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Week Eighty Eight is here and with the New Frontiers expansion only two weeks away we have a lot to talk about.
The feature of the week is the revamped farming system, following on from our community discussion a couple of weeks ago. This changes how you interact with crop plots, introduces a more robust early-game farming system and adds five new items to support these changes.
We’re also calling for feedback on a proposed ‘arachnophobia mode’, so if you are someone who suffers from this (or know someone who does), we want to hear your thoughts on our proposed ideas in the comments.
Finally, if you haven’t already heard, ‘The Seeker’ - the newest installment in our live action documentary series - premieres this weekend on YouTube so go sign up today.
Video Premiere: The Seeker
Core Farming Changes
A few weeks back we asked for feedback on some proposed changes to the farming system, and this week we’re implementing them with some adjustments made.
The most impactful change is how players interact with crop plots, which previously had their own UI, but now are interacted with in-world just as you would any flora found in the ground.
This means that crops can now be harvested by sickle as well as by hand, allowing you to gain the boost provided when using this tool.
This new system requires the new ‘Seed’ item we’ve created for each plant which acts like a deployable item. You can place these into crop plots from your hotbar, along with fertilizer which can be applied the same way. Crop plots can still be watered as they were before, so this process hasn’t changed.
Farming Talents are also now applied at a different step in the process, no longer when crafting a crop plot but rather when you place a seed in your crop plot. Crop plots now also auto-reseed, allowing you to plant a seed once and then reap the harvest when it is fully grown, while not interrupting the growth cycle.
New Farming Items
These farming changes come with a bunch of items to support the improved system.
Seeds - one for each of the different plant types which can be gathered when harvesting resources. The chance of these being gathered is improved when using a sickle.
Watering Can (T2) - This can be used to water multiple crop plots at the same time.
Stone Shovel (T1) - Shovels can be used on grass/dirt/mud to spawn a dirt mound. Dirt mounds are the T1 crop plot alternative so you can get into farming straight away (this also means you can put plants almost anywhere).
Metal Shovel (T2) - It's behavior has been adjusted so it can be used to spawn dirt mounds.
Aeroponic Crop Plot (Workshop) - This is a workshop version of the crop plot with extra farming bonuses.
Early Game Farming
Dirt Mounds are a new addition to the farming system which introduces a simple version to the early game, rather than requiring players to wait until Tier 2 to access crop plots.
These can be created using either the Stone Shovel at Tier 1 or Metal Shovel at Tier 2, and allow you to plant seeds directly into the ground.
Because the soil you’re planting into is ‘infertile soil’, this does reduce crop growth speeds by 50%, but it provides a valuable option for generating food early in the game or for decorating.
All farming talents are applied to Dirt Mounds just as they are crop plots, as the change to when talents are applied allows seeds being planted in Dirt Mounds to receive the same perks.
The most noticeable difference is these will not reseed such as crop plots will, and when harvested, will need to be re-dug to be planted again.
New Seed Recipes
With the new seeds, come new recipes.
We have five new food items you can create, three for consumption, one for animals, and one as a resource for other recipes.
Berry Bar - Craftable on character and requires any combination of seeds and berries. Long-lasting stamina based food modifier
Crackers - Stamina Based buff with ‘Tool-use’ stamina impact reduction
Seed Bread - Stamina Based buff with ‘Tool-use’ stamina impact reduction
Animal Feed - When fed to animals, this increases animal stamina and stamina recovery
Seed Oil - An intermediary resource that can be converted to biofuel or an alternative for the cured leather recipe
Arachnophobia Mode
We are currently looking at how we can introduce spiders and an arachnophobia mode into Icarus. The simplest way is to have a setting in the settings menu which allows for this to be toggled on and off. Below are some concepts of what the creatures could look like with this toggled ‘on’ (changing the character models into an alternative).
If you are someone who has any level of arachnophobia, or know someone who does, we’d love your thoughts on our proposed concepts. Feel free to leave your feedback in the comments below.
