Icarus cover
Icarus screenshot
Genre: Simulator, Adventure

Icarus

Hotfix Version: 2.2.39.132295

Contains the Following Fixes:



  • Fix invisible materials for various assets including the Fishing Bench and Creature Deterrent

Icarus Week 164 Update | Lava Hunter World Boss Spawning

Welcome to Week 164.

This week, we’ve enabled the Lava Hunter World Boss on Prometheus to spawn outside of its specific mission. This will allow you to fight it over and over again without having to start new prospects.

We’ve also done a quality-of-life pass on the rest of the world bosses' spawns to address their regularity so you can engage them more.

Jump in and have a read.

Notable Improvements:



  • Fixing the Cold Screen Space Effect, which was applying incorrectly on and persisted unintentionally
  • Fixing the Achievements ‘Styx & Stones’ & ‘Zero to Hero’ so they are correctly tallied and granted on Steam and in-game
  • Fixed Black Wolf Boss Spawners not begin present correctly in Olympus Open Worlds, the Black Wolf Bosses will now spawn correctly
  • Removed Textures and Materials that where not used resulting in a smaller client pack size
  • Texture Optimization which results in lower video memory and client pack size, will help on graphics cards with lower memory
  • Fixed an issue where world stats and difficulty stats where being removed on open worlds when loading into a game with an operation in progress
  • Fixed an issue where bunk-beds would unintentionally duplicate every time a prospect was loaded


This Week: Lava Hunter Respawning



We have enabled the Lava Hunter World Boss on Prometheus to Spawn outside of the Mission.

Like other World Bosses, this can now be encountered randomly in the Volcanic Biome, and the timer for it to respawn will persist after you defeat it.

The Prometheus Mission 'FRACTURE' does not need to be completed for the Lava Hunter to spawn in open worlds.

This was mainly done so people could tackle the Lava Hunter outside specific missions which may be important in the coming weeks.


This Week: World Boss QoL



World Bosses in Icarus are giant creatures that appear in open worlds and on missions when traversing Icarus. These large creatures can be quite tough to deal with if not properly prepared.

The current world bosses in Icarus are the Black Wolf, Sandworm, Giant Scorpion and now the Lava Hunter. Each map offers different word bosses that naturally spawn. There can also be mutiple world bosses of the same type present on the map at the same time, for example on an Olympus open world a maximum of three sandworms can be present at any one time.

World bosses can be tracked on the map via the 'World Boss Module' module purchasable from the orbital workshop. When equipped into your suit this will display map icons over every world boss currently active map wide.

This week, we have modified the way all world bosses naturally spawn as with the introduction of open worlds there where some side effects which meant they spawned far less often that originally intended.

In the past, every time you started or finished a operation in open world, the world boss timers would restart and not persist, meaning that world bosses would spawn far less often in the world. This has been corrected so that respawn timers now persist, so it will be far easier to encounter these creatures in the wild.

Let us know your feedback on this change and if you’re finding yourself encountering these foes more often in your Open World sessions.



Next Week: Hammerhead Slug World Boss



We will be introducing a brand new world boss to Prometheus next week. This is the Hammerhead slug, found in the Swamp Biome and sporting a deadly splitting attack.



Your support makes these updates possible.



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

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

Changelog v2.2.39.132249



New Content


[expand type=details expanded=false]

  • Lava Hunter now acts as a world boss and can respawn
  • World Bosses can now start on a respawn cooldown instead of immediately spawning on prospect begin
  • Added Lava Hunter spawn point to PROM
  • Lava Hunter mission now waits for player to get slightly closer to spawn location before boss emerges
  • Removed invalid world boss configs from PROM prospect list entry
  • Lava Hunter World Boss no longer starts on respawn cooldown
  • Existing prospects now update when new world bosses are added, fixes issue where people wouldn't have the new Lava Hunter World Boss in the existing PROM save games



Fixed


[expand type=details expanded=false]

  • Project-wide asset optimization pass and cleanup
  • Project-wide asset optimization and cleanup
  • Bunk beds pending cleanup no longer attempt to spawn top bunk actor on begin play
  • Fixed bug where bunk beds were duplicating on prospect reload
  • Fixed a typo in bunk bed tooltip
  • Fixed bug where bunk bed couldn't be picked up after game was reloaded
  • Updated Skeletal meshes for SK_PIC_Obsidian and SK_ITM_Sickle
  • When rate limiting damage numbers, always emit the first damage number immediately if there are no other damage numbers currently being processed
  • Added a fix for recently introduced edge case where the hot/cold post-process screen effects would sometimes persist on screen even after player corrected their temperature
  • Fixed Attachment Slot availability not being shown on ranged weapons
  • Fixed issue where radars couldn't be activated
  • Fixed bug where prospect world/difficulty stats for dynamic missions (operations) were being cleared on reload
  • All prospects (open world and missions) should now have the same number of world bosses that spawn (with a few exceptions). Previously each mission and open world would individually specify the minimum and maximum number of world bosses that could spawn, now this is done on a per-map basis to reduce confusion
  • Fixing Mission Achievements, after the rework the total number of missions to complete was incorrect so they achievements could not be completed successfully
  • Fixed issue with the Mission Achievement Trackers as they where not counting the first mission in every tree - like they should have been
  • Fixing issue where the Exotic Item was not correctly tagged which means it could not be collected and added to the transport pods and sent to orbit



Future Content


[expand type=details expanded=false]

