rifle ADS to match up with crosshair
Fixed armour materials sparkly issue to light and did an optimize pass on the master default textures
UI pass on Biolab Upgrades screen. MAde adjustments to nodes, slot and wire locations
Cliff and Landscape Pass on Tundra, Green and Yellow Quads, Elysium
Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
Prevent biome reverting to none when player dies and is a spectator inside a biome override (for clients)
Elysium - stalagmite placement and polish pass of lakes in Geothermal, red quad
Added DEP_Well_Reservoir with all SMs, SKs, DMs, Materials, Textures and Animations
Adding new gun tool break audio event and data table setup for better indication that a weapon has broken. Slightly delayed and also a metallic mech element to it
many more ape juvi sounds including new attack vocalisations, idle, idle far, aggro, whoosh and slams improving the ape Juvi experience a lot
Added lamp post and wall mounted static meshes, material and textures
Added 3 additonal fabric material assets for the homestead curtains. Updated homestead curtain 1 and 2 textures with adjusted colours
Fix leave area size for Rimetusk D Great Hunt mission
Update account flag for Garganutan unlock to match mission name
Elysium - stalagmite placement and polish pass of lakes in Geothermal, red quad
Update Rimetusk D to use a single explosive, pending prebuilt structure
Adding DEP_Bench_Kitchen_Homestead_Stove, Sink and Filleting with destructibles
Various updates and improvements to mission and legendary items
Ignore collision for Fortification Spikes deployment, allowing them to be deployed more easily
Fix Legendary Weapon preview not loading textures correctly by forcing MIP level & LOD on the SK/SM components and enabling updates on every frame for RenderTarget
Elysium - added variations of buttercup flowers from Prom grasslands to Tundra grass type
Updated Quarrite B dialogue to play explicitly when first spawn is successful, rather than after a delay
Correcting audio timing of spawning juvis form the spawners
Added default audio for Rimetusk Great Hunt D mission
Update Rimetusk Great Hunt D mission requirements to match new building
Update Workshop deployables to properly destroy when they reach 0 durability
Update Garganutan Great Hunt A unlock text to be clearer that the items are just decorations
Make Great Ape more vulerable to melee attacks
Statify more elements of Slug Laucher attachments rather than switch on attachment type (to give players more feedback)
Creatures can no longer climb the drill or large rocks on the rock golem spawners
Adding dead Miners to the GH_RG_A_Mining outpost
Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
updated weapon rack static mesh and textures
Landscape Painting Pass, Decal Pass and Cliff Pass, Green and Yellow Quads, Elysium
UI pass on Biolab Weapon Screen. Reimported Biolab Background Artworks
Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
Fixing white squares which where showing on fillable legendary weapons
Adding Stat that can be added to items which means they no longer require to be carried in a utility slot
Adding Setup for the LavaHunter Flamethrower Legendary weapon so when upgraded it doesn't need to be carried in the Utility Slot
Fixing Rock Golem Spawners so they spawn the juveniles and not the Rock Golem Bosses
Adding Revival of the Rock Golem Spawners during Mission RG_C2
Icarus Week 165 Update | Hammerhead Slug World Boss
Welcome to Week 165.
Today, the Hammerhead Slug World Boss is introduced to the swamps of Icarus.
We also give a sneak peek into what is coming next week, allowing all bosses to be lootable when killed and a quality pass on their rewards.
If you want to fight the Hammerhead Slug, you will need to play on the Prometheus Map in the New Frontiers Expansion. It can be purchased here:
Added additional Black Wolf spawn points to Olympus arctic areas, updated the Bestiary as the Black Wolf is in the Arctic on both Styx and Olympus
Shifted the Black Wolf boss spawn zones from the starting areas of Olympus
Various texture and material optimizations to reduce size and memory usage while playing
This Week: Hammerhead Slug World Boss
The Hammerhead Slug is the first world boss we have added to Icarus in a long time, but it will not be the last.
The Hammerhead Slug spawns in all Swamp Regions of the Prometheus Map and has some rather unique abilities.
When the Hammerhead Slug takes enough damage, it will split, not once but twice, and prospectors will quickly find themselves fighting more than one creature. Prospectors will also need to be careful as these splits will attempt to combine back into their larger counterparts as time goes by.
