This is an archive of patch notes originally posted on 05 Dec 2025.

Icarus

Icarus Week 209 Update | Frostfall, Fourth Anniversary, and Fixes

Posted by Lissamilissa on

Welcome to Week 209 - The Four Year Icarus Anniversary!

This week comes with some long-sought-after fixes to the client-side map icon and search area which will help drastically when playing as a client connected to a host or dedicated server.

We're also celebrating our fourth anniversary since the release of Icarus, and recapping the highlights since release.

To help celebrate our birthday we are releasing a new Outpost - Frostfall, a brand new multi-biome Outpost.

We also show a quick preview into what is coming next week, a new sign variation - Iron Signs.

Notable Improvements:

  • Big pass on client side map icons and search areas. They where not working as expected and in many cases would not show up - this has been fixed.
  • Fixed the Dysentery Resistance Stat that is gained from a few bestiary entries and items. It was not hooked up correctly and was not granting its benefits.
  • Updated the Brown Bear Armor so no more clipping will appear in first person. Also updated several armor meshes to ensure that "Arm" meshes contained the "Sleeve" part of the mesh and not the Chest, which helps fix unexpected visual issues depending on what is being worn.
  • Adjustment of Mount/Tame inspection UI so the stats are clearer and grouped in a better way


This Week: Four Years of Icarus


Icarus is celebrating its fourth anniversary! Since Beta Weekends in August of 2021, we’ve added countless new biomes, missions, systems, bosses and gear, transforming the game into a richer survival experience. Our free weekly updates, supported by paid DLCs and your feedback, have shaped every update. Thanks for being part of our community, and here’s to what comes next.

Below we highlight some of the larger patches over the last few years and present a few stats.


It’s incredible to see how far this game has come and we couldn’t have done it without you. Thank you to every single person who has played Icarus and made memories in it.

Watch our Anniversary Livestream VOD here: twitch.tv/rocketwerkz


This Week: Frostfall Outpost DLC


https://store.steampowered.com/app/3364360/Icarus_Frostfall_Outpost/
This week, we’re excited to introduce the Frostfall Outpost - a brand-new location where we experimented with combining two distinct atmospheres within a single outpost. The surface features a harsh, arctic environment, while deep below lies a network of scorching, lava-filled caverns.



Bringing two contrasting biomes together on such a small map comes with challenges, especially since we work hard to prevent players from seeing one biome directly from the other. Sudden visual and atmospheric shifts can break immersion, so careful design was essential.

If you like what you see, consider showing your support by purchasing the DLC - available now!



Next Week: Iron Signs


Next week, we’re introducing a new sign variation to round out the current set of in-game signs. The Iron Signs which will add a new way to label and keep things organized in your base.

We also have some exciting patches scheduled for the holiday period following the sign update, so stay tuned and keep an eye on these posts!



Your support makes these updates possible.


https://store.steampowered.com/app/3315290/Icarus_Great_Hunts_Campaigns/

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

Changelog 2.3.20.145714-rel-GreatHunts


New Content

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  • Removed devlock on Frostfall
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Fixed

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  • Add icon for Fall Resistance and update Sprinting icon to be different from Movement stat
  • Remove Collision Resistance and Exposure Resistance stat from Mount Stats overview widget. Add Fall, Fire, Poison, Heat and Cold resistance stat displays in place
  • Remove DF from Rope mesh
  • Remove line trace debug from Solar Panel
  • Fix Head Socket define on GasFlyer Char BPs
  • Updated brown bear armour 1st person arms mesh, added the sleeves
  • Fix bone DT setup for Bees
  • Adding Stats for the Coastal Biome
  • Fixing another common quest which was not replicating map icons to clients
  • Fixing issue where the dysentery chance stat was being used incorrectly, it is not renamed to dysentery resistance and now hooked up to the affliction chance table to reduce the chance if players have the stat, deer and roat bestiaries have been appropriately updated
  • Weather: Fixed data validation for WeatherActions and fixed subsequent errors appearing: 'Damage' events renamed to 'Body' for consistency and validation use. Fixed incorrect timeline colors for event type. Fixed cases where Stop action values didn't line up with previous action values, causing jumps in values and associated VFX. Fixed some modifiers pointing to incorrect rows for Action type. Delete unused IceMammothArena Action. Hooked up several pieces of data not being checked. Tidied layout
  • Allow keywords to be specified when searching the Field Guide
  • Adding more state limitations and correct virtualize setting to all creatures to ensure best experience at all times
  • Added a few different tweaks to follower spawn logic to prevent creatures from getting stuck inside each other on spawn
  • Update FocusItemInfo widget to show 'Attack' and 'Charge Attack' inputs while mounted if Mount is capable of performing actions
  • Updated obsidian armour 1st person arms mesh, added the sleeves
  • Updated ice mammoth armour 1st person arms mesh, added the sleeves
  • Updated wayfarer armour 1st person arms mesh, added the sleeves
  • Tweaked skinning for both the adult and juvi Swamp Birds, mainly around the mouth, as well as added the updated eye shader to both creatures
  • Converted individual tonic SK meshes into a single SM mesh with material overrides done via SMItem BP for improved expandability.
  • Color overrides now done via colormask requiring only a single Albedo texture and mask for entire set.
[/expand]