  • IMP pass blockout in the swamp on Orange/Purple Quad, Elysium
  • Implemented Homestead Cabinets
  • Implementing Alternate Fire on the Legendary Flamethrower and Stat which govens if the alternate fire occurs
  • Lava Hunter Flamethrower has 2 Alternate Fires now (Fireball & Flame Burst)
  • Cliff Pass in Arctic, Green Quad, Elysium
  • Adjustments to ape gas cloud timing and adding wave whoosh
  • Hammerhead slug - fixed niagara effects only playing on cocoon start and not end. Lowered base slug hp. Removed tusks from the ice mammoth
  • Foliage pass in Tundra and Cliff Pass in Arctic, Green and Yellow Quads, Elysium
  • IMP pass blockout in the swamp on Orange/Purple Quad, Elysium
  • adjusted light source on flamethrower
  • Adding short roar and volume adjustments and crit hit timing adjustment for better audible notify
  • updating GH mission images to source
  • Deleted tree meshes under developer folder
  • Adding in riccochet hit indicator event for new hit zone for the Rock Golem. Data table setup
  • Critical hit areas can now conditionally apply for only some damage types
  • Ricochet area now only applies to projectile damage
  • Pickaxes now do 5x damage to golem armour instead of 10x
  • Adding rock golem roar audio, event and notify
  • Added new 'long jump' montage for RockGolem that has the Golem in air for longer
  • Added new quick variant of RockGolem roar montage
  • RockGolem now waits for player to get near enough into cave before jumping out and roaring to start the boss fight
  • RockGolem's face plate armour now always ricochets incoming projectiles
  • additional slope rocks, tweaks to PFS_LC_Slope_Rocks, 2 new cliffs + textures/materials
  • Added anim BP, control rig, NPC BP and mount BP for the Raptor creature. added entries in the AI setup data table
  • Added art assets for the Raptor creature
  • Adding unique legendary flamethrower audio to child actionable. Added flamethrower actionable to the data table to point to correct item
  • Added new ballistic mechanic that allows projectiles to ricochet off certain strong points
  • RockGolem in final phase now attacks at least once after each jumping attack
  • Increased minimum time between separate collision damage events on RockGolem roll, less chance to be double-hit
  • Hits on rockgolem armour plating now ricochet bullets, dealing no damage
  • Add DT validation for ItemTemplate entries that don't point to an ItemsStatic. Remove 2 entries
  • Added DEP_Bird_House_Standing_Wood and DEP_Brid_House_WallMount_Wood with materials, textures and DMs
  • Adding completely new fire audio for the glob gun which turned out to be more of a grenade slug goo launcher than a goo gun. data table setups, audio and events
  • adding GH mission images to source
  • Adding Missing Lava Hunter Biomass
  • Initial Pass for Boss Resource Drops
  • Initial Pass for Boss Resource -> Biomass Conversion
  • Initial Pass of Legendary Weapon Costs
  • Resized boss currency icons and added slight gradient to them
  • Updated Wet materials for DCO_Planter_Box Wood
  • Re-hide weight of items stat (as this is shown in item tooltips)
  • Updated slime creature, materials, textures and static meshes
  • Reparent BP_InstancedCaveEntrance mesh, so scaling the mesh doesn't scale the teleport placement disc
  • Fix Processor Recipe for Condensed Exotic pointing to wrong meta resource entry (was testing)
  • Added Elysium additional Ridges voxel pools for all biomes
  • Fixes for EDS rounds
  • Fix Ice Mammoth Great Hunt O2 steps
  • Fixes for ape bossfight music, with additional cleanup on RockGolem and Ice_Mammoth
  • Adding Orka vocals attack and spot events and vocalisation table setup. Also adding V2 pistol muzzle shot for testing - possible use and adjusted shotgun V2 to be slightly less
  • Further break up the screams when Great Ape is throwing rocks
  • Fixes for ice mammoth bossfight music
  • Great Ape now performs different screams when throwing rocks
  • Adding intro briefing to the dialogue data table
  • Optimized Raptor textures. Fixed missing Physical Material defines. Added 4th LOD. Delete StaticMesh
  • Fixes for rock golem bossfight music
  • Fixed wrong cave ID in ape and golm Great Hunt Instanced Levels
  • Resaved data table with moved muzzle flash location into correct folder
  • Resaving FMOD to try and fix banks breaking
  • Adding test VFX smoke with reduced size, opacity and time for potential use
  • Added art assets for the weather vane
  • Fixed the material for the wet version of the planter box
  • Hammerhead Slug - Fixed slugs not being spawned at the correct % hp after recombining then dying again
  • Adding impact audio for slug grenade ballistic
  • Project-wide asset optimization pass and cleanup
  • IMP pass blockout in the swamp on Orange/Purple Quad, Elysium
  • Adding fireball audio for flamethrower. Explosion, and travel audio
  • Hammerhead Slug - Fixed incorrect scaling of slugs. Fixed slug manager cleaning up after all slugs are dead
  • Many Rock Golem Great Hunt Fixes: Weakness poison tracking fix and add damage leeway, final hunt travel step location set, rebuilding biofuel mission assignment fixed, prototype progress clamped, mission selection lockout fixed, elimination mission numbers and tracking fixed
  • Fixed Great Hunt device objectives list not clearing on reset
  • Adding quest markers, location markers and blockout for DH mission 1
  • Split RPC calls to show damage numbers over mutitlple reps rather than flooding in one frame (clients and buckshot)
  • Adding quest markers, location markers and blockout for DH intro mission
  • Dummy prospect adjustment to see if it fixes FMODs error
  • Replaced crystal mesh to black plain in Great Hunt Instanced Levels
  • Commit to try fix FMOD
  • Adjustments to volumes and spacial of ricochet hits on rock golem
  • Remove an empty section form JuvenileApe_Attack_Montage
  • Point the Juvenile GOAP anim actions to JuvenileApe_Idle_Montage
  • Fixed issue where ballistic ricochets weren't using the correct logic to spawn damage numbers, meaning audio wasn't played correctly
  • SpawnFloatingDamageNumbers no longer fires off a reliable multicast containing damage information for debugging purposes unless verbose damage logging is enabled on server
  • Adding flamethrower fireball fire audio and event, data table setup
  • Implemented Bird Feeders
  • Fix instanced cave entrance assets after parent class modified
  • Added DEP_Bird_Bath_Iron, DEP_Bird_Bath_Gold and DEP_Bird_Bath_Water, as well as their Materials, Textures, and DM's
  • Adjustment to volume of crit hit hit volume adjustment from rock golem
  • Removed cave entrance from BP_CavePrefab25 and Replaced with static mesh. Green Quad, Olympus
  • Adding air release audio to eds canister and deploy audio
  • Adding GH Radio Device / Talents / Recipes etc
  • Voxel Pass, Green Quad, Elysium
  • Modifying QM locations for the RG Great Hunts as they were in the wrong locations
  • Applying distance scaling to ape audio threat override
  • Applying distance scaling to ice mammoth audio threat override
  • Fix Rock Golem A Great Hunt, quest initialization was unhooked for testing
  • Applying distance scaling to rock golem audio threat override
  • Adding Forbidden Talents so that missions are locked out when choices are made for the Ice Mammoth Great Hunts
  • Feature Locking the Ice Mammoth Great Hunt Mission Talents
  • Adding Great Hunt Images to the Project and Setup as part of the Missions
  • Enabled Ice Mammoth Missions so they can be played
  • Added missing DT changes to fix build
  • Stormwall material WIP
  • Added first implementation actionable behaviours for various RockGolem gauntlet actions
  • Living weapons can now specify multiple default meshes instead of just one per slot
  • Added a function to query if given living weapon has a particular upgrade
  • IMP pass blockout in the swamp on Orange/Purple Quad, Elysium
  • Foliage and Landscape Painting Pass on Tundra, Green Quad, Elysium
  • Ape Great Ape D2 fixed mission descriptions
  • Adding orca flinch vocalisation, event and data table setup
  • Added new alien tunnel meshes, textures, material
  • Garganutan A Great Hunt now grants craftable lab equipment account wide
  • Fixed Garganutan B Great Hunt map marker and steps description to clarify
  • Dummy dialogue adjustment to try fix dialogue lookup bs
  • Hammerhead slug - Fixed physical damageon slug spit
  • Hammerhead Slug - Reduced duration of slime. Reduced poison damage and increased physical damage
  • Adjustments to orka vocal levels and adding to data tables
  • Updated ITM_Ape_Hide textures to a better quality version
  • Hammerhead Slug - Added missing bool from proj component and reenabled health override on slug projection components
  • Deleting profiling session that was committed. Also adding missing cave context eq to some of the dropship layers causing some layers to not be muffled
  • Fix missing translation entries in orbital exchange and damaged ship mission interface
  • Allowing WorldTalentManager to always be relevant and replicate to clients, this enables clients to interact with the great hunt device
  • Fixing Mission Cheat to Allow for Correct Setup of World Stats, Weather, Boss Spawning and other Dynamic Properties
  • Adding snapshot to reduce volume of ambience when big boss music is playing. Helps declutter busy mixes. also slight reduction in other players assault rifle volumes and reloading
  • Add Intro when first interacting with NOVA station
  • Fixed feature lock on EDS Canister
  • Added some cheats to debug inventory subcontainers
  • Hammerhead Slug - Added projection health bar to each version of the hammerhead slug. Added override to allow any creature a health bar with a checkbox. Slugs will no longer try to merge with other slugs that are in a cocoon state
  • Fix EDS Canister (mission item) physical material and client side effects
  • Garganutan Great Hunt: Added audio triggers to wave defense mission objectives
  • Fixed waterfall swimming and looking the wrong way when entering the ape arena in Great Hunt Instanced Level
  • Update Garganutan Great Hunt kill progress missions to show progress percentage, O1 to have a progress stage indicator, mission E to have resupply, fix EDS Rounds typo
  • Fix Drill Arrow and T3 Cleaning Device material opacity being 100%
  • Splitting dialogue into two events as requested. Adding events to dialogue table
  • Deployable Decals (dev facing) are now swapped with world objects on load to improve performance
  • Updated Garganutan Great Hunt prebuilt lab to reduce deployable count
  • Ensured Bunk Bed top bunks are cleaned up if their lower bunk is cleaned up
  • The Sandworm Crossbow now fires Spears as intended
  • Adding Norex Weapon Crate Mesh for the Legendary Weapons, so when they are dropped they appear as the box and not their core pieces
  • Further increase the chance that Great Ape will produce noxious gas when low on health
  • Fixed waterfall not showing up in ape arena Great Hunt Instanced Levels
  • Changed colour scheme on NOREX Great Hunts Radio
  • Updating the ape fx to not use its own unique one rather than scorpion burrow. Adjusted values for better visibility and to be more appropriate
  • Fixed phys material on base meshes of Great Ape den entrance
  • Project-wide asset optimization pass and cleanup
  • Added Great Hunts Interface Assets
  • Redone oasis at the start of desert on Yellow Quad, Elysium
  • Voxel Pass in Tundra, Green Quad, Elysium
  • Garganutan Great Hunt Black Market mission: Revamped to require construction
  • Balance pass over lots of the legendary - boss weapons. Reducing some third person volumes and volumes etc
  • Added ITM_GreatHunt_Radio, with new materials and textures
  • Added ITM_WeaponCrate_Norex
  • multiple new cliffs kitbashed from existing assets, new alien tunnel segments + entrance
  • Hammerhead Slug - Slug now stops aggro when 100 meters away and no one else close
  • Further reduction in volume of the ambience when big boss fight music is playing. Also faded the snapshot with the music fade param
  • Added Sandfalls to Rock Golem Arena, Rotated player entrance and added a cliff to block a seam
  • Toggle GreatHunts EntrancePlane blocker + PP volume based on existing actor visibility logic
  • Fixing issue with the Rock Golem and Ice Mammoth Missions referencing the wrong Terrain and thus spawn group making arctic animals spawn in the desert on Olympus
  • Add text wrapping to bonus rewards from missions


