This week we've got the introduction of some new adolescent creatures from the workshop. This is part of the rollout to enable features planned for our future Mandel update, which introduces expanded animal husbandry and genetics. We also delve into the progress of our project clinic and unveil new details about our next major expansion: Dangerous Horizons.
Notable Improvements:
- Fixing issue with the Needlers 100% bestiary stat awarded to the player, it now correctly rewards with 5% projectile damage resistance
- The MXC Fuel Canister can now transfer fuel like the biofuel can with right click
- Update to the Resource Transfer UI accessible when right clicking on jerry can and fill items like flamethrowers
- Added new tickbox to Portable Beacons that prevents non-owning players from being able to see icons on map or compass
This Week: Chicks & Lambs
This week, we’re changing how chickens and sheep are brought in from the Workshop. Instead of arriving as adults, they will now arrive as juveniles - chickens as chicks, and sheep as lambs - similar to how cows previously arrived as calves.
These farm animals will now need to be raised to adulthood before they can before they start laying eggs or producing wool, the same way the calf worked previously with milk.
These farm animals currently all arrive as female juveniles. Once the Husbandry update is released, you’ll also be able to purchase their male counterparts from the Workshop as well.
As with all our creatures these new juveniles come with their own vestiges and trophies, craftable to the trophy bench.
This change is a requirement for the husbandry update where you will be able to breed creatures and to inherit attributes, lineages and cosmetic skins. You can read more about the upcoming Genetics and Husbandry update below in a previous weeks patch.
This Week: Project Clinic Highlights
This week, our Project Clinic continues as we play and iterate quickly on the game. While many of the changes are tied to upcoming content, a number of improvements are also making their way into this week’s patch, which you can read about below.
New Horse Riding Animations
Feature Upvote[icarus.featureupvote.com]Based on community feedback and our own frustrations, we’ve added new riding animations for both players and mounts, addressing the previously jumpy movement.
This update affects the Horse, Terranus, Zebra, and Woolly Zebra.
Portable Water Tank Fixes
Feature Upvote[icarus.featureupvote.com]This week we tackled the long standing issue of portable water tank. In the past no matter what water they have inside them, drinking from, filling up your canteen or pouring water from your canteen always resulted in the modifiers gained being rain water. We preformed a rework to allow the correct modifiers to be gained when drinking and correct mixing logic to occur when combining waters of different qualities.
In essence now if you fill up the portable water tank with purified water, it will stay purified when you drink or fill up containers.
Carbonweave Backpack Adjustments
We’ve continued improving the Carbonweave Backpack, which has now been upgraded to a powered backpack and can be charged at a Charging Station.
When powered, it provides a fall-damage reduction aura that affects you, nearby prospectors, and mounts within range. To account for this new aura, some of the backpack’s direct stats have been slightly rebalanced.
Creature Navigation Improvements
A major creature improvement this week is an adjustment to navigation. Creatures will no longer attempt to path through damaged structures, which previously caused them to get stuck or try to push through walls.
In the past, damaged buildings stopped acting as navigation blockers. This allowed creatures to generate valid paths through them, often resulting in them becoming trapped. Buildings will now retain their navigation blocker until they are completely destroyed.
This results in smarter and more reliable creature pathing. While this doesn’t fix every edge case, we’ll continue identifying issues like this and improving creature behaviour over time.
Snow Roof System Rework
A major refactor took place over the last week to optimise and expand the snow build-up system on roofs. While the system should behave the same as before, it now requires fewer network calls, reducing the overall processing cost.
The system has also been expanded to support upcoming content, allowing other materials such as sand or ash from different biomes to build up on roofs. This also enables a wider range of more natural-looking shapes to be used.
Look out for more news on new weather events and building interactions in the future, and please let us know if you notice any issues with snow build-up on roofs.
Icarus: Dangerous Horizons Preview
Icarus's second major expansion, "Dangerous Horizons" and its free companion 'Kepler Update', is nearing completion, so we wanted to preview the features and content that will soon be available. The Dangerous Horizons expansion will unlock a whole new map, a story mission chain, alien creatures dominating most biomes, several new rideable mounts, more crops and cooking recipes, crafting resources, usable items, armor sets and more.
