This DLC accompanies a free update which includes content that enhances how everyone interacts with bosses in Icarus.
Hunt Bosses in a brand new way through Campaigns! Proceed down branching paths of missions on your way towards investigating each boss. Your choices affect the world around you, unlock unique tools, and degrade the boss’ abilities.
Each campaign ends with an instanced boss encounter in their own bespoke arena. The first three campaigns available to owners of Icarus, Icarus: Styx, and Icarus: New Frontiers are Quarrite, Gargantuan, and Rimetusk. Existing boss experiences, such as the Black Wolf, Sandworm and Scorpion Boss are updated in the free patch to introduce their currencies, planetary equipment and legendary weapons.
Each campaign also unlocks the blueprint for a respective Legendary Weapon. These have up to 81 combinations of attachments, so you can personalize them with special buffs and perks to suit your prospector.
This Supports our Project
Great Hunts Campaigns are not essential for the game, and a lot of base game mechanics will be updated for free. Our DLC is made to provide a way for those who enjoy the project to further support it, and in return receive some new content. This content is not essential to have fun or be competitive in Icarus. Thank you for your support.
This Week: Notable Improvements
Fixed bug where if a player gained less than 10 experience for something, the shared XP would round down to 0 for all players. Now the minimum shared XP is 1
The Black Wolf Boss is now lootable in the same way as the other World Bosses. It no longer requires skinning and cannot be carried
Fixed bug where world bosses that respawned after being killed weren't populating with loot correctly upon being killed again
Fixed bug where animals/tames would continue to attack targets long after they had died
Projectiles no longer affect physics bodies. This should fix an issue where animals would 'disappear' after being killed with buckshot due to pellets pushing the simulated corpse
Fixed Item reward scaling from loot. It was mistakenly only ever using the max value when rewards were set to scale instead of rolling a number in between
Fixing Envirosuit Workshop Layout so that 'Hark' Suit is positioned further back in the tree and and adjusted the costs to match
When destroying smaller objects that do not have specific described meshes, we now play a small particle instead of not having any effect
This Week: Beastmaster Armor
The LM Beastmaster armor has been added to the workshop this week. This armor separates itself from other workshop armors as it provides buffs to mounts and tames during combat and general play.
While wearing the armor, any mounts or tames that you own will receive the following if all pieces are worn: + 22% Maximum Health + 10% Physical Resistance + 10% Movement Speed + 20% Melee Damage + 40% Health Regeneration
Next Week: Tree Regrowth
Last week we mentioned we were going to release the tree regrowth feature, but we have decided to delay this for a week to take a bit more time with the feature. We plan on having a build on the experimental branch this coming Monday for people to try early ahead of the next patch. We appreciate your patience and feedback as we continue refining it.
Adding new system so that objects without destructible meshes can now specify a destruction particle to display, this is really only valid for small meshes which do not have destructible meshes, such as jars
Fixing Envirosuit Workshop Layout so that 'Hark' Suit is position futher back in the tree
Adding the Beastmaster Workshop Suit
Fixing Physical Resistance for Mounts not being granted via armor correctly
Fix Envirosuit unlock costs with reorganized tree
Fixed
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Fixing Stat Affliction Vulnerable was not connected up correctly
Added fix for crash related to FlammableComponent::CanPropagateToTarget
Added tooltip for rotational snapping of deployables (R) and allowed toggling between 15/30/45 degree angles. Fixed snapped rotation not working when played outside buildings
Force FogColor to use zeroed constructor when adding new items to weather manager biome map (potential intermittent pink sky fix)
Allow Beer, Wine and Mead in fridge
Fixing delay in flash on shotgun muzzle FX that was causing the light to happen just after the shot
Fixed duplicate lava hunter trophy recipe entry
Fixed boss loot not being based on AI Setup entries
Fixed boss looted heads scaling by rewards (always grants 1 head)
Fixed boss heads not being linked to AI setup head entry, preventing bestiary progress
Fixed boss loot population not being notified to relevant systems
Fix Alpha Wolf boss ItemRewards applying scaling to Head/Vestige item
Added fix for crash that occured when exiting the game within an instanced level in-editor
FMOD bank refactor
Fixed bug where if a player gained less than 10 experience for something, the shared xp would round down to 0 for all players. Now the minimum shared xp is 1 Reworked Leaf Break particles to Niagara and reduced max instance count to less than 10 max to fix FPS drop when chopping trees
Adjusted Player Rewards system to be Generic instead of being hardcoded, this means any future currency will be able to be taken to orbit correctly rather than just the Purple & Red Exotics, this involved upgrading the save game files and a conversion from the old system to new system on load.
All Existing Data should be maintained
Remove gate hiding 0XP notifications as this unintentional rounding down should now be resolved in code stone, dust, glass, wood and jar generic destructible vfx fixed to face X forward for the needler, zebra and crocodile stone statues
Optimization and cleanup on Creature related assets.
Fixes to Carcass setups and GFur related content.
Remove unncessary nesting of Materials and unwanted texture inheritance.
Fixes for Creatures which had no Alert setup causing their widgets to be positioned incorrectly.
Clean up Meshable entries that were setup for Caracass to be carryable when its not.
Removed unused/wip assets.
Alpha Wolf no longer carryable
GOAP Corpse will now clear material overrides after skinning and after harvesting, fixing incorrectly applied materials on Carcass or Bones mesh.
Rewards that don't scale will now still apply the min/max range logic instead of simply awarding the max amount
Fix shadow casting lights on deployables not setup properly
Swapped animal bench PM from carpet to wood which fixes the repair hammer not making any sound when hitting it
Deleting multiple DMs for old buildable assets from BLD folder
Fixed bug where world bosses that respawned after being killed weren't populating with loot correctly upon being killed again
Fixed bug where animals/tames would continue to attack targets long after they had died
Projectiles no longer affect physics bodies. This should fix issue where animals would 'disappear' after being killed with buckshot due to pellets pushing the simulated corpse
Fixed bug where top bunk wasn't spawning (or able to enter)
Future Content
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More balance/tweaks to Ice Mammoth SledgeHammer legendary weapon
Fixed IM_B mission search area not appearing for clients
Adding new audio loop audio to the mission juvi spawners to indicate whether they are active or not
Submit den entrance for unable to enter state
Adding rock golem and ape juvi spawner constant loop to indicate that the spawner is still alive. Stops when the spawner is destroyed
Tweak anims for ranged attack stat for Ice Mammoth Sledgehammer
Enable an Unable to Enter state for boss entrances
Adding in 3RD person version of the rmammoth sledge ranged attack to match up to 1ST person variant
Tweaking 1ST person aiming idle loop by removing camera animation and smoothing out loop
Wire ranged attack stat for Ice Mammoth Sledgehammer
Submit teleport interact requirement for invalid entry to dens
Adding legendary ape club right click heavy impact audio, adding ice mammoth ice pillar shatter audio, adding legendary right click whoosh
Seismic Probe polish update
Added more Biolab UI transition Animation, added pattern material background to buttons and background. Changed Weapon Info Title Font color
Adjusting delay on GH_RCKGLM_B_3 now that it plays in the correct place. Now waits 2 seconds before playing audio about the cave worms being out
Fix Ape E and O2 defend progress being divided by 10
Fixed a bug where if you buy a living weapon it would show blank spaces where weapons should be.
Fixed a bug where clicking the 'biolab' button from the exotic exchange in world would not play the animation to show your living weapon inventory
Update to many great hunt item costs and benefits
Update Brazier effect to allow better scaling for different sizes
Fix Great Hunt RG_E electronics not being required, as the progress logic is automatically marked as complete
Adding sonic device audio to play on Ape mission. Effected to sound like its playing out a speaker with limited vocal variations to leave boss fight audio more exciting
Updated meshes for DEP_Trough_Luxury and Luxury_Filled with new DM
Update Seismic Probe to lerp to target, added supporting VFX and fixed Audio triggers.
Add new meshes that are more accurate to final BP assembly.
Fixed Meshable data.
