This week we're revamping one of the very first missions ever created for the game: Livewire on Olympus. Our goal is to continue revisiting older missions like this, bringing them in line with the quality and design standards of our more recent content.
We're also giving you a small preview of what's coming next week: in-world fish and a new fishing rod. These additions are designed to make the world feel more alive, with fish of that location now naturally inhabiting rivers and lakes across Icarus.
Notable Improvements:
- Fixed cases where Mission Rewards (Blueprints, Workshop Items, Legendary Weapons) were not always unlocking correctly, causing players to lose their rewards when leaving the active session
- The Lava Hunter will no longer attack random creatures or endlessly chase players across the map
- Optimized Prebuilt Structure loading to reduce stuttering during missions
- Fixed Prebuilt Structures incorrectly connecting to existing resource networks
- Fixed Clay, Scoria, and Obsidian Sledgehammer Attachment recipes requiring incorrect item inputs
- Metal Grate Building Pieces now have destructible meshes and will break apart like other buildings
- Disabled Beast Scanner scans on Mounts due to incorrect damage modifier behaviour
- Fixed Snow Wolf carcass material being set on the alive mesh character BP
- Fixed held item not charging correctly when wearing Solar Backpack
This Week: Livewire Revamp
This week brings our largest entry in the Olympus Operation Update yet, featuring a major revamp to Livewire. This is the first combat and defense Operation players undertake and because it was made early in development, it did not benefit from the tools and experience we have today. Our newer Operations excel at framing why you are undertaking each task. They guide you with clear hints, detailed scene setting, and active NPCs for greater depth and immersion. We are excited to bring that same magic back to where your journey began.
While our earlier updates smoothed out mission steps and added hints, Livewire gives a proper taste of the larger changes coming over the next few months. It features a fresh flow, new tactical challenges, and a heightened level of excitement throughout. We will keep making these Olympus Operation Updates as long as they deliver real value to you. Expect a mix of balance changes, bug fixes, helpful hints, and heavily revamped Operations.
Originally posted by author: Someone in our Discord recently asked about the end goal of the Olympus Operations Update. My career in design has always been to improve the player experience iteratively so I did not have a specific end goal in mind, but the question prompted some reflection. Revamping Missions is a complex task because we want to preserve that sense of struggle and achievement that makes victory feel earned. While we know gameplay cannot always be smooth sailing, our team has learned a great deal about how to refine our work so that we don’t get in the way of your fun.
Many of you explore the game through the Open World, which already provides a fantastic and immersive experience. To ensure we are on the right track, our mission design must complement that fun rather than stand in its way.
In the past, some of our early missions lacked sufficient functional context. We often failed to provide enough information about the tasks at hand, which occasionally led to unnecessary backtracking or frustration. While overcoming challenges is part of the fun, some hurdles felt like a waste of your time. Further, Missions frequently introduce new concepts and our previous ability to explain those ideas was quite limited. We now liberally use hint tips to better point out areas of interest or to save you from scrolling through the extensive tech trees.
I may not have a singular end goal, but my commitment is to provide greater clarity, utilize our current technology to create smoother Missions, and gradually elevate the quality of our older Missions to match the high standards of our latest content.
John Frank - Senior Designer
(Sotere on Discord)
Next Week: In-World Fish & Carbon Rod
Coming up next week is an exciting change to the slightly wetter parts of Icarus. Since release, we've had Fish which swim around in water bodies and can be killed and harvested for Fish Chunks. Up until now, the selection of those Fish has been limited to the 3 types known as Fish01, Fish02, and the little poisonous Piranha known as Fish03.
Since then, we've added an entire Fishing system with dozens of unique Fish for you to catch, and now all of those variations will be represented in-world and the areas they spawn in will match the areas they can be fished from, so you get a true matching in-world representation of all the different varieties of Fish you can find on Icarus.
To celebrate this we're also introducing the Carbon Fishing Rod, a very sleek and stylish carbon fiber Fishing Rod. Crafted on the Fishing Bench, you'll find this upgraded Rod has increased stats to make fishing a breeze on a cool sunny afternoon, on the porch of your lakeside cabin.