Launching beside it is the free 'Kepler update' to the base game which will also introduce a whole new T5 tech tier, humanoid NPC's and missions to retroactively added all maps, new items, new equipment, new buildings sets and more. This will be available to ALL players for free. We use this model to continually grow the base game without segmenting players, difficulty, and levels behind DLCs. The Icarus community has allowed us to continually fund development for over 4 years, through 3 major expansions, with WEEKLY free content updates and patches.
Dangerous Horizons Expansion
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New Map - 'Elysium' introduces a brand new full-size map featuring new Geothermal Biome, radioactive areas and NPC encampments
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New Missions - All new missions including a core narrative chain, side quest chains with unique unlocks and more.
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New Threats - 35+ new creatures and hostile NPCs, create the most alien map yet.
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New Allies - 4 new mounts including two types of lethal Raptors, and 3 new tamable creatures all with their own talent trees and abilities.
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New Resources - Tier 5 gear utilizing Lithium and Ruby and a new rare resource 'Uranium' which must be split between usable depleted ingots and valuable rods wanted back in orbit.
- New Crops and Food Recipes - 5 new species of crop on Elysium that can be cultivated there or on other maps through seed packs available in the workshop. Each have new food recipes utilizing them.
Free 'Kepler' Update
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New Tech Tier 5 - Featuring whole new resource chains and items, Oil geysers now available on Olympus, Styx, Prometheus and Elysium with oil refining and 30+ new items.
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New NPCs - For the first time in ICARUS, humanoid NPCs acting both as friends and foes. These will feature in new missions on all maps.
- New Items - In addition to the new T5 items, other new additions feature across the tech tree including attachments and fortifications, Ice structures and the long-requested diagonal and curved building pieces.
https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansion/
As we get closer to the release date of both Kepler and Dangerous Horizons you can expect more details to be included in our weekly patch posts.
Next Week: New Workshop Sickles
Next week, we’re adding new Workshop Sickles to the Orbital Workshop. These sickles include harvesting effects that were previously only available on tools crafted with Super-Cooled Ice, Miasma, and Obsidian on the Prometheus map, giving players more options when choosing Workshop gear.
Your support makes these updates possible.
https://store.steampowered.com/bundle/66187/Icarus_Second_Chance_Bundle/
https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
Changelog v2.3.29.148374-rel-GreatHunt
New Content
[expand type=details expanded=false]- Removing Feature Level Lock and Adjusting Workshop Chick and Lamb (female) so they point ot the correct data
- You can no longer buy chickens from the shop you buy chicks and will have to raise them up
- You can no longer buy sheep fromt he shop you buy lambs and will have to raise them up
- Fixing some feature level animal locking
- Lambs and Chicks will now drop their vestiages when skinned appropriately
- Unlocking chick and lamb trophies and vestiages
Fixed
[expand type=details expanded=false]- Portable Beacon owner no longer changes if another player opens interface and clicks OK without making modifications
- Added new tickbox to Portable Beacons that prevents non-owning players from being able to see icons on map or compass
- Fixed a bug where IMapIconWidgetInterface::ShouldOverrideVisibility wasn't working as expected after a previous refactor
- Added new horse mount run and sprint animations
- Added character riding run and sprint animations
- Fixing issue with the Needlers 100% bestriary stat awared to the player, it now correctly rewards with 5% projectile damage resistance
- Updated Moa Bones asset to have exposed bone instead of skin on the feet. This will remove the need for making colour variants
- Cave spiders no longer get regen when returning to anchor
- Cave spiders now teleport if blocked when returning to anchor
- Fixed crops being tagged with 'Unique Fish'
- Juveniles lambs will now eat / drink and can be tamed correctly