Hotfix Version: 2.2.38.131942

Contains the Following Fixes:



  • Fixed issue where radars and scanners couldn't be activated which could block both exotic scanning and various mission progress.

Icarus Week 163 Update | New Year Bug Fixes & QoL Improvements

Welcome to Week 163.

This week's theme is bug fixes and QoL. Thanks to feedback over the holiday period, we have addressed a number of issues. We have also fixed an issue that was limiting client performance.

We also have some details on what is to come next week involving the Lava Hunter present on Prometheus.

Jump in and have a read.

Notable Improvements:



  • Coconut Trees grown in crop plots now provide Wood when harvested
  • C0NT4CT Radio will now find the most upgraded C0NT4CT device to connect to, rather than the closest
  • Modifiers (Buffs / Debuffs / Auras) have been optimized so they will not perform updates every frame
  • Fixed various issues with Crop Plots as they would sometimes take damage when sheltered, but not in greenhouses
  • Made adjustments to SMPL3 quest rewards not to include outdated items as rewards, and added new items where applicable
  • Did a balance pass on all fillable objects (Canteens / Water Troughs etc). In general, they have received a greater maximum capacity



This Week: Bug Fixes



This week, we are releasing a number of smaller bug fixes and some small quality-of-life improvements that have been requested in the past. With the new year, we thought we would take the time to address some of these issues.



This Week: Client Performance Improvements



In the past, we have spoken about ‘occlusion optimizations’ regarding buildings (week 153). Recently, we performed the same treatment on deployables (benches / trophies / decorations, etc) and came away with some performance improvements.

When we pushed this live a few weeks ago, we made a mistake: it was only active on servers or single-player, so players connecting to others or a server would not receive any of the improvements. This has now been enabled so that all players will receive the improvements.



Next Week: Lava Hunter Respawning



Next week, we will enable the Lava Hunter to Respawn on Open Worlds so that it can be fought again once the operations have been completed.



Your support makes these updates possible.



https://store.steampowered.com/bundle/49493/Icarus_Weekend_Deal_Bundle/

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

Changelog v2.2.38.131742



Fixed


[expand type=details expanded=false]