Add SM versions of component meshes for Combined mesh assembly
First Great Hunt mission now says start instead of continue
RG_C fixed boss spawn clipping set dressing
Trigger RG A quest step after defeating spawner and spawned creatures
Added New Background for Great Hunt Interface. Moved Mission Briefing to make more space for objectives and outcomes on mission sidebar. Changed font thickness
Adding audio for ape sonic device. Adjustments to random banks breaking build
Setup recipes for Black Wolf armor and Great Hunt initial release boss attachments
Added first and third person sockets to the sandworm crossbow to fix the hands not sticking to the gun correctly
Fixed ResetBossCooldowns cheat not being configured/working correctly
LivingItemUpgrade cheat no longer prompts for desired socket, now shows user-facing alteration name
Setting sonic ape device volume to a much more balanced level. Was far too loud
Fixed emissive on Caveworm (is Mask but didn't work as non-sRGB, so increased Brightness Curve to compensate for linear). Deleted duplicate unused textures and repathed default material to actual used default
Updating legendary sledge hammer fire audio. Also adjusted payload audio behavior so it plays and accounts for surface types
Added potential fix for Rock Golem getting stuck in burrowed state during fight
Change the decayable of IceMammoth SledgeHammer projectiles so they don't melt mid flight
Fixed issue with outcomes text shrinking and flickering, changed GH mission Interface to match concept, changed look of weapon button on GH mission Interface
Sandworm Crossbow (LW) - Added stat to LW upgrade to spawn both a toxic cloud and a nearby new friendly sandworm on % chance. Increased the amount of particles in the 'gascloudAOE' niagara effect to prevent periods of emptiness
Great Hunts will now go on cooldown once boss has been killed and players won't be able to re-enter the arena
Updated cooldown UI on World Boss / Great Hunt buttons
Updated info text on GH RG missions to make it clearer that extra pickaxe damage only applies while creature is armoured
BaseLevelTeleporters can now have an activation cooldown
Added ability for interaction popup to show currently disabled interactions, this is used on great hunt arenas to show that they are on cooldown
Added cheat to reset all GH / World Boss cooldowns
Enzyme Cannon WIP
Adding in legendary ice mam sledge projectile shoot sound, travel and impact event. Added missing anim swing whoosh
Update Quarrite Earthquake icon
Fix seeds/snap actors being unable to be deployed after rotation adjustments
Adding distant ape roar to dialogue event to play just before it mentions 'thats a big one' so it makes more sense. Ape C2_4
Fixed IM_B cleanup. Fixed RG_A Elimination quest
Adjusted delay for after killing the ape so that the dialogue allows the ape to have its death montage before abruptly coming in
Adding item audio data to the lab doodads research equipment
Adding offset for the sandworm crossbow to compensate for the new spear position
Great Hunt RG_A split quest steps to better communicate requirements, updated descriptions slightly
Ape E and O2, removed decimals from progress display
Small adjustment to the sandworm crossbow reload timing
Added ape juvie trophy art assets and blueprint to the project
Fixed Great Hunt IM_B interaction tracking breaking on reload
Added quarrite juvie trophy art assets and blueprint to the project
When players unstuck in an instanced level, place where entered
Adding distant ape roar into other mission branch where it was mentioned but not heard
Update Exotic Processor/Cleanser VFX
Updated IceMammoth Trap to apply different modifier via an affliction (so can be resisted) and reduced pin time on players
Hypothermia now affects NPCs, this should only be able to be granted via the IceMammoth trap
Added IceMammoth Armor stats and set bonus
Fixed durable setup for Quarrite Sledgehammer
Quarrite Sledgehammer and Gun now accept attachment, gun now benefits from shotgun modifiers
Added Juvenile Rock Golem Trophy Icon
Update screensizes on Wood Barrel mesh. Simplified collision
IM_C removed unused node
IM_C Mammoth now tethers to spawner missing water material from last commit
Changing Ape Rug Dropped Mesh to be a Generic Crafting Kit
Adding more dressing and filling containers in the IM_A mission
Update Enzyme Cannon HUB to swap to 'on' material when activated. Removed screen info from
Albedo as it comes from Emissive
Fixed collision and final LOD on 10FT Extractor adding vocalisations and events and splitting ape juvi idle events for setup
More Enzyme Cannon Tweaks
All Legendary Weapons can now be repaired with the Repair Kit the same way most workshop items can be
Fix typo in Garganutan Jr Head name
Allowing Biomass to be transferred to the Orbital Station
Fixed water materials for various troughs + T2 water purifier
Fix Juvenile Quarrite Trophy mesh assignment
Swapping anim notify for gauntlet whoosh for one that uses player perspective and added adjustments based on first and third. Slight adjustments to whoosh audio
Fixed background not changing from last commit
Added ammo counter to Rock Golem Gauntlets
Rock Golem Gauntlets now correctly use up charges when alt-attacking
Rock Golem Gaunlets melee attack no longer triggers at the same time as Hammerfist attack
Actionable OnActionHit and related functions now pass through TraitBehaviour that called the function, allowing for extra filtering back in the behaviour classes
Added stats to show extended functionality attached to Rock Golem Living Weapon upgrades
Adjusting Enzyme Cannon to use Toggle-AI base with Generator Component so it only consumes Enzymes when active and when out of Enzymes it Shuts down
Adding UI of Enzyme Cannon
Starting to add layers for idle juvi ape
Added icons forJuvenile Ape Head and Juvenile Ape Trophy
Polish pass on 10FT Extractor
Changed Great Hunts Interface background.
Made GH Campaign buttons bigger and gave them a red border.
Weapon now has over animation.
Added Gradient to top and bottom of Mission interface so that they don't make the tops and bottom bars busy
Updates to the gauntlets audio. Heavy impact now has debris layers, first and third person whoosh balance, whoosh now has more metallic rattle layers etc
Split out two ape varients with different GOAP setups (one for ape missions, one for ape arena)
Block out and systems setup for Web VFXs
Switched the model for the friendly worm to be a sandworm instead of a cave worm and reduced the size
Add Rock Golem and Ape Juvenile trophy blueprints
Extended delay on dialogue that plays after killing the ape. The final death animation was longer th an expected so was still being interrupted at 6 seconds. Now is 9 seconds delay
Removed ADS from sandworm crossbow to prevent clipping through shoulder
Updating the trail and payload VFX for the ice mammoth sledge hammer fire to make more sense for a players weapon. Previously was based on boss ice kicked projectiles
Add recipes for ape items, slug and rock golem grenades
Update tags for all grenade types
Update slug grenade area and Hammerhead area attack to refresh periodically
Adding in 1ST person version of the gauntlet Shield Bash anim
Resave DT due to whitespace
Prevent Enzyme Cannon from being always active in D_Energy
Prevent Enzyme Cannon from stopping once started and ensure cannot be started without power
Fixed rotation on new trophies and wall mounted cabinets
Bees now do -75% damage to buildings, these are designed to diversify gameplay and encourage melee instead of cause damage to your base
Sandworm crossbow - Changed override for friendly sandworm crossbow audio to stop combat music when friendly is near
Extended D_Actionable functionality to support player input injection into a single action instead of all attached actions at once, this should make it easier to design and configure items with multiple complex actionable behaviours like the rock golem gauntlets
Increasing Base Stats of Black Wolf Revolver
Cliff and Landscape Sculpting Pass, Green and Yellow Quads, Elysium
Resave quest datatable
Updated sandworm trophies to me more consistent in scale. Updated the two sandworm brazier blueprint so lighting and vfx are in the correct location for the new scale. Updated the phyical materials of the sandworm body section of the trophies to be carpet instead of flesh. Added a detail normal to the two larger trophies to compensate for the lower texture resolution
Splitting Great Hunt Device into Two - Crafting Bench and Communicator, setting up new items, crafting recipes and blueprints
Setting up correct feature levels on blueprints in the GH blueprint tree
Adding GH feature level icon
Adding Icon for the EDS rounds & EDS Canister
Fix fish appearing offset to the Garganutan Fishing Trap, add offset to rotation to avoid symetrical appearance
Fix Great Hunt IM_D base having generator unsheltered, replaced with special undamagable, unremovable version
Added fix for bug where entering photo mode in a multiplayer game could blur other players' equipped item
Added keybind prompt on Photo Mode screen for toggling UI visibility
Adjusted Revolver second trigger upgrade icon image
Fixing issue post save upgrade which was causing Red Exotics to be granted as well as purple exotics after extracting purple exotics to members who where not online while exotics where exported prior to the save upgrade code
Adjustments to spacializer settings and delaying FX of tree regen until audio has built up. Added correct deploy audio. For Enzyme Tree respawner
Feature locked Young Quarrite Carcass so it doesn't appear in Field Guide until released
Increased resolution of albedo and normal texture for the Luxury Trough asset
Adding in heavy overhead slam for the club and sledge legendary weapons
Ice pillar now destroys when colliding with a gravestone
Changed back button and Start/continue Hunt button look
Fixed GFur components on Apes not having LOD setups. Fix Alert component on Apes not being set to a correct bone
Adding in fix for incorrect socketing for the legendary sledgehammer in 3RD person by reparentaing and baking anim asset with offset additional tweaks to trough water material normals