- Disabled collision on chick's head collider
- The MXC Fuel Canister can now transfer fuel like the biofuel can with right click
- Portable water tanks will now provide the same water type when drink from or drawn from using containers, this means that if you have purifiered water inside you wil drink or draw purified water. In addition if you fill up the tank from your canteen it will put that water type in the portable water tank. Normal water mixing rules apply, when two water types mix the lower quality water will take priortiy
- Adding new horse anims footstep notifys. Adding new slinker footstep event now that its bigger and rideable. Adding new event to DT
- Remove obsolete/unused snow buildup related assets and logic. Add distance culling to buildup mesh components
- Snow buildup mesh material fixup
- Fix RoofPeak BPs having 3rd RoofSnow component (only needed 2), still referencing old system. Updated other references to old system to new system
- Clamped Warmup and Cooldown to a minimum of 1 so we don't get into situations where if the player is out of food or water their temperature does not shift
- Deployables that affect nav no longer cut out all navigation underneath them, regardless of distance
- Misc asset optimization, cleanup, LODs, null material slots
- Fix empty material slots on various assets
- Fix CreatureType on tame Snow Wolf and Hyena
- Recompile MA_CHA master to fix cache issue. Remove unused submat on meshes
- Building pieces now continue to affect navigation after taking damage. There is now an optional % that can be specified to remove navigation at a certain damage level if required
- Buildings can now retain their modifiers post save, adjustments to the building grid recorder component and modifier state component to adjust
- Fix mismatch for Orange/Black Cat trophies
- Fixed crash related to Prebuilt Structure cleanup which occurred when attempting to cleanup recorders that had ended recording already
- Added ensure to prebuilt structure cleanup when passing in an invalid cleanup duration
- Snow buildup material subsurface and displacement update
- Updated DEP_Wood_Burner mesh
Future Content
[expand type=details expanded=false]- ELY Ach - Mushroom swamp
- Committing sand roof material
- Adding Sand buildup on roofs for all exisitng sand weather actions
- Committing conversion of snow roofs to a generic environmental buildup sysyetm so we can have sand and ash build ups on roofs, feature locked out for now
- Fish man volume pass, transport pod volume pass and various other mix balances
- Making sure creatures who respawn as juveniles on death inherit their old genetics
- Chainsaw and Jackhammer now run off refined oil instead of biofuel
- Allowing Oil to be transferred from oil cans & barrels to chainsaws and jackhammers
- Adding Deep Ore Mining Drill (Oil) item setup / blueprints and recipe
- Adding Modifier States for some of the biomes on Elysium
- Lithium tools FX
- Adding Pig & Piglet Setup
- Increased Storage of oil deep miner
- ELY Ach - Dying with max radiation modifier achivement
- Adding homestead kitchen benches for medicine, butchery and corner
- Added missing Talent icons for Raptor Talent tree
- Added standard saddle for the slinker and updated saddle setup
- Added validation to BTTask_MoveTo to prevent blackboard-related server crash
- Adding Golden and Black Buffalo Skin Genetic Variations
- SQ Fish - Reducing Quest Goal from 500kg -> 200kg
- Oil Can now be crafted correctly and stores refined oil
- Uranium rounds now deal more damager than their T4 counterparts
- Ely - added 2 new caves to NW volcanic, red+yellow quads
- ELY4 - Removing Debug Sphere from Mission
- Drone - Fixed infinite loop where if 3+ drones explode in the same vicinity it will cause an infinite loop
- Fixed issue where logic that was meant to prevent Sulfur Worms from spawning on top of eachother wasn't working correctly
- Giving Tundra cave biome more appropriate audio that blends better with other biomes caves audio. Adjusting fade to 7 seconds when transitioning cave biomes for smoother result
- updated lithium FX sprite scale and position
- Added ITM_Spawnling_Lantern, ITM_Sinew_Lure and ITM_Backpack_SinewWeave
- Adding piglet audio setup, flinch and death audio
- Remove unused cave prefabs in Purple Quad, Elysium
- Ely - fixed landscape at entrance to one of the new caves in Tundra
- Removed Spoiled Plants requirement from Wooden Composter, replaced with Tree Sap
- Slowed down the rate at which crude oil refiner refines by 75%