  • Hot and cold post-processing effect blending is no longer done via multicast, it is now entirely client-side
  • Damage number spawning is no longer a reliable multicast
  • Hot and cold post-processing effects are now gradually eased in and out when applied, should fix bug where effects would pop in and out if player moved quickly between cold/normal/hot areas
  • Tooling to detect buried voxel brushable actors so they can be adjusted. Added actor transform manipulation tools
  • Add overlapping/duplicate actor detection to Prefab tool
  • Update Crocodile crit setup to be more accurate and provide more predictable hit-reactions
  • Significantly increase weight of rifles and shotguns. Rescaled pistol weight (T3 reduced, T4 increased).
  • Reduced weight of pistol rounds, increased weight of shotgun shells.
  • This will better differentiate firearms and have weights be more reflective of the weapon size
  • Fixed a typo in the kiwi mission
  • Fix crops taking damage when sheltered but not inside a glasshouse
  • Shrink thickness of Floor weather culling mesh to prevent weather leakage when jumping into the piece from below
  • Adding updated destructibles for Turrets
  • Fixed mission explosive (used in Zephyr and new missions) using an unessecary skeletal mesh instead of static mesh
  • Updated Turret destructibles
  • Tweaked Light Assault Carbine gunplay to be a little more tame (animation, screenshake), improved muzzle VFX
  • Modifying the Contact Radio logic so that it always finds the most upgraded closest mission device, this will mean it always finds the most upgraded mission device rather than just the closest
  • Adding IM_A prebuilt structure
  • Moved Seed to the Resources section of the Field Guide so it shows the recipes it is used in
  • Fixed Turret Stand DM material. Add logic for spawning additional turret DM pieces upon destruction
  • Rename actors in Olympus from StaticMeshActorXXX to actual mesh name for readability/organization
  • Remove HLOD texture/material setups for underwater rocks causing additional texture loads, no MIP biasing and poor visuals for no performance gain. Upped DFAO bias to remove artifacts
  • Fixed Medic Cabinet collision to ensure shelter is correct when the cabinet is inside
  • OLY: further level actor cleanup
  • STYX: Remove empty mesh actors, clean up Outliner folder structure
  • Increased Rope albedo resolution to 1k and fix missing phys mat define
  • Removing final(tm) traces of unncessary materials from levels
  • removed 'GT' from Geothermal atmosphere as it is missing from MPC_BiomeTransition and causing errors
  • Clear usage of unwated materials in levels, prepping for deletion
  • Set BloomKernel texture to 512px, saving about 30MB of VRAM, matching later engine update optimization
  • Remove Outpost002 as the map entry for Space row in D_Terrains, causing fishing data to be incorrect on Arcwood. Add DT Validation to catch this
  • Fixup redirectors across project
  • Fake change to Prom to trigger worldgen
  • Remove unnecessary material overrides in Cave Prefabs
  • PROM: Cleanup Outliner structure, delete empty SM actors
  • Add utility for viewing all processors & generator/transmutable times
  • Fixed Arctic Vesper trophy crafting not granting bestiary points
  • Add Max Stack size text to Field Guide
  • Fixed Beeswax Advanced Set being called Base set in the tech tree
  • Clean up Fillable data (removed unused & combined duplicates), removed related & obsolete Item data
  • Fix Deployable Highlightable and View Distance initialization being server-only. Now Deployables with custom highlightable setups (single mesh highlighting for multi-mesh setups) will work on Clients and so will the recent view distance optimizations
  • Fix Wood Cupboard being uncraftable on Maching Bench and Fabricator
  • Updated DTs and Validation: Ignore validation on certain bespoke items. Disable Meshable root bone rotation checks because they're being ignored and slow validation. Remove duplicate Decayable rows, genercise names and update previously used defines. Update DeployableSetups as per navigation validation requests
  • GFur settings pass & optimization across entire project. Updated tooling to find incorrect settings
  • Update Gfur settings on Cold Steel items for improved physical response to movement (looks less like underwater). Removed GFur from Axe/Pickaxe/Sickle as its not visible in FP making it a wasted performance cost
  • Disable Light Functions on Medium shadow quality (not just Low) for a potential performance boost without needing to disable shadows entirely
  • Updated SMPL3 quest rewards, adding Brambles and Coconuts, and their seeds
  • Removed Thermos drinks from SMPL3 quest rewards as they were for the old drink system
  • Increased Enzymes reward count for SMPL3 quests to 2-5
  • Grants a small amount of XP when harvesting bones
  • Cleaned up usage of Fillable data by genericising row names, deleting duplicates and reassigning.
  • Add DTValidation to pick up on duplicate Fillable rows.
  • Balance tweaks include increasing Large Water Trough from 15L to 30L, increasing Filtered Water Trough from 30L to 60L, decreasing Water Barrel from 300L to 150L, increasing Watering Can from 5L to 10L and Watering Cart from 300L to 250L
  • Fixed Biofuel Radar not playing deploy animation by gating tick logic off the deploy animation being completed
  • Fixed Biofuel Radar screen visuals by adding a black screen behind UI widget
  • Prevent Radars from being interactable before deploy animation has finished
  • Tidied Base class blueprint for readability
  • Add Socket to Biofuel Radar mesh so that the widget is properly connected to a bone
  • Fixed Highlightable on Meta Radar with separate Head mesh
  • Fixed RMA on Biofuel Radar being wrong preset resulting in it looking wet
  • Fixed Radar materials not having Physical Materials set
  • Rename MA_DEP_Radar (which is a unique shader that is not required) so it can be deleted and MA_ITM used instead
  • Fix low resolution textures on Biofuel and Electric radar meshes
  • Fixed NOMAD progress breaking if players disconnect while the starting dialogue is playing. Ensured Tomato grow properly skips to next step

[TAG-107]




Icarus Week 162 Update | Weapon Fix, Coconuts & Performance Improvements

Welcome to Week 162.

This week we go over a multiplayer weapon fix that has now been tested, and the performance improvements that come along with it.

We also feature the new Coconut Seeds, which will drop from wild coconuts and can be planted to grow your own crop back at your base. These can also be brought down from the Orbital Workshop.

We’ve also got a look ahead at what to expect next week.

Jump in and have a read.



This Week: Weapon Fix & Performance Improvement



As mentioned previously we have had an experimental build up over the holiday period testing a fix for players connecting to a multiplayer game and being unable to fire weapons in some circumstances, particularly in older prospects.

Guns, bows and crossbows were unable to be fired by players in older prospects unless they were the server. These types of items have their own special inventory controlled by a container inventory manager. They differ from the the regular inventories on benches as they track ammo & attachments. This meant the game was not aware of ammo levels, as it was waiting for the information to be replicated from the server. The replication was not occurring because of the sheer number of these inventories that needed to be replicated. Other items that act in a similar way are the medical kit, seed pouches and anything that contains an attachment (so most T2 equipment and above).

There was a few different things that were causing the issue.

  • We were not always cleaning up old container inventories. These could come about by having items be created, used and discarded or destroyed, their inventories would still exist. We have now improved this so the inventories are now cleaned up appropriately, we have also added checked when a prospect starts up to clean up any unused inventories to cater for ones that should have been cleaned up but were not.
  • There was too much data to replicate to clients all at once. As prospects get older and people create new weapons, seed pouches and medical kits the amount of data to replicate becomes quite large. We have also modified the way this data is replicated to allow for targeted updates to prevent network flooding every time a single gun is fired and its inventory its updated.
These fixes provide a performance improvement by having less inventories to manage and keep updated for each player in the game. This also means that we are sending far less networked data which allows clients to be kept in a better up to date state and reduces the amount of unnecessary replicated data to process.


This Week: Growable Coconuts



From this week on, when you harvest coconuts, you may get a coconut seed. Like all seeds, this seed can be used for crafting or planted to grow your very own coconut tree for harvesting.

In addition, there will be packs in the orbital workshop so you can bring seeds down to the surface. This will also mean you’ll be able to grow coconuts on maps where they aren’t found in the wild.

Coconuts have also received a small QoL as they are now stackable, their weights have been adjusted and they now yield more from wild harvests.

This was added to ensure that all food plants were now growable, regardless of location.


Next Week: Bug Fixes and QoL



Next Week we are planning on addressing several bugs and issues found over the holiday period that have been reported and some other small QoL improvements before we start back up into the planned work for the year.



Your support makes these updates possible.



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

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

Changelog v2.2.37.131606-rel-Laika



  • Enabling Coconut Seeds, Workshop Coconut Seed pack and Coconut Palm which is growable in crop plots
  • Coconuts now stack to 10
  • Coconuts weight Adjustment 200 -> 800
  • Upped Coconut yield when harvesting locally (1 to 2-3)
  • Doubled maximum partial network bunch size from 64kb -> 128kb
  • Added a fix for prospect files where clients couldn't use or reload various ranged weapons
  • Server host now cleans up orphaned inventory container component data on prospect load, this should prevent issue where clients weren't getting inventory containers (weapon mags, seed pouches, etc.) replicated to them because the initial replication packet was too large
  • Increased various default network connection timeouts from 3->6 minutes

Icarus Week 161 Update | New Platinum Shield craftable at Tier 4

Welcome to Week 161.

This week, we’re adding the new Platinum Shield, a Tier 4 option with a large blocking radius and unique design.

We’ve also got a sneak peek at next week's update and some new recipes coming with it.

Hop in and have a read.

Known Issue - Clients Unable to Fire Weapons


We have discovered an issue to do with ranged weapons not firing for clients when players are connecting to a friend who is hosting or a dedicated server. This only seems to be occurring on older prospects with existing weapons, crafting new weapons works until you rejoin the session. As we cannot completely test this as it is during out holiday period we have set up a build on the Experimental Branch with a potential fix.

Warning this is not fully tested and will includes some content which will be released in future weeks.