Adding enzyme cannon audio to BP. Adjusting timing to match audio and device. Adding ending gas cloud audio decay
Updated the ape boss fishing trap trophy with a more appropriate design at the bottom Added functionality to the back button on great hunts interface and disabled it when you cant go back any further fixed up pivot points of these stone statues
Deal with some reload problems with the Enzyme Cannon
Adding WIp enzyme cannon audio and event. Also some adjustments to some of the ape juvi layers
Allow attachment on Great Hunt armor pieces
Add recipe for Ice Mammoth trophies
Added additional stats for easy config of golem gauntlet & related upgrades
Increased durability of rock golem gauntlet
Added new fuctions in base Actionable behaviour that allow easy adding and removing of temporary stats to owning item
Golem gauntlet shield upgrade now blocks damage when used
Added separate screen shake assets for different golem attacks
Fix seating position on Rock Golem Chair
Fix alpha wolf head armor being crafted requiring itself, rather than an alpha wolf head
Updating audio of slug grenade to 1.5 build up to match updated effects build up as requested
Updated SM_DEP_Trough_Luxury and Filled version, as well as updated textures and Destructible
Blocking in Tundra to Desert Transition pass on Yellow Quad, Elysium
Resave datatable
Basic Setup of Butter Churn, Coffee Grinder, Lamp Post (Ground & Wall), Cheeses, Hanging Meats,
Prefixing All Homestead content with Homestead and setting up missing recipes, tags, deployables and items
Adding NPC vocalisations for dangerous horizons test NPC enemy. Attack, flinch, death, spot, idle. All audio, events and vocalisations data table setups. Including presets for distance eq, reverb and gain
Adding in 3RD person version of the golem gauntlet block bash
Added Gfur to the juvenile ape trophy
Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
Change the filter on Ezyme Cannon to block only buildable and deployables
Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
Extended the floor section for the dead prospector asset and updated textures to match the new UVs
Blockout cliff pass in volcanic on Purple Quad, Elysium
Adjustments and updates to the NPC enemy audio vocal events
Implementing Achievements for killings the new GH bosses, Slug, Lava Hunter, both normal and hard mode
Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
Added duplicate Scorpion Rifle reload montages and switched to magazine reload type
Added stats for new Scorpion Rifle upgrades
Increased Scorpion Rifle loudness and physical recoil amount
Fix spawn assignments for Garganutan to fixed Ape_O1 mission
Add stats to dyamic spawners to take more damage from explosive and pickaxes
Updated scale of the ice mammoth trophies, updated destructible meshs and updated one of the physical materials
Removed bad normal maps on lab equipment assets and added hard edges to meshes, including SKs, SMs, and DMs
Adding rock golem gauntlet fire and impact events and data table setups
Adjust the rate at which Enzyme Cannon burns Condensed Enzymes (given short warm up diuration)
Fixed bug where gauntlet/charge axe would have weaker charge attack the longer the animation took. Added charge attack to the slug axe
Cleaned up tagged notes for itemable rows that needed a text pass
Update IM_C sample granting to grant samples on kill reliably
Added Safety Check so that we never subtract currencies when matching player extraction vs prospect extraction records
Loaded rows for GH accolades
Deal with edge cases where Great Ape can be killled whilst swinging in trees (new anims/logic)
Updating behavior of tree regrowth device. Needs BP adjustments for audio. Adding loop section, buildup, and release audio. Routing NPC vocals correctly
Adjusting Greaty Hunt crafting tree to be accessed at level 30
Fix some compiler warnings about no default value assigned in struct
Fix an ensure in the WorldTalentManager where delegates were being assigned twice
Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
Adding new lightning event to enzyme cannon. Also adjustments to spacializer and volumes
Update Black Wolf Trap pin time on players and add Hemorrage (to creatures) and wound (to players)
Rebalance Drill Arrow, reduced amount crafted and damage but increased damage to Quarrites
Reduce price of new boss modules, added recipe for Black Wolf Trap, added additional costs to worm trophies, Fix IceMammoth chandelier using wrong ice mammoth material in the recipe
Added new 1ST and 3RD reload animation for the scorpion rifle to work with a clip based system
Adding lightning strike event for enzyme machine so that the audio is controllable and manageable with all the sounds happening
Enzyme Cannon - fix windup sounds aren't being multicast and stump lifetime
Slug Axe - Added new swing animations to fix the disjointed segments. Charge now works properly and no longer runs through past actionables
Fix up material errors, delete unused assets causing errors
Add DT Validation to ensure ItemRewards stack sizes are good
Added Storm and Lightning VFX to Enzyme Cannon Deployable
Black Wolf world boss can no longer be picked up or skinned, keeping in line with all other world bosses
Added new boolean to GOAPCharacter BP that prevents NPCs from being replaced with corpse item on ragdoll settle
Fixed issue with Ice Mammoth Boss where clients weren't able to open up loot inventory
Fixed bug where clues from PRO_Story6 mission weren't being cleaned up properly on quest end
Added recipes for sandworm buildings
Add placeholder blueprints for non-boss unlocks
Adding audio for jars, honey, cheese and hanging meats. Correct data table setups and adding generic small deploy audio
Move Bat Nest assets out of Creatures folder
Implementing Achievement for crafting a Legendary Weapon - fixed DT as it was incorrectly formatted cleaned up Asset Library level for buildables asset
Adding in test enemy NPC with human dialogue. AI setup, ai auduio setup etc. Adjustments to reverb on vocal events
Implementing Achievement for crafting a Legendary Weapon
Updated sandworm trophy to a material instance with the physical material set to carpet insetad of flesh
Elysium - removed flowers from Tundra grass type (LGT_AC_Tundra_DLC2)
Updated meshes for DCO_Honey_Pot_A, B, and C
Added DEP_Fireplace_Brick, DEP_Fireplace_Brick_Extension, DEP_Fireplace_Brick_Cap and Cap_SML with destructibles
Move Bat Nest assets out of Creatures folder
Added proxy mesh system for ranching station and carpentry bench for testing - Developer mode enabled
Updates to the audio and BP logic for the tree regrow device to play audiuo correctly at the right time - loop and then release
Change the stat on the Hammer Head Slug Launcher Muzzle A to be and AOE radius
Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium Blockout cliff pass in volcanic on Purple Quad, Elysium
[TAG-350]
Icarus Week 167 Update | Achievement Fixes, Sleep Screen improvements, and more
Welcome to Week 167.
This week, we have a number of smaller fixes and some QoL. We have highlighted some below, but check out the patch notes for the full list.
We go into detail about the Achievement Fixes and Changes and a new addition to the sleep screen.
Finally, we discuss a feature that has been requested for a long time—tree regrowth—which, if all goes well, will be released next week.
Jump in and have a read.
Notable Improvements:
Fixed an issue where the Game would suffer from persistent frame drops after interacting with the Orbital Exchange Interface
Increased XP gain from killing world bosses significantly
Dirt and Stone Buildings now take damage in Lava as intended
Cakes can no longer be placed on Walls
Increased the zoom level on the map to double the current amount
Removed the level lock on the Arctic Armor talent, Big Game Hunter talent, Ghillie Armor blueprints, and Arctic Armor blueprints
World Boss Icons have been updated to more accurately reflect their state
Updated the Bestiary overview page to show the biomes of creatures in addition to their image
Adjusted Meshes in the desert to use ‘Far Shadows,’ which increases the shadow quality visuals
Made adjustments to the shadows on floor torches to reduce the performance impact
Adjusted Muzzle Flashes and Smoke on most guns as it was causing unnecessary obstruction to the player's view
Removed an exploit where you could use a shovel on a dirt building piece to collect unlimited dirt
This Week: Achievement Fixes
We have had some issues with Achievements in the past, specifically the ‘Styx & Stones’ and ‘Zero to Hero’ achievements. One of these issues included a bug where the game was not correctly sending the complete data to Steam (specifically, it was ignoring the missions, which were unlocked by default). This resulted in the two achievements never being completed, which has now been addressed.
We have also adjusted the ‘The Bigger They Are…’, ‘… The Harder They Fall’, ' Leader of the Pack', and ‘Sting Operation’ so they now award the achievement to everyone who is on the server fighting the Boss rather than just the player who deals the final hit. This was not only an issue for teammates but sometimes even for the whole lobby, as Mounts, Tames, Fall Damage, and Poison could all do the final hit, rendering the achievement given to no one.
This Week: Sleep Screen QoL
We have also added a small QoL to the sleep screen, so you will now be able to see who is sleeping and who you are waiting for in your play session. This can help larger prospects quickly track down who you are waiting for and dish out some well-earned condemnation.
Next Week: Tree Regrowth
We are in the middle of testing out the implementation of tree regrowth.
This involves building and powering a device that will trigger tree regrowth inside a preset radius. We know the community has been asking for this for a while, so we are taking our time to make sure it works as intended. If we don’t feel like it is ready early next week, we will do a smaller patch with some QoL and Fixes instead.
