ICARUS: Update v1.3.3.112540

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Changelog v1.3.3.112540

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New content/corrections

  • The blueprint tree has been redesigned so items are in more natural collections and links are better represented.
  • Moved some elements to better understand their layering.
  • Adding utility editor widgets to quickly find recipes, items and their unlock levels and devices.
  • Adjusting the Blueprint tree layout so element names are no longer cut off at the bottom
  • Recipe adjustments for T3/T4 to include copper wire, gold wire, platinum sheath, titanium plate (mostly deployables involved, tools still use ingots)
  • Tweaking T3/T4 recipes to use refined wood and cured leather instead of regular wood and leather so that deployables reflect their level.
  • T4 portable beacon changed to T3, the cost of the recipe has been adjusted accordingly.
  • Add data and assets for AlphaWolf, Bear, Buffalo, ConiferWolf, Cougar, Deer, Jaguar, PolarBear, SnowWolf and SnowLeopard decorative mats.
  • Recipe adjustment: 1 wood = 5 refined wood
  • Recipe setup: 1 gold ingot = 5 gold wires.
  • Adjustment recipes: 1 copper ingot = 5 copper wires.
  • Regulatory Recipes: 1 Platinum Bar = 4 Platinum Sheath.
  • Attunement recipes: 3 titanium ingots = 1 titanium plate.
  • Adding new recipes to Advanced&Electric Armor Bench for cured skin
  • Basic Wall Lights and Basic Ceiling Lights are now craftable at the factory and have been moved to T4 as they require electricity.
  • Recipe Change: Beacons are now at Tier 3 instead of Tier 4.
  • Recipe change: [Wood -> x5 Refined Wood] instead of 10 as before.
  • Minor changes and fixes to the redirect node in the bleurpint tree
  • Recipe change: Steel can now be crafted in a Stone Furnace.
  • Updated the T3 blueprint tree to move the concrete mixer straight ahead as required by many T3 recipes.
  • Reorganize the T3 blueprint tree so that all recipes that require concrete are behind the concrete mixer.
  • The T2 lantern is now crafted from epoxy instead of glass.
  • T2 Lantern is now powered by Animal Fat, takes durability damage when turned on, and when it breaks it can be repaired with Animal Fat, it should run for about 45 real time when powered on.
  • Updated the Platinum Weave recipe to use 2 Platinum Weave instead of 1 Platinum Bar (50% cost reduction, slightly more processing).

Fixed

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  • RE adds proper respawn blocker deployment sound for T2
  • Fixed a bug that caused modifier audio to update correctly if modifier states change while the player is installed. Fixed an issue where the impact vocalization could continue to play indefinitely if the player mounts during a storm and other similar scenarios.
  • Prevents the sound of a rag torch caused by movement from playing when it is installed in the L slot.
  • Fixed an issue where only the last player to deal damage was rewarded for killing animals and bosses. Any player that damages a creature will now receive progress
  • Added logging whenever new UI elements click the popup or clear the input stack.
  • Reduced the number of points required to unlock the Kea Bestiary.
  • Fixed a typo in the Burning modifier description.
  • Fix broken rag torch audio logic not playing splash sounds when placed in slot L.
  • Updated the descriptions of spawn blockers to better match the game language.
  • Fixed an issue where the mission completion UI audio was not playing by adding a missing FMOD event reference to the player feedback audio component.
  • Fixed an issue where picking up freshly cut wood would recalculate the amount of wood rewarded, causing it to not match the amount of wood shown in the tooltip. The recalculated amount used the HarvestingRewards stat instead of the FellingRewards stat, resulting in potentially lower rolls depending on the item being held.
  • Fixed a bug due to which the solar panel did not have a solid installation, as a result of which it was immune to all damage (now has 2500 hp)
  • Added data validation for static durability of items.
  • Added durability to the water pump (2000) and portable beacon (5000).
  • Fixed an issue that caused the chill modifier to be applied to uncorrupted items.
  • Adding a skull difficulty indicator to the Open World and Mission Select Terrian Selection widgets
  • Mark different types of vegetables as suitable for picking with a sickle.
  • Added a little more flavor text for some fish products.
  • Added small, medium, and large carcass bounties, allowing item rewards to scale based on carcass size.
  • Added datasheet validation to ensure that carcass rewards match a given carcass size.
  • Added description of polar bear carcass and fragrance text.
  • Add item rewards to plants that can be harvested with the sickle.