Future Content

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  • Queen - Removed Debug sphere for flying -increased widget radius -fixed landshark being tiny on client and too big on server -Temp reduce wyrm attack radius when springing up/diving from ground. -Fixed bug where on less than 10% health he would keep trying to go from standing to submerged. -Increased egg count to 6 per person from 3
  • Added Voxels in Desert and Set Dressing Eden Yellow Quad, Elysium
  • Additional mutation audio notifys, footstep and movements
  • Adding new bounced versions of the DH combat music to play in events rather than heavy stems to avoid many audio tracks playing at once unnecessarily. Adding new tracks to DTs
  • Adding solar backpack audio event and data table setups
  • Adding armor audio row for bulky armor and metal alloy armor
  • Various DH creature balances
  • Further flesh sac balance
  • Flesh Sac Floater adjustments and fine tunes
  • Fixed issues with Dragonflies not playing correct emerge montage on spawn from nest
  • Shifted emerge locations on Dragonfly nest
  • Added Dragonfly nests as autonomous spawns within ELY Swamp
  • Added Flesh sac Floaters as autonomous spawns within ELY Geothermal
  • Fixed snappy Dragonfly movement
  • Adding metal armor audio, and FMOD param and setup. No DT setup yet
  • Added Mushrooms and Set Dressed cave in the Swamp Orange/Purple Quad, Elysium
  • Ely - set dressing of new and existing radiation zones in desert, yellow quad
  • Adding flame thrower turret audio event and BP add
  • Fixed incorrect Quick Tamer saddle mesh on Standard Horse/Zebra
  • Adjustment to sound size of radiation tracker
  • Adding radiation tracker audio
  • Added Irradiated Mutation emerge, jog, idle animations
  • Increased Mutation's jog acceleration
  • Added Tundra Monkey turn anims
  • Added turn anims for Irradiated Abomination
  • Updated Stone and Concrete fortification meshes with destructibles
  • Ely - fixed floating uranium node in desert
  • Ely - added uranium nodes to new radiation zone location in desert
  • Force saving gameplay config to avoid errors caused when editing json directly
  • Fixing the Radiation Emitter so the preview matches the size in game
  • Adding Boolean to the Yellow Uranium Crystals so you can turn off if the emit radiation or not, so they can be used for set dressing and not effect the gameplay balance
  • Adding an invisible uranium emitted BP which can be placed in the level or spawned, it has a custom size property
  • ELY3/4 - Setting up invisible uranium emitted for the lab
  • Fixed client issue where the radiation spheres and effects where not being removed from the player when the items are removed from the players inventory
  • Radiation Emitters can now have custom distances, Added some standard sizes in the gameplay config for items within an inventory and radiation nodes so these can be adjusted from the editor and blueprint, currently the aura size is being passed in via a modifier effectiveness, as the aura does not require effectiveness so the value is being used in this way for now to avoid having to write a bespoke system on top of modifiers
  • Adjusting all locations which are setting up a radioactive emitter to pull from the correct gameplay variable - defaulting to 10000 units for a uranium node and 3500 units for an item contained within an inventory or dropped on the ground
  • ELY4 - Adding Prebuilts for Dead NPC's and Ruined Lab
  • Committing missing ELY4 Eliminate File
  • The Lab from ELY3 is now a persistent actor and is cleaned up during the appropriate step in ELY4 and ELY4 spawns its own version in at the appropriate time
  • ELY4 - Adding Placeholder Lab prebuilt structure
  • ELY4 - Adding new Map Markers for Mission 4
  • ELY4 - Adding in the final steps and dialogue for when you re-enter the lab
  • ELY6 - Adding Missing doorframe asset
  • ELY4 - Fixed issue with Abomination not spawning
  • ELY4 - Adding Dead NPC Agents near LAB01 - one containing uranium creating a radioactive zone
  • ELY4 - Shifting quest markers so the players have better defined quest steps