Added name and shame for people not sleeping to the sleep screen and sleep icons next to players names on the party list
[TAG-60]
Fixed
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Fixed on MF_Dolerite and MF_CheapTriplanarUV that disables world aligned when UseObjectPos is enabled for rocks
Add Custom Highlightable setup to Exotics Deposits so all primitives highlight together when looked at. Same approach as Deployable base. Some component render distance optimization
Check to see if hit actor is a buildable before rewarding shovel resources in order to prevent infinite dirt exploit by shoveling a dirt mound
Fixed a few typos in the alterations table
Add missing building tags to Lava TagQueries to ensure that Scoria and Scoria Brick are the only two building types that can survive being placed in lava, as designed
Fixed Operations text on mission device being untranslated
Update Water Trough/Bowl water material to be darker and more visible so its easier to tell if the container has water or not
Slighty reduced size of Dribbo shellhead
Gate Reinforced Wood behind the Carpentry Bench directly, instead of being Beeswax, as the Reinforced Wood is meant to be combined with Stone buildables
Set shadows on Floor Torches to be DistanceField (which can result in 2x perf increase). Enable CastShadow on mesh but disable DF shadow (removing self-shadowing artifacts but allowing sunlight to cast shadows off it). Fix BP Highlight errors after original mesh setup was changed
increased flash light distance, reduced strength, and reduced fall off. This should result in less bright light up close, and a similar visibility from a distance
Fix normal textures for Cactus resulting in bad lighting reaction and reenabled alpha channel for billboards (roughness)
Defaulted max normal angle for Cake placement (was 180). Remove unnecessary rotation step
Increased Experience granted from bosses significantly
Removed Double XP weekend banner and stats
Removed level lock on Arctic Armor and Big Game Hunter talent, and Ghille and Arctic Armor blueprints
Spline Meshes now cast Far Shadows which should help substantially increase the shadow quality visuals in the Desert
Update experience tracker notifications to stack similar events, not show 0 xp events (eg for shared XP) and added a short fade out
Produce warning when saving assets with a final LOD vertex count >1000 to ensure LODs are being properly added to every asset. Update LOD tooling
Delete unused SHA geo, ungroup SHA in level
Project-wide asset optimization pass and cleanup
Update Dropship used in Olympus 'Forsaken Recovery' mission to have a lower impulse (parts were headed into lower orbit) and fade out destructible mesh pieces after delay
Fix crafted device in Field Test: Recovery mission bouncing around when dropped. Created single combined mesh. Removed no longer needed blueprints. Updated quest description to be more specific
Future Content
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Garganutan Arena lighting updated, and assigned in DT
Adding extra data to Biolab Weapon Info so it can be displayed on the UI
Small Touches to the Biolab Weapon Info UI
Renamed Garganutan arena biome controls
Adding Updated Biomass Images
Made a few changes to ensure subtitles match dialogue in RG missions
Adding mission explosion audio, event and BP imp
Update Rock Golem B dialogue to trigger after damage dealt, instead of after spawn, to ensure players are aware of the spawns
Setting up Biolab Weapon info to include the purchaseable upgrades
Fixed Great Hunt Miner typo
Added overall description text to each Great Hunt
Did a pass on GH item text, added flavour and fixed a few typos
Fixing dialogue line that plays at den entry. Removed reference to drill step
Made a few changes to ensure subtitles match dialogue in IM and APE missions
Adding and replacing rock golem end 3 dialogue file so it makes more sense with the mission
Cliff Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
Fixed Hole in Cave_GL_MED_002 Prefab
Setting up Remaning Legendary Weapon Part Names
Adjusting one of the Rock Golem Gauntlet Alterations so that is provides bonuses to both melee and projectiles so it is not reliant on another upgrade
Living item preview lighting should now be the same between HAB and on-prospect contexts
Added Ape VFXs, impact, regen, enrage,gas, log/rock throw. Changedd materials for destructible log
Fixed issue where terrain and other non-weapon geo was being displayed in the living weapon preview screen
Voxel Pass, Added Deep Ore Deposits, Green and Yellow, Elysium
Wire sweep attachment stat for Ice Mammoth Sledgehammer
Fixed Golem Gauntlets being rotated incorrectly in Biolab preview screen, as well as attachement meshes not being correctly positioned
Added 'PreviewMeshOverride' to D_LivingItem rows, allowing living weapon preview screen to use a non-default mesh when previewing items
Adding Various Helper Text to GH_RG Missions
Moved the cave entrance to better suit the base, Green Quad, Olympus
Adding disconnect spline audio and event. Not currently hooked up. Also dummy changes to try force fix FMOD banks
Added sk mesh and anim for DEP_bench_sewing_machine
Resaving D_Ballistic Throwable Log Entry
Added new firing blend space for the slug launcher and fixed incorrect anim overlay type being used, 3RD person now using custom firing anim sequence
Improve collision accuracy on GL Macro rocks by using a lower LOD
Fix a problem with auto equipping shields and new legendary weapons that may have block actions
Update backpack and module icon in workshop
Adding reduced opacity smoke muzzle flashes for guns resulting in far better visibility. Kept farmers rusty shotgun smokier as this makes sense for the weapon
Garganutan D2 mission ensure Goop is still granted while on final objective
Tweaked timing of bio lab weapon fade in, fixed fade in happening for slot UI when same weapon was selected twice
Ice mammoth bats - Changed exploding bats NPC type to passive so other world bats wont attack them on sight
Changed their displayed name from lava flyer to arctic flyer
Ice mammoth bats - Swapped exploding bat out for its new mesh. Fixed bats death destructible mesh having incorrect materials
Fix blocking attachment stat for Ice Mammoth Sledgehammer is not blocking
Small adjustment to ice mammoth sledgehammer. Reduced metal ring on hammer slightly and also reduction in volume to the spider in in world context
Adding 1ST person animation for the mammoth sledge ranged attack
More Biolab UI tweaks. Changed Golem Gauntlet Slots and Pins locations, Changed font colours on statbox row, removed coloured tints on Biolab Upgrade slot choices, biolab store button now removed and changed to Back button
Adding appropriate audio for opening and removing exotics from mission exotics deposit
Adding in block montage and anims for the ice mammoth sledge
Updated Garganutan A base setup, added more blood and updated habitat contents. Reduced travel area so players trigger dialogue once within the base
Adding legendary sledgehammer ice pillar audio event and BP Imp
Improvements to sprite presentation to children of BP_note, adjusted materials with emissive pulse to improve visibility
When spawning based on chance, make the ice pillars not so OP for the Ice Mammoth Sledge Hammer
Update Ape O1 search area size
Update descriptions for Garganutan mission O1 and ensure spawning happens when required
Adding correct spawn logic to other rock golem spawners that are used in the missions
Fixing carcass material on the rock golem juvie that was using the wrong carcass mask
Adding niagara system to deployable note BP
Fixed JRG 'popping' when swapping from Character -> Corpse BP
Fixed JRG corpse bones using the wrong material
Raised JRG Character mesh up a bit to make feet more level with ground plane
Changing world notes to play at location rather than 2d. Added spacialisers and BP settings
Turned off shadows on Editor-only locator spheres for Deployables
Restrict IceMammoth spawn by stat
Adding open computer terminal note audio and close. Adjusted open note and close note audio to play off BP instead of UMG so it could be changed per note type
Rimetusk D Unhooked testing logic
Rimetusk D mission, added a slow while explosions are happening if you approach the base
Reduced NOVA station exotic price, increased credits price. Reduced the unlock price and increased the purchase price
Reduce variance in Rimetusk D explosive damage
Adding Rock Golem Juvie bones and textures and hookup to BP
WIP generic destructible particle effects
Added DCO_Small_Ranch_Sign, with textures, materials and DM
Wire block attachment stat for Ice Mammoth Sledgehammer (currently using GolemGauntlet anims)
Wire chance to spawn ice spire attachment stat for Ice Mammoth Sledgehammer
Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
Fixing GH_RG_O1 Map Marker being at the wrong location
Fixing GH_RG_E not ticking off the fill biofuel / water quests correctly
Biolab weapons no longer fade in when previewing attachment options
Added some aditional polish to biolab weapon preview
Increased zoom level on map to double the current amount
Wire slam attachment stat for Ice Mammoth Sledgehammer
Updated the Giant Ranch Sign with a rigged gate, as well as proper collision and destructible meshes. The mesh was also reduced significantly and the textures updated
Elysium - new LC plant debris decal, new LC erosionblend variant. Cliff placement and foliage painting in volcanic area, red quad
Update Garganutan Gas attack to provide a buff to the creature while in the cloud
Rescaled Garganutan HP and resists to be primarily based on HP value, with exceptions to poison, fire, projectiles and melee (instead of resisting all damage types with lower HP values)
Removed unutilized Hammerhead HP Curves (now uses flat values)
Adding legendary flamethrower lava sizzle audio event and BP IMP
Fix Half Pitch for Ice, Limestone and Tempered Glass
Fix Great Hunt UI being hidden in release builds
Replaced Legendary Weapon images to higher resolution ones
Add Great Hunt outcome stat and fight changes
Great Ape noxious gas clouds now cover a larger area and persist longer
Tweak the socket position for Great Ape tail attacks
Added empty slots to weapon list
Weapon now highlighted when selected for upgrade