New Frontiers
We’re now under two weeks away from the New Frontiers expansion, and the response so far has been electric. If you haven’t caught up on everything that is coming with our first major expansion, click below to catch up:
https://store.steampowered.com/news/app/1149460/view/3684558162502822183
https://store.steampowered.com/app/1648532/Icarus_New_Frontiers/
Support Our Development
https://store.steampowered.com/app/2445280/Icarus_Interior_Decorations_Pack
https://store.steampowered.com/app/1995690/Icarus_Styx_Map__Missions_Pack/
Changelog v1.3.10.114532
New Content [expand type=details]
Fixed [expand type=details]
Future Content [expand type=details]
The feature of the week is the revamped farming system, following on from our community discussion a couple of weeks ago. This changes how you interact with crop plots, introduces a more robust early-game farming system and adds five new items to support these changes.
We’re also calling for feedback on a proposed ‘arachnophobia mode’, so if you are someone who suffers from this (or know someone who does), we want to hear your thoughts on our proposed ideas in the comments.
Finally, if you haven’t already heard, ‘The Seeker’ - the newest installment in our live action documentary series - premieres this weekend on YouTube so go sign up today.
Video Premiere: The Seeker
Originally posted by author: 'The Seeker' is our newest chapter in the Icarus documentary series, and it premieres this Saturday August 12th at 6pm EDT. Come join us by signing up below.
Core Farming Changes
A few weeks back we asked for feedback on some proposed changes to the farming system, and this week we’re implementing them with some adjustments made.
The most impactful change is how players interact with crop plots, which previously had their own UI, but now are interacted with in-world just as you would any flora found in the ground.
This means that crops can now be harvested by sickle as well as by hand, allowing you to gain the boost provided when using this tool.
This new system requires the new ‘Seed’ item we’ve created for each plant which acts like a deployable item. You can place these into crop plots from your hotbar, along with fertilizer which can be applied the same way. Crop plots can still be watered as they were before, so this process hasn’t changed.
Farming Talents are also now applied at a different step in the process, no longer when crafting a crop plot but rather when you place a seed in your crop plot. Crop plots now also auto-reseed, allowing you to plant a seed once and then reap the harvest when it is fully grown, while not interrupting the growth cycle.
Originally posted by author: Existing Crop Plots will be converted to the new system, and will be seeded with anything that was growing. Power and Water connections will need to be reconnected. If you have farming talents you will want to reseed these to get the bonuses as talents no longer craft alterations on to the crop plot BUT instead apply when a farmer plants a seed. Any inventory items inside will be placed in bag on top of the crop plot to be retrieved.
New Farming Items
These farming changes come with a bunch of items to support the improved system.
Seeds - one for each of the different plant types which can be gathered when harvesting resources. The chance of these being gathered is improved when using a sickle.
Watering Can (T2) - This can be used to water multiple crop plots at the same time.
Stone Shovel (T1) - Shovels can be used on grass/dirt/mud to spawn a dirt mound. Dirt mounds are the T1 crop plot alternative so you can get into farming straight away (this also means you can put plants almost anywhere).
Metal Shovel (T2) - It's behavior has been adjusted so it can be used to spawn dirt mounds.
Aeroponic Crop Plot (Workshop) - This is a workshop version of the crop plot with extra farming bonuses.
Early Game Farming
Dirt Mounds are a new addition to the farming system which introduces a simple version to the early game, rather than requiring players to wait until Tier 2 to access crop plots.
These can be created using either the Stone Shovel at Tier 1 or Metal Shovel at Tier 2, and allow you to plant seeds directly into the ground.
Because the soil you’re planting into is ‘infertile soil’, this does reduce crop growth speeds by 50%, but it provides a valuable option for generating food early in the game or for decorating.
All farming talents are applied to Dirt Mounds just as they are crop plots, as the change to when talents are applied allows seeds being planted in Dirt Mounds to receive the same perks.