- Reduced polymerizer recipe durations by between 90% and 75%
- Temporarily enabled DEV category in photo mode for DH builds
- Added a number of new NPC animations
- Update Atmosphere Debugger cheat utility to show newer atmospheres and UX pass
- WIP update to the slinkers textures to match the tundra
- Fixed issue where Drones would sometimes get cleaned up before they exploded and spawned loot bag
- Added More Caves to the Swamp on Orange/Purple Quad, Elysium
- Added new Homestead kitchen bench icons
- Reconfigured Storca, Orka, and Tundra Monkey carcass DT rows to be carryable. Added skinning bench recipes
- ELY Ach - Unlock Manu/Unlock all t5
- More mount raptor tidy ups and improvements to audio
- Added new Raptor talent icons to talent tree
- Ely - more caves and general polish in Tundra, green+ yellow quads
- Added carry anims for the Gribbler, Storca, and Skulk
- Tied new lithium particle effect to tool on/off state
- Raptor attack bite audio adjustment. Ensuring that vocalisation is not cut out by animation being shortened. also slight music volume adjustment in Tundra
- Added two more Legendary Buffalo skins, Gold and Black
- Re-importing Curved Snow Roof assets to remove erroneous skeleton data
- Various raptor tweaks and balances
- Added test meshes for Curved Roof and Corner Curved Roof snow
- ELY Ach - Build ice structure (Currently 16 pieces on same grid)
- Nailgun now requires a powerbank and not biofuel for its recipes
- Adding 20% crafting speed modifier to the Manufacturer
- Adding resource and radioactive icons to the portable beacons
- First pass WIP combat NPCs
- Fixed EQS test reference value config doing the opposite of what it stated
- Fix mushrooms clipping in AC_SML_003_DLC2 cave
- Fix collision on Girder meshes
- Added More Caves to the Swamp on Orange Quad, Elysium
- Updated data tables for desert raptor juvie carcass
- Only try 10 times to initialize Flare ballistic behavior before giving up. Stops spam when object is dropped on ground
- Added art assets for the juvenile desert raptor
- Mining laser audio adjustments. Slightly more laser volume. Laser impact adjustments
- Fixing the mining laser left hand covering the laser too much. Added duplicate anim for idle, focusable row setup and added grip socket to correct location
- Ely - added snow chunks to arctic and tundra, green+yellow quads
- Fixed water point generation for Lake17 in Red
- ELY Ach - Jackhammer hit voxel/Chainsaw hit tree
- Ely - enabled fill collision for navmesh setting on all cliffs and cave in meshes in red quad
- Adding chick idle and death audio, events and setup
- Updated slinker and juvie bones texture to match the new colour change
- Added new 'Corrosive' modifier state to Sulfur Worm attacks
- Temporarily added new Sulfur Worm corrosive modifier to DLC2 geothermal pools/water to see what it feels like
- ELY Ach - Kill creature with uranium ammo
- Updated texture and materials of the Slinker Juvie to match the new slinker textures
- ELY Ach - Find eden achievement
- Enabled spawning of Slinker juvie with parent
- ELY Ach - Tesla coil/Flame turret kill an enemy
- Updated slinker textures to match the tundra. Increased the slinker scale, both wild and mount to 1.2. Updated slinker movement setting to reduce foot sliding
- Adding Eden Biome Modifier
- Adjusting Hazmat Suit to only protect 75% of radiation, capping radiation resistance at 75%
- Adding images to the data table for new mount talent backgrounds
- Increased Lithium Tool Power cost from 100 -> 150
- Adding Industrial Floor / Stairs to the T4 tech tree feature locked to dangerous horizons
- Uranium nodes will spawn via meteor event if less than 5 are active at any one time
- Cleaning Uranium now provides 10 inert instead of 2
- Cleaning Uranium in the Centrifuge now requires water in the recipe
- Pigs and Piglets now have trophies and vestiges
- Ely - duplicate mesh and FT for LC_Lrg_08 with null nav settings, replaced original instances in red quad
- Added Fall Damage Reduction Modifier Icon
- Ely - set radioactive bat nest set dressing meshes to nav obstacle instead of null
- reverting changes to radioactive bat nest mesh that were accidentally added to last commit :facepalm:
- Ely - added snow clumps to top arctic, blue quad
- Updated BP for Animal Nesting Bed with gfur setup
- Ely - mesh fix in arctic, green quad
- Setting up Animal Nesting Bed Item / Recipe / Blueprint
- Updated Uranium Extraction time so its quicker 45 -> 35 seconds per
- Updated Uranium Collection Units text description
- Reversing uranium node timeline for the pulse effect