Your support makes these updates possible.
https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansion/
https://store.steampowered.com/bundle/81998/Icarus_Free_Weekend_Bundle/
Changelog 3.0.21.155201-rel-DangerousHorizons
New Content
[expand type=details expanded=false]- Livewire - removing DNT tag from tooltip for fallen wolf corpse
- Livewire - undevlocking epic Terrenus
- Livewire logic clean-up; no longer has to reference a function in wolf's BP
- Livewire - improved logic around radar disabling at loc1 to be less repetitive
- Livewire - Mission Briefing step re-added, Prebuilt undevlocked
- Removing Double XP Event & Banner
- Adding custom function when ensuring a structure so that it can pass in a specific structure class
- Adjusting quests so that prebuilt structures now much finish building before quests kick off as they are now async and need to be guaranteed before the quest continues
- Updating all quests with prebuilt structures so that they can now be loaded async and the quests will not progress or try to use them until required to
- Exposing bypass settings to cleanup structure BP node so its easier to cleanup structures where needed
- Livewire - fixing typo in quest name and deleting some redirectors
- Livewire - updating mission briefing screen
- Livewire - reduced loc2 wolf spawns for no difficulty (testing), cleaned up unused tag, reduced wolf kill requirement down to 3 to match lowest potential spawn
- Dialogue delay adjustments
- Accumulation initial quest files (should have gone in with previous CL)
- Accumulation quest added preparation stage (knife, sickle, basic water purifier) and a number of hint tips throughout
- Livewire Spawnblocker at location 1
- Livewire fixing extra quest in table, undevlocking, and fixed on tooltip referencing crate in backpack (it's on floor)
- Livewire - Prebuilt
- Balance pass of all new dialogue in livewire
- Updating new livewire npc to use updated help and thanks lines to match other new line when healed
- Livewire DNTs removed from tooltips, some tooltip clean-up, wolves at loc 2 are fewer on easier mode and scale up
- More audio file optimizations
- Livewire - Adjusting Locations of initial quest setup, added 2 new world objects, lootable radar and backpack, new quest queries and markers where required
- Livewire clean-up of initial setup logic
- Livewire - loot set dressing improved. Crate smaller and rotated, hedgehogs pre-damaged
- Livewire per player scaling and difficulty scaling improved for second loc
- Livewire - Hedgehog crafting subquest turned into a collect hedgehog part at a later stage
- Livewire hint tips added, some small tooltip changes elsewhere
- Livewire - dead wolves have fur now, and there're 3
- Livewire staged bigger scene at equipment location with hedgehogs and crates
- Livewire added new Wounds modifier that doesn't escalate so the quest doesn't require more advanced doctoring
- Livewire updated highlightable text for NPC
- Livewire new NPC outfit, rename (it's still Griff, but before she's a medic)
- Livewire fixed replication of one search area and radar interactable. Redirectors cleaned up and some logic polish
- Livewire - Terrenus Elite no longer uses bespoke skeletal mesh
- Livewire rename dev temp named files with final names
- Livewire - Alpha Terrenus now uses the horsie v2 skeleton, mesh, and fur to be distinguishable
- Livewire - removing 2 VO events that were duplicates when I started using original Livewire quest flow
- Livewire- Updating quest tooltips to be more consistent, refer to radar station when activating/deploying/picking up instead of radar or station separately
- Livewire - updating fallen wolf highlightable tooltip
- Livewire now runs the new version of the quest
- Wolf body now has lots more blood around it for effect
- Cleaned up tooltips
- Added some more items into wolf body
- Livewire tooltip updates, making second loc travel area bigger so it can't be snuck around, making cave not despawn immediately (300s lifespan at end)
- Livewire updates
- Moved updates to Olympus so it can now run there (still use faction johntest to start)
- Tidied up cave set dressing (added surrounding stone so it fits better into waterfall)
- Created new spawn locations for wolfpack and cave wolf spawns so I can offset them safely
- Repositioned area triggers so wolfpack triggers earlier since you can see them when you crest first cliff
- Livewire file moves and renames to their final intended structure
- Livewire updates
- New wolf corpse at site of fallen NPC which holds radar
- Location 2 wolf logic made more exciting and ambushy
- Location 2 now has persistent spawns from cave while radar is running
- Location 1 flow correction so you deploy before activating radar, and radar is disabled up until then
- Bit more setdressing for loc1 and 2
- Livewire Improvements SearchAreas on minimaps changed to be more visible and tightening up logic to ensure they disappear on time
- Livewire: Logic improved for radar icon cleanup at each step
- Livewire Improvements
- Fixed location spawns on Olympus
- Boars spawn at loc 1 instead of wolves
- Wolves now mostly stay up on the cliffside before the player gets there
- Epic now causes deep wound instead of blunt trauma
- Hedgehog crafting is now on start of quest
