Icarus Patch Notes

Patch 2026-06-25 June 25, 2026

  • Began shift of Settlement visitors from BP -> C++
  • Numerous LOD fixes to meshes in game and Shadow fixes
  • Fixed Crashes that could occur when using right click and performing actions on items in the inventory
  • Update Vocalization states when in radioactive areas so they use the correct audio
  • Small adjustments to the Gribber Corpse and Ram Trophy so they are more performant
  • Added initial data/icon for T3 Backpack
  • Fixed crash in ItemManipulationComponent when target didn't have a SurvivalCharacterState
  • Misc DF and LOD fixes for various meshes that weren't meeting quality standards. Fixed numerous poor shadow issues with simple building shadows enabled
  • Adding more prominent wind layer to speeder bike when at high speeds
  • More blue quad impassable and vista work
  • Fixed bUseInterpolatedRotationRate not having an alpha clamp, causing issues when game was sped up
  • Texture optimization 4k down to 2k
  • Fixed Tundra Monkey corpse Gfur component not having correct settings. Fixed Ram Trophy not having CPU access and optimized collision
  • Adjusting Wooly Zebra Gestation time so it aligns with creatures of its size
  • SpeederBike: Fixed flare and VFX transforms. Removed unused post process component and logic
  • Fixed medium and high radiation amounts not having correct modifier vocalisation states which meant coughing wasn't happening
  • ARK - mesh placement, landscape and decal painting in coastal, yellow quad
  • RAD_A - Swapped Enzyme unit with prop version in Operations prebuilt
  • Adding injection audio and event and BP entry for dna serum and virus
  • Slightly adjusted Colony building blocker rotation so that deployables (generator) can be built inside perimeter structure more easily
  • Adjusted textures for the new heads
  • Removed Basic_Fishing_Trap deployable data which was a duplicate of Fishing_Trap, which is currently used. Removed AnimalTrap_Small which was duplicated by Animal_Trap_Small, both devlocked
  • Adding friendly soldier spot, death, flinch, reload vocalisations, events, data table and anim notify setups and new BT duplicates for audio. Adding new laser audio
  • Added Prop version of Enzyme unit for set dressing
  • Added new DT to define Settler skills
  • First pass of player-driven Settler task overrides
  • Added ability to temporarily override a specific NPC's tasking for a period of time
  • Added a function to SettlementBuilding to retrieve the current status in user-facing text form
  • Adding Armor to the Friendly NPC Soldiers
  • Removed the duplicate bones from the shotgun/T4 launcher skeleton
  • Adjusting laser audio to start immediately instead of building up - to better match the VFX
  • Fixing up DLC Badge ordering and web links for DLCs as some where redirectors rather than a direct link
  • Fixed BT issue that was causing BT_NPC_Soldier_Reload to fail and trigger NPCs to reload constantly
  • Settlement repair task will now set target actor's health to 100%
  • Fixed issue with Settlement reload where walls were being generated before terrain loaded and buildings weren't reliably regenerating nav underneath them
  • Added SpawnBlocker to Settlement
  • Settlement wood cutters now topple trees
  • Disabled collision on Settlement stockpile mesh
  • Updated UMG_SettlementTaskState with new icons that display when task has no assigned NPC or is out of resources
  • Resaving Boss Den location on the Elysium map
  • RAD_Final - Setting up Final boss step
  • RAD_Final - Setting up Quest
  • Adding Teleport and level bounds required for instance level teleportation and loading into the Radiation Boss Arena
  • Placed the Radiation Boss Den in level and hooked up to the correct teleportation logic to make sure it can be triggered in mission, cleanup the dummy and work upon a respawn timer after the final mission has been completed
  • Added support for Q (left) and E (right) inputs for radar dish minigame (might need some focus tweaks here). Automatically close widget after minigame is completed. Added render target camera system to show satellite position (for testing). Tweaked LOD setup on satellite dish. Better visual representation of on/off active state for deployable
  • ARK - mesh placement, landscape and decal painting in coastal, yellow quad
  • Legend launcher - Removed RMB prediction and adjusted ADS location
  • Dialogue adjustments and changes
  • First pass dialogue mission D, audio, events and data table setup and quest steps first pass.