Pins now don't highlight on opening the upgrade screen
Weapon buttons now don't started highlighted
Added slide in animation for both the weapon bar and currency boxes
Changed text in button from Back to Return To Store
Fix Rock Golem Great Hunt O2 not tracking poison damage
Add cheat function for restoring trees in radius
Great Hunt IM_B updated map icon
Great Hjunt IM_D add map icon, update quest text
Add helper text to Rimetusk B mission
Additional dialogue delays to give time for action to happen before its talked about
Adding slight delay before mini hip flinch or death audio vocal plays so that the impact can be heard first before the vocal. Currently feels like the vocal plays too abruptly
Added dialogue delay to make more sense in mission
Fixing Mission steps in GH_RG_C2 so they can check the containers inventory once again - was accidently removed when the spawner replenish logic was put in
Fixing Rock Golem Spawners in some special cases they get healed and start spawning again - in this case they where healed and never spawned anything - this is now fixed
Removed WIP blueprint, pending implementation
Fixed feature level on great hunt bosses and Rimetusk Bats
Fixed loot on Icy Mammoths and Quarrite Juvenile
Fixed bestiary progress granting on NOVA station
Added in segmented 1ST person ranged attacks for the Mammoth Sledge to use a click and hold and release method for firing
Added 3RD person ranged attack for the mammoth sledge to match the 1ST person version
Fixed Legendary Weapon attachments having blurry textures initially when first previewing them in the bio lab; relevant meshes and textures are now pre-loaded upon first selecting the Legendary Weapon
Fixed sandworm crossbow loaded state not being held properly due to missing animbp setup, moved to parity with the basic crossbow animbp and added missing anim states
Fixed notes not being interactable on client
Fix Bear, Elephant and Juvia RockGolem carcass materials not looking skinned. Fix RG Juvie mask being inverted
Mentioning that you will need a taxidermy knife in GH_RG_01 durinf the first quest step
Adding legendarya Ice Mammoth and other sledgehammer whoosh
Fixed issue where game could become laggy after interacting with the Orbital Exchange Interface until restarting or returning to main menu
Living Item Preview now only captures scene when relevant UMG is visible
Decreasing Weight of the ammo the Slug Gun Launcher Legendary Weapon uses
Added world boss icons in map icon form
Reducing Number of young quarrites which spawn in the very first quarrite mission
Adding the Alternate Fire for the Legendary Weapon Ape Club, adding new particle effect for the slam
Adding new Stats for the Legendary Weapon Ape Club Slam attack, as well as the 3 possible effects based on selected upgrade
Fixing Various Alteration Description Typos
Fixed Ape D2 mission giving unreasonable amounts of Goop on the final objective
Update Bestiary overview page to show the biomes of cratures in addition to their image
Renamed world spawn Ice Mammoth to Icy Mammoth
Setup Icy Mammoth slightly different loot table and spawn zones
Setup Bestiary information for Garganutan, Rimetusk and Quarrite, and related world spawns
Add resistance and weaknesses for Garganutan Jr, Quarrite and Jr, and Icy Mammoth
Fixed weapon list not scrolling, changed button look on biolab resource display
Fixing Dropshadow that was blocking interactable widgets on the weapon customisation screen
Replaced slugger biolab info image. Changed compression settings of Living weapon images
Reimported GH weapon Hunt images to images divisible by two. Changed compression settings to Default from UI
Fixing Biolab Currency Exchange Widget as it had outdated variables
Adding Biolab Currency Exchange Widget
Fixing Slug Launcher and Flamethrower Meshables BP's so they do not inherit the flamethrower mesh
Fixing an Issue where the World Talent Manager was sometimes causing crashes when players would load in to a prospect with GH talents
Fixing Juvenile Rock Golem Item Rewards so they don't give exotics any longer
Added missing LODs for DCO_Giant_Ranch_Sign
Added DCO_Coffee_Grinder
Added DCO_Butter_Churn
Added pixelated effect to biolab preview item fade-in, also added drop shadow
Allowed dead miners (quest asset) to be removed/deleted by holding X
Cliff Pass and Landscape Painting Pass, Green and Yellow Quad, Elysium
Great Ape tweak state changes after health and resist stat changes
Tag some logs in Swamp Ape Arena to able to be picked up by Great Ape (rather than him having to knock them over)
Update level scaling of dynamic spawner creature spawning (typically for Quarrite and Garganutan spawners) to be a small flat amount, instead of multiplicitive on the area level
Adding audio event and BP for probe scanner
Adjusting Black Wolf Revolvers Name as one of its parts was named the same
Gret Hunts Interface UI tweaks, changed hunt sidebar colours, moved weapon button out of side bar
Hotfix 2.2.41.132936-rel-Laika
Contains the Following Fixes:
Fixing an issue where the sandworm was not populating its loot, when it should have
Adjusting Prospect/Mission UI to Show if players have gained the extra rewards or not - shows a tick and a green rewards box if they have been obtained
Icarus Week 166 Update | World Boss Exotics, Double XP & Extra Talent Points
Welcome to Week 166.
We’re kicking off a Double XP weekend, a great chance to earn those talent and blueprint points that have been evading you.
World Bosses have also been given a valuable update, with lootable resources that include exotics.
We have also converted two existing missions so that on completion you will earn additional talent points for your characters.
Jump in and have a read.
Notable Improvements:
Fix Seed tooltips and links in Field Guide
Clip the player modifiers to the bounds, ensuring it doesn't overlap into the players inventory
Caveworms outside caves will now show a small mound instead of rocks
Caveworm carcasses & loot clean up faster than before
Improvements to the Sandworm Death should mean less instances of worm floating in mid air after death
Reduce title screen keyart images filesize from 140MB to 12MB
Reduce uncompressed Terrain button images from 180MB to 5MB
This Week: Lootable World Bosses
All current world bosses are now lootable, and this will remain true for any future bosses as well. World Bosses can be looted the same as other creatures, but don’t require skinning. You can go up to the carcass and interact with it to access its loot pile.
All of the World Bosses Loot have been rebalanced to provide some more of their unique parts than before as well as granting exotics as one of their rewards, giving you a new way to collect currency for the Orbital Workshop.
This Week: Extra Talent Points
This week, the same way we did with a mission in the Null Sector, we have added the ability to gain some additional talent points for your characters by completing missions on Olympus and Styx.
These missions can be completed as standalone missions as part of an open world. The missions are listed below:
Olympus: NIGHTFALL Styx: IRONCLAD
If you have completed the mission in the past you will need to complete them again to collect your new talent points. Each Mission will provide an additional 2 talent points which can then be spent in the player talent tree. Once complete, all of your existing or new characters will gain 2 extra talent points.
This Week: Double XP Weekend
We’re putting on a Double XP boost this weekend, so you can jump and gain those valuable levels for more blueprint and talent points. This will run from when the update goes live through to when we remember to turn it off again.
Next Week: Fixes & QoL
Next week we are dedicating the patch to smaller fixes and Quality of life.
Lava Hunter, Scorpion Boss, Sand Worm now all have lootable carcass inventories when killed
Update loot table for Black Wolf corpse
Add additional talent point unlocks to Nightfall (Olympus) and Ironclad (Styx)
Show hints on Styx Expeditions as to which unlocks shorcuts between different biomes
Added Double XP Banner and Added Double XP for Players
Added descriptions to boss carcasses
Fixed
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Project-wide asset optimization and cleanup
Fix DeployableSetup DTValidation using half height for nav checks rather than full height (and setup some bespoke exclusions for checking). Update entries. Setup T4 toughs to be obstacles to get Creatures to only nav over if necessary
Improve collision on Trough meshes to better support creature navigation
Remove 8k texture from landscape shader that isn't used
Reduce title screen keyart images filesize from 140MB to 12MB
Reduce uncompressed Terrain button images from 180MB to 5MB
Project-wide asset optimization pass and cleanup
Remove Beta weekend UI content
Fix a warning about UI.HideAmmoCount for legendary weapons
Re-added dummy ItemRewards row referenced in Tree Prefabs
Delete voxels inside arctic prefab cave in Olympus that were placed in the world and not in the prefab itself
Fixed remaining issues with Prefab caves having overlapping voxels. Improved tooling to pick up on this better
Grass cache flush on OLY
Fix Seed tooltips and links in Field Guide
Adjusted description for Desert Master talent suggesting movespeed is decreased when its actually increased
Add Fur for Drac lootable item rewards
Fix Chase Em Down not being unlockable after Quick Clean UP in Hunting Tree
Fixed floating deep ore deposit, Styx
Clip the player modifiers to the bounds, ensuring it doesn't overlap into the players inventory
Swapped DC_MED_001 with a new cave the removes cave entrance, Green Quad, Olympus
Adjustment to make the anvil t4 constant loop more subtle as requested . Also removing the 'auto activate' from the audio in the BP
Clear trailing whitespace at the end of Doggo names. Add DT Validation to detect this
Pushing dummy fmod tweaks to force banks to try fix themselves to fix build
Added unique entries for kill/skin XP events to fix up some DT validation warnings and ensure XP descriptions match creature names.
Updated DT Validation to be simpler and remove bespoke exceptions.
Corrected Large Antelope's name to be Large Antelope and not just Antelope, causing confusion in some Hunt quests.
