This week brings a new set of iron signs that you can craft at T3, expanding your decoration opportunities around your base.
We also show a preview of a new creature and feature we are adding next week - Spiders and custom game settings with an arachnophobia mode.
Notable Improvements:
- Fixed Aquatica Isle difficulty settings pointing to Arctic outpost creature tables, allowing for dangerous creatures (Bears, Boars, etc) to spawn unintentionally on Easy difficulty
- Updated Aquatica Isle to use bespoke spawn rate rules due to its dual config of Forest and Desert themed creatures
- Fixed drones not firing projectiles when shooting
- Fixed Heavy Obsidian Arms armor piece obstructing camera
- Removed unintentional ability to carry Woolly Zebra as they're too large
- Accommodated Lava Roat in Roat Bestiary better by updating biomes and title. Added Lava Roat skinning bench recipe. Tweaked recipe loot
- Fixed Landshark sometimes not damaging a target more than once during dive attacks
This Week: Iron Signs
This week, we've unlocked four variants of iron signs to be crafted on the T3 machining bench. Craft these out of iron ingots, epoxy and copper nails, and put them around your base with your own text or an item icon for a bit of an industrial feel.
Next Week: Spiders and Arachnophobia Mode
Next week, we will be adding a new Spider creature which will spawn outside of caves in our Conifer and Grassland biomes on Olympus, Styx and Prometheus. Alongside this, we will also be adding a new "Custom World Settings" menu with an Arachnophobia mode toggle for players who don't want to see any of these new eight-legged enemies. This can be set when first creating a new Prospect, and also modified at any time via the Escape menu UI when on Prospect.
As of the 19th, the studio will be on holiday for the summer break. Our patch notes will look a little bare, but this is because we will be cutting a few builds all at once, with one weekly update/new feature in each. We'll be back on early in January with some new content previews for our next expansion: Dangerous Horizons.
Your support makes these updates possible.
https://store.steampowered.com/app/3315290/Icarus_Great_Hunts_Campaigns/
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Changelog 2.3.21.145968-rel-GreatHunts
New Content
[expand type=details expanded=false]- Unlocking new Iron Signs Talent and Recipe
Fixed
[expand type=details expanded=false]- Remove accidentally added ResourceNetwork to Fiber ItemsStatic
- Assigned correct materials to the Tempered Glass Corner Curved roof piece in the Building_Skins data table
- Accommodated Lava Roat in Roat Bestiary better by updating biomes and title.
- Add Lava Roat skinning bench recipe. Tweaked recipe loot
- Remove unused Weather related data
- Ignore GenericWeatherEnd rows for parts of validation
- Clean out unused ('dev', 'test', etc) weather related data. Using ClearWeather cheat will now forecast a dummy pool that has no actual weather changes or real biomes, instead of using the 'light' weather pool
- Tidied WeatherEvents DT validation graph. Fixed duplicate T5 checking
- Add skinning bench recipes for Mange wolf and Pack wolf
- Remove DevTest building DT entries
- Remove unintentional ability to carry Wooly Zebra as they're too large
- Fixed an issue where projectile trails were being hidden on hit (instead of fading out)
- Fixed bug where Spit Attacks with multiple projectiles wouldn't update their launch position if owning NPC moved during attack
Future Content
[expand type=details expanded=false]- Added OEI_Landing_Pad
- ELY6 - Swapping Story 6 Prebuilt base over to the built out one
- Add data for Raptor trophies
- Add Data for Storca Trophy
- Implemented bespoke mammoth talents
- Added secondary attack logic to mount base class
- Action montages can now specify a specific section within MountBase
- Added a stat to force sheltered state on affected actor
- Increased health/damage of Mammoth mount
- Replaced instances of getting base NPCAttackRadius stat with new virtual stat
- Added new BaseNPCAttackRadius_PlusPercent stat for use with talents
- Added Cliffs in the Arctic Blue Quad, Elysium
- Updated hunter drone textures with a bit more wear and tear
- Queen - Added aura/temp niagara around egg. Egg has proj resistance and takes more melee damage. Aura increases storm exposure
- Added mammoth juvie art assets, skeletal mesh, groom assets, and physics assets to the project
- Queen/Landshark - Fixed 'strike attack' task not working on subsequent attacks under specific conditions (New checkbox to untick if this is happening to a strike task)
- Eden - replaced cavelights with correct point and spotlight actors, first pass of additional lighting, yellow quad