  • Adjustments to distancing and adding occlusion to weapon reloads for NPCs
  • Added NPC synthetic armour art assets
  • Added dialogue and subtitles for GH Rad D
  • Updated prototype grenade launcher mesh with revised sights
  • Launcher - Moved socket and switched which sight is being used
  • Added SKs for 2 eyebrows, 2 piercings, and eyelashes for character customization
  • ELY - Reorganized assets into appropriate folders. Deleted BP colonist actor placed in persistent level. Moved serac meshes from Persistent into Developer level
  • Adjusting biome jungle light audio row to have less full jungle vibe - temp amb for now
  • Settlement task state widgets now obey bDisplayProgressWidgetForTask
  • Reducing priority of GH intro so that it can be interrupted
  • Resaved SettlementNPCTaskTypes
  • Adjustments to quest dialogue for c2. fixing double up of dialogue. Adjustment to rad spawner audio - more intensity when close. Adjusting dialogue delays
  • Added in-world Settlement raid mechanic along with on-screen progress widget
  • Settlement NPCs will now physically go into a 'downed' state when incapacitated
  • Added new D_SettlementRaids for more bespoke Settlement raid configuration
  • Settlers with non-guard roles will go into cowering state when raids occur
  • HEAL device will now show stability, survival values of Settlement NPCs
  • Fixed an issue where Settler clothing wasn't updated when role changed at runtime
  • Settlers can now have their role switched to Guard via interaction
  • Fixed an AnimBP-related Settler thread crash
  • Fixed issue where clients' copy of a Settler NPC's record wasn't up to date
  • Fixed issue with Settler held item not being cleared correctly
  • Added simple in-world settlement task progress widget
  • RAD_D - Adding in Spawning of Enemies during the Cutting Stage
  • RAD_D - Adding in Extra Hint Text
  • RAD_D - Adjusting Prebuilt structure to have required quest objects
  • RAD_D - Friendly Mission Soldiers will now consume ammo in their inventory when they fire and cannot fire without any ammo
  • RAD_D - Adding new Objectives for Repairing Walls and Restocking NPCs
  • RAD_D - At Mission Completion the blocker will be destroyed and the Den Opened
  • RAD_D - Setting up Friendly NPCs for the Defence
  • RAD_D - Adding new quest steps to craft, place and activate the laser, setup new item for bespoke interactions
  • RAD_D - Adding new Quest Markers to the world for the Fortification, NPCs and Laser Snap
  • RAD_D - Setting up Laser Progress and ability to complete quest
  • Misc GH Rad quest text fixes
  • ELY GH: Organized Colony assets into own subfolder. Doubled culling distance on perimeter walls
  • Launchers - Removed the launcher socket and have it positioned the same as the rifle. Adjusted ADS socket to match. Removed launcher item attachment rows. Removed some unused nodes from animbps
  • Checking blue quad with impassable/vista work. started some of the ice wall. checking in the atmos controller i deleted
  • Added Macro, CLiffs and Landscape Sculpting in the Volcanic, Red Quad
  • RAD_A - Adding Laser Blocker Tag to the Colony Rock
  • Fixing incorrect quest dialogue placements, adjusting dialogue, shortening some events and delays added
  • ARK - mesh placement, landscape and decal painting in coastal, yellow quad
  • Adding quest steps to prospect list and quests for c2
  • Launchers - removed debug lines. Changed variable names to better match the functions. Changed calculations to better match the projectile weight
  • Launchers - Adjusted zeroing code to be more accurate & adjustable to any range
  • Adding all c2 dialogue, events and dialogue data table setup
  • RAD_D - Basic Mission Blockout
  • Updated Great Hunts UI logic to support Terrain_021 and new Radboss campaign
  • RAD_D - Adding new Prebuilt Structure for the Mission
  • RAD_D - Adding new quest marker in the world which marks the mission base and Radboss Den
  • RAD_D - Adding new World Object - Rad Boss Den Blocked
  • Added several SKs, including the head, hair, and beards, with updated naming to better suit our system
  • More quest dialogue fixes and fine tunes
  • Adding launcher audio setup and appropriate fire sound
  • Settler guards should now correctly remain stationary within guard towers and won't move to investigate once they kill their target(s)
  • Fixed issue with Settlement gates not getting cleared when regenerating the wall
  • Fixed Settler NPCs not getting growth stats when reloaded
  • Added new Settler-specific SpitAttack function for firearms
  • Settler dynamic subtrees are now updated on tick, fixing some issues where nested dynamic subtree overrides were cleared
  • Added a cheat to attract settlement visitor instantly
  • RAD_O3 - Adding Items to the prebuilt structure so the DNA Serum can be crafted