Next Week: All World Bosses Lootable
Next week, all world bosses will now be lootable when killed, and their drop pools will be rebalanced to reflect the difficulty of taking them down.
Updating the NZ On Air Logo in the Credits Section
Adding Entry for the Hammerhead Slug boss into the Bosses Json
Added new Boss icon for the Hammerhead Slug
Hammerhead Slug - Added 5 spawn points in prometheus for the slug spawn
Health bar now only appears once the boss fight has started
Fixed replication bug where the client wouldn't see the final slug/health bar cleaning up
Added valid check to prevent warnings on getting blackboard as slug dies
Hammerhead Slug - Slug will now return to anchor point if straying too far
Hammerhead Slug - Added missing isvalid checks
Hammerhead Slug - Changed how the slug manager was cleaning up
WorldBossSpawner override so slug doesnt bind on big slug death
Fixed bug where final slug would sometimes explode instead of curl into a ball
Hammerhead Slug - Slug carcass now highlights. Removed debug testing
Hammerhead Slug - Switched poison modifier to be -50% sprint speed instead of -5% movement speed to try reduce chance of not being able to move when having all debuffs added to you
Hammerhead Slug - Added 30 minute timer after the final slug dies for it to cleanup
Removed the 'reload dead boss' bool for the slug
Smaller slugs will spawn the slug manager if there is none present
Changed loot row table on slug to correct boss row
Hammerhead Slug - Removed Development flags
Removed space at end of hammerhead name
Hammerhead Slug - Slug will now respawn correctly when slugs tile is reloaded
Changed eqs such that the slug ignores itself when looking for targets that damaged it
Fixed
[expand type=details expanded=false]
Project-wide asset optimization pass and cleanup
Obsidian Pick: Updated physics asset to capsules, added extra LOD, optimized textures, changed PM to metal
Project-wide asset optimization pass and cleanup
Fixed UVs on ITM_Sickle_Obsidian
Fix 130MB guide texture down to 300KB due to non-pow2 size and no compression
Great Ape club attack only has a break chance for slams
Great Ape Fix a montage where the animation length has changed
Fix Rock Golem Op1 Analyze not showing complete at 100%
Fix Rock Golem Ape E water step requiring biofuel
Adding GH Mission Radio Icon
Balancing player damage taken from creatures to accomodate for heavy hits as well as small and medium impacts. Small adjustment to collision damage event because projectilces use this too
Great Hunts Cinematics Sequencer and BP Assets
Final pass on great hunt music
Added 'cave in' mesh/materials, tunnel cap mesh, tweaked Cliff_11_DLC2 to remove base
Added stats for some of the Rock Golem Gauntlet upgrades
Rock Golem alternate secondary attacks are now enabled when using relevant upgrades
Fixed some input logic bugs within Rock Golem Gauntlet attacks
Stormwall material and BP setup WIP
IMP pass blockout in the swamp on Orange Quad, Elysium
Swapped Tundra voxels to ridge variant, Foliage Pass and Cliff Pass, Green and Yellow Quads, Elysium
Fixing accidental change to FMOD preset instead of event volume that added ADSR to cave contect preset which caused everything to be broken that used that preset
Fix DT Whitespace validation. Again
Adjustments to new Great Hunt UI
Make GreatApe more immobilise and slow stat resistant
Great Ape make high rocks fall faster
Applied threat distance modifier curve to Ice mammoth boss, adjusted behavior tree to trigger music at more appropriate time during intro sequence
Adding ADSR to waterfalls to avoid harsh starts when entering ape arena. Also intensifying very heavy impact hits from creatures like club hits to make boss combat feel more weighty
Adding location markers and blockout for DH mission 3
Hammerhead Slug - Removed slug from ice arena and readded mammoth to the arena
Resave Ape Lab with correct position
Fixing music override bp on ape boss
Adding load spear into sandworm crossbow
Added separate action behaviours to Rock Golem Gauntlets and filtered them by upgrade type
Fixed Rock Golem Gauntlet third person montages not being on the right slot
Adding new Great Hunt UI
Add Garganutan Great Hunt steps to collect the Sonic device, for if the player has dropped it into a crate for example, so players will be able to collect the device before starting the mission
Slight increase in Great Hunt bossfight music volume