- Ely mission 3 - added mesh, materials, mask texture for broken elevator + placed in lab, minor adjustments to meshes to fill holes and replace wall of locker room with glass
- Fix Landing_Pad durability row being Dev locked
- Correct row name for Adv EDI meshable
- Dev-locked non-workshop Modules
- Add more missing icons
- Updated Dusty Miner helmet sk mesh
- Add icons for new Deployable variants
- Fix navigation DT warning for Laser Controls deployable
- Ely - tiny tweak to position of geothermal lake near mission 3 to hopefully force sublevel regeneration, red quad
- ELY4 - Resaving custom game stats
- Adding the Araconophobia setting so it stops the spawning of geothermal spiders
- ELY4 - Adding the force removal of the lab prebuilt structure which bypasses settings as we replace this with a destoryed variant
- Adding custom gameplay setting to be able to turn on / off structures cleaning up on mission complete
- ELY4 - Adding in destroyed Lab prebuilt
- ELY3 - Adding updated lab with some objects marked as unobtainable
- Adding the orbital laser control bp
- Adding the orbital laser control prop
- Add missing icons for several new items. Add PSD for SmallBag (bait) images
- Fix LOD screensize settings on Sulfur Worm trophy
- Fix Juvenile Woolly Mammoth setup, row pointers, GFur, meshable. Add Corpse BP. Delete duplicate functions from inheritance. Pass on collision/capsule setup
- WIP Mammoth Mount talents
- Fix invalid Construct Script proxy mesh logic on numerous deployables
- Added Cliffs Mission 6 Area in the Arctic Blue Quad, Elysium
- Set feature level to DH for Custom World Settings button in Escape Menu UI
- Added the Hunter Drone skeletal mesh and animation to the project with WIP textures
- Add Building related tags on Nailgun
- Added wall-mounted trophy for Ghost Croc, including BP
- Fixed issue where additional autonomous spider spawns were occurring in mid air
- Slightly reduced max spider spawn counts
- Added wall-mounted trophy for the Sulfur Worms, including BP
- Tesla Coil now attempts to get the closest physicalized bone when attempting to strike target. This fixes cases where the capsule location on wolves would cause a miss if the trace just missed the chest capsule, now it targets the nearest bone instead, significantly increasing the chance of hit
- Fixed DT validation for Mammoth Mount carcass
- Adding very short pre explode audio to the crash sequence. Adding end rattle and lengthening smoke gas sound
- Queen - Added hit reacts for each phase and fixed the first frame flashing the wyrm standing and visible
- Mounts can now specify screen shakes to play during footstep notifies
- Improved Mammoth Mount loco anims
- Reduced Mammoth Mount speed
- Fixed Mammoth Mount using incorrect carcass item
- Added placeholder Mammoth Mount talents
- Fixed mammoth stand idle incorrectly playing twice
- Added L/R specifiers to existing Mammoth loco footstep notifies
- Added wall-mounted trophy for the Giant Roach, including BP
- Adding more variations for the cook. Also adjustments to reverb and distancing of the NPCs voice
- Updated tesla coil FX details and distance culling
- Added wall-mounted trophy for the Flying Tank, including BP. I also updated several creature trophies with proper collision
- Adding NPC cook bark lines to NPC
- Added a version of the comms tower with parts removed and a custom screen material to be used in the mission 5 bunker
- Adding vocalisation to slinker when it runs away from target
- Added raptor bite attack animation. Skinning tweak on raptor skeletal mesh mouth
- Ely - adjusted meshes in mission 3 lab to make room for elevator
- Updated ITM_Pipe_Hand_Biofuel
- Adding ITM_Uranium_Rod and ITM_Ingot_Uranium
- ELY2 - Fixing Faction Mission Blocker location, it was not positioned correctly after the most recent save
- Adding a starting charge to the radiation tracker
- Adjusting solar backpack icon to be correct
- Queen - Fixed head hitbox not correctly attaching to head bone due to spawn pose being in the submerged state
- Bounder: Add skinning bench recipe for Bounder. Tweaked corpse GFur and mesh scale to match alive version
- Temp platform meshes on Mammoth Mount no longer affect navigation, disable collision on death
- Updates and improvements to Mammoth AnimBP
- DevLock unused T3/T4 batteries (not Shelf versions) for Validation purposes
- Added Underwater Voxels in Swamp and Fixed Cliff Bugs in Desert Orange/Purple/Yellow Quad, Elysium
- Various dialogue fixes, touch ups and fine tunes. Updated line for better consistency etc
- Added new autonomous spawn behaviour for positions outside caves
- Added autonomous spawn setup for spiders outside caves in Conifer/Forest biomes (excl. low level areas)
- SandwyrmQueen, Will now destroy walls when obstructed
- Fixed bug where death anim stopped playing.
- Weather attack stops around the same time the flying phase lasts.