- Final subquest with Radar into retrieval pod
- Reduce size and take away giant rock backing of wolf cave so it fits better
- Prebuilt structures now load over time instead on instantly removing hitching from their load process
- Adding new hardening and logic around how prebuilt structures are used in quests
- Livewire wolves at cave loc reduced again to account for the additional 2 spawned in per player
Fixed
[expand type=details expanded=false]- Fixing issue with all faction mission spawners - they where set to destroyed by default - this has been fixed, the destroyed states now persist upon reload as well
- Fixed an issue where clients sometimes wouldn't get mission NPC dialogue speakers registered correctly, causing some lines to not play at all
- Fixed issues with stale actor pointers still existing within TrySpawnAdditionalAI on successive runs
- Optimizing a bunch of overly long looping events for better audio performance
- Moved Alert location on Bluebacks to be positioned over head better
- Fixed cooked-build GC fatal (VerifyGCAssumptions) from time-sliced prebuilt loads
- UID reservation map (UIcarusActorUIDLibrary::DesiredUIDs) now keyed by non-GC FObjectKey instead of a UPROPERTY UObject* map - the singleton is a disregard-for-GC pool CDO in cooked builds and must never hold GC-visible references to runtime objects
- Reservations held across frames (and dead owners) are now safe; no API or caller changes
- Added spec covering reservations outliving a destroyed owner
- Fixed Clay, Scoria and Obsidian Sledgehammer attachments requiring the wrong item input
- Fixed capitalization of Trap for Garganutan Fishing Trap item
- Adding lots of griff dialogue lines and into quest step to play when healed
- Fixed Snow Wolf carcass material being set on the alive mesh character BP
- Added DM's for Metal Grate build pieces and updated Blueprints
- Updated UV's for some Brick buildable pieces
- Fixed Juvi Blueback montage setup trying to play Moa montages. Fixed experience component pointing to invalid row handle. Removed static mesh from Gfur component
- Lava Hunter - Fixed bug where he would play his phase transition animation after every attack when he can't find a nearby source of lava. Will now fallback to his anchor location/spawn position which should already be in lava
- Fixed spawned broodlings sometimes attacking the spawned egg due to mixed AI relationships
- Lava hunter - Should no longer attack random creatures and added an anchor to itself so it won't chase the player forever (currently set to 250 meters as that's the length of the prom lava arena you find him in)
- Mission rewards Hardening: fix account flags never granted / lost after relog. Flags were the only reward with no persistence at grant - they relied on an async round trip that was acked as collected before anything was durable
- Mission rewards Hardening: GiveAccountFlags: additive local profile write at grant, before the server round trip; RPC only sent for new flags; invalid indices skipped loudly instead of persisting -1
- Mission rewards Hardening: Flag sync handler: union-merge instead of replace; no more silent drop on UserID mismatch or unchecked load
- Mission rewards Hardening: Proxy_UnlockAccountFlags: resolve via controller, not pawn (works while dead/extracted); pawn cache now GC-safe
- Mission rewards Hardening: Grant flags first; rewarded talents force-unlock on failure and bad data rows skip loudly instead of wedging the reward retry loop
- Mission rewards Hardening: Server also sets flags directly on the PlayerState at the grant site
- Buildblocker_PromptForRecovery no longer counts actors with the unobtainable modifier as valid player objects
- Fixed arrow ammo icon appearing on energy powered weapons due to it being set to display by default and not being told to hide for energy items
- Disable ability to use Beast scanner on Mounts because the UI says it takes extra damage when it doesn't because we don't apply the debuff modifier, which also prevents successive scans, allowing for XP/bestiary spam. Remove unused variables and tidy on Beast scanner BP. Disable tooltip for Creature highlightable row that is only shown when using the Beast scanner
- Fixed divide by zero error with Solar backpack due to incorrect array being used. Fixed focus item charge logic not taking slot number into account meaning focused items not in slot 1 weren't being charged properly. Tidied BP logic
- Removed LODs and Collision from building SHA meshes. Removed Support SHA meshes that aren't supported highlightables
- Added Voxel_Ice surface type. Updated VR ice wall material to use correct surface type. Changed existing Ice surface type to use new Ice particle instead of Rocks. Updated LC and SW voxel cave blocker materials to use correct Voxel surface types
- Fixed Lantern flame being incorrectly offset due to lack of panini support in VFX material. Updated VFX to use Niagara instead of Cascade. Remove 'fill' light that was intended to light inside of lantern mesh but can't be supported due to panini mesh adjustments. Increased Lantern texture resolution to 1k. Adjusted LODs and flame attachment position
- Added description text to PreventRadiationSpread stat so that it shows up on tooltips.