Fixed up some cases where Kill vs Skin XP wasn't consistent (eg: Skinning a Terrenus was awarding more XP than Killing it, Skinning should be roughly 50% of the Kill XP.
Destroying a Beehive was giving same XP as Killing a Bear)
Fixing Spawner Issue where condensed Exotic was not correctly being processed into smaller exotics and enzymes in the cleaning devices
Wall torch: Removed Small light doing very little. Re-added existing light setup as Icarus point light so that settings work with these deployables again
Fix cube used for Slotable casting shadows when it shouldn't
Fixup redirectors in Dev folder
Copy data from Prometheus_V2 to original Prometheus DT entry and delete duplicate row causing additional unused assets to be packaged
Fix Display names in Biomes DT being the same, breaking the Weather cheat function. Added validation in to catch this in future
Fix issue where Caveworms can be looted for Sandworm loot
Added cleanup to Caveworm carcasses after a short delay
Outside caveworms will now show a small mound instead of rocks
Doubled trace distance for Sand Worm's death IK, should mean less instances of worm floating in mid air after death
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Future Content
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Optimized geothermal stalagmites into single material/texture set, new kitbashed stalagmite formations, placement tests in red quad
Proxy mesh system progress update. Logic will be tested on Animal_Bench
Cliff Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
Wire new stats for Slug Launcher muzzle atttachment
Fix a BP warning in the Slug Launcher
Hide ammo counts for Slug Launcher (fillable ammo)
Adding spawn and destroy audio for ape and rock golem spawners. Event and BP Imp
Imported new Mammoth image and Norex Logo for Grat Hunts Background. Tweaked Boss button animations. Tweaks to the Great Hunts Interface UI
Improvements to Hammer Fist input action (rock golem gauntlet)
Updated ricochet damage floating number icon
Fixed Juvenile Rock Golem incorrectly losing track of target perception during fight
Added new BB and Controller for Juvenile Rock Golem
Juvenile Rock Golem will now perform a rolling attack if target is too far away
Increased brightness of Rock Golem trail cloud particle
Shifted Rock Golem's eye socket location to be unaffected by rolling animation
Adding static to cover naughty word in dialogue
Fixed a few typos in GH content
Adjusted a few GH subtitles to censor some colourful language
Fixed scorpion crossbow arm alteration phrasing
Updated the texture of the patchwork variant of the homestead curtain fabric to match the quilted bed asset
Added destructible mesh for the homestead shutters
Adding rock golem idle event and data table setup. Also putting limitations to how many caveworm screams can happen at once and increasing chance of the scream being a more subtle version for better variation for missions with lots of caveworms
Add DTValidation for FLOD entries which had flammable set to false but still had a flammable row entry defined causing undesired filtering results
Update Billboard materials on BushB assets to blend better
Added skeletal mesh and destructable mesh for the saloon door asset
Balanced updated GH audio file to sit in the mix now that its clearer. Slight adjustment to the ducking to be less dramatic
Added DCO_Vintage_JamJar A to G and DCO_Honet_Pot_A to C
Update Snare Trap base class to support varying damage values. Set Scorpion Trap to existing 50 damage, Ice Mammoth Trap to 75 (+ cold modifier) and Black Wolf trap to 100
Update Snare Traps with new base class, unified logic and cleaned up now obsolete data
Adding restrictions to play amounts of some audio events and adjusting destroy golem nest to be louder
Adjustments and fine tunes to rock golem juvi vocals
adjustments to sounds played on rock golem roll in
Smoothing up the 1st person version of the basic gauntlet attack to feel better, 3RD person to follow
Adding new Lab for the Ape Quests
Fixed blocker walls in Rock Golem arena not destroying correctly on clients
Landscape Sculpting Pass, Landscape Painting Pass and Cliff Pass, Green and Yellow Quads, Elysium
Blockout cliff pass in volcanic & flushed grass on Purple/Orang/Blue Quad, Elysium
Added Biolab background assets
Removing profilers. removing FX from rock golem death that were used for the main rock golem that didn't make sense on a juvi. Removing aggro vocal from Rock golem Juvi. May replace it
More Great Hunts Interface tweaks and animation tweaks
Quarrite Great Hunt B: Initial worm spawn is now immediate, dialogue now plays after a short delay
Fixed bug where mission complete dialogue wasn't playing when operations completed
Landing dialogue now plays when starting operations via the contact device (it previously wouldn't because the player never 'dropped')
Fix Quarrite C and Rimetusk C2 Great Hunt dialogue timing
Elysium - new stalagmite mesh clusters, adjusted materials/textures for geothermal stalagmites and terraces
Lots of rock golem juvi movement events and animation notifys. WIP
Fix mission complete dialogue for all Great Hunts
Quarrite and Rimetusk Great Hunts: Removed incorrect dialogue entries for prospect data
Improvements to rock golem juvi events including roll velocity dynamics
Added art assets for the chicken nest homestead asset
Adjusting Biolab based on concept
Set correct atmospheres for Arena_SwampApe and Arena_IceMammoth
Added fix for Rock Golem Juvenile BT crash
Added ricochet areas to Juvenile Rock Golem
Added target to a scaling function that wasn't working correctly in GH_RG_B_Eliminate
Juvenile body armour mesh now uses rock golem's physics asset
Adjusted blending times for Rock Golem roll montages
Removing rock golem layers that were meant for the main boss and not the juvi. adjustments to cave reverb etc
Reverted to old JRG physics asset
Fixed bug where only JRG head was applying ricochet modifier
Fixed bug with slug grenade where clients and server would have missmatched explosion locations
Proxy Mesh System sample on animal bench. For testing
Elysium - stalagmites and polish of lakes in geothermal, red quad
'- Toned down RG earthquake screen shake
Increased distance of RG burrow, jump attack screen shake
Added screen shake to RG roar
'- RG now becomes 'vulnerable' for a period of time after rolling, allowing players to freely attack
Added light hit reacts to RG light attack BT
Updates particle system used for RG jumping attack
Fixed bug where BTTask_Basic_JumpTo was launching the target in wrong direction
Added time limit to RG rolling attack when targeting player
Fixed bug where RG would fall through ground when killed
Rocks now fall from the ceiling when RG performs a jump attack in final phase
moved nav modifier volumes to persistent level
Blockout cliff pass in volcanic & flushed grass on Purple/Orang/Blue Quad, Elysium
UI pass on biolab store screen, added animation and custom buttons specific to biolab
Elysium - stalagmite placement and polish pass of lakes in Geothermal, red quad
Fix the line trace for ape gas (was hitting foliage before landscape - which wasn't tagged)
Updating OEI interface so the Biolab works correctly
Add alternate proxy mesh sample setup for artists
Adding Dead Researchers to the Ape Lab
Adding new Deployable for Dead Prospectors for easy mission placement
Adding new Dead Prospector materials (white) for researchers
Adjusting prebuild ape lab to include items in inventories and place researchers
Adjusting dialogue delays to make more sense within missions so they don't spoil big moments before - as they happen
Added new biome curves for Arena's
Added art assets for the homestead saloon door variant
Fix Garganutan Jr desert spawn location being underground
Cliff Pass and Landscape Sculpting Pass, Green and Yellow Quads, Elysium
Fixed muzzle flash position and ads offset of the black wolf revolver by adding corresponding sockets
Fixing GH_RG_A Camp and resaving with notes in correct locations
Fixed Spelling Errors in GH_RG_A Camp prebuild save
Adding Collectable Note (Laptop) and setting up
Adjusting Save / Load Prebuilt cheat so it now sorts the avialable quest markers by distance
Adding Missing Ape Blood Prebuilt Structure
Adjusting the juvi spawner audio location so its in the right place
Added art assets for the plant pots. 5 different shape variants with 4 different texture variants on each
Adding slightly more intense spawn juvi sound and distancing for better audible cue
Display Melee Damage stat on main inventory window for Mounts/Pets
Added mission descriptions for GH mission trees
Fixing issue where the parent quest was not ticking off the information correctly in GH_RG_D
Adjusted common craft quest to allow for machine specificity
Adding heavy rock golem gauntlet attack audio and event. Reducing weight of ape juvi attack and other ape juvi adjustments and fine tunes
Biolab upgrade screen Slot and Pins adjustments and added background blur to upgrade slots
Prevent spectating players when dead in instanced levels
Added DMs for lamp post and wall mounted lamp
Added proper DMs, as well as updated the animations and added proper colision for all meshes
Fixing Spawner Issue in GH_RG_D which was spawning 2 rock golem spawners on top of each other
Fixng the Retrieval Pod in GH_RG_E so it has a set location rather than a dynamic one
Blocking in Tundra to Desert Transition pass on Yellow Quad, Elysium
Tidy AICreature validation
Adding new manual spawn point for the retrieval pod for GH_RG_E, this should fix issues where the pod spawns underground
Fixing the Biofuel Calculation Quest in GH_RG_E as it was not summing the amount of biofuel stocked correctly
Setting up Vintage Jars, Sewing Machine, Honey Pots, Ranch Gate and Sign Items for Homestead