  • ELY4 - Setting up Dead NPC agent Deployables
  • ELY4 - Adding back in briefing step
  • ELY4 - Adding in spawn blockers around the Abomination Area
  • Removing DNT's from highlightable
  • ELY3 - Updating Lab Prebuilt with fixes to monitors, damaged hazmat suit and some extra lootable items
  • ELY3 - Updating Quest to change the objective to collect a piece of the damaged hazmat suit
  • Fixing Monitor Props so they async load the monitor screens
  • ELY3 - The Lab only Cleanups up on abandon now as its used in ELY4
  • ELY3 - Removing DNT from quest objectives
  • ELY3 - Mission 3 Blocker is now removed by default in any mission past mission 2
  • ELY3 - Adding Mission Blocker so players cannot enter the lab too early, this is cleared when kicking off mission 3
  • ELY6 - Adding Mission Blocker Preventing players from entering the lab too early
  • ELY2 - Mission Blocker is removed for missions after ELY2 when starting them - this fixes the quests in mission mode
  • ELY2 - Converting the Blocker to be a persistent blocker so its present on all mission prior to this one
  • ELY2 - Forcing there to always be an extra note at Delta
  • ELY2 - Adding new Map marker when players find Lab-02 so they can return if they decide to not enter straight away
  • Fixing Base Quest (MapIconOnArrival) the map icons where not replicating to clients
  • ELY2 - Fixing Search Area in Mosswood so that clients can see it
  • Removing DNT's from ELY2 and slightly adjusting some objectives
  • ELY2 - Shifting Map Icon from showing before you collect the explosives to after you get the explosives
  • Removing DNT's from ELY1
  • The landing pad can now be toggled on and off
  • The interactions with the landing pad can only be done when the landing pad is powered
  • If the landing pad loses power the drop ship relocates
  • Fixing dropship landing pad so when you claim a pad, it correctly saves the dropship this allows you to un-assign correctly
  • Fixing dropship landing location when it lands on landing pads
  • Adding Owner information and details to inworld tooltip for the landing pads
  • Adding Ability to Claim and Unclaim the player crafted landing pads
  • Adding new combined static mesh for deploying the advanced OEI device
  • Toning down the lights so they are no where near as intense as the where for the advanced OEI
  • Taking new images for the icons for the player landing pad and advanced OEI device
  • Fixing Raptor Saddle Talent
  • Adding Raptor Saddle Icon
  • Adding Overrider Saddle Icon
  • Adding Carrier Saddle Icon
  • Pass on Itemable removing [DNT] adding names, descriptions and lore where appropriate
  • Adjusting Terraforming Dust Name to be Ionic Dusty when viewed on the talent tree
  • Renaming Synthetic Armor to Resurgence Armor
  • Adjusting Synthetic Armor Stats and Talents
  • Retaking Images for the Bulky armor set as it was too small
  • Renaming the Bulky Armor Set to be 'Stabilization Armor' Externally
  • Adding Images for the Alloy Armor, Setting up name, description and flavour
  • Reducing the containment armors protective stats as they where too high
  • Adding Solar Backpack Icon, Description and Lore
  • Radiation wip cleanup vfx
  • Radiation fixed up missing file, added particle amount, fixed radiation sphere smooth blend in
  • Added ability to specify mounted camera follow distance on a per-mount basis
  • Camera distance is doubled while riding woolly mammoth
  • Some WIP work prototyping building on mammoth
  • Adjustments to dialogue and quest steps and placement
  • Edited subtitles to match dialogue lines in ELY missions
  • Added wall-mounted trophy for Desert Bounder, including BP with gfur. I also added a proper custom groom for the bounder creature to improve the look of the fur
  • Disabled 2 legged lean animation on Raptor to prevent legs from becoming too wide during movement
  • Added a 'drifting' particle effect to raptor movement when moving fast enough and turning sharply
  • Ely - radiation zone set dressing in NW volcanic, red quad
  • Queen - Increased health scaling/increased base damage
  • Ely - radiation zone set dressing in swamp, orange quad