Shortening overly long tail events within the assault rifle that was taking up too many channels unnecessarily. Also fine tuning distance curve after multiplayer playtest
Fix many dialogue timings for Quarrite Great Hunt
Added border and hover border and UI tweaks
Adding sandfalls audio and BP imp. ALso adding heavier jump land to rock golem so its initial entrance is more dramatic
More nav blockers for Great Ape
Updated Sandfalls to respond better to light and hold CPD on begin play
Added destructible mesh asset for swamp ape club
Added spinning wheel art assets including skeletal mesh and animation
Add Rimetusk Great Hunt quest crafting recipes, final quest and remove many DNT entries
Dev lock future content releases
Fixed looking the wrong way when entering the Ice Mammoth Arena
Shortening overly long vocal event when taking generic low damage
Added Lamb sk meshes, materials and textures
Resave atmospheres datatable
Exported higher resolution source textures for the raptor creature
Named boss atmospheres correctly
reduction in volume of the ricochet hits
dummy changes to files within certain banks to try force fix errors
Slug Launcher - Add stats and effects for Backpack, Loader and Splash Guard components
Rock Golem rolling attack now pushes hit targets to the side instead of straight forward, reducing chances that players are hit successively
Rimetusk Great Hunt: Add additional craft step to O2 quest, add quest objectives to all missions
Voxel Polish Pass and Swapped FIR saplings with Aspen Saplings, Green and Yellow Quads, Elysium
Finished first macro pass blockout in the swamp on Orange Quad, Elysium
Fixing Atmosphere Datatable
Fixes to Ice Mammoth arena material after recent updates
Applied new meshes and material for stormwall
Adjustments to rock golem armor break audio. More audible over busy mix
Added splinter mesh for destructible ape club vfx
Removing mentions of thumper from dialogue. ALso increasing volume slightly of away from mic part so it is still audible over ambience
Multiple new kitbashed cliffs for Elysium volcanic
Adjustments to some legendary weapons. Smoother bolt load sound, gauntlet volume adjustments, data table update etc
Resubmitting audio files in banks to attempt to fix any issues part 2
Fixing Atmosphere & Equippable Datatable
Add tooltip to Swamp Arena exit
Fixing Atmosphere Datatable
Fixing Legendary Weapon GH button so it correctly only works on appropriate maps / with dlcs
Ensure RVT are refreshed when player dies in instanced level and respawns to main level
Adding Legendary Weapon Images for Viewing their info
Adding Legendary weapon view screen and ability to click on weapons when great hunts have been selected
Adjusted livingitemshopitem data to include backgrounds and weapon images
Cliff Pass on Trunda to Desert Transition, Green and Yellow Quads, Elysium
Elysium - New CAC maps and FTs for geothermal stalagmites, new lake added to geothermal area, red quad
Wire destructable mesh for Great Ape Log/Club
Set up gfur for lamb and added trophy mesh, material and BP
Added Emission channel masking to M_Creatures and setup emission on Ape
Sandfall Polish Pass In Golem Arena and Cliff Pass in Tundra, Green and Yellow Quads Elysium
Added depth fade and minor adjustment on mesh for stormwall
Adding World Boss Names to Great Hunt UI
Fading Weapon Images on GH & Boss enteries so they are only visible when hovering
Added missing socket to black wolf revolver, causing the left hand to be held in mid air instead of the gun
Polish Pass on Sandfalls and Made changes to Sandfall_03 Material
Changed materials on Hammerhead Cocoon and added a cocoon forming VFX
Tweaks to Sandfalls_03 Mesh UV to reduce streeching on sides
Adding Respawn Timers on the GH UI for world bosses
Fixed issues with World Boss Information so it displays number of potential spawns, as well as the number currently active
The GH Device now tracks and updates boss information and replicates it to clients for display on various UI's
Fix Garganutan Great Hunt progress tracking for wave defence missions. Clarified objectives in damage type missions
Added ability for main mission objective text to be hidden if it is blank, but helper text (blue) is still shown, updated resupply missions to be blue/info text
Decrease Sewing Machine RMA to 1k
Prevent biome transition when player dies and is a spectator inside a biome override
Added DCO_Cheese_A to F and DCO_Hanging_Meat_A to F