This Week: Platinum Shield



This week, we’re adding the Platinum Shield to Icarus, which rounds out the shield collection with a Tier 4 option. This shield is craftable on the Foundry and provides more blocking radius than its steel and titanium counterparts but less damage blocked than titanium.

As always, shields can be crafted and used in the offhand with any one-handed weapons and, when held, can block incoming damage. They can also be placed in your ‘Utility Slot’ so they appear on your back as you walk around and provide a bit of damage mitigation when attacked from behind.



Next Week: Growable Coconut Tree



Next week, we are adding coconut seeds that can be planted to grow your own coconut trees. This should make accumulating coconuts a lot easier than having to traverse the map to find wild ones. In addition, we will be adding some new recipes including the freshly grown fruit.



Your support makes these updates possible.



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

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

Changelog v2.2.36.131002-rel-Laika



  • Adding and unlocking platinum shield, blueprint, recipe and functionality

Icarus Week 160 Update | More Olympus Operations converted to Operations

Happy New Year gamers!

This week, we converted more of the Olympus missions over to operations so they can be played in Open World.

This continues the Olympus Operations project, with more applicable missions converted over.

Hop in and have a read.

Known Issue - Clients Unable to Fire Weapons


We have discovered an issue to do with ranged weapons not firing for clients when players are connecting to a friend who is hosting or a dedicated server. This only seems to be occurring on older prospects with existing weapons, crafting new weapons works until you rejoin the session. As we cannot completely test this as it is during out holiday period we have set up a build on the Experimental Branch with a potential fix.

Warning this is not fully tested and will includes some content which will be released in future weeks.





This Week: Olympus Operations II



This week, we are releasing a brand new set of Olympus operations, just in time for the New Year's break. These have been converted from the remaining original missions available on Olympus. The new ones that have been converted are as follows:

  • FORSAKEN
  • ACCUMULATION
  • POTSHOT
  • ARGICULTURE
  • PRESERVATION
  • INCURSION
  • SEVEN PILLARS
  • SANDBOX
  • CRYOGENIC

Converting these over should allow some of the newer players who have exclusively played Open World to experience some of the original content that came out at launch (with a few tweaks to make them better).


Next Week: T4 Platinum Shield



Next week, we plan on adding another shield at T4 called the Platinum Shield, with a unique design.



Your support makes these updates possible.



https://store.steampowered.com/app/2923820/Icarus_Pet_Companions_Pack/

https://store.steampowered.com/bundle/48597/Icarus_Winter_Sale_Bundle/


Changelog v2.2.35.130989-rel-Laika



  • Unlocked and Converted Over Olympus Missions into Operations

Icarus Week 159 Update | Launch Operations on the go with the C0NT4CT Radio

Holiday Period


As it is the holiday period, our next few updates may seem smaller than usual and missing the usual bug fixes. This is due to most of our staff being on holiday, but don’t worry; we still have weekly patches planned that will continue through this period. Their changelogs will just be a bit shorter than usual.


This week, we’re introducing the new ‘C0NT4CT Radio’, which allows you to launch SMPL3 missions and Operations remotely. This should be a large QoL improvement, removing the need to trek back to base between different steps on narrative quest lines.

We also have a small preview of the next batch of Olympus operations, which are planned to be released next week.

Known Issue - Clients Unable to Fire Weapons


We have discovered an issue to do with ranged weapons not firing for clients when players are connecting to a friend who is hosting or a dedicated server. This only seems to be occurring on older prospects with existing weapons, crafting new weapons works until you rejoin the session. As we cannot completely test this as it is during out holiday period we have set up a build on the Experimental Branch with a potential fix.

Warning this is not fully tested and will includes some content which will be released in future weeks.




This Week: C0NT4CT Radio



This week, we are adding a brand new ‘C0NT4CT Radio’ that can be unlocked and craftable at the fabricator. When used, this device will look for the closest C0NT4CT device and establish a link allowing players to kick off SMPL3 missions and Operations while on the go away from base.

With the introduction of new linked narrative missions, we thought it was time to cut out some of the traveling players need to do to kick off a mission. This way, people can do multiple missions if they choose to without heading back to back between each one. This is a big QoL that we hope people will enjoy.



Next Week: Olympus Operations II



Next week, we are releasing a brand new set of Olympus Operations to supplement the existing pool.

This will complete our Olympus Operations project, with all applicable missions now converted over.



Your support makes these updates possible.



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

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

Changelog v2.2.34.130982-rel-Laika



  • Adding Contact Radio, Blueprints, Recipe and Functionality

Icarus Week 158 Update | New 8-round Tier 4 Pistol with mods

This week we are introducing a new Tier 4 pistol with an 8-round magazine to complete the basic sidearm set. This is also modifiable at the alterations bench, making it competitive with the Orbital Workshop pistol that, up until now, has been head and shoulders above the rest.

We also look at next week's patch, the C0NT4CT Radio, which will allow missions to be accepted and kicked off on the go.

Notable Improvements:



  • Increase all Mount swim speed while sprinting by 25%, this means when you sprint while swimming on a mount it moves faster through the water while using stamina.
  • Add 'Show Only My Damage Numbers' setting to Gameplay options, disabled by default, so players can hide damage numbers from other players
  • Removing '.' from between acroymns on for item names, adjust account flag text to also reflect this change
  • Quest classes are now blocking loaded instead of async loaded to reduce instances of SuperStruct-related crashes.
  • Optimized replication calls for generator components on deployable so networks will be no longer be flooded with replication data on loading into prospects, fixes some client crashes on loading into a prospect.



This Week: The Advanced Pistol



This week, we are introducing a T4 Pistol, which is crafted on the Fabricator. This provides an upgrade to the T3 pistol with an 8-round magazine, a higher damage output, and the ability to be modded via the alteration benches.

We wanted to add this pistol to help round out the existing weapons before we launch into adding brand-new advanced upgradeable weapons. The game also needed a high-tier basic pistol that could be modified in the alteration bench to compete with the workshop pistol.



Next Week: C0NT4CT Radio



Next week, we plan on introducing a brand new handheld C0NT4CT Radio, a portable device which which will allow you to contact a placed C0NT4CT Device and kick off missions on the go.



Your support makes these updates possible.



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

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

Changelog v2.2.33.130975-rel-Laika


New Content


[expand type=details expanded=false]

  • Adding Stats for the Advanced Pistol
  • Unlocking Advanced Pistol, fixing recipe so it is only on the fabricator, unlocking and enabling talent



Fixed


[expand type=details expanded=false]

