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.
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
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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
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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
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 - 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.
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
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.
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.
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.
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.
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.
Unlocking Advanced Pistol, fixing recipe so it is only on the fabricator, unlocking and enabling talent
Fixed
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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
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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
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.
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
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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
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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
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