- Irradiated Mutation (Wraith) and Prospector (Spectre) now fade their appropriate spec light setup when switching to corpse. Material Emissive is also scaled down to 0. Reduced Irradiated Mutation texture memory cost by 21MB
Future Content
[expand type=details expanded=false]- Large Dino - First implementation as a raptor
- RadBoss can no longer be trapped by its own webs
- Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
- Removed temp debug logic from UpdateRadBossCombatState
- Fixed an issue where RadBoss' minhealthpercent threshold was being updated before the boss even began its next phase logic
- Added a time limit to a RadBoss face-actor node
- Increased the spawn distance on RadBoss manualAIspawner
- Increased RadBoss base health
- Fixed issue where RadBoss adds were attacking the RadBoss
- Added half height concrete fortification platform as devlocked variation. Updated LODs and collision
- ARK - mesh placement, foliage placement and landscape sculpting in geothermal, purple quad
- Adjustment to pitching of speeder bike event with rian on it to ensure voice doesn't also pitch with speed. Lowering volume of woohoos
- Fixed a number of typos, updated description and flavour text for GH RAD boss items
- WIP drone companion item/AI setup
- Mounted AnimBP now supports non-playercharacter owners (for mission)
- Mounts can now override hand IK target location and filter by input
- Dual Speeder bike now supports two players with correct animations
- Fixed dual speeder highlight being incorrectly deactivated when there was a passenger seat still available
- Added temp dual speeder materials
- Livewire removing devlock on Terrenus elite
- Lots of dialogue tweaks and fixes for livewire. Ensuring all the new dialogue lines are played not mismatching old and new. Adding played to prospector to ensure mission audio plays over healed.
- Correcting quest on arrive audio
- Removed icons/bestiary rows that aren't related to the creatures for future implementation
- Coastal Bird - Initial Implementation as kea
- Attempt to fix fmod tantrum
- Moved Radboss Crossbow anims to correct folder
- Dummy change to help fix fmod banks
- Lots of audio file optimisations. Particularly for rain, storms and internal cabin audio
- Optimising all drone loops for more variation at shorter loops for better audio performance
- Updated animations for Radboss Crossbow
- Fixing issue where the houses in the colony where not spawning during RAD_A
- Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
- Turtle Duck - Added initial setup as temp kiwi
- More setup of Radboss Crossbow, animations, durability, locked constraints, etc
- Coastal Crabs - Fixed parent crab from 'seeking company' from random creatures e.g. bears. Added new rows for parent crab for things like names
- Fixing feature level and dummy fmod change to fix banks
- Added Double seater speeder bike art assets to the project with WIP textures
- Rad_B - Avoid attempt to RandGet on empty array
- Added logging in Building Base for faulty SM/DM material mapping with unsupported slot count difference
- Added Prototype glasses for character customization
- Adjusted subtitles to match dialogue for GH RAD missions D - END
- Dialogue subtitle adjustments
- character customization added rebreather toggle
- ARK - added sticks, stones and generic voxels to coastal, yellow quad
- Adding rian react audio to riding the hoverframe. Adding rian mission end dialogue audio, event and dialogue and quest setup
- Adding rians dialogue line when he gets on the hoverframe
- Updating blueprints which where references old outdated functions
- Converting unobtainable, cleanup and find deployable function to be native c++
- Converting Elysium & Elysium GH missions to use new prebuilt structure loading flow
- Coastal Crabs - Added missing experience row
- Added DT validation for ModifierStates text fields trailing whitespace and fixed up entries
- Setup Caveworm Interactable/Inventory data on components to animal corpse. Even though they're unused, they're causing errors for invalid trait fetching on spawn
- Added support for passenger saddles, starting with dual speeder setup
- Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
- Coastal Crabs - Male/Female Initial Implementation
- Fixed caveworm spit effect light not turning on. Restricted the component to only be on High effects quality
- Adding dummy crevasse event in to BP
- Added new Radiation Icon to source File
- Updated Radboss envirosuit description
- ARK - mesh placement, foliage placement and landscape sculpting in geothermal, purple quad