  • Adding BlueprintReadWrite to variable so it can be accessed in the unreal editor for blueprints
  • Increase resolution on stalagmite 003 textures
  • Update Prefabs tooling, add button to get Cave template asset, notify if issue is detected, output stats of Prefabs
  • Fix various issues in prefab caves, floating assets, buried voxels/foliage/meshes, etc. Over 1000 buried meshes removed, over 200 buried voxels removed throwing balance out of alignment
  • Add 'Show Only My Damage Numbers' setting to Gameplay options, disabled by default, so players can hide damage numbers from other players
  • Removing '.' from between acroymns on for item names, adjust account flag text to also reflect this change
  • F.I.S.H. is now FISH
  • H.E.A.L. is now HEAL in quest steps
  • Update IcarusGameState to support hiding other players damage numbers setting
  • Tweaked error code text added in previous commit to be more readable against main menu background
  • Reimported Drink icons to be more consistent and added working file
  • Quest classes are now blocking loaded instead of async loaded to hopefully reduce instances of SuperStruct-related crashes
  • Sentry reporting now correctly tags release version number along with engine mode, target type, and configuration
  • Added extra information to popup window shown during some situations where player is disconnected from server
  • Sanity pass on Voxel texture settings to alleviate blurry textures and excessive memory consumption
  • Add Reload cancel to other throwable items I missed in the first pass
  • Fix Calf carcass being half set to Large and Medium triggering DT validation. Tidy of DT validation BP for readability
  • Increase all Mount swim speed sprint/run multiplier from 1.0x to 1.25x. Add some basic tooling to get info overview
  • Added new CLParam to ignore reliable RPC buffer overflow errors during connection
  • Made BP_IcarusPlayerState::Server_UpdateHealthValue unreliable to reduce number of reliable RPCs and hopefully reduce instances of 'Connection Rejected - 62' errors when attempting to join servers
  • Added new CLParam to optionally allow resizing of UNetConnection send buffer
  • Made UGeneratorComponent::GeneratorOutOfFuel unreliable to reduce number of reliable RPCs and hopefully reduce instances of 'Connection Rejected - 62' errors when attempting to join servers



Future Content


[expand type=details expanded=false]

  • Adding more weight layers to ape also reducing distance filtering that was removing low end
  • Moar Great Ape balance
  • Elysium, red quad - decal and landscape painting, cliff placement
  • Adjusted resistances of RockGolem, made it immune to electroshock, increased building damage, slightly increased melee damage
  • Adding more weight layers to ape also reducing distance filtering that was removing low end
  • Adjusted RockGolem burrow attack to prevent bug where it could get stuck underground. Also increased number of worm spawns and rock spawns during this attack
  • Added pine trees to PFS, Adjusted Multiple Foliage Values and Manual Foliage Pass, Green Quad, Elysium
  • Eden Blockout on Yellow Quad, Elysium
  • Added Cave version of GeothermalFog VFX to reduce brightness of card when lit by flashlight
  • Updating slug grenade audio falloff to better match the damage falloff of the slug grenade
  • Removed cosmetic clip previously attached to debug reload anim
  • Updating slug grenade audio falloff to better match the damage falloff of the slug grenade
  • Adding unique ape wood log impact audio, adjustments to a few notifys and also adding in ape smash through small tree audio, event and BP Imp
  • Rebuild navmesh for SwampApe arena
  • Add cannot start great hunt to UI if operation already in progress
  • Changed color of Slug grenade Liquid to match Hammerhead Slime Color
  • Adjusting Platinum Shield Stats
  • Fix an issue where Great Ape can get into an invalid state. More critical hit areas for Great Ape
  • Fixing sounds for the mission radio so they play on clients
  • Adjusting Recipes to use the mature coconut and adjusting the number of coconuts granted from a crop when grown
  • Updating the great hunt interface so that you can abandon missions and see missions in progress
  • Tied the great hunt interface so it has proper title, border and menu flow
  • Initial setup of underground lab
  • Setup Garganutan Optional mission 1 spawning mid-hunt
  • Setup Garganutan C2 mission creature spawns
  • Slight visual changes to Great Hunt Mission UI
  • Reworking sandworm crossbow player animation to work for reloading the javelines, lined up crossbow weapon anims to include an auto load section which draws the string after the player places the bolt
  • Adding Prototype GreatHunt Radio
  • Fix DFAO bias on LC Ledge meshes
  • Fixed positions of Garganutan quest locations, added Autonomous spawn setups
  • Fixed Garganutan Great Hunt Tree
  • Committing new object for light testing, basic item setup based on floor torch
  • Open World starter mission now completes if you deploy a NOVA station to start Great Hunts
  • Fixed collision on SML basalt columns
  • GH Spawners now can be spawned dynamically as part of the automous spawns based on world stats, they will auto activate and not record
  • Garganutan Jr Lairs appear on map with particular world stat, granted during an optional mission
  • Garganutan Great Hunt Optional 1 now requires less kills
  • Garganutan Great Hunt F now spawns Garganutan Jr correctly
  • Added lake spline to the Ape Arena, resized some character meshes
  • Fixed not enough resources available tooltip
  • Fixed a typo in a collectable note
  • Added DCO_Swing_Chair
  • RockGolem rolling now has a chance to cause a 10s sprain
  • RockGolem now deals more damage while rolling
  • Added light hit reacts to RockGolem
  • Fixed bug where RockGolem wouldn't damage players if rolling to reach next voxel cluster
  • Adjustments to Great Hunt Mission UI so the reprocussions can be seen and is tidy and timer is removed
  • Back Layer IMP Pass Blockout on Yellow/Blue Quad, Elysium
  • Basalt columns in RockGolem arena now support buildings
  • Updated the description text for the Ape Grenade and increased Slug grenade stack size to 5
  • Elysium, red quad - cliff placement, decal and landscape painting. Added material override function to
  • BP_GeothermalTerraces, added variant materials
  • Setup Garganutan E quest location and tweaked difficulty
  • Re-added the ability to cancel throwing weapons with Reload input
  • GH_RG_A - Fixing travel collidier for quest step so its further away so it triggers as you enter the Mining Outpost and not when right at the center
  • GH_RG_A - Adding text for the 3 Collectable Notes so they can be read and do not present blank text
  • Adjustments to the AI Spawner Cheat so that all ape spawns can now be spawed
  • Fixed spawner reference after rename
  • Lots of additions to the rock golem gun. Fixed third person aim, added montages and unique animations so new audio could be used for reloading. updated fire audio etc
  • Great Hunt Garganutan: Changed where prospect world stats are being granted to enable spawning for mission
  • Lots of additions to the rock golem gun. Fixed third person aim, added montages and unique animations so new audio could be used for reloading. updated fire audio etc
  • Foilage Pass on Yellow/Purple Quad, Elysium
  • Great Hunt Talents now apply World Stats based on completed Great Hunts to the session correctly
  • Elysium, red quad - decal and landscape painting, cliff placement
  • Fixing World Talents not saving and reloading correctly, adding functions to quickly retrieve world talents
  • Adding first apss assets for rock golem gun. Close, mech, empty, medium distance, tail and internal layers, event and balance pass
  • Adding new rock golem gun data table
  • Adding first apss assets for rock golem gun. Close, mech, empty, medium distance, tail and internal layers, event and balance pass
  • Elysium, red quad - decal and landscape painting, cliff placement
  • Fix Garganutan Great Hunt: A description, B cleanup, C quest steps and timer
  • Added spacing betweeen Great Hunt Selection buttons
  • Added clip socket to the gun rig and setup animbp to play firing and reloading anims on the gun to line up with the new character anims
  • Updated sizes for DCO_Planter_Box_Wood LRG and DCO_Planter_Box_Wood_SML
  • Added DCO_Sofa_Single and DCO_Sofa_2Seater
  • New MA_DEC_Spline material for RVT splines to fix usage warning
  • Added Orka art assets to the project. Added retargeted bear animations for the Orka. Added BP and initial creature setup for the Orka
  • Swapped mineable stone with LC variant and Foliage Pass, Green Quad, Elysium
  • Back Layer IMP Pass Blockout on Yellow/Purple Quad, Elysium
  • Elysium, red quad - decal and landscape painting, new textures/materials + tweaked WT_RVTSpline for geothermal flow patterns
  • Add icon to sonic device (Garganutan mission item)
  • Cable cleanup pass on the seismic probe, condensed into single mesh and placed into blueprint, havent cleaned up the old ones so it doesnt break any references


Icarus Week 157 Update | Tame the new Shaggy Zebra Mount

Welcome to week 157.