- Fixing issue with Uranium Crystals where they where not glowing as intended when the node associated node was active
- Adding Weighted Animal Spawn Component
- Uranium Collector will now turn off if players are more than 2000 units away
- Uranium Collector will now spawn creatures which will attack it while active
- Bumping up the minimum of exotic spawns on Elysium to cater for the increase in guaranteed uranium nodes
- Slightly Increased Laser sidearm damage from 100 -> 150
- Shifting Norex agents location so they are no longer floating
- Adding new NPC to Eden who trades biomass for creature parts
- Adjusted carbon weave backpacks description text to reflect its new behaviour
- Carbon weave backpack is now powered and will provide a fall damage reduction aura to all nearby players and mounts, stats have been slightly adjusted to account for behaviour
- Added/swapped some soldier NPC montages
- Added hit reacts to soldier NPCs
- Fix description on Pack Rat Chew talent
- Add data for Lithium Ingot. Update Meshable to use Lithium ore mesh. Fix RMA compression setting
- Updated assets for the Skulk, Storca, and Gribbler carry positions. A little more tweaking to the poses and physics assets needed
- Started Rad Cave to the Arctic in Blue Quad, Elysium
- More balance pass on various DH items. Increasing audio idle for chainsaw, slight volume reduction for mining laser
- Various mix tweaks and balance pass over new music tracks and variation pass over some footstep layers to increase variations
- ELY Ach - Max Ely Bestiary Completed
- Added new Slinker carcass and trophy icons
- Adding better death collision audio setup for the tundra monkey for more impact
- ELY Ach - Try damage mission Npc
- Update D1 and DM mesh references for Concrete and Stone fortifications
- Ely - added new mission doorframe mesh (SM_Mission_DoorFrame) to replace kitbashed version in BP_securityDoor_placed and Mission_ELY6_blocker
- Reduce texture size on T4 Comms device
- Sleek Armor master material setup
- Updated Slinker Trophy and Bestiary image with new scale and colours
- ELY Ach - Destroy drone spawner with sledgehammer
- Removing unused param from fmod event
- Adding additional lithium tool deeper loop. Adding piglet idle event and data table setup
- Reduce Nuclear reactor textures from 4k to 2k (230MB to 100MB for whole asset). Fix LOD setup
- ELY Ach - mined with Mining laser
- Added correct RMA texture for Small Ranch Sign, as well as assigned the proper PM in the material
- Ely - removed reference to temp PricklyPear from red quad
- Fixing Caves in Swamp on Orange Quad, Elysium
- Ely green, purple, yellow quads - enabled fill collision for navmesh setting on all cliffs, cave ins, ledges, swapped LRG_08 foliage type for null nav variant
- Ely - added 2 extra deep mining spawns into mini-crevasses, moved one away from a new cave entrance, Tundra
- Volume tweaks for lithium audio FX
- Sand backpack is now shown on the charging device when charging
- Added first pass SK assets, as well as Materials and textures, for the Sleek Synthetic T5 armour for Badette to adjust further
- Adding new Blueprints for items that are part of the free homestead update
- First pass lithium tools powered audio and BP imp
- Updating Elysium Terrain Select Image
- Adding Background Image for Elysium Missions
- Attempt to fix FMOD banks
- ELY5 - Fixing issues where if you got up to the final quest step and then ran away from the fight, the boss would not respawn on reload
- Fixup Drone redirectors
- Adding Yeti Sidequest Prospect Image
- ELY Ach - Added missing config json file
- Updated Storca, Gribbler, and Skulk third person carry poses and physics assets
- Adding unique event for NPC shooting. Adding unique audio entry for NPC. Adding unique events and notifys for enemy npc reloading
- Fixed a few typos, tweaked ELY mission subtitles to match dialogue, edited homestead item text
- ELY Ach - Repair with nail gun
- Adding appropriate strong point and metal weak points to drone carrier so it doesn't play gore audio FX. Also adding more appropriate death collision audio event
- Fixed CreatureType association on Mount Raptor Desert
- Ely orange quad - enabled fill collision for navmesh setting on all cliffs, cave ins, ledges, swapped LRG_08 foliage type for null nav variant
- ELY6 - Adding soldiers to the mission and destroying leftovers near the end
- Reducing Lithium Wood -> Natural Resources from .5 -> .25
- Adjusting Grain NPC purchase price from 100 -> 5 to 250 -> 5
- BehaviorTree reverted to base Drone BT for Scout and Standard drones.