The most noticeable difference is these will not reseed such as crop plots will, and when harvested, will need to be re-dug to be planted again.
New Seed Recipes
With the new seeds, come new recipes.
We have five new food items you can create, three for consumption, one for animals, and one as a resource for other recipes.
Berry Bar - Craftable on character and requires any combination of seeds and berries. Long-lasting stamina based food modifier
Crackers - Stamina Based buff with ‘Tool-use’ stamina impact reduction
Seed Bread - Stamina Based buff with ‘Tool-use’ stamina impact reduction
Animal Feed - When fed to animals, this increases animal stamina and stamina recovery
Seed Oil - An intermediary resource that can be converted to biofuel or an alternative for the cured leather recipe
Arachnophobia Mode
We are currently looking at how we can introduce spiders and an arachnophobia mode into Icarus. The simplest way is to have a setting in the settings menu which allows for this to be toggled on and off. Below are some concepts of what the creatures could look like with this toggled ‘on’ (changing the character models into an alternative).
If you are someone who has any level of arachnophobia, or know someone who does, we’d love your thoughts on our proposed concepts. Feel free to leave your feedback in the comments below.
New Frontiers
We’re now under two weeks away from the New Frontiers expansion, and the response so far has been electric. If you haven’t caught up on everything that is coming with our first major expansion, click below to catch up:
https://store.steampowered.com/news/app/1149460/view/3684558162502822183
https://store.steampowered.com/app/1648532/Icarus_New_Frontiers/
Support Our Development
Originally posted by author: If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.
https://store.steampowered.com/app/2445280/Icarus_Interior_Decorations_Pack
https://store.steampowered.com/app/1995690/Icarus_Styx_Map__Missions_Pack/
Changelog v1.3.10.114532
New Content [expand type=details]
- Reorganised datatables for farming and crop plots to specify number of cultivations per crop plot as well as if they auto reseed
- Crop Plot and Farming logic is now done via Cultivations, it is now setup to allow for multiple cultivations per crop plot if required
- Crop Plots no longer have an inventory and all interactions are performed in world
- Crop Plots can now be harvested with a sickle or by hand
- Crop Plots can be watered with canteens like before
- Fertilizer is how used on crop plots by placing it in your hand and applying it to the crop pot, just like watering
- Added Seeds for each fruit / vegetable which do not have a decay time
- Seeds can be planted in crop plots or by themselves on the terrain (anywhere), when planting seeds outside of a crop plot they will take a 50% decreased growth and yeild penalty
- Seeds that are planted in the ground will be destroyed upon harvesting and you will need to plant again
- Crop Plots now automatically reseed after a crop is harvested
- Decayed Crops will now stay in crop plots indefinatly until removed by player, via sickle or hand
- Set up new recorder for new crop plots so crops and progress is saved correctly
- Modified Crop Plot UI to leverage modifier system instead of bespoke modifier UI widgets
- Seting up and adding new Workshop Crop plot and added a new Workshop Category for farming and shifted seed packs into
- Updating item images for Cocoa, Coffee, Green Tea and Wild Tea as the images where not saved correctly in source control
- Adding Seed images and .psd to future use
- Adding upgrade logic for existing crop plots, they will convert to new crop plots, auto seed with whatever seed was inside and spawn a bag in world on top of the crop plot with anything that was in the inventory
- When crafting crop plots you will now only be able to get the new ones, the old ones have been decremented
- There is a 25% chance to get a seed when harvesting with your hand, 50% when using a sickle, and base 50% when growing as a crop
- Workshop seed packs now award seeds instead of the fruit/vege/plant
- Adding Correct Growth time to farming growth states and making sure decay time is increased by the player / crafted crop plot stats
- Adding more appropriate deploy sound for crop seeds
- Seeds are now one item that differ per stats