  • Added wall-mounted trophy for Sand Scuttle, including BP
  • Added art assets for the scout drone
  • Queen - Fixed sliding on death on client. Fixed start animation replaying at start (not setting state properly). Fixed weather attack not triggering weather second time around
  • Adding new Theo line and Vic audiolog
  • Added jump attack to Stomper and Stomper Matriarch
  • Increased stomper footstep screen shake intensity
  • Adding creepy layers to radiation zone
  • Ely - removed radiation zone set dressing from swamp by reverting changes and moved nodes to new location
  • Adding Critical Mass Trailer to Icarus Title Screen
  • Lots of tweaks and fine tunes to intensity and distance and spatial override for radiation zones. Intensifying based on new distance and proximity
  • Added table-top trophy for Pygmy Lop rabbit variants, both regular and snow, including BPs with gfur
  • Improved Stomper and Stomper Matriarch animations, locomotion, blending, LookAt, AnimBP
  • Added screen shake and particle effects to Stomper attacks and locomotion anims
  • Added new jump attack montage for Stomper (not hooked up yet)
  • Added Lean BS to Stomper
  • Increased Stomper/Matriarch melee damage
  • Drastically increasing size of the radioactive areas
  • Adding mutation attack, idle, death, aggro and spot audio events and data table setup
  • Edited some item text and fixed a mismatch between subtitles and dialogue lines
  • Queen - Added copy of landshark with sandworm re-skin to spawn out of queen egg
  • Ely - map wide placement/adjustment of nav modifier volumes
  • Ely - fixed some ledge meshes incorrectly using impassable variants, red quad
  • Adding BP missing from last commit
  • Added wall-mounted trophy for Tundra Monkey, including BP with gfur
  • Ely - expanding set dressing of mission 4 radiation zone, red quad
  • Swapping Skeleton for ITM_Backpack_Solar
  • Updated Destructibles and BPs for Curved Brick Buildables
  • Set mount carcasses to Buffalo to suppress warnings
  • Quick Setup of Woolly Mammoth Mount and Juvenile
  • Committing Stat File
  • Adding and implementing solar backpack, setup in the workshop, charges any items in your inventory or held in you hands
  • Setup the Metal Alloy Armor, Blueprints, Stats, Recipes etc
  • Queen - Changed sandworm to landshark. Added a bool in landshark that will make the landshark destroy itself after one diving loop so we can have temp landsharks for the wyrm to spawn
  • Updated sandwyrm queen skeletal mesh with root rotation to match the rest of the animation assets
  • Added wall mounted trophy for Storca, including BP
  • Fix a hover debug tool is damaging armor with fall damage
  • Queen - Balance pass, 3x hp and more scaling. Added a new phase for egg phase so if in submerged phase the queen takes a lot of damage it wont skip egg phase. Adjusted sandworm spawning out of eggs to take into account the eggs delay so they dont all spawn at same time
  • Fix physics setup warning about breakable rocks (FLOD reveal)
  • Ely - radiation zone set dressing in bottom arctic, green quad
  • Flesh sac floater audio layers and audio setup
  • Fix the build (WITH_EDITOR #ifdef's)
  • Added trophy for Raptor, including BP
  • Added ITM_Backpack_Solar
  • Queen - Fixed flying jitters. Fixed air attack showing hover anim before rotating animation
  • Quest dialogue timing and other adjustments and fine tunes
  • Ely - removed blockout cubes and turrets from base location in northern arctic to make way for prebuilt structure
  • Added wall mounted trophy for the Slinker, including BP with gfur groom
  • Queen - Fixed most transition/death jitters
  • Ely - created IcarusActor BPs for radioactive alien rocks and added to LevelFilterObject list, replaced existing static mesh placement in blue, orange, red, yellow
  • Fixing any idle event with incorrect stealing settings to fix potential problems with idle audio triggering over and over
  • Updated item text and fixed a few typos
  • Ely - replaced burnt trees that mysteriously disappeared around radiation zone in swamp
  • ELY3 - Adding in George final Prebuilt Lab
  • Adding in alien board prop