- Add engine VFX to all drones.
- Decrease spotlight intensity.
- Remove Loot define from Carrier drone so that it doesn't spawn the drone drop loot bag (will revisit + rewards when DM is made).
- Change Drone Experience rewards to Aggressive curve
- Added bestiary image for the sand worm queen
- Updated Slinker talent tree
- Added new animmodifier that can be used to scale root motion baked into an animation sequence
- Set Dressing Rad Cave to the Arctic in Blue Quad, Elysium
- Adjustments to soldier gun fire audio
- Added flesh sack floater bestiary image
- Adding homestead animation audio for cupboards
- Added first person carry poses for the skulk, gribbler, and storca. Updated corpse BPs with the new animations
- Fillable UI window UI pass
- ELY6 - Updating Story 6 Base
- Simplification of soldier gunshot audio event
- Lots of updates and additions to NPC soldiers. Adding temp processed lines, adjustments to gun shots, idle barks and setup and spot audio
- Drone hierarchy refactor: Reparent new drones to BP_NPC_Drone.
- Copy changes from BP_NPC_DroneEx to base class and delete DroneEx.
- Update BP_NPC_Drone_Standard to be effective replacement for existing 'Drone'.
- Remove Critical Area setup from base class and implement on a child-class basis as inherited components cannot have sockets changed.
- Fix GPU particle error on Drone flare.
- Add small flare for Hunter drone and adjust lighting setup slightly to suit.
- Fix Carrier drone constraints setup on death and improve collision accuracy.
- Create dynamic material based on child class matSlot define as not all setups are the same.
- Spawn DM based on child class mesh define.
- Fix collision/capsule setups for each child class, hiding Head areas, correct predictionbox sizing, headblockers and cloth.
- Fix params not being setup (drone type, AI setup, etc)
- Swapping genetics display to use new graph based system
- Added BTS to update audio state
- Updated the Ram corpse BP to stop the Gfur disappearing when it is killed
- Updated snow pygmy lop carcass icons
- Added Dangerous Horizons Achievement icons
- Adjusted nailgun accolade to use a different name in order to avoid a duplicate
- Added open and close animations for the homestead cabinets and updated the BPs with the new animations
- Adding enemy NPC flare audio event and into bp. Adding first pass of many NPC footstep anim notifys
- Updated jackhammer accolade name to avoid duplicate
- BT_NPC_Soldier now updates audio state based on currently active behaviour
- Replaced verifies with ensures inside UIcarusGameStateRecorder::ResolveOwnerRecorderState to prevent dev builds from crashing when trying to load certain prospect saves
- Fixed a number of typos in talent and modifier text
- Adding distorted spot audio with chance of playing when aiming at player for NPC
- Halving the Movement Speed Boost Provided by Genetic Values
- Increasing Gestation Period for most available creatures
- Move Duplicate voxels in Desert Transition Cave on Yellow Quad, Elysium
- Updated materials and textures for the Synthetic Sleek suit, as well as updated the helmet mesh to include the neck portion of the default character helmet
- Adding new Genetic Lineages for Creatures - provide progressive stat increases as they grow but come with a downside
- Updated and separated out the genetic event updates
- Added new Soldier NPC autonomous spawner to ELY
- Fixed issue where Soldier's crouched LoS was being calculated from chest, not head
- Added new Soldier reload montage, different reload montages based on current stance
- Increased chance for soldiers to crouch
- Added new deployable for marking NPC spawn locations in prebuilt structures
- Removed debug line drawing from turret BP
- Soldiers are now lootable
- Fixing name of Chefs Shop
- NPC Chef is EDEN now sells items for Ren
- Adding chefs shop map marker