- Added initial voxel data and assets for T022
- Lots of adjustments to various early mission dialogue events to sharpen up responses and make more sense within mission
- Removing cheers bro from pool to accommodate for male and female players - keeping it more generic
- Fixing validation error I broke build with by deleting test quest but not the test faction_mission
- Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
- Fixed hitch-metric noise floor on Perf-nightly, added Slack failure cause callout and TeamCity/URL fixes
- Adjustment to sound size of rian, also rians audio location and spatializing when returned
- ARK - updated biome heat map
- Fixed collision for Prop sign mesh. Changed to affect navigation in DeployableSetup. Changed DT validation Warning to Error and clarified requirements
- Updated Mounts DT Validation to just look for Speederbike Saddles for ignoring validation on
- Removed unused Enzyme Cannon Arm data
- Setting up the Dual Hoverframe, Swapping Over the Heavy Hoverframe with the Dual Hoverframe in RAD_B
- Allowing Heavy Hoverframe and Dual Hoverframe to be able to be picked up
- Adjusting Great Hunt Rewards so each path grants another hoverframe
- RAD_B - Adjusting Quest Objective Names to take into account new Hoverframe name
- Removed unnecessary duplicate Book itemable data and FG blacklist
- Deleted unused Curtain_PlatinumWeave ItemsStatic data that was erroneously added under unrelated ticket (CL 133539)
- Removed old dev locked collision damage projectile data
- Added Colony Prop Books, Corkboards, Posters, Pamphlets Item Icons
- Added Ely Colony Sign item icon
- Quick Setup of Arcade Machine and shuffling GH rewards to make it fit in the tree
- Added ReBreather prototype for character head customization
- Added remaining beard SKs from PHX to ICARUS
- Adding new dialogue for new steps in mission a. Adjusting existing events to make more sense with changes. Adjusting rad colony and anim bp to fix odd roar behavior
- Adding Colony Pamphlets, Books, Laptop, Posters, Sign and Corkboard Props
- Various fixes related to Field Guide warnings, mainly around duplicate names resulting in mixed entries. Removed Durability row from Speederbike carcass causing validation issues
- ARK - mesh placement and landscape sculpting in geothermal, purple quad
- Delete unused subquest
- Adding Colony Sign Prop
- RAD_B2 - Reducing Number of Spawns with Johnson and Making Johnson more difficult
- RAD_A - Fixing so you can now play the complete mission again
- Fixed Field Guide cheat item function attempting to access fillable data on objects without fillable
- RAD_A - Updating Boss Animations in the Colony
- RAD_A - Adjusted Mission steps so you have to interact with the pillar to collect something before the boss spawns, the deliver step has been shifted untill you leave the colony and will end the quest drawing the player away
- Sulfur Auto Spawner - Spawn blockers prevent sulfur worm spawn
- Updated Radboss Spire to use LOD as collision to correct collision inaccuracy. Adjusted final LODs to blend better
- Correcting end of C dialogue to have the updated line
- Updated dialogue subtitles for GH rad missions A-D
- Adding rian dialogue when bike is fixed and he hops on the bike.Event, and data table setup
- RAD_A - Adjusted Syringe objective text to specify medical cabinets
- Fixed divide by zero error spam when looking at energy storage devices
- Removing injured and healed audio rows from rian bike BP so they don't stomp the mission dialogue triggering. Adjustments to spatial of rian returned. Added updated subtitles
- Added DEP_Arcade_Machine for GH
- Dialogue adjustments for mission B. Adjusting Rian to talk automatically upon healed. also adjusting length of healed stand up audio to account for faster animation plays
- Updated lead lined crate recipes to also require electronics and powerbank. Updated small version for naming consistency. FG Blacklist prop crate
- Fixed nullptr AtmoController issue on Weatherman. Validate WeatherManager before attempting to pull data in Atmosphere controller
- ABaseLevelCaveRecorderActor::RetrieveRecorders now correctly sets desired UIDs before restoring recorders to prevent unnecessary UID collisions
- Updated a stale UID collision comment
- Fixed issue where a new prebuilt structure whos spline network collided on load would sometimes merge with another existing network instead of being assigned a non-colliding unique network ID
- RAD_B2 - Johnson has more resistance and more health
- RAD_B2 - Reduced Level of Creatures which spawn
- RAD_B2 - Adjusting Power Ordering