- Adding ability to override item itemables and deployables based on tags and stats
- Cleaned up old farming seed data and updated data tables
- Adding a new Tool Stone Shovel (T1), new Blueprint and Recipe
- Adding ability for shovels to spawn dirt mounds when using on dirt, mud or grass
- Seeds now act as deployables and can be placed in crop plots or dirt mounds
- Adding debuff on dirt mounds as they are grown in Impoverished Soil
- Fixing interactibles on crop plots & dirt mounds so you can remove plants from crop plots and destroy dirt mounds
- Player Talents Related to Farming are no longer crafted on crop plots but are now modifiers that are added to the crop plot at the moment of planting the seed
- Adding new stats for seed related planting and a new seed modification data tabl
- Fixed Issue where 2 seeds where being consumed when placing seeds in the crop plot
- Fixed issues where you could not remove a plat from a crop plot once placed
- Updating player Talents related to farming to display the modifier that will be applied when planting
- Adding Seed related craftable items - Berry Bar, Crackers, Animal Feed and Seed Oil, setting up their modifiers and icons
- Seed Oil can now be used to craft biofuel or cure leather currently
- Rebalanced new seed food modifiers and food/health/water on consumption
- Removed seed oil fuel from Wood Composter, as this does not make fuel typically
- Animal Feed can now be fed to mounts and placed in food troughs
- Fertalizer now requires to be placed in your hotbar and clicked to use
- Added new context icons for fertilise plants, water plants, give food and give water
- Crop Plots now properly convert themselves over to the new crop plots (seeded state included) and drop overflow bags with the items they had inside (plants / fertilizer etc)
- Adding Watering Can Item and Talent
- Adding Watering Can Mesh and setting up watering can to water multiple crop plots if able
- Updating Crop plot sounds so they now work just like the old crop plot
- Adding Watering Can Item Icon
- Added new 'Inspect' UMG to crop plots, allowing player to see detailed growth progress and modifier information.
- Fixed T3 & T4 Crop Plots not using correct Blueprint.
- Lowered crop plot tooltip height to fixed location.
- Fixed bug where calls to ServerPushClientDynamicWidget with bFocusCameraOnActor set to false wasn't actually skipping camera focus
- Added water/power connections to new crop plots
- Fixing issue where growth speed modifiers where not applying correct to the new crop plots, they now apply as intended
- Fixing issue where items harvested from crop plot would not have their correct maximum spoil time when harvested, it now had the correct values
- Adding Missed Item.Plant Tags on various growable items
- Splitting out Speed-gro and Green-thumb to apply 2 different modifiers and adjusting the talent modifier text for seed related talents so the modifier effectiveness matches the modifier effectiveness value displayed in game
- Fixing issue where reaping rewards where not applying to crops that where sickled in crop plots, and also fixed an issue where the new crop plots where doubling all rewards unintentially
- Fixing potential Crash when interacting with Dirt Mounds
- Reimporting seed icons so seed identifying images are larger
- Watering can now has a Maximum unit count of 5000 and each 'water' action uses 1000 (anything within range of the water even will be watered)
- Updated 'Crackers' modifier to be called 'Seed Cracker' matching item name
- Updated 'Seeded Bread' modifier to be called 'Seed Bread' matching item name
- Crop plot and Mounds soil now darkens when they have the wet modifier (parity with old crop plots)
- Fixing the new T2 Crop plot from using the wrong mesh, it was using an older one which did not support the watering texture swamp correctly
- Crop plots planted in sunlight provide 0% growth speed bonus, Crop plots in darkness recieve -50% growth speed modifier and crop plots in greenhouses recive a growth speed bonus based on the number of glass building pieces nearby making it parity with the old system
- Updating Logic for adding and removing modifiers on crop plots for the Greenhouse / Sunlight / Darkness so that the modifiers only are added and removed when a change occurs and not everytime the check function runs