  • ELY3 - Adding full electric and lighting setup for ely3 lab
  • ELY3 - Adding red / cyan colourations for specimen vats
  • ELY3 - Adding new Enzyme vat deployable
  • ELY3 - Removing enzyme vats from Red quad
  • ELY3 - Adding all extra notes to the ely3 lab
  • ELY3 - Converting all quest notes over to use the logbook mesh instead to separate from the other notes
  • ELY3 - Setting up all new props for the prebuilt lab and replacing old props
  • Updated DEP_Powered_Charger_Wall
  • Creation and setup of Bulky workshop armor including stats, talents, price, tags etc
  • Adjusting Radioactive sphere so when its attached to the player we use a niagra particle instead
  • Setting up new workshop talent tree for creature equipment
  • Creating Overrider Workshop Saddle item and basic setup
  • Creating Carrier Workshop saddle and basic setup
  • Setting up new workshop saddles and meshes so they can be used with the mounts
  • Adding more monitor screen images for props
  • Adding Painting UI to the Monitors and separating out Monitor screens and paintings
  • Adding all new monitor screens as selectable and spawnable in game
  • Adding Radioactive waste item model and new icon
  • Removed debug sphere from MiningLaser actionable
  • Mining laser can now damage voxels underwater
  • Disable CanAffectNavigation on new props failing validation
  • Add some additional logic to Mounts Stats Display UMG so that Sprint Speed talents are represented in the UI
  • Lots of dialogue adjustments improvements and additions to M5. Adjustment to queen roar rate to accommodate for the length of the actual roar file so it doesn't play too often
  • Queen - Clientside fix for delay on eggs rising
  • Ely - radiation zone set dressing in swamp, orange quad
  • Reverted previous change to allow non-firearm items use firearm overlay state
  • Radiation Tracker now uses OneHanded overlay state
  • Fixed issue with Radiation Tracker's first person idle animation sometimes not being positioned correctly
  • Added grip sockets to Radiation Tracker mesh
  • Added fallback case in 3rd and 1st player AnimBPs which allows non-firearm items to use firearm animation overlay state
  • Added 6 new computer screen materials for dressing the orbital laser room
  • Queen - fixed visually pillar wasn't rising for clients
  • Switched Raptor SwimSprintSpeed_+% talents -> SwimSpeed_+% as the former would require new work
  • Fixed Raptor mount floating above surface of water when swimming
  • Fixed Irradiated Mutation Jump montage
  • Further m5 dialogue tweak to make it a bit more snappy
  • Various mix tweaks for DH creatures and items. Fixing ballistic using wrong impact audio. Dialogue timing and placement adjustments and fixes and fine tunes
  • Added first pass implementation of Irradiated Mutation
  • Radiation Niagara FX for testing
  • Ely - radiation zone set dressing around Mission 4 location in NW volcanic, red quad
  • Added new DH prop itemable and deployable itemable icons
  • Fix Advanced Exotic Delivery Interface deployable preview mesh is placeholder and remove placeholder meshes
  • Updated filing cabinet prop with better UV distribution to increase texture resolution
  • Tidy up orphaned snap points on Eden Cargo Pad
  • Add a BP stub for the standard drone, using new behaviours (not yet wired)
  • Don't kill Mounts when using DamageAllAI cheat
  • Adding Defaced Sign Props
  • Added the raptor saddle skeletal mesh to the saddle data table
  • Adding new UDA sign props
  • Various mix pass adjustments on several creatures, ballistic volume for large caveworm spit, better match stomper footstep intensity, drone distance eq and gun fire balance etc
  • Lithium shield zap FX adjustment - lowered emissive and light
  • Updated DM_For DEP_Powered_Charger_Wall
  • Added DEP_Steel_Barrel_Radioactive
  • Ely - added uranium nodes (no set dressing) to W arctic, adjusted position of nodes near mission 4 base to take prebuilt into account
  • Adding description, lore and names to the variation for the new props
  • Adding props for Mouse, Keyboard, Sandworm Poster, Eden Corkboards, Records and NPC files