Adding Currency Conversion for the Biomass items into a intermediate resource and then back into biomass for exchanges on the orbital station
Adding new Ice Mammoth Prebuilt Structure for the research lab
Adding new bespoke Ice Mammoth Experiment for GH_IM_D quest
Resaving spawners to fix the default variable assignments
Adjusting Spawner Code for Ape / RockGolem Spawners and base faction mission spawners so that they scale and spawn appropriately code is not longer using the swarm component as it is not appropriate for the way the things are being spawned, added safeguards such as max creature spawn, minimum spawn distances etc
Fixed Ape Spawner as it was spawning apes underground
Adding in 3rd person grip socket for the slug launcher and the lava hunter flame thrower, currently unsure if they are setup to use the 3rd person sockets but they are ready to be used
Fixing hands position and sliding on the slug launcher and lava hunter flamethrower, one small issue where the equip animation for the flamethrower doesnt use the left hand grip socket, fixing next commit pass
Adjusted sandworm crossbow ADS to better align with the spear end
Fixing the spear not loading correctly in the sandworm crossbow by redoing some bones in the animation to match up with the base skeleton
Adjusting the scorpion rifle ADS to match up with crosshair
Fixed armour materials sparkly issue to light and did an optimize pass on the master default textures
UI pass on Biolab Upgrades screen. MAde adjustments to nodes, slot and wire locations
Cliff and Landscape Pass on Tundra, Green and Yellow Quads, Elysium
Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
Prevent biome reverting to none when player dies and is a spectator inside a biome override (for clients)
Elysium - stalagmite placement and polish pass of lakes in Geothermal, red quad
Added DEP_Well_Reservoir with all SMs, SKs, DMs, Materials, Textures and Animations
Adding new gun tool break audio event and data table setup for better indication that a weapon has broken. Slightly delayed and also a metallic mech element to it
many more ape juvi sounds including new attack vocalisations, idle, idle far, aggro, whoosh and slams improving the ape Juvi experience a lot
Added lamp post and wall mounted static meshes, material and textures
Added 3 additonal fabric material assets for the homestead curtains. Updated homestead curtain 1 and 2 textures with adjusted colours
Fix leave area size for Rimetusk D Great Hunt mission
Update account flag for Garganutan unlock to match mission name
Elysium - stalagmite placement and polish pass of lakes in Geothermal, red quad
Update Rimetusk D to use a single explosive, pending prebuilt structure
Adding DEP_Bench_Kitchen_Homestead_Stove, Sink and Filleting with destructibles
Various updates and improvements to mission and legendary items
Ignore collision for Fortification Spikes deployment, allowing them to be deployed more easily
Fix Legendary Weapon preview not loading textures correctly by forcing MIP level & LOD on the SK/SM components and enabling updates on every frame for RenderTarget
Elysium - added variations of buttercup flowers from Prom grasslands to Tundra grass type
Updated Quarrite B dialogue to play explicitly when first spawn is successful, rather than after a delay
Correcting audio timing of spawning juvis form the spawners
Added default audio for Rimetusk Great Hunt D mission
Update Rimetusk Great Hunt D mission requirements to match new building
Update Workshop deployables to properly destroy when they reach 0 durability
Update Garganutan Great Hunt A unlock text to be clearer that the items are just decorations
Make Great Ape more vulerable to melee attacks
Statify more elements of Slug Laucher attachments rather than switch on attachment type (to give players more feedback)
Creatures can no longer climb the drill or large rocks on the rock golem spawners
Adding dead Miners to the GH_RG_A_Mining outpost
Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
updated weapon rack static mesh and textures
Landscape Painting Pass, Decal Pass and Cliff Pass, Green and Yellow Quads, Elysium
UI pass on Biolab Weapon Screen. Reimported Biolab Background Artworks
Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
Fixing white squares which where showing on fillable legendary weapons
Adding Stat that can be added to items which means they no longer require to be carried in a utility slot
Adding Setup for the LavaHunter Flamethrower Legendary weapon so when upgraded it doesn't need to be carried in the Utility Slot
Fixing Rock Golem Spawners so they spawn the juveniles and not the Rock Golem Bosses
Adding Revival of the Rock Golem Spawners during Mission RG_C2
Icarus Week 165 Update | Hammerhead Slug World Boss
Welcome to Week 165.
Today, the Hammerhead Slug World Boss is introduced to the swamps of Icarus.
We also give a sneak peek into what is coming next week, allowing all bosses to be lootable when killed and a quality pass on their rewards.
If you want to fight the Hammerhead Slug, you will need to play on the Prometheus Map in the New Frontiers Expansion. It can be purchased here:
Added additional Black Wolf spawn points to Olympus arctic areas, updated the Bestiary as the Black Wolf is in the Arctic on both Styx and Olympus
Shifted the Black Wolf boss spawn zones from the starting areas of Olympus
Various texture and material optimizations to reduce size and memory usage while playing
This Week: Hammerhead Slug World Boss
The Hammerhead Slug is the first world boss we have added to Icarus in a long time, but it will not be the last.
The Hammerhead Slug spawns in all Swamp Regions of the Prometheus Map and has some rather unique abilities.
When the Hammerhead Slug takes enough damage, it will split, not once but twice, and prospectors will quickly find themselves fighting more than one creature. Prospectors will also need to be careful as these splits will attempt to combine back into their larger counterparts as time goes by.
Next Week: All World Bosses Lootable
Next week, all world bosses will now be lootable when killed, and their drop pools will be rebalanced to reflect the difficulty of taking them down.
Updating the NZ On Air Logo in the Credits Section
Adding Entry for the Hammerhead Slug boss into the Bosses Json
Added new Boss icon for the Hammerhead Slug
Hammerhead Slug - Added 5 spawn points in prometheus for the slug spawn
Health bar now only appears once the boss fight has started
Fixed replication bug where the client wouldn't see the final slug/health bar cleaning up
Added valid check to prevent warnings on getting blackboard as slug dies
Hammerhead Slug - Slug will now return to anchor point if straying too far
Hammerhead Slug - Added missing isvalid checks
Hammerhead Slug - Changed how the slug manager was cleaning up
WorldBossSpawner override so slug doesnt bind on big slug death
Fixed bug where final slug would sometimes explode instead of curl into a ball
Hammerhead Slug - Slug carcass now highlights. Removed debug testing
Hammerhead Slug - Switched poison modifier to be -50% sprint speed instead of -5% movement speed to try reduce chance of not being able to move when having all debuffs added to you
Hammerhead Slug - Added 30 minute timer after the final slug dies for it to cleanup
Removed the 'reload dead boss' bool for the slug
Smaller slugs will spawn the slug manager if there is none present
Changed loot row table on slug to correct boss row
Hammerhead Slug - Removed Development flags
Removed space at end of hammerhead name
Hammerhead Slug - Slug will now respawn correctly when slugs tile is reloaded
Changed eqs such that the slug ignores itself when looking for targets that damaged it
Fixed
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Project-wide asset optimization pass and cleanup
Obsidian Pick: Updated physics asset to capsules, added extra LOD, optimized textures, changed PM to metal
Project-wide asset optimization pass and cleanup
Fixed UVs on ITM_Sickle_Obsidian
Fix 130MB guide texture down to 300KB due to non-pow2 size and no compression
Great Ape club attack only has a break chance for slams
Great Ape Fix a montage where the animation length has changed
Fix Rock Golem Op1 Analyze not showing complete at 100%
Fix Rock Golem Ape E water step requiring biofuel
Adding GH Mission Radio Icon
Balancing player damage taken from creatures to accomodate for heavy hits as well as small and medium impacts. Small adjustment to collision damage event because projectilces use this too
Great Hunts Cinematics Sequencer and BP Assets
Final pass on great hunt music
Added 'cave in' mesh/materials, tunnel cap mesh, tweaked Cliff_11_DLC2 to remove base
Added stats for some of the Rock Golem Gauntlet upgrades
Rock Golem alternate secondary attacks are now enabled when using relevant upgrades
Fixed some input logic bugs within Rock Golem Gauntlet attacks
Stormwall material and BP setup WIP
IMP pass blockout in the swamp on Orange Quad, Elysium
Swapped Tundra voxels to ridge variant, Foliage Pass and Cliff Pass, Green and Yellow Quads, Elysium
Fixing accidental change to FMOD preset instead of event volume that added ADSR to cave contect preset which caused everything to be broken that used that preset
Fix DT Whitespace validation. Again
Adjustments to new Great Hunt UI
Make GreatApe more immobilise and slow stat resistant
Great Ape make high rocks fall faster
Applied threat distance modifier curve to Ice mammoth boss, adjusted behavior tree to trigger music at more appropriate time during intro sequence
Adding ADSR to waterfalls to avoid harsh starts when entering ape arena. Also intensifying very heavy impact hits from creatures like club hits to make boss combat feel more weighty