- Fixing issue where Evergreen Talent was not properly being calculated and applied with New Crop Plots, it now does and seeds planted while players have the talent will not decay
- Fixed bug where modifier tooltips in the Crop Plot inspection UMG would force refresh/close every second. IcarusActors now have an OnModifierStateUpdated delegate that is fired whenever a modifier state is added or removed to the Actor
- Fixed bug where clients couldn't see a crop's current growth progress when inspecting
- Adding Wooden Shovel Icon and fixing up recipes
- Setting up Workshop Crop plot and adding stats so it correctly tierified
- Setting up crop plots so they can only be harvested by sickles or hand, any other hits with weapon / tools will damage the crop plot
- Updating mounds so they have the inspection UI
- Seed Icons no longer glow which implying they had custom stats which they did not
- Fixing up Infertile Soil modifier as it was providing a buff to growth speed instead of a debuff
- Fixed a bug preventing animals from consuming food, both in hands and in trough
- Enabled Modifier on Animal Feed when feeding to animals
- Added hints to feeding mounts to raw food and Animal Feed
- Removed unnecessary D_CraftingModifications rows now that crop alterations have been removed
- Fixed bug where clients couldn't plant seeds in crop plot (was deploying dirt mounds instead)
- Removed all old crop-related alterations. Fixed bug where plants in crop plots wouldn't be visible until their growth state updated
- Removed durability from seeds, as this is no longer needed with the dirt mound implementation
- Hooked up stone shovel 3d model
- Update dirt mound name and flavor text presentation in-world
- Added collision to mushroom crops
- Fixed collision on Carrots and Corn crops
- Fixed Berry crops preview showing as Strawberries
- Added fiber seeds to most sources of fiber
- Renamed Cocoa Seed to Cocoa, to avoid confusion with the new Cocoa Seed
- Rebalanced seed yields from sickling wild plants and harvesting crop plots, now has a higher chance to gather seeds but reduced seeds per crop. This will allow more consistent entry point into farming and expansion of farming setups after the first seeds are acquired
- Adding slightly more generic sound for watering crop plots that can be used for both watering can and waterskins
- Farming plot upgrade code no longer transfers deployable alterations
- Adding more descriptions and flavor text to seed items
- Allowed watering can to use either left click or right click to water crop plots
- Adding descriptions and flavor text to seed items
- Adding crop plot unique deploy sound and data table entry for deploying all seeds
- Adding description and flavor text to watering can
- Improved collision on strawberry, carrot, reed flower, pumpkin and squash crops
- Adding positive audio for shovels digging dirt. Added T1 shovel event and data table entry
- Adding correct audio for dirt mounds being watered
- Creating Montages for 3rd person watering can animations and hooking them up so prospectors hold watering cans and pour correctly in third person
- Adding shovel sound on grass for both shovels
- Reimporting watercan animations to the corred 3rd person skeleton
- Adding in 3rd person animation set for the watering can ready for DT hookup
- Fixing Workshop Crop Plot so it now wets it soil correctly
- Fixing issue where the wooden shovel required the metal shovel recipe to craft
- Creating Montages for 1st person watering can animations and hooking them up so prospectors hold watering cans and pour correctly in first person
- Adding in watercan Equip, Idle and Pour anims for 1st Person
- Updated missions that use crop plots to be compatible with new crop plots
- Fixed crop plots unable to be watered by rain after having a water connection
- Added a list deploy count, to handle multiple options of classes (such as crop plots, but not crop mounds, which are the same base class)
- Fix fertilizer modifier typo
- Reorganized farming and consumables workshop screens, removed requirement of carrot before unlocking additional seeds
- Buffed the Larkwell Sickle to 175% harvesting yield
- Updated Seed Deployable text to show error messages and red preview when trying to plant a seed over an existing plant
- Sickles now cannot damage crop plots at any stage of the farming process