Changed Ape Boss Hide to use ITM shader. Increased texture resolution
Adding weight layer to ice mammoth and other sledge hammers
Adjusting Great Hunt Talent Trees so they fit within the space allocated on the UI
Added panning feature for main textures of MA_ITM. Set to disabled by default
Add Ice Mammoth Great Hunt O1 setup, notes and dressing
Updated Garganutan Decals to only clean up those specific decals, so if they are used in other missions they will still be cleaned
Added Wall_Candle_Holder_Wood, with textures, materials, and DMs. Also added a candle proxy mesh with materials for multiple colours
Added Cuckoo Clock with textures, materials, skeletal meshes, animations and DMs
Consolidating the Alpha Wolfs Name, as it was called Alpha & Black interchangeably, it is now called the 'Black Wolf' everywhere
Added Research Crate icon
Adjusting Great Hunt Talent Trees so an overview of the hunt is displayed before clicking on missions
Added Shield Ricochet icon
Small volume adjustments to various dialouge lines within the DLC to make sure the off mic parts are still audible. Increasing ducking amount on the music and ambience by a touch to help dialogue lines from being drowned out in storms or during combat or music events. Increase to sandfall volume and size and play amount
Update all Great Hunt quest names and titles to new format
Increase NOVA Station durability
Removed Thumper from Rock Golem E dialogue subtitles
Added tile texture and panning for MA_ITM
Elysium - more lakes, stalagmite and decal placement in geothermal, red quad
Fixed bug where Great Ape wasn't responding if players fired at it/attacked it from a great distance
Extended RecentDamageCausers EnvQueryGenerator to allow ignoring distance when generating valid targets
Added skeletal meshs for the homestead curtain variants. Updated roughness maps for the fabric variants and adjusted tiling on the the shaders
Update Respawn dropship seat camera offset logic, camera shake & FP mesh visibility handling to also work for clients
Fix client desync with mammoth trap due to bones not ticking on dedi server
Adjusting source audio file of GH cover mic effect for better clarity but still feeling worldized. Previously felt too muffled in the mix
Added catch all proxy mesh setup to windmill (uses dry recipe output by default)
Updated the spinning wheel rope texture and updated UV on the static and skeletal mesh to utilise the new tiling material feature
Resave terrains selection for translatable text
Add destuctable mesh to Great Ape thrown logs
Updated LOD screensizes on Biomass meshes
Decreased Obsidian Sickle textures from 2k to 1k
Rimetusk D Great Hunt, added helper text to craft explosives quest step
Fixed typo in Quarrite spawner quest name
Fixed Quarrite Great Hunt B worms stopping spawning if there are already too many spawned (will now automatically clean up spawns after a delay)
Adding Biomass rewards to bosses & adjusting boss material conversion rate
Garganutan Great Hunt O1 fix spawn locations not spawning
Adding rock golem juvi flinch and death audio, events and data table setup
Linked translatable text to Olympus terrain selection
Updated tundra to desert transition and added palm bushes to oasis on Yellow Quad, Elysium
Added prototype mesh for weapon rack for testing, material and textures
Added first pass SM for DCO_Giant_Ranch_Sign with materials and textures
Elysium - added temp FT for Kumara, foliage placement test in volcanic terrace area, red quad
Fix Biofuel Radar not being able to be toggled
Added missing EQS change from previous fix to Great Ape detection range
Duplicated most necessary anims for Juvenile Rock Golem and placed in own folder
Did a pass on Juvenile Rock Golem locomotion animations and speed
Added armour to Juvenile Rock Golem
Fixed Juvenile Rock Golem t-posing after death
Fixed Juvenile Rock Golem not playing correction animations for GOAP actions
Updating Biolab UI based on Concept
Adding Purchasing functionality to the Biolab Weapon information screen
Adding Images for the Biolab Legendary Weapons background
Landscape Sculpting Pass, Cliff Pass and Foliage Pass on Tundra, Green and Yellow Quads, Elysium
WIP proxy mesh system
Great Hunts Interface animation and UI tweaks. Replaced Norex logos
Added art assets for the Homestead curtain variants
Added art assets for the homestead shutters window variant
Added art assets for the homestead saloon style door including a texture variant for a whitewash look