This week, we are introducing a new juvenile variant of the Wooly Zebra that can be raised and nurtured into a new mount with Arctic specialties.

We also add some improvements to the AI in Icarus perception so they will be far less likely to detect players in various situations.

We’ve also got some news on next week's update, with even more firearms coming to your armory.

Jump in and have a read.

Notable Improvements:



  • Fixed the Biofuel Powered Drills and Extractors not turning themselves back on after reloading a prospect
  • Fixed a PhysX-related building replication crash that was occurring on larger prospects when join multiplayer games
  • Fixed a crash that could occur when supply pods take off if they are near buildings or deployables
  • Shifting Mission in Layout and Starting Position so that when you open the mission screen you are presented with the first missions rather than the middle of the tree
  • Add 'Raw' prefix to uncooked meats so that its not confused with cooked meats
  • STRANGE HARVEST: Increase size of Contaminated Bear, grant increased health, poison damage and chance to poison
  • Fixed an issue where crops would regen quality even if all the seeds were dead, when looking at the tooltip it could be confusing as the crop would be wilted but could still look alive
  • Drinks in the crafting menus now have their own icon to differentiate them (see the drinks in the campfire)



This Week: Shaggy Zebra Mount



Shaggy Zebra’s present in the Arctic Zones of Prometheus will now have a chance of spawning with juveniles. As with all juveniles, you will be able to tame, raise, and nurture them once their parents have been disposed of. When this juvenile grows up, you will have your very own Shaggy Zebra mount.

These mounts thrive in arctic environments, and as with all our mounts, they have their own talent tree to progress through as they level up.



This Week: AI Perception Improvements



A few of the big issues that have been brought up with Icarus over the years have been the AI perception. That being the assumption that AI can see through walls and players get attacked while in their bases while not being antagonistic. This week we have made some improvements to AI perception to prevent these cases from happening.

The first change is that AI must now be in their heightened state of aggression to be able to detect players if they have been seen recently. Previously, if a player was seen by an AI, they would continue to be 'seen' regardless of whether or not the AI had line-of-sight if player was within 3.5m of their last seen location. That distance hasn't changed, but the AI must now be fully alert to the player now before this behavior is enabled.

The second change is we have halved the player's footstep and jump noise range while sheltered, this will help to make creatures detect you far less while prospectors are inside buildings.

We aim to continue improving this system to provide a better experience so players suffer from less seemingly random attacks.



Next Week: Advanced Pistol



Next week, we plan on introducing the Advanced Pistol, a Tier 4 option that will round out the sidearm class with options at all applicable tiers.



Your support makes these updates possible.



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

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

Changelog v2.2.32.130789



New Content


[expand type=details expanded=false]

  • Small improvements to Woolly Zebra Juvenile FGur setup and collider setup
  • Fixed Wooly Zebra feather material not being 2-sided
  • Duplicating wooly zebra idle inserts and adding more variations of the idle animations so they dont jump around you the whole time which becomes very annoying. Adding more to mounts versions also
  • Adding additional unique wooly zebra idle audio event and adding to mount idle with less vocalisations. Adding more idle variations to juvi for less repetitive jumping audio etc
  • Adding the correct wooly zebra juvi idle montage to the BP. Adjustments to a few juvi volumes and spacials. Consistency pass on a few long events and consistency between a few events reverbs
  • Unlocking Wooly Zebra and Juvenile
  • Added the remaining wooly zebra saddle skeletal meshs and updated saddle data table
  • Added water and coffee and cream drink recipe icons
  • Added Calf and Cow Carcass icons



Fixed


[expand type=details expanded=false]

  • Delete old irrelevant Notes from Styx. Add new notes for current issues to be addressed
  • Floating object and buried voxel fixes for CF_MED_002 prefab cave
  • POTSHOT: When added as an operation in the future the provided items will not respawn
  • Flushed Grass across Blue and Yellow Quad on Styx
  • Flushed Grass on Green and Red Quads, Styx
  • Fixed a typo in stone cairn item description
  • Fixed placement of 2 Wolf Dens in Styx
  • Battery Light correctly turns off when out of battery now
  • Add Raw prefix to uncooked meats so that its not confused with cooked meats
  • Fix encumberance bar showing overlapping text when bag is full and overencumbered
  • Gate Dropship FP mesh logic behind RepNotify so FP arms aren't visible for other clients. Made Dropship mesh visibility unlimited during flight and apply limitations once landed
  • Add additional stack size (plus/minus 10) modifier buttons and new MIN button to reset count to 1 for Crafting UI to give more easily accessible input options when crafting
  • Add calf and cow carcass icons, just using the head icons for now
  • Water container Field Guide page now doesn't have a resource network attached, as it shows what is used to fill water containers in the other sections
  • STRANGE HARVEST: Increase size of Contaminated Bear, grant increased health, poison damage and chance to poison
  • Minor talent spacing
  • Setup custom icons for drink crafts
  • Added Drink recipe icons
  • Add min and x10 crafting buttons to processors
  • Add sort to player crafting window and bench/processor inventories
  • Fixed bug where deep mining drills would be automatically turned off when reloading a prospect save
  • Fixed cursor going invisible when clicking on title screen
  • Rewording Everygreen talent to mention that weather still can wilt crops if they are not protected
  • Also fixed an issue where crops would regen quaility even if all the seeds were dead which could have been causing confusion
  • Hooked up water and coffee with cream drink icons
  • When supply drop pods take off, they now damage a maximum of 30 walls/deployables around them instead of literally everything, this should hopefully fix rare issue where game freezes/crashes when a pod takes off from within a base or building
  • Supply drop pods now damage objects around them over time instead of simultaneously (one object per frame)
  • Shifting Mission in Layout and Starting Position so that when the screen opens you are presented with the first missions rather than the middle of the tree



Future Content


[expand type=details expanded=false]