  • Dialogue quest placement adjustments. Fixed end quest playing twice in m1 and fixed dialogue playing over boss reveal
  • Added DEP_Trophy_Radboss
  • Settler NPC now overrides weapon fire BT
  • Added audio data row to NPCWeaponData
  • Added Macro, Cliffs and Landscape Sculpting in the Volcanic, Red Quad
  • Launcher T4 - first pass implementation on zeroing for launcher
  • RAD_O3 - DNA Enhancement Serum can now be used on players, npcs and animal companions
  • RAD_O3 - Setting up quest to complete in all any case of player, npc or animal companion being injected
  • RAD_O3 - Adding new Quest Markers and Prebuilt Structure for the Quest
  • RAD_O3 - Setting up new scientist NPC for the quest
  • RAD_O3 - Setting up Quest steps for collecting vestiges from the radioactive creatures
  • RAD_O3 - Setting up Vestiges for Specters, Wraiths and Abominations
  • RAD_O3 - Adding minigame and crafting DNA steps into the quest
  • Added Settler guard behaviours: Settlers can now patrol or assume a stationary guard position on a building (watchtower)
  • Added a new DT, D_NPCWeapon that can be used to configure weapons used by humanoid NPCs (Settlers or existing soldiers)
  • Settlers will now look at nearby characters (similar to mounts)
  • Settler NPCs now have perception and an AIGrowth with related stats
  • Increasing length of all rad boss very long roars and using anim notifies instead of vocal system for those since they weren't working within missions
  • Launcher T4 - Fixed socket transform being incorrect and made a new animbp that controls the sight raising when ADS
  • ARK - mesh placement, landscape and decal painting in coastal, yellow quad
  • Fixed null materials on PHX meshes
  • Added placeholder icons for Settlement deployable entries
  • Lead Lined Crates now have an in-world display to show slot information and radiation status. Increased weight and durability. Fixed DF setups and removed duplicate collision
  • Launcher - Added new socket for the launcher to be offset to and readjusted the ADS to fit new position
  • Adding npc movement audio for call someone
  • Updated the radboss armour with a new colour scheme and tweaked the skinning
  • Added Macro Rocks to the Volcanic, Red Quad
  • RAD_O3 - Adjusting Last Option on the Chemostat so it works better with the other options
  • RAD_O3 - Finishing Chemostat Minigame and adding resultant culture item upon completion
  • Added updated mesh for character hair_02
  • Adding npc animation audio, hammer down, side and pickaxing
  • Added One Chop Money Tree to Map for Testing, Outpost 11
  • Updated Settler locomotion anims
  • Settlement gates now open and close via a proximity trigger (friendly units only)
  • RAD_O3 - Setting up Chemostat Minigame
  • Fixed EventDecision UMG compile error
  • Fixed Settler pickaxe orientation
  • Updated Settler anims for miner, woodcutter
  • Settler NPCs can now have held items, defined by a D_SettlementNPCItems DT row
  • Added some temp background stories to show when hiring NPCs
  • Added new 'Mine' Settlement task type which plays relevant mining animations and searches out nearby FLOD rocks and voxels
  • Modifiers applied to Settlements via random events now last for x number of days instead of using the existing seconds-based lifetime
  • Added Macro Rocks to the Volcanic, Red Quad
  • Adding all dialogue for mission C quest steps and adjustments
  • Added single-chop version of the Money Tree plant, with all SMs, DMs, materials, BPs, and Data Table entries. Also added the remaining assets for the Hairy Palm bush
  • Update to the skulk juvenile skinning
  • Added dialogue and subtitles for GH RAD C
  • Added Radboss Envirosuit item icon
  • Adding new explosion event for the nests in C and also all dialogue and events for C
  • ARK - added temp mesh, material and FT for barnacles - mesh placement, landscape and foliage painting in coastal, yellow quad
  • Added some additional 3rd person animations
  • Update to the rad boss armour skinning to remove geometry crashing and small fit to the texture
  • Adding dialogue to quest steps for B2
  • Mission Widget minor layout changes and font size changes for better hierarchy
  • Added first pass SM_ITM_Radboss_Resource_02 mesh, textures and materials
  • Added first pass SM_ITM_Radboss_Resource_01 mesh, textures and materials
  • RAD_O3 - Basic Setup of Chemostat Item
  • Adding all radboss b2 dialogue audio into data tables
  • Setup Wyrm Target punching bag to react to physical impulses. Setup constraints and physics for assets. Fixed LODs and collision on SM. Removed critical hit setup and added widget locator
  • RAD_O2 - Fixing ingredient objectives so they match the crafted recipe
  • RAD_O3 - Adding Quest Objectives Layout and fixing Faction Missions table
