We also look at next week's patch, the C0NT4CT Radio, which will allow missions to be accepted and kicked off on the go.
Notable Improvements:
- Increase all Mount swim speed while sprinting by 25%, this means when you sprint while swimming on a mount it moves faster through the water while using stamina.
- Add 'Show Only My Damage Numbers' setting to Gameplay options, disabled by default, so players can hide damage numbers from other players
- Removing '.' from between acroymns on for item names, adjust account flag text to also reflect this change
- Quest classes are now blocking loaded instead of async loaded to reduce instances of SuperStruct-related crashes.
- Optimized replication calls for generator components on deployable so networks will be no longer be flooded with replication data on loading into prospects, fixes some client crashes on loading into a prospect.
This Week: The Advanced Pistol
This week, we are introducing a T4 Pistol, which is crafted on the Fabricator. This provides an upgrade to the T3 pistol with an 8-round magazine, a higher damage output, and the ability to be modded via the alteration benches.
We wanted to add this pistol to help round out the existing weapons before we launch into adding brand-new advanced upgradeable weapons. The game also needed a high-tier basic pistol that could be modified in the alteration bench to compete with the workshop pistol.
Next Week: C0NT4CT Radio
Next week, we plan on introducing a brand new handheld C0NT4CT Radio, a portable device which which will allow you to contact a placed C0NT4CT Device and kick off missions on the go.
Your support makes these updates possible.
https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/
https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
Changelog v2.2.33.130975-rel-Laika
New Content
[expand type=details expanded=false]
- Adding Stats for the Advanced Pistol
- Unlocking Advanced Pistol, fixing recipe so it is only on the fabricator, unlocking and enabling talent
Fixed
[expand type=details expanded=false]
- Adding BlueprintReadWrite to variable so it can be accessed in the unreal editor for blueprints
- Increase resolution on stalagmite 003 textures
- Update Prefabs tooling, add button to get Cave template asset, notify if issue is detected, output stats of Prefabs
- Fix various issues in prefab caves, floating assets, buried voxels/foliage/meshes, etc. Over 1000 buried meshes removed, over 200 buried voxels removed throwing balance out of alignment
- Add 'Show Only My Damage Numbers' setting to Gameplay options, disabled by default, so players can hide damage numbers from other players
- Removing '.' from between acroymns on for item names, adjust account flag text to also reflect this change
- F.I.S.H. is now FISH
- H.E.A.L. is now HEAL in quest steps
- Update IcarusGameState to support hiding other players damage numbers setting
- Tweaked error code text added in previous commit to be more readable against main menu background
- Reimported Drink icons to be more consistent and added working file
- Quest classes are now blocking loaded instead of async loaded to hopefully reduce instances of SuperStruct-related crashes
- Sentry reporting now correctly tags release version number along with engine mode, target type, and configuration
- Added extra information to popup window shown during some situations where player is disconnected from server
- Sanity pass on Voxel texture settings to alleviate blurry textures and excessive memory consumption
- Add Reload cancel to other throwable items I missed in the first pass
- Fix Calf carcass being half set to Large and Medium triggering DT validation. Tidy of DT validation BP for readability
- Increase all Mount swim speed sprint/run multiplier from 1.0x to 1.25x. Add some basic tooling to get info overview
- Added new CLParam to ignore reliable RPC buffer overflow errors during connection
- Made BP_IcarusPlayerState::Server_UpdateHealthValue unreliable to reduce number of reliable RPCs and hopefully reduce instances of 'Connection Rejected - 62' errors when attempting to join servers
- Added new CLParam to optionally allow resizing of UNetConnection send buffer
- Made UGeneratorComponent::GeneratorOutOfFuel unreliable to reduce number of reliable RPCs and hopefully reduce instances of 'Connection Rejected - 62' errors when attempting to join servers
Future Content
[expand type=details expanded=false]
- Adding more weight layers to ape also reducing distance filtering that was removing low end
- Moar Great Ape balance
- Elysium, red quad - decal and landscape painting, cliff placement
- Adjusted resistances of RockGolem, made it immune to electroshock, increased building damage, slightly increased melee damage
- Adding more weight layers to ape also reducing distance filtering that was removing low end
- Adjusted RockGolem burrow attack to prevent bug where it could get stuck underground. Also increased number of worm spawns and rock spawns during this attack
- Added pine trees to PFS, Adjusted Multiple Foliage Values and Manual Foliage Pass, Green Quad, Elysium
- Eden Blockout on Yellow Quad, Elysium
- Added Cave version of GeothermalFog VFX to reduce brightness of card when lit by flashlight
- Updating slug grenade audio falloff to better match the damage falloff of the slug grenade
- Removed cosmetic clip previously attached to debug reload anim
- Updating slug grenade audio falloff to better match the damage falloff of the slug grenade