- Setting up NPC Chef Shop in Eden
- Setting up Sleek suit armor meshes and icons
- Added DEP_Sand_Queen_Throne and DEP_Sinew_Standing_Target_Bag
- Fixed soldier death montage looping
- Added aim offset to soldiers
- Adding Raw art for fishing item queries & Updating UE4 images
- Updating Fishing NPC
- Fishing and Farming NPCs will now spawn in EDEN
- Adding new NPC who trades Fish for Ren
- Updating Fishing NPC in Quest Look
- Adding new NPC who trades crops for Ren
- Adding new Genetics Talent Tree for Homestead
- Adding & implementing stats for creature genetics and husbandry (Gestation Speed, Genetic Mutation Chance, Cosmetic Mutation Chance, Fertilization Recovery Speed, Twin Birth Chance, Better wild Creature Genetics, Chance for Rare Wild Creature Cosmetics, Strengthened Gestation, Maternal Instincts and Sire Vigor)
- Exposing Gameplay Config Variable for Max Genetic Combination from parent Selection Values
- Adding Explicit Clamps to Gene Generation so no wild or combined values can fall below 1 or above 10
- Added Dangerous Horizons Achievement icons
- Set Dressing Rad Cave to the Arctic in Blue Quad, Elysium
- ELY Ach - Ride a raptor
- Tweaked soldier spawn locations in ELY6
- Soldier NPCs in ELY6 will spawn stationary and only move to player if they have a valid path
- Fixed issue where soldier NPCs weren't tracing to player's head point and weren't shooting even though they looked like they had LoS
- Soldier NPCs now have the same relationship setup as drones
- Added nav blocker to area underneath ELY6 entrance cave
- Re-enabled navdata on one particular cliff used in ELY6 cave to prevent agents getting stuck on it
- Adding third version of the NPC dialogue voice processing. This ones more distorted and takes away more voice character which could help for multiple enemy voices. Added to NPC for testing
- AISpawn tooling fixes: Filter out non-spawner related stats. Only list unique creatures once. Match color offsets for same Prospect entry
- Improve GOAP World Stats cheat to show Spawn density and name
- 10x spawn weights in Ely Swamp for better control. Increase density to allow for gas flier soakage. Swap Scout drone for Carrier in Swamp
- Re-added new tundra creature corpse and homestead deployable recipes that were accidentally trampled
- ELY Ach - Fish in radioactive zone
- Fixing DT error
- ELY Ach - Introduce to TEI Members
- Ely - WIP waterfall cave in Swamp, purple+orange quads
- Adding lots of NPC enemy audio setups and layers. Adding body fall audio to death anims, adding npc 2 flinch, death and wounded vocals and data table setup
- ELY Ach - Use Geiger Counter
- Jackhammer and Chainsaw now require refined oil to craft instead of biofuel
- Eden NPCs - added functionality to event graphs of BP_NPC_Norex, Hunter, Farmer, Fisher so heads, bodies, armor etc highlight together when interacting
- ELY Ach - Modify laser gun
- Fur cards material added panini
- Updated lighting Rad Cave to the Arctic in Blue Quad, Elysium
- Adding a bunch more npc spot vocalisations to add diversity to experience. Adjustments to corrosive splat from sulfur worms. Adding new unique npc gun fire audio
- Added bestiary image for the Geothermal Bat variant
- Accumulation logic has been extracted into a data component which controls any static mesh or skeletal Environmental Components on buildings, this allows us to use blend shapes on skeletal meshes for snow build up on curved pieces. Also added new skeletal mesh environmental buildup component to allow blend shape buildup
- Whether or not accumulation occurs on a building is now data drive and defined in the building lookup table
- Finished Setting up Bull Talent Tree
- Adding Homestead DLC Icon
- Adjustments to Lineage Stats, Adding new Curves (Every2, Every5, Inverse and Double), Adding new Stout Lineage, adjusting UI to show correct values on creatures