  • Added validation for D_SettlementEvents to prevent event being added without a free, default outcome
  • Added seeded random deviation for Settlement Event cost/rewards
  • Added support for item tag queries in Settlement Event costs/rewards
  • Edited a couple of existing Settlement events to ensure they follow the new validation standards
  • Added new +% stats for Settlement resource generation
  • Heavy Speeder Bike: Fixed component (flares, lights, VFX etc) transforms, improved hierarchy setup. Tweaked physics asset to encompass handles so that interaction is better. Fixed copied logic being based off faster Speeder bike not scaling correctly. Removed unused postprocess component and related code. Fixed Editor-only fillable logic by delaying it. Decreased weight of kit to 75kg. Updated Mounts/Movement tooling to support speederbike
  • Added a test scene for the character head customization, as well as updated the head material and SK for the head
  • Added Distiller elements and solution mix icon for experiment cage UI
  • Adding dialouge and events for b2 mission
  • RAD_O2 - Player Stats can now effect the FEV
  • RAD_O2 - Adding Final Quest Setup, swapping uranium for raw red exotic in the recipe, creature now have a 10% chance of becoming infertile if they are injected with the virus, setting up virus delivery actionable, quest is now playable
  • Added dialogue and subtitles for GH RAD B2
  • RAD_O2 - Adding Functionality of the Animal Virus to reroll genetics
  • RAD_O2 - Fixing incorrect quest reference in D_FactionMissions, which was breaking the build
  • Adding updated rian dialogue audio, updating data tables, removing old rian lines
  • RAD_O2 - Adding Quest Blockout and most of the main objectives and implementation
  • Fixed for validation
  • Added recorder support to Settlements and related systems/Actors
  • Random Settlement events can now be authored, requiring owning player's input, added cheat to trigger any event
  • Added WIP Settlement raid mechanics
  • Reworked Settlement talent tree, added some temp icons
  • Settlers can now become sick, requiring aid at a clinic
  • Settlers will now appear randomly based on Settlement's mood level
  • Reworked how Settlement building generation is configured via DT
  • Added ability for Settlement buildings to consume power as a resource, preventing function if no power is available
  • Added Settlement Biofuel generator building, forge for turning ore into ingots, sawmill for turning wood into refined wood
  • Added new repair task that can be performed on Settlement buildings that are damaged via raids
  • Fixed Settlement.cpp compile error
  • Extended functionality of existing Settlement event framework
  • Added some placeholder test events and a cheat to execute them on demand
  • Added a Settlement event manager to trigger and manage events
  • Added system for Settlement visitors to randomly join and leave based on overall Settlement happiness
  • Settlers can now leave the Settlement if mood is low for a long enough time
  • Settler sleep is now incremented/decremented via survival tick
  • Settler task performance is now affected by their current survival state (hunger, thirst, mood, etc.)
  • Head customization blendshape added to UI test
View full patch notes ↗

Patch 2026-06-18 June 18, 2026

  • Optimization and improvements to Transport pods, including Norex Trader station
  • Fixes to prospect game settings on dedicated servers as their size was too small at some resolutions
  • Fixed issues with Simple Building Shadow logic not behaving as intended
  • Adjusting Great Hunt Bosses Vestiges to cost 4 instead of 2 biomass
  • Norex Station: Fixed several lighting/VFX placement issues, more optimized with less lights used. Fixed disabled collision on bench. Added supporting lighting/visuals close to trader so they're not standing in darkness. Fixed dialog subtitles related to Norex trader quest not matching. Fixed highlight setup
  • Fixing Biomass -> Vestige Recipe for the Rock Golem Boss, it was 2->2 instead of 2->1
  • Unlocking Biomass -> Vestige conversion at the Norex Trader - removing dev-lock
  • Boss Vestiges are now purchasable from the Norex Trader at a ration of 2 Biomass -> 1 Vestige, this allows trophies and other items to be crafted on maps where the bosses are not present, currently Dev-locked
  • Fixing Inert Uranium Ingot collision so it no longer falls through the ground when dropped
  • Fixing Inert Uranium Ingot using the incorrect meshable after recent cleanup, it no longer emits radiation
  • Removed unused static array of images from new widget
  • Transport Pod base class: Disabled collision on fake light meshes and setup distance culling for spotlights
  • Updated the meshable DT entry for the snow pygmy lop so the correct carcass is displayed when carried