  • Adjustments to the rock golem vocal reverb distance. Adjustment to snapshot reverb amount and adjustments to armor break
  • Updated textures and material for Assault_Rifle_T4
  • Recommit of DEP_Great_Hunt_Device destructible
  • Elysium - geothermal lake set dressing, red quad
  • Added SK_ITM_Club_Ape legendary weapon
  • Added DMs for all the Lab Equipment, plus added teh meshes for the stool
  • Destructable mesh added to Norex hunt deployable
  • Added item text for farm fencing
  • Added item text for animal traps
  • GH_RG_O1 is now fully playable
  • Add Rooster Talent Tree
  • Fix Chicken talent icons having many duplicates
  • Reduced severity of movement speed debuff attached to RockGolem's burrow attack
  • BTS_SweepBoneDamage should no longer incorrectly launch the attacking NPC
  • RockGolem now spawns CaveWorms during it's burrow attack (WIP)
  • Fixed RockGolem hit reacting twice during phase transitions
  • RockGolem burrow now lasts longer, and RockGolem is invulnerable whilst fully underground
  • Fixed RockGolem LookAt not being disabled when target was out of view angle
  • Disabled RockGolem IK when starting it's roll
  • Aded Slug Grenade Payload VFX
  • Fix deployable naming of bunker props
  • Elysium - toggled on use external actors and converted existing (lets try that again)
  • Elysium - toggled on use external actors and converted existing
  • Added DCO_Planter_Box_Wood_LRG
  • Updated SK_SPR_IceMammoth_Melee, rotated 180 degrees
  • Updated some mesh assets for the Swamp Ape Club Legendary weapon
  • Adding heavy attack for golem gauntlet split up for a charge attack, third and first person start loop and end animations
  • Outpost 13 - added atmosphere controller to persistent level
  • Added the first batch of saddles fitted to the wooly zebra mount
  • Elysium - geothermal lake set dressing, red quad
  • Heavy axe swing added in form of start loop and end animation to enable the axe attack to be charged up, still needs the charge functionality for melee weapons but anims are done
  • Adding first pass ape grenade audio
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Decal pass on scree slopes, Green Quad, Elysium
  • Updated Landscape geo
  • Added Bunker Prop Icons to D_deployableSetup
  • Setup Garganutan Lab to spawn at the start of the great hunt
  • GH_RG_O2 is now fully playable
  • Add lab chair setup
  • Adding gauntlet punch impact and whoosh event and removing audio from actionable component and adding to animation instead
  • Update DF shadow bias on LC rock meshes causing self-shadowing artifacts inside some caves
  • Added BP_Atmosphere to persistent lvl
  • Deleted BP_Atmosphere from Outpost 13
  • Adjustments to dialogue as per requested
  • GH_RG_FINAL mission is now fully playable
  • Reverting slug grenade to explode after 3 seconds as previous as this is a sticky grenade not an instant explosive
  • Added ECVF_Scalability flag to foliage.LODDistanceScale cvar
  • Removing pin pull from slug grenade and changing to detonate on impact which makes more sense with the audio and for the type of grenade it is
  • Adding slug grenade explode audio and overlap slug slime audio and BP imp
  • Added golem and juvie golem bestiary image to the project and updated atmosphere and bestiary data table with the new images
  • When Great Ape is hanging in a tree and targetted player runs behind, animate the 180 degree spin
  • Ape Grenade no longer has it's pin pulled during throw animation
  • Ape Grenade now persists on ground for a period of time before fading out after applying its effects
  • Added impassible terrain to outpost 13
  • Adding ape attractor constant loop audio as well as ape chest bulge thing pulse. Adding VFX to the right locations and activating and de activating them on power up - down. Adjusting behavior of audio to not turn on if not properly powered
  • GH_RG_FINAL adding quest steps and required mission items
  • Added animations for BW pistol Reloading 1ST and 3RD character animations, gun needs some mesh reimporting to make the reload working gun side but character animation in at the moment
  • Great Ape will now throw logs when hanging in tree
  • Made Swamp Ape grenade less bouncy
  • First implementation of Swamp Ape grenade functionality
  • Great Ape can now jump into trees (currently turned off as currently no way down)
  • Decal and Cliff Pass on Tundra in Green Quad, Elysium
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Adding ape attractor audio and BP. Not currently hooked up to play only when activated and powered - waiting BP updates
  • Garganutan Great Hunt: Assigned Dialogue to each mission
  • Added two new bat variant art assets for the ice mammoth fight. Added blue colour varation of the arctic bat material. Updated 2 of the bat BPs for the ice mammoth fight with the new art assets
  • Elysium - geothermal lake set dressing on red quad, new decals for geothermal landscape, material variants for a couple rocks
  • Fix Garganutan quest D objectives list
  • Garganutan Great Hunt: Setup final mission to activate entrance
  • Garganutan Great Hunt: Setup map markers for all missions
  • First implementation of WIP Lava Flyer Mine
  • Adding lava hunter flame thrower event and unique audio. Not currently hooked up
  • Setup health bar for Great Ape and put a spawner in the Swamp Arena. More tweaks and fixes for ape
  • Add foliage.LODDistanceScale to Foliage Quality scalability group so users can get higher quality foliage LODs than current default (High = Current, Epic = 1.5x, Low = 0.5x). Update settings menu description
  • Added lab stool item icon
  • Adjusting ape grenade audio based on updated gameplay functionality. Added grenade bounce impact and increased the intensity of the grenade audio to match VFX. Added audio to play off payload BP instead of data table
  • Adding lava hunter beep and mine explode audio and BP Imp
  • Adjusting Seismic Probe item description and flavour text
  • Added ITM_Mission_Radio
  • Updating animation for DEP_Mine_Lava_Hunter
  • Added SK for DEP_Mine_Lava_Hunter base with triggered aninmation
  • Added reload animation for Black wolf revolver, had to re work how the cylinders work and reimport all cylinders with new offset to work with the animation, but where the attached cylider isnt moving currently but all functionality is there for audio pass
  • Replaced VFX for Ice Mammoth IcePillars, Payload, Frost Spot and Ice Armo, also removed PixelDepth on Arena Ice Material to fix decal issues
  • Cliff and Decal pass on Green Quad, Elysium
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Elysium - crevasse and cliff placement, landscape sculpting in red quad
  • Adding additional slug grenade buildup sizzle and adjusted explosion to be less bomb like and more glass break goo splatter
  • Resave datatable
  • Adding revolver open, bullet, close and click audio and notifys
  • Added Yeti bones and carcass sk meshes, materials and textures, gfur
  • Modiyfing the Mission Radio Description
  • Adding Mission Radio Icon and Implementation
  • Adding in 1ST and 3RD anims for gauntlet block and ranged mode including pose and use animation
  • Added swamp ape bestiary images to the project and updated bestiary and atmosphere data tables
  • Elysium, Red quad - geothermal variants of AC crevasses, swapped out AC BPs to fix wrong material during build
  • Added Hammhead Slug bestiary images to the project
  • Added Ice Mammoth bestiary images to the project
  • Fixed a minor typo in RG quest description
  • Added poses for DEP_Mine_Lava_Hunter egg sack animation
  • Adding notifys to black wolf revolver reload
  • Adding rock golem bestiary audio and data table entry
  • Added Revovler reload anim montage 1st and 3rd person to revolver firearm data and hooked up revolver reload anim, identified the issue with the animation not playing due to attachment method of the static meshes of the living weapons
  • Update dialogue setup for Garganutan mission dialogue
  • Hooking up anims to the rock golem gun to work with new clip based reload and moved the focusable over to be 2handed rifle based instead of pistol based, gun ejecting clip incoming
  • Update Garganutan research lab and trail contents
  • Update note quests to trigger on reading notes
  • Adding mission device accept and deny audio and BP implementation
  • Updated rotation on SPR_IceMammoth_Melee
  • Adjustments to black wolf revolver pistol. changed notifys to player type so volume could be adjusted depending on perspective
  • Added Wall_Curved_Glass, Wall_Curved_AngleUp_Glass, and Wall_Curved_AngleUp_Glass will all variants, including mask textures, materials and DMs. APEX DMs still need to be made
  • Great Ape basic core loop (melee, throw rocks and sticks, retreat and climb tree). First pass, still needs plenty of balance. Still some jank in tree jump animations (more anim coming)
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Cliff and Decal Pass on Scree Slopes on Green Quad, Elysium
  • Fixed crash due to new Atmospheres being created with no Curves defined, feeding a nullptr to the atmosphere controller. Also fixed incorrect images being used for biomes

[TAG-208]