Adding location markers and blockout for DH mission 3
Hammerhead Slug - Removed slug from ice arena and readded mammoth to the arena
Resave Ape Lab with correct position
Fixing music override bp on ape boss
Adding load spear into sandworm crossbow
Added separate action behaviours to Rock Golem Gauntlets and filtered them by upgrade type
Fixed Rock Golem Gauntlet third person montages not being on the right slot
Adding new Great Hunt UI
Add Garganutan Great Hunt steps to collect the Sonic device, for if the player has dropped it into a crate for example, so players will be able to collect the device before starting the mission
Slight increase in Great Hunt bossfight music volume
Shortening overly long tail events within the assault rifle that was taking up too many channels unnecessarily. Also fine tuning distance curve after multiplayer playtest
Fix many dialogue timings for Quarrite Great Hunt
Added border and hover border and UI tweaks
Adding sandfalls audio and BP imp. ALso adding heavier jump land to rock golem so its initial entrance is more dramatic
More nav blockers for Great Ape
Updated Sandfalls to respond better to light and hold CPD on begin play
Added destructible mesh asset for swamp ape club
Added spinning wheel art assets including skeletal mesh and animation
Add Rimetusk Great Hunt quest crafting recipes, final quest and remove many DNT entries
Dev lock future content releases
Fixed looking the wrong way when entering the Ice Mammoth Arena
Shortening overly long vocal event when taking generic low damage
Added Lamb sk meshes, materials and textures
Resave atmospheres datatable
Exported higher resolution source textures for the raptor creature
Named boss atmospheres correctly
reduction in volume of the ricochet hits
dummy changes to files within certain banks to try force fix errors
Slug Launcher - Add stats and effects for Backpack, Loader and Splash Guard components
Rock Golem rolling attack now pushes hit targets to the side instead of straight forward, reducing chances that players are hit successively
Rimetusk Great Hunt: Add additional craft step to O2 quest, add quest objectives to all missions
Voxel Polish Pass and Swapped FIR saplings with Aspen Saplings, Green and Yellow Quads, Elysium
Finished first macro pass blockout in the swamp on Orange Quad, Elysium
Fixing Atmosphere Datatable
Fixes to Ice Mammoth arena material after recent updates
Applied new meshes and material for stormwall
Adjustments to rock golem armor break audio. More audible over busy mix
Added splinter mesh for destructible ape club vfx
Removing mentions of thumper from dialogue. ALso increasing volume slightly of away from mic part so it is still audible over ambience
Multiple new kitbashed cliffs for Elysium volcanic
Adjustments to some legendary weapons. Smoother bolt load sound, gauntlet volume adjustments, data table update etc
Resubmitting audio files in banks to attempt to fix any issues part 2
Fixing Atmosphere & Equippable Datatable
Add tooltip to Swamp Arena exit
Fixing Atmosphere Datatable
Fixing Legendary Weapon GH button so it correctly only works on appropriate maps / with dlcs
Ensure RVT are refreshed when player dies in instanced level and respawns to main level
Adding Legendary Weapon Images for Viewing their info
Adding Legendary weapon view screen and ability to click on weapons when great hunts have been selected
Adjusted livingitemshopitem data to include backgrounds and weapon images
Cliff Pass on Trunda to Desert Transition, Green and Yellow Quads, Elysium
Elysium - New CAC maps and FTs for geothermal stalagmites, new lake added to geothermal area, red quad
Wire destructable mesh for Great Ape Log/Club
Set up gfur for lamb and added trophy mesh, material and BP
Added Emission channel masking to M_Creatures and setup emission on Ape
Sandfall Polish Pass In Golem Arena and Cliff Pass in Tundra, Green and Yellow Quads Elysium
Added depth fade and minor adjustment on mesh for stormwall
Adding World Boss Names to Great Hunt UI
Fading Weapon Images on GH & Boss enteries so they are only visible when hovering
Added missing socket to black wolf revolver, causing the left hand to be held in mid air instead of the gun
Polish Pass on Sandfalls and Made changes to Sandfall_03 Material
Changed materials on Hammerhead Cocoon and added a cocoon forming VFX
Tweaks to Sandfalls_03 Mesh UV to reduce streeching on sides
Adding Respawn Timers on the GH UI for world bosses
Fixed issues with World Boss Information so it displays number of potential spawns, as well as the number currently active
The GH Device now tracks and updates boss information and replicates it to clients for display on various UI's
Fix Garganutan Great Hunt progress tracking for wave defence missions. Clarified objectives in damage type missions
Added ability for main mission objective text to be hidden if it is blank, but helper text (blue) is still shown, updated resupply missions to be blue/info text
Decrease Sewing Machine RMA to 1k
Prevent biome transition when player dies and is a spectator inside a biome override
Added DCO_Cheese_A to F and DCO_Hanging_Meat_A to F
Changed Ape Boss Hide to use ITM shader. Increased texture resolution
Adding weight layer to ice mammoth and other sledge hammers
Adjusting Great Hunt Talent Trees so they fit within the space allocated on the UI
Added panning feature for main textures of MA_ITM. Set to disabled by default
Add Ice Mammoth Great Hunt O1 setup, notes and dressing
Updated Garganutan Decals to only clean up those specific decals, so if they are used in other missions they will still be cleaned
Added Wall_Candle_Holder_Wood, with textures, materials, and DMs. Also added a candle proxy mesh with materials for multiple colours
Added Cuckoo Clock with textures, materials, skeletal meshes, animations and DMs
Consolidating the Alpha Wolfs Name, as it was called Alpha & Black interchangeably, it is now called the 'Black Wolf' everywhere
Added Research Crate icon
Adjusting Great Hunt Talent Trees so an overview of the hunt is displayed before clicking on missions
Added Shield Ricochet icon
Small volume adjustments to various dialouge lines within the DLC to make sure the off mic parts are still audible. Increasing ducking amount on the music and ambience by a touch to help dialogue lines from being drowned out in storms or during combat or music events. Increase to sandfall volume and size and play amount
Update all Great Hunt quest names and titles to new format
Increase NOVA Station durability
Removed Thumper from Rock Golem E dialogue subtitles
Added tile texture and panning for MA_ITM
Elysium - more lakes, stalagmite and decal placement in geothermal, red quad
Fixed bug where Great Ape wasn't responding if players fired at it/attacked it from a great distance
Extended RecentDamageCausers EnvQueryGenerator to allow ignoring distance when generating valid targets
Added skeletal meshs for the homestead curtain variants. Updated roughness maps for the fabric variants and adjusted tiling on the the shaders
Update Respawn dropship seat camera offset logic, camera shake & FP mesh visibility handling to also work for clients
Fix client desync with mammoth trap due to bones not ticking on dedi server
Adjusting source audio file of GH cover mic effect for better clarity but still feeling worldized. Previously felt too muffled in the mix
Added catch all proxy mesh setup to windmill (uses dry recipe output by default)
Updated the spinning wheel rope texture and updated UV on the static and skeletal mesh to utilise the new tiling material feature
Resave terrains selection for translatable text
Add destuctable mesh to Great Ape thrown logs
Updated LOD screensizes on Biomass meshes
Decreased Obsidian Sickle textures from 2k to 1k
Rimetusk D Great Hunt, added helper text to craft explosives quest step
Fixed typo in Quarrite spawner quest name
Fixed Quarrite Great Hunt B worms stopping spawning if there are already too many spawned (will now automatically clean up spawns after a delay)
Adding Biomass rewards to bosses & adjusting boss material conversion rate
Garganutan Great Hunt O1 fix spawn locations not spawning
Adding rock golem juvi flinch and death audio, events and data table setup
Linked translatable text to Olympus terrain selection
Updated tundra to desert transition and added palm bushes to oasis on Yellow Quad, Elysium
Added prototype mesh for weapon rack for testing, material and textures
Added first pass SM for DCO_Giant_Ranch_Sign with materials and textures
Elysium - added temp FT for Kumara, foliage placement test in volcanic terrace area, red quad
Fix Biofuel Radar not being able to be toggled
Added missing EQS change from previous fix to Great Ape detection range
Duplicated most necessary anims for Juvenile Rock Golem and placed in own folder
Did a pass on Juvenile Rock Golem locomotion animations and speed
Added armour to Juvenile Rock Golem
Fixed Juvenile Rock Golem t-posing after death
Fixed Juvenile Rock Golem not playing correction animations for GOAP actions
Updating Biolab UI based on Concept
Adding Purchasing functionality to the Biolab Weapon information screen
Adding Images for the Biolab Legendary Weapons background
Landscape Sculpting Pass, Cliff Pass and Foliage Pass on Tundra, Green and Yellow Quads, Elysium
WIP proxy mesh system
Great Hunts Interface animation and UI tweaks. Replaced Norex logos
Added art assets for the Homestead curtain variants
Added art assets for the homestead shutters window variant
Added art assets for the homestead saloon style door including a texture variant for a whitewash look
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.
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