  • Fixing Build by committed missed files
  • Adding Scaffolding for mission 6
  • Swapping over based for missions 1-3 so they no longer include extra deployables
  • Setting up Radiation Tracker for Testing, adding widget and custom actionable
  • Setting Up Specimen Samples Small Medium and Large
  • Fix remaining Dune Raptor text updates and removed DNTs
  • Set Arachnophobia Mode CustomGameStat to be Dangerous Horizons feature locked
  • Queen - Added death animation instead of ragdoll
  • Fixed collision box on right side of Organic Extractor poking out unnecessarily
  • Change new attachments from Dev to DangerousHorizons feature lock. Correct 'Body' to 'Chest' for chest armor piece filter
  • Cat Boss lure now crafted on Fishing Rods bench. Point Scyther Module recipe to correct item output
  • More advanced drones first pass
  • Fixed Flesh Sac Floater size and buggy death ragdoll
  • Added physics sim to Flesh Sac Floater idle
  • Removed the handles from the moa overrider saddle
  • Removed the handles and straps from the raptor war saddle
  • Adding injured loop for Iris - possibly temp asset. Other dialogue tweaks and adjustments to placement
  • Queen - Added scaled health and removed health curve
  • First implementation and stats for Flesh Sac Floater
  • Updated lithium shield zap FX - made it multi direction
  • Queen - Added new wyrm queen projectile
  • Added comfortable carrier saddle art assets with skeletal meshes for the horse, buffalo, and tusker
  • Fix to reverb being ducked too much. Ducking thing
  • Fixed Orka locomotion speed / foot sliding
  • Fixed Orka lookat control rig
  • Fixed Orka IK control rig
  • Orka now has dynamic follow speed
  • Queen - Added an end transition to the weather and increased exposure modifier
  • Increase Oil Refiner from 10kg to 40kg to match its size
  • Queen - Added missing files
  • Updated giant cat armour 1st person arms mesh, added the sleeves
  • Adding lots of wyrm movement audio loops and notifys in
  • Queen - Added final 'egg spawn' attack. Added new egg that rises from the ground and after 60 seconds spawns a sandworm from it. Added more steps to the weather phase to transition better/extend duration. Added DM to egg on death
  • updated hazmat armour 1st person arms mesh, added the sleeves
  • Polymerizer: Reparent to ResourceNetworkProcessor class. Remove custom logic in EventGraph and use existing inherit functions for effects toggling. Change RectLight to Spotlight setup. Fix highlighting setup. Add ProjectionWidget locator
  • Added mouse and keyboard art assets for set dressing
  • Fix physics setup warning about breakable rocks when snapping pieces off
  • More Wyrm audio layers and notifys
  • Storca and Orka tames no longer get cold in tundra environment
  • Ely - added uranium nodes (no set dressing yet) to swamp
  • Added DT and BP assets for geothermal spider variant
  • Fixed spider locomotion foot sliding
  • Made some small tweaks to NPC creation wizard to improve default asset config
  • Adding lots more layers to the wyrm queen. distant roar for when flying, attack and flinch events etc
  • Arid Raptor is now Dune Raptor
  • Sandworm Queen is now Sandwyrm Queen
  • Expose BuildBlockers as BP components. Add some debug options to BuildBlockers
  • ELY5 - More Fixes to Dialogue Timing
  • ELY5 - Adding Delays to Dialogue to make it work with the quest steps, also to give the players some breathing room after defeating a sandworm
  • ELY5 - Hooking up remaining Dialogue
  • ELY5 - Adding Small Search Area at Mo's location just in case players don't know where it is
  • ELY5 - Adding in Delays for Dialogue and Adjust quest steps to say the characters name when listening (applies to all briefing steps
  • ELY5 - Removed DNTs from Quest Steps, Removed Old Quest Steps
  • ELY5 - Reorganised Quest Steps
  • ELY5 - Disabled QueenDummy Screech Animation
  • ELY5 - Cleaned up Sandworm Kill Steps so they can persist after a reload
  • ELY5 - Shifting the Sandworm and Sandwyrm fight locations so they are on better terrain for a battle
  • ELY5 - The Dummy Sandwyrm screech now players out in its entirety while flying and hovering