Future Content

 

 

  • Fixed a few more mats that caused the game to crash due to lack of CPUAccess on StaticMesh.
  • Mine sound adjustment. Added more junk, close mids and fars, and improved volume over the original sound.
  • Adding recipes for the remaining Ironwood toolbox, as well as the ability to craft Refined Ironwood, Cold Steel Ingots, and Shaped Obsidian.
  • Obsidian, Melee, and Ironwood Ammo can now be placed in Bows, Crossbows, and Firearms.
  • Adding images for obsidian tools and melee/ironwood resources
  • Hide close button on bestiary in space (use back button instead)
  • Adding a sound and event for deploying land mines, and adjusting the sound volume of spawn blockers.
  • Adding Obsidian Ax and Pickaxe to Datasheet and Volume and other event adjustments
  • Added Thorned, Frosted and Chilled changes to new Cold Steel and Iron Wood special tool interactions.
  • Adding Pyrite Peel, Frozen Ore, Infested Bark, Acid Glands, and recipes to purify them for the last resources.
  • Added new cave entrance BP and cave volumes for manual caves in green square, prometheus.
  • Adding obsidian whistling event, sound and tweaking for whistle notification placement
  • Fix issues with Ingame Weatherman, double apply LC biome, update CurrentBiome text, fix default fog values ​​and min/max slider
  • Added the first pass to unlock the Prometheus Creatures Bestiary.
  • Adding confirmation prompts for Styx and Prometheus terrain selection that inform players that they are more difficult conditions and Olympus is recommended for new players.
  • Updated obsidian’s whoop sound, added ricochet sound to project for landmine and obsidian toolkits sound adjustments, and corrected datasheet entry indicating old spelling.
  • Removing cave worms from the cave PRO_Story_6
  • Added new cave entrance BP and cave volumes to manual caves in green and purple squares, prometheus.
  • Adding injured animations for phase 3 for the lava hunter, as well as a splash attack for use in both the geyser attack and the lava bath.
  • Adding icons for Acid Glands, Frozen Ore, Infested Bark, and Pyrite Peel
  • Added new Prometheus Weather events: HeavyAsh, AcidRain, Embers, Hail, SwampWinds.
  • Update the atmosphere controller to better support custom FogExtinction values ​​from the weather.
  • Add new Prometheus Weather features and events to the WeatherAction database.
  • Update the WeatherAction database to better support debug information after the datasheet refactoring.
  • Remove unused WeatherPool and OG entries to debug WeatherEvent.
  • Organized drawing layouts for readability and future expansion
  • Added a bestiary for PROM creatures.
  • Enabling freeze and miasma stats so that they trigger when the appropriate stats are present
  • Added a ricochet layer for land mines and adjusted reverb based on distance to match the steepness of distance curves.
  • Added SM_BLD_Wall_HalfPitch_Upper_Wood_INT_L, SM_BLD_Wall_HalfPitch_Upper_Wood_INT_R, DM Meashes, AO masks, and customization materials for crafting rework research.
  • Added new cave entrance BP and cave volumes for manual caves in Green, Blue and Yellow quads, Prometheus.
  • Added functionality to display recipe sets in developer-locked blueprint tooltips pending review and optimization.
  • The initial passage to illuminate the mission cave. Need to reevaluate once in context
  • Moved macro rocks blocking manual caves and added new rocks, Purple Quad, Prometheus.
  • Added Master Materaials for the Scoria Infused Stone set, as well as material textures and masks for several items.
  • Redesigned mission select buttons, added difficulty and replaced “missions” with an icon.
  • Added LOD material for Shrund assets with RVT disabled in the final LOD.
  • Added non-RVT LOD material for Creek meshes.
  • Added a new lava hunter ability to retreat into nearby lava lakes to heal and power up, added new walking wounded and idle wounded animations.
  • Adding a new material feature that better aligns shiny decal textures for less decal stretching. Applied this MF to the main Decal material. It is confirmed that this only affects the corresponding decals. Prometheus decals adjusted for visibility, emission added. Additional work will be required once the scene is properly set up.
  • Add a more useful logging to world cave creation in the cmdlet to help keep track of pending world caves in Prom.
  • Added unique obsidian knife impact sound and datasheet entry.
  • Updated Exotic Processor name to Organic Residue Cleanser.
  • Replaced Story Cave 6 entrance with BP cave entrance and added mesh blocker, Purple Quad, Prometheus.
  • PRO_Story_5: Added tick damage before final destruction.
  • PRO_Story_5: Increase the starting damage of deployed fortifications.
  • PRO_Story_5: Added spare mine explosion.
  • Animal Swams: Added a temporary spawn rate multiplier tool to allow bursts of enemies to spawn.
  • PRO_Story_5: Periodically added bursts of enemies during defense stages.
  • Adding Bone Armor Datasheet Setting to Trigger Sound
  • Initial implementation of the building skin system – allows building BPs to replace Base/Frame materials according to their D_BuildingSkin entry for each D_Buildable variant.