- A lot more eggs will now spawn but over a lot longer delay before they begin to rise
- Radiation sphere material auto tile based on mesh scale and added near distance blend
- Logistics mission outpost structure, ELY_STORY4_OUTPOST_2. Saved under QM_Story4_Outpost
- Lots of additions and adjustments for mammoth mount. making audio not insanely loud for a mount by duplicating a bunch of events and audio etc
- Added first pass Dusty Miner armour sk meshes, textures and materials and updated D_armour
- Enable custom settings button in Outpost and Prospect UIs (not Escape menu for now) on DHs builds
- Fix zero weights on mission items
- Updated DeployableComponent to support placement on movable actors
- Various audio mixing adjustments as well as adjustments to reaver dive attack. Making the audio follow the creature for movements
- Fixed Nailgun missing battery tag
- Reworking Voxels & landscape fixes in Desert Yellow Quad, Elysium
- Dialogue delay adjustments and reductions
- revised mesh (removed handle and hinges, fixed holes), materials and textures for Mission 3 door
- Adding missing slinker vocalisation state for fleeing which is part of its behavior
- Adjustments to mutation death audio
- More additions and adjustments to mutation
- Slight increase in range for the radiation tracker so you can hear it ping before seeing it
- ELY6 - Adding Blockout for Prebuilt Base
- ELY5 - Removed Spawning of Theos Pod & Takeoff until we know when to trigger
- Mo now leaves as intended during mission 4 & 5
- Resaved various spawners to make sure settings are updated (some where missed last commit)
- Fixing issue where sledgehammers where not dealing damage to the creature spawners as intended
- Adjusted & Renamed the MiningDamageOnly hitable to CreatureSpawner as it is a lot more generic than what is was named
- Resaved various spawners to make sure settings are updated
- Removing DNT's from stats - adding correctly creature names
- Adding unique name to geothermal spider
- Removing DNT's from Experience Events
- Removing DNT's from modifier states
- Removing DNT's from highlightable
- Removing DNT's from Itemable
- Making Adjustments to EDEN building blocker
- Blocking Building and deploying in EDEN
- Allowing Deployables to save their modifiers when saving / reloading
- Removing old set unobtainable function from being called in mission 3/4
- Wyrm Queen's flyby attack now attacks in a line instead of a single projectile, is no longer directly targeted
- Wyrm Queen Flying phase no longer aborts self on phase change, loss of target actor
- Wyrm Queen's IK is now disabled when flying
- Queen - Added spray task. -Queen will random between melee and spray attack. -Acid spray modifier added
- Add icons for new DHs content
- Set Dressing Eden in Desert Yellow Quad, Elysium
- Remove DF from CatBoss Tonic mesh and update LOD screensizes. Update Meshable
- Remove DF on Cat Whiskers and update LOD screensizes. Setup Meshable
- Adding additional layers to eden. Slight increase in echod bird sounds, adding theo mo and vic computers, adding snapshot overrides when deeper in rooms to reduce ambience, adding insects near foliage, the cook dialogue adjustments, fire pit
- Improved Wyrm Queen IK
- Added a second riding pose for the character to be used when the mount is running at faster speeds
- Updated SM_DEP_Fortification_Concrete_Wall and destructibles
- Making the mange wolves feel more disgusting
- Eden - added extra overhead light so Iris can't hide in the dark
- Updated Meshes and Destructibles for SM_DEP_Fortification_Concrete_Walkway and SM_DEP_Fortification_Concrete_Ramp
- Adding alt version of Geiger counter with more intensity
- Updated Advanced OEI with new Meshes
- ELY4 - Swapping out Filled Enzyme Vats with Empty ones
- ELY3 - Adding Enzyme Vat (Empty) Variation
- Adjusting Purple Specimen Variation material so that you can see into the vats
- ELY6 - Adjusting prebuilt so it works with the new are which has been world built
- Add support for custom Interact Timer Length setting to player BP
- Add Gameplay Setting for 'Interact Timer Length' which allows users to override the hold time on Alternate Interact (X to pickup, etc). Defaults to existing 3s time
- Add Shelter icon for new Modifier
- Fixed Bugs and Cave Worm in CAVE_AC_MED_008_DLC2, Moved Cliffs Mission 6 Area in the Arctic Blue Quad, Elysium
- Queen - Fixed bug where queen would be in perma 'get out of ground' state
- Adding mr hammer NPC to eden with recorded dialogue lines and event
- Fixed follow speed of some tames on DH builds
- Fixed some Tames/Mounts not having their AISetup MovementMapping validated correctly
- Fixed Wyrm Flying -> Ground montage not playing
- Adding 67 random idle background cave sounds from distant chatter, to bumps and steps etc to give eden more life. adjustments to Geiger counter volume with new Geiger counter sound. adjustments to eq and distancing of npc etc
- Adding Player Recipe to Cut fish into Chunks (DH Only)
- Enabling Tag based crafting on Fish -> Fish Chunks on the Butchery Bench (DH - Only)
- Feature lock Interact Timer Length setting to DHs
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