- Fixing issue with the workshop crop plot where the growth speed modifier was not be applied correctly
- Updated crop plot related talents to clarify that they now benefit when you plant the seeds, rather than when you craft the crop plot
- Updated Fertilized modifier to clarify that it increases the duration of fertilizer modifiers
- Fixed Watering Can being unable to be used when there is just enough for a single use
- Add destroy audio cue to crop mound
- Added a check in 'GetSeedRow' to return early if there is no seed type. This stops the UI from displaying 'Missing' when seeds are an ingredient in a recipe
Fixed [expand type=details]
- Correctly hide the rewards UI from open world mission completion screen (or any other time there are no rewards) and hooked up base text to be translated by default
- Hooked up translation for medals and ribbons accolades section text
- Adjusting fridge sound location and also adding any missing or incorrect cupboard open / close sounds and adjusted locations to be better or correct
- Update workshop UI tooltip to communicate that scroll wheel now pans the view rather than zooms
- Add more hardware info and tags to sentry reports
- Update a number of typos throughout the project
- Added to the description for Exotics to mention using the Orbital Exchange Interface to send them to orbit
- Fix an issue with stat replication for stats that use modifier effectiveness
- Re saving fridge socket fix that was not committed correctly. Also reducing some excessively long audio events that play beyond the end of the sound
- Fixed issue where all unlocked missions would show the completion check mark regardless of whether or not the mission was actually complete
- Fixed mounts being able to be fed any food item, returned to only consumable plants and animal feed
- Added availability indicators for outposts that are locked by DLC
- Fixed availability indicators showing on the mission select screen
Future Content [expand type=details]
- Adding in gas fly idle audio, event and BP implementation. Replacing all Gasfly projectile explosion sounds with a version with less 'fast whiz' pre explosion because that made them feel too fast
- Replaced Old GL, AC, SW & LC Outside/Cave Pro Foilage Voxel with New GL, AC, SW & LC Outside/Cave Pro Foilage Voxel on Prometheus
- Added icons for creature carcasses and industrial round table icon
- Added new red exotic icon
- Fine tune to acid rain eq and intensity to better match visuals in WL. Also reducing boombastic slightly
- Added Rockdog statue mesh, material and textures
- BLD Wood Interior rework - added APEX meshes for floors, ramps, walls, stairs
- Remove landmine activation step from outpost spawning logic, as this is now handled by the landmines automatically
- Fix race condition with departing pods and requesting new pods
- Fixed a number of typos or references to internal names throughout the bestiary, stats, item descriptions and dialogue
- Cleaned up cpp shield blocking code to put shared code into functions
- When a player leaves the game their waypoint marker is now correctly cleaned up for all other players
- Small adjustments to lava fly timing of vocal and explosion and vocal chance
- Fix infrasonic relay device does not close UI when not powered
- Updated PRO_STORY_1 to work with new cropplots
- BLD Wood Interior rework - added APEX meshes for Angled Walls, Half Pitch Walls, DMs for beams
- Replaced Old LC Cave Pro Foilage Voxel with New LC Cave Pro Foilage Voxel In Pro Cave Templates
- Adding the correct sounds for the meta crate. Wood crate sounds were originally added in by mistake. Hooking up missiong animations into BP so it plays the audio correctly
- Iron BLD rework - added APEX meshes for walls
- Fixed bug where placing multiple T3 and T4 communicators could duplicate mission assets
- Adding sound to communicator on / off / loop when the mission 5 is activated. No BP implementation yet
- Replaced Old AC Cave Pro Foilage Voxel with New AC Cave Pro Foilage Voxel In Pro Cave Templates
- Replaced Old GL Cave Pro Foilage Voxel with New GL Cave Pro Foilage Voxel In Pro Cave Templates
- Adding static to newly separated out dialogue lines for mission 6
- Replaced Old SW Cave Pro Foilage Voxel with New SW Cave Pro Foilage Voxel In Pro Cave Templates
- Mission 1 now provides correct crop plot