  • Restore assets with swarm components
  • Optimization of Decal Sparkles material function, adjusted usage to compensate for changes. Will complete the final pass once the scene is properly set up.
  • Removed two cave volumes in Manual Ice Cave, Blue Quad, Prometheus.
  • Fixed collisions on some LC and GL/TU/SW rocks that were causing navigation mesh issues.
  • Added new stats for not yet connected obsidian weapons (future content).
  • Added ballistic asset for SK_KNI_Obsidian.
  • Fixed incorrect stat names in Iron Wood Sickle and Ax.
  • Added stats for Iron Wood tool effects.
  • Fixed an issue where ironwood tool item templates were pointing to obsidian tools.
  • The effects of the characteristics of the Pyrite Peel and Acid Iron tools (sledgehammer/pick/knife) have been implemented.
  • Added the first stage of PRO_STORY_1 update with new quest steps, mission icons, finished structures and mount.
  • Updates and adjustments to the sound of one armor. WIP
  • Added SM_BLD_Wall_HalfPitch_Lower_Wood_INT_L, SM_BLD_Wall_HalfPitch_Lower_Wood_INT_R, DM Meashes, AO masks, and customization materials for the build rework research.
  • Add mask Irresistible limits for Prometheus
  • Change the EQS request used in various Prometheus quests (future content).
  • Added new permanent BP blocker and placed in Story Cave 6 with appropriate flags, Purple Quad, Prometheus.
  • Removed empty “OLYMP”. tooltip when selecting OLY via UMG_OpenWorldSelection
  • PRO_Story_6: Cleared the blocker, make sure the blocker is removed when starting the mission.
  • Fixed a typo in the shadow cascade setting description, compute to calculate
  • Added SM_BLD_BeamVertical_Wood_INT, SM_BLD_BeamHorizontal_Wood_INT, SM_BLD_BeamDiagonal_Wood_INT, DM Meashes, AO masks, and customization materials for researching custom builds.
  • Fix gaps in statistics table (internal build check)
  • Added Bone Armor 1 shots, Bone Armor leg event and curve adjustments. Also adding an exotic tree device for proper sound deployment
  • Added new stat IsColdSteel_?
  • Coldsteel Sickle now applies a “chilled” change to everything it gathers, increasing its decay time by 100%.
  • Minor GL color correction fixes
  • Added a developer feature to show if developer talents are locked in the game UI with an icon.
  • Added IK control rig for lava hunter.
  • Added several mask materials and textures for slag filled stone assemblies.
  • Entrance in Story Cave 6 changed from BP to normal Static Mesh Actor.
  • Added base materials for the Straw Assembly Kit.
  • The meta-tree cycle adjustment has become more subtle. Duplicate event, tone adjustments made, etc. Applicable to ET BP
  • Obsidian Wire Knife – chance to cook food when skinned (future content)
  • Added mask materials and textures for a number of Stone Scoria building elements.
  • Added ITM_Sledgehammer_Obsidian
  • Implemented Iron Wood Ax behavior.
  • Fixed an issue that caused miasma to damage objects.
  • Fixed the feature level for Obsidian_Ammo now correctly tied to DLC content.
  • Small fix in developer feature to show if DLC talents are locked in icon game UI.
  • Added a developer feature to show if DLC talents are locked in the in-game icon UI.
  • Minor audio updates to the Obsidian Knife. Currently plays at the same time as the hit indicator, which may need to be adjusted depending on proximity.
  • Information about the tramp has been added to the bestiary.
  • Fixed an issue where when harvesting with a sickle, the amount harvested was rounded down instead of up.
  • More additions and updates to the Lava Hunter sound. Added splash to lava sound and event. Dubbed the lava hunter animation for use in a separate montage and fixed the audio. Other adjustments
  • Fixed obsidian/ironwood/cold steel arrows to stack properly.
  • Fixed damage to obsidian bolts as they interfered greatly with their place in the tech tree, as well as Ironwood and Cold_Steel.
  • Adding images of missing ammo to the internal version control system so that they can be changed if needed.
  • Added text for NF weapon/tool ​​resources.
  • Create a lighter version of the Hail weather event for use in pastures.
  • Added SK, textures, materials for Cold Steel Spear (SK_SPR_ColdSteel)
  • Connecting the ballistic component of the obsidian knife so it can be thrown properly
  • Wire Obsidian Sickle, needs some work on what needs to be harvested with the sickle (future content)
  • Adding icons for sledgehammers
  • Setting up the Obsidian Sledgehammer grid in the game
  • Implemented ironwood sickle behavior.
  • Added icons for melee weapons, obsidian rifle and pistol ammo.
  • Added text for miasmic/ironwood tools.
  • Added text for Cold Steel items.
  • Added text for the Obsidian toolbox.
  • Added a set of bone armor bones for the D_Meshable context.
  • Added walkthrough notifications for wounded lava hunters and a spacebar setting for vocals.
  • Fixing the Ice Drill recipe to provide an Ice Drill item on crafting completion rather than a Deep Mining Drill.
  • Exotic Harvester Recipe Fix

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