  • ELY5 - The Dummy Sandwyrm now screeches while flying and hovering
  • ELY5 - Adding Dummy Sandwyrm Flier Object for Setting the Scene
  • ELY5 - Adding the Dummy Sandwyrm flying over the dunes and them moving to the middle and hovering at appropriate quest steps
  • ELY5 - Adding Dummy Sandwyrm diving into the ground when the players get nearby to trigger boss fight
  • ELY5 - Removing Actual Boss being spawn before its required|
  • ELY5 - Removing all dialogue and manually replacing for this mission
  • ELY5 - Shifting quest markets so they make more sense with the mission
  • ELY5 - Adjusting objective text to make more sense with the mission
  • ELY5 - Sandwyrm flier will rotate towards the player when its ready to attack as part of the mission
  • ELY5 - Adding Boss Map Marker to Dummy Sandwyrm
  • ELY5 - Dummy Sandwyrm does not get culled so it is visible in the sky and when in the dunes overhead
  • Updated mesh and material for DEP_Powered_Charger_Wall
  • Updated DEP_Organic_Extractor_T5
  • ELY5 - Updating Sandworm Thumper Mesh / Materials and Icon
  • ELY5 - Adding Delay and hiding of next quest step until the dialogue has played out
  • ELY5 - Shifting Mo's notes so they are accessible again
  • ELY5 - Fixing Victors Briefing / Dialogue and Chatter
  • Adjusting Operation Numbers on Elysium
  • Raw Art icons for the new props
  • Tamed Storca and Orka should now follow player more quickly if far away
  • Adjusted some move speed values for Dragonfly
  • Ely Voxels: Delete unused Geothermal_Upper and FrozenSwamp content. Changed 'Ridges' to match general pool for now until we determine what its used for. General pools are now back to 'normal' in terms of types (no metals) with some subtle weighting tweaks based on atmosphere type. Caves are now back to 'normal' with the usual suspects in place but with subtle weighting tweaks based on atmosphere and new resources (Ruby, Lithium, etc)
  • Added support for new Tundra Monkey trough drinking montage (should only play when drinking from troughs/deployables)
  • Added in new Tundra Monkey rest montage
  • Added water spline and water points to lake in AnimReviewMap
  • Added art assets for the raptor war saddle
  • Ely - added WIP radiation zone to arctic, blue quad
  • New WIP radioactive puddle decal, reduced crystal coverage for radiation zone alien rocks 05+06+08, tweaks to various radioactive material variants
  • Added test snow meshes for curved roof pieces
  • Adding first pass wyrm queen roar and roar short vocal and event and notify
  • Added raptor mesh to use with the specimen tanks for set dressing. Updated specimen tank BPs to include the specimen meshs
  • BP_Radiation_Sphere_01 should now be replicated correctly for clients
  • Re-added missing neck extension from Raptor LookAt ctrl rig
  • Fix CatBoss tonic pointing to wrong Itemable.
  • Removed references to Liquid deployment content in Pro_D_Research mission as they're unused and referenced now-deleted assets
  • More adjustments and fine tunes to sandworm queen movements audio and notifys
  • Added Irradiated mutation art assets and first few anims to the project
  • Added glass shader for the smashed helmet on the Revenant
  • Lots more wyrm audio layers
  • Raptor: Increase HealthRegen talent stats 2x to make it useful. Change PhysicalDamage stat to MeleeDamage so that it works
  • Added tundra monkey animations for sleep cycle and trough drinking cycle
  • Adding wyrm queen pillar audio, event and BP imp
  • Added textures and materials for the geothermal variant of the spider
  • Add Mount support to PlayerMovementDebug cheat for getting raw movement data while Mounted
  • Increased size of Mange Pack Wolf by 25% to make it less baby-like
  • Raptor: Fix typos in talent rows.
  • Tweaks to descriptions.
  • Change PhysicalDamage stat to MeleeDamage otherwise stats overview don't update.
  • Remove Temperature resistance talent that is doubled up by the Temp vs Consumption talent.
  • Changed StaminaCost stat to SprintingStaminaCost to be correct for talent description
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