- Removing Fallback spawning from scuttler code as it wasn't respecting spawn blockers
- Updated recipe and description for Radboss saddle
- Updated Mounts tooling to output saddle stats
- Updated stats for Radiation Saddle (primary feature is it now protects from irradiated items like lead crates), increased saddle weight to 15kg, updated name to Malformation Saddle
- Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
- RAD_B - Slightly adjusting rock position near the colony
- RAD_B - Adjusting Dukes Deliver Location and adjusting prebuilt structure to have an area outside for mounts
- Updating rians dialogue to match updated quest steps
- Weapon Rack - Removed unused inventory container from base class
- RAD_C - Adding Spawn Blocker to the Farm Area so enemies should not spawn
- RAD_B - Rian now rides on the back of the hoverframe, also adding new quest steps and markers, Rian now appears in the base when delivered and you need to talk to him to complete the quest
- ARK - mesh placement and landscape sculpting in geothermal, purple quad
- Creating npc version of the pistol event to be used for npc's in missions. Much more simplified event, tighter distancing etc. Small adjustments to various dialogue events
- More dialogue adjustments. Removing agent from rian dialogue event as it was weird. Adding miles take these items line for better mission clarity. Delay of dialogue line when entering cave b2
- Updated stomper bones without fleshy hands and feet. Created BPs for Volcanic stomper and carcass
- RAD_C - Fixing issue where the farm was lootable
- Fixing mis-type in questfunctionlibrary
- Added box collision to aerial on Radboss saddle PAs to they didn't get culled too early
- RAD_B - Adding Steps for collecting the hoverframe parts and adjusting quest description to account for destroying the hoverframe
- Fixed eyesocket rotations for LavaBroodling and RoatLava
- Conifer Wolf bugfix that I recently introduced that by default turned off their ledgewalking
- Added and updated bestiary entries for radboss, wraiths, and broodlings
- Updated item text for GH RAD boss items
- RAD_B - Shifted Bomber Spawn Locations so they are further away from the player, they don't auto target they will wander before finding target
- RAD_A/C2 - Fixing Rad Spawners Cleaning up after 60s when they where not meant to
- Spawners now save active state and destroyed state on save / reload
- RAD_B - Quest Step Now Updates if the Hoverframe is destroyed prompting the player to head back to collect another
- Better audible clarity on mission scanner to help user know its status
- RAD_A - Fixing Reload issue with manual spawning of Mutated Prospector at Delta
- RAD_A - Fixed Rad Spawner audio not updating for clients on destroy due to running off a server-only function. More RAD_A dialog subtitle updates
- Dialog subtitle updates for RAD_A
- Hedgehogs are now placed after radar activation to improve flow
- Cow Milk Bug - Added dev locked potential fix for testing on dev dedi
- Added textures and materials for a volcanic version of the stomper. Updated stomper mesh to have a second UVset on the feathers for colour blending
- Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
- Adding jungle light ambience base audio, event, and data table setup
- ARK - mesh placement and landscape sculpting in geothermal, purple quad
- RAD_C - Fixing Up Objectives
- Adding Objectives to the Elysium Great Hunt Mission Preview
- RAD_E - Removing DNT from mission names, adding mission types
- Updating soldier fire montage to match settler fire montage
- RAD_E - Creature Levels are 80-120 not 80-150
- Item Popup - Removed feature lock on moving afflictions to outside of the popup menu
- Cleaning up several events used in missions where spacing and timing was far to laggy. Sped up and more to the point. Also slight increase to scanner distancing
- RAD_E - Adding objective hint text
- Removing DNT from Mission Objectives
- Added T5 Planetary item icon
- Added T4 Planetary backpack item icon
- Adding unique Radboss submerge event that's more fitting and less transient
- Mission adjustments to dialogue placement and redoing some lines for E
- character customization helmet and hood toggle, simplified body animBP
- Mission E dialogue adjustments and placements
- Added Jungle and Arctic kangaroo material and textures
- Adding coastal music track 2 audio track and data table setup
- Added the carbon fiber fishing rod art assets to the project
- ARK - mesh placement, foliage placement and landscape sculpting in geothermal, purple quad
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