- Adding unique ape wood log impact audio, adjustments to a few notifys and also adding in ape smash through small tree audio, event and BP Imp
- Rebuild navmesh for SwampApe arena
- Add cannot start great hunt to UI if operation already in progress
- Changed color of Slug grenade Liquid to match Hammerhead Slime Color
- Adjusting Platinum Shield Stats
- Fix an issue where Great Ape can get into an invalid state. More critical hit areas for Great Ape
- Fixing sounds for the mission radio so they play on clients
- Adjusting Recipes to use the mature coconut and adjusting the number of coconuts granted from a crop when grown
- Updating the great hunt interface so that you can abandon missions and see missions in progress
- Tied the great hunt interface so it has proper title, border and menu flow
- Initial setup of underground lab
- Setup Garganutan Optional mission 1 spawning mid-hunt
- Setup Garganutan C2 mission creature spawns
- Slight visual changes to Great Hunt Mission UI
- Reworking sandworm crossbow player animation to work for reloading the javelines, lined up crossbow weapon anims to include an auto load section which draws the string after the player places the bolt
- Adding Prototype GreatHunt Radio
- Fix DFAO bias on LC Ledge meshes
- Fixed positions of Garganutan quest locations, added Autonomous spawn setups
- Fixed Garganutan Great Hunt Tree
- Committing new object for light testing, basic item setup based on floor torch
- Open World starter mission now completes if you deploy a NOVA station to start Great Hunts
- Fixed collision on SML basalt columns
- GH Spawners now can be spawned dynamically as part of the automous spawns based on world stats, they will auto activate and not record
- Garganutan Jr Lairs appear on map with particular world stat, granted during an optional mission
- Garganutan Great Hunt Optional 1 now requires less kills
- Garganutan Great Hunt F now spawns Garganutan Jr correctly
- Added lake spline to the Ape Arena, resized some character meshes
- Fixed not enough resources available tooltip
- Fixed a typo in a collectable note
- Added DCO_Swing_Chair
- RockGolem rolling now has a chance to cause a 10s sprain
- RockGolem now deals more damage while rolling
- Added light hit reacts to RockGolem
- Fixed bug where RockGolem wouldn't damage players if rolling to reach next voxel cluster
- Adjustments to Great Hunt Mission UI so the reprocussions can be seen and is tidy and timer is removed
- Back Layer IMP Pass Blockout on Yellow/Blue Quad, Elysium
- Basalt columns in RockGolem arena now support buildings
- Updated the description text for the Ape Grenade and increased Slug grenade stack size to 5
- Elysium, red quad - cliff placement, decal and landscape painting. Added material override function to
- BP_GeothermalTerraces, added variant materials
- Setup Garganutan E quest location and tweaked difficulty
- Re-added the ability to cancel throwing weapons with Reload input
- GH_RG_A - Fixing travel collidier for quest step so its further away so it triggers as you enter the Mining Outpost and not when right at the center
- GH_RG_A - Adding text for the 3 Collectable Notes so they can be read and do not present blank text
- Adjustments to the AI Spawner Cheat so that all ape spawns can now be spawed
- Fixed spawner reference after rename
- Lots of additions to the rock golem gun. Fixed third person aim, added montages and unique animations so new audio could be used for reloading. updated fire audio etc
- Great Hunt Garganutan: Changed where prospect world stats are being granted to enable spawning for mission
- Lots of additions to the rock golem gun. Fixed third person aim, added montages and unique animations so new audio could be used for reloading. updated fire audio etc
- Foilage Pass on Yellow/Purple Quad, Elysium
- Great Hunt Talents now apply World Stats based on completed Great Hunts to the session correctly
- Elysium, red quad - decal and landscape painting, cliff placement
- Fixing World Talents not saving and reloading correctly, adding functions to quickly retrieve world talents
- Adding first apss assets for rock golem gun. Close, mech, empty, medium distance, tail and internal layers, event and balance pass
- Adding new rock golem gun data table
- Adding first apss assets for rock golem gun. Close, mech, empty, medium distance, tail and internal layers, event and balance pass
- Elysium, red quad - decal and landscape painting, cliff placement
- Fix Garganutan Great Hunt: A description, B cleanup, C quest steps and timer
- Added spacing betweeen Great Hunt Selection buttons
- Added clip socket to the gun rig and setup animbp to play firing and reloading anims on the gun to line up with the new character anims
- Updated sizes for DCO_Planter_Box_Wood LRG and DCO_Planter_Box_Wood_SML
- Added DCO_Sofa_Single and DCO_Sofa_2Seater
- New MA_DEC_Spline material for RVT splines to fix usage warning
- Added Orka art assets to the project. Added retargeted bear animations for the Orka. Added BP and initial creature setup for the Orka
- Swapped mineable stone with LC variant and Foliage Pass, Green Quad, Elysium
- Back Layer IMP Pass Blockout on Yellow/Purple Quad, Elysium
- Elysium, red quad - decal and landscape painting, new textures/materials + tweaked WT_RVTSpline for geothermal flow patterns
- Add icon to sonic device (Garganutan mission item)
- Cable cleanup pass on the seismic probe, condensed into single mesh and placed into blueprint, havent cleaned up the old ones so it doesnt break any references