- Adding a separate audio event for the gas death explosion to the projectile explosion for better conntrol over intensity and volume. Reducing volume for death explode
- Added Lighting to Illuminate the Central Space of Mission 2 Cave on Prometheus
- Extended amount of time overlaps on slug trail are active
- Added loot bags to gas flyers. Reduced amount of meat gas flyers drop
- VFX polish for Gas Flyer projectile explosion
- VFX polish for Gas Flyer Idle
- Adjusted blueprint behavior of mission 5 communicator to not play start sound when interracted with and its already playing and to stop when power is interrupted
- Updated foliage type and blueprints for bulbous Flax, Flax, Ponga, Bramble_A, Bramble_E and hanging cliff foliage to the new SM assets
- Added IK to Lava Broodling. Improved Lava Hunter IK. Lava Hunter spawns are no longer flammable
- Adding blueprint logic for mission 5 communicator to play when powered up
- Adding mission 6 scanner device audio and event. Also adding correct crop sound for all seeds planted
- Removed hunting setups from existing creatures. This was a little used system that was only applicable to a small subset of creatures and not applicable to most of the gameplay
- Fixed bug where predator birds could get into a permanent state of circling corpses
- Configured Prometheus region voxel distribution
- Updated colors of Prometheus resource voxels in editor
- Moved Lighting Plane & Added Cave Light to Illuminate the Central Space of Mission 2 Cave on Prometheus
- Removing spacizlizer from custom static event playing that interrupts sol. It's a 2d event so this just meant it didnt' play which left an awkward silence between interactions
- PRO_Story_5: Update landmine distribution, add outer defensive platforms and hedgehogs
- Iron BLD rework - added DMs for beams
- Added destructible mesh for T3 anvil bench to project
- Adding first pass trail particles to Dreadwing dive
- Audio and BP implementation for M6 scanner. BP imp to be adjusted for turning off
- Fixed Acidic Glands being included on many creatures instead of Crystalized Miasma, some creatures drop both
- Reduced the number of creatures that drop Pyritic items
- Added specific loot setups for broodlings
- Updated swamp slug to grant purple exotics, rather than red exotics (as that is exclusive to lava)
- Added art assets for DEP_Bench_Anvil_T3 to the project
- Iron BLD rework - added APEX meshes for floors, ramps, roofs, angled walls, halfpitch walls
- Replaced LC Cave Voxel in GL part Transition cave with GL Cave Voxel in Purple Quad on Prometheus
- Updated GasFlyer loot bag to it's own blueprint
- Updated GasFlyer loot to include a small amount of oxite instead of meat
- Fixed GasFlyer blueprint XP event to correctly link to the GasFlyer kill XP
- Added mission failure state to mission history entries
- Added mission failure system event
- Handled a case with mission rewards that could be caused by a player being entered onto the list before a mission has started who then leaves the session and rejoins after the first mission starts, causing them to end up with an incorrect last mission id. This could then cause that player to not receive rewards for that mission as the host thinks that the player is currently on an invalid mission
- Added Gas Flyer loot sack with materials and textures
- Adding click audio for prospect select UI
- Fixing mission 6 scanner audio to play one shot instead of loop. Fixed caves being silent by removing the cave gain within event. Update BP for mission 5 scanner to play on server. Adding occlusion to lava fly
- Changed open world mission retry lockout timer to be permanent until individual mission timers have been setup, will be done for Hypatia
- Update outpost selection to mention there are fewer enemies, not no enemies
- Fixed bug where disarming landmine would cause it to explode
- Updated collision on T3 anvil bench and added assets to collections
- Added Saddle basic options for Normie_Horse, Wooly_Zebra and Swamp Bird
- Trail particle polish for dreadwing dive
- NPCs can now track the locations where their movement was recently blocked - used to better select new move locations.
- Made improvements to AI fallback point selection in cases where movement is blocked for whatever reason.
- Removed strong points from heads of the different broodlings.
- Increased broodling step height/angle.