- Adding Bestiary Stats for Tundra Monkey and Floater
- Removing DNT from alteration names
- Mother Gestation Progress now resets after giving birth
- Lithium tools will no longer have their charge reduced on invalid hits
- Reverted base lithium tool power-per-use back to 100 from 150
- Added new ChargeConsumedPerItemGenerated stat to allow tweaking of lithium tool energy costs separately when hitting vs skinning etc
- Genetic Lineage stat bonuses reduced by 5x; Stat bonuses are now gained every 5 levels instead of 1
- Increased Manufacturer crafting speed increase from 20% to 50%
- Fixed a number of lithium tools pointing to obsidian ToolDamage rows
- Increased Soldier hearing range from 1500 -> 3500
- Added More Caves to the Desert on Yellow Quad, Elysium
- ELY Ach - Convert uranium to plat or uranium
- Improve projectile debug cheat by drawing additional line on hit, which fixes issue of short ranged shots where Tick doesn't have enough time to register and draw
- Set gfur material PM to carpet
- Dialogue line fixes and adjustments to npc enemy gunshots to account for so many firing around you
- Added texture and decal materials for TPS spray paint graffiti
- Dialogue speaker fixes
- Added pack mesh for when a piece of the sleek armour is dropped
- Added bull saddle and updated saddle and mount data tables
- Adding more background Eden sounds to account for increased population
- ELY Ach - Natural/Crude oil refiner to generate refined oil. Fixed wrong assumption that deep mining oil was the deployable to get crude oil -> switched to pumpjack
- Added new horse locomotion anims
- Ely - cave behind waterfall in swamp, purple+orange quads
- Adjusted LODs for the Homestead Antique Lantern
- Adjustments to distancing of enemy camp flares
- Removing final error
- Set Dressing Rad Cave to the Arctic in Blue Quad, Elysium
- Fixing errors caused by deleting unused NPC soldier events. Also adding sensor to swear word
- Updated subtitle overrides for dialogue in ELY missions to match fmod event length
- Updated sheep and ram carry animation poses and corpse anim bp
- ELY Ach - find and use a oil geyser
- Added proper collision for the physics asset on the Bellows
- Added talent that enables Slinker mount sprint jumping
- Increased Slinker mount / Slinker NPC move speed to match 1.2x scale. Adjusted locomotion blend space
- Fixed slinker mount not dealing damage when attacking targets by itself
- Setting up Bull as a mount
- Created proper collision for the Physics asset of the Sewing Machine
- Added SandWyrm_Queen_Bow
- Small adjustments to timing of homestead cabinets to match audio
- Small balance changes
- Lots of adjustments to NPC soldier audio volumes, distancing and gunshot
- Updated Cheese LOD's
- Added BP_Eden_Campfire (Icarus Actor base class), added to level filter list, and placed in yellow quad
- Onion seeds now correctly reference onions and not agave
- Adding re processed NPC audio for all dialogue vocals. Removing all unused audio NPC dialogue. Adjustments to all soldier events
- Adding a number of bestiary images to the Source Art folder
- Changed data table settings for the Synthetic Sleek Armour Helmet so that the default helmet is hidden, as well as corrected the chest piece to use the correct mesh for the male prospector
- Removing references to C++ rework of subtree injection which was not supposed to be committed
- Love Hearts now appear above creatures when fertilization occurs
- Moa's, Buffalo, Bulls, Roosters and Rams will now seek out their mate and follow them until they have fertilized them
- Removing Husbandry Behaviour injection and convert to using main idle instead as it works better with behaviour
- Creature Serums are now consumed when used
- Fixing issue where tames brought down from space where not generating their genetics correctly
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