- Enabled jump behaviour on broodlings.
- Can now configure how long it takes for a move order to become a blocking failure on a per-NPC basis.
- MoveToActor and MoveToVector BTs no longer project their 'MoveDirectlyToward' target location to navigation (was failing in some cases)
- Dreadwing dive vfx culling setup
- Small adjustment to the gasfly death explosion audio
- Update dynamic missions to have fallback creature selection
- Lava Broodlings now have less health and melee damage.
- More fine tunes for hail when sheltered
- Fixed dynamic quest decals appearing as error materials
- Added a more granular version of the dynamic quest location, used for spawning decals currently
- Fix cave volume coverage and entrance positioning for PRO_Story_6 cave
- LavaHunter crit colliders are now hidden in game
- Fixed issue where certain weather effects would not follow camera correctly when using Photo Mode
- Adjustments to orbital strike ducking intensity
- Fixed capitilization of Group 15 in dialogue
- Added Outpost 8 drop zones and respawn points, added additional respawn points to Outpost 7
- Lava Hunter Arena, Redesigned Traversable Area in Purple Quad on Prometheus
- Expose prospect forecast updated to UI
- Adjustments to slime trail material
- added batdog statue stone material, static mesh and textures
- Fixed some log errors that occured when predator birds skinned corpses
- Predator Birds now have a higher location tolerance when diving corpses, should prevent them from getting into situations where they aren't able to reach their target corpse. IcarusCharacters can now specify overrides to the Radius/Height multipliers used internally during pathfinding
- Adjustments and fine tunes to dialogue events. shortened longer gaps of silence to allow event to be slightly shorter which works better in the event
- Polish pass on music and dialogue behaviour for PRO_Story6_Evidence quest
- Speeding up mission 5 dialogue to allow room for the event to happen after the dialogue has been spoken
- Added new alteration icons
- Adding click sound when prospect is clicked on
- Added ITM_WateringCan
- Added ITM_Backpack_Farmer
- Fixed swamp bird carcass not using correct Gfur setup
- Added ITM_Backpack_Medic
- Lava Hunter now emerges from ground correctly when spawned (starts dormant). Fixed bug in CircleFlight BTTask when circle target actor was destroyed during task
- Pre VFX pass on slug slime trail. Spline mesh will no longer cast shadows. Still requires work to deal with displacement tearing between spline mesh sections
- Adding more audible at a distance whistle layer for pred birds during their swoop attacks
- Adding slime surface, PM and data table entries and fmod setup adjustments
- Fixed Floating Rocks in Tecton Outpost
- Adding event for footstep slime. Also adding slime surface param in fmod
- Lava Hunter Arena, Set Dressing in Purple Quad on Prometheus
- Updating mission communicator overlay for priority missions
- Final tweaks to slug slime trail material, adding height map and re-enabling shadows
- Added new borders for Dynamic mission board UI
- Added height texture map to be used on the slug slime trail
- Updating mission 6 scanner to continuously loop to avoid feeling like there was something wrong with the scanner. Updated BP logic
- Story4: Populate crates with relevant resources
- Add the ability to switch off mission complete sounds for specific quest steps. Apply to Story6 subquests where the audio cue is unnecessary and interfering with music or dialogue
- Fixes for Mo dialogue, lowering backround noise
- Added SK, material, textures for ITM_Shovel_T1
- (New Frontiers) Added one-off consumable character level boosts. The prompt for this is shown on the difficulty warning popup when selecting either a Styx or Prometheus level (mission or open world) if your character is less than the level that you would be boosted to (Level 10 for Syx, 20 for Prometheus). This boost will bring the character up to the specified level and be consumed. You are given one boost per map for your account. This is designed for new players to be able to jump into these maps at an appropriate level, or help level a second character
- Added a checkbox to hide the difficulty warning message when selecting Styx and Prometheus missions or open world. This can also be toggled on/off in the User Interface section of the Gameplay settings