  • Fixed Building Base not checking if a Shadow Geo mesh is defined before attempting to set simple building shadows. Fixed Beam base classes not having Cast Shadows set to true on the Main building mesh by default, causing Beams to be unable to render shadows if no Shadow Geo was defined
  • String Translations - Deep ore thumper
  • Updated some colors on the Deep Thumper
  • Updates to collision tooling
  • Fixed build validation
  • Prospect Game Settings - Added scale box to try prevent dedicated server settings from being very zoomed in
  • Potential memory improvements on build validation job
  • Fixed Quest Marker Locations for other Great Hunt Quests so they are correctly nested in the WorldOutliner
  • Added new helper functions to fetch static mesh collision geometry primitives
  • Added additional logging to collapse_all_datatables.py
  • Adding GH pillar rock explode audio event, and BPQ setup
  • Added a beard, eyebrow, and hair SK for the character head matrix prototype
  • ARK - mesh placement, landscape, foliage and decal painting in coastal, yellow quad
  • RAD_C2 - Adding in Malformation Fight at the end of the quest
  • Updating RadBoss External Name to Malformation
  • RAD_C2 - Regular EDEN NPC's are removed from EDEN at the Start of the Quest and Readded when the quest ends
  • RAD_C2 - Trades are removed from EDEN at the Start of the Quest and Readded when the quest ends
  • Updated grenade launcher SK to have movable sights
  • Fixed a typo in Styx tooltip text for dlc badges
  • Fixed some issues with Settlement survival tick not firing due to new TimeOfDay delegates not broadcasting
  • Settlement survival tick now decays a larger amount of food/water/oxygen per day, and with a small random deviation
  • Settlement NPC food recovery is now based on nutrition value of food items instead of a flat per-stack count number
  • Added new Settlement farm which generates carrots
  • ARK - mesh placement, landscape and decal painting in coastal, yellow quad - added some experimental material variations for doing red algae
  • Re-importing male head SK for blend shape matrix prototype into a new folder, with corrected naming as well
  • Adding audio to new animations for rad boss. First pass
  • Added generic stat-based resource generation to Settlement buildings, configured in DTs, scaled by number of NPCs working at building
  • Added more Rad Boss animations
  • Added new head SK for blend shape matrix prototype
  • Separate Sinew_Standing_Bag_into SM and SK
  • Updated SMs and added Destructibles for DEP_Crate_Lead_Lined
  • Updated emissive textures for DEP_Crate_Lead_Lined
  • Added ability to request deconstruction of Settlement buildings and recovery of building resources (50%)
  • Fixed issue with Settlement visitors never being removed from array after hiring, preventing more visitors from spawning
  • Added concept of Settlement Building destruction and partial refund of resources
  • Added additional Settlement Building info to new radial menu side panel
  • Settlement House now requires resources to construct
  • DLC Buttons - Fixing issue where the the c++ was updated but the data table wasn't, also fixing the broken UMG
  • RAD_C2 - Adding All Objectives, Tags and Quest Markers to Trigger Quest Steps
  • RAD_C2 - Adding new Dummy Rad Boss BP for mini boss fight that can play bespoke animations before the fight
  • Updated stats on Radboss and Colonist envirosuits
  • DLC Icons - Switched hover text entry to be FText from FString for localization
  • Head customization setup normal blend in BP Head test, now updating with temp UI
  • Added female version chest SK and pack assets for the rad boss armour and small update to the textures
  • Launchers - Added inaccuracy and prediction circle takes distance into account
  • Added art assets for the Skulk juvenile to the project
  • WIP changes to make RadBoss rock transitions montage-based so they replicate correctly for clients and support blending
  • Slightly raised RadBoss Spire in arena map to make sure NPC doesn't sink into ground when performing anims
  • ARK - landscape sculpting, mesh placement, foliage painting in coastal region, yellow + green quads
  • Added Hoverframe Key Quest Item icon
  • Fixed missing Modifier icons for new items. Removed DHs feature flag
  • Hooked up correct animations for lead lined crates and removed incorrect DM references
  • Legendary Launcher - Changed making grenades feel the same from a stat weight override to a launch force multiplier based on weight differences. Removed old unused stat from DT and virtual stats
  • Mission dialog audio, event and quest setups for B
  • Fixed DF resolution on Lead Crate SMs
  • Added dialog and subs for GH RAD B
  • Changed background opacity for DLC Badge container, removed title, centered buttons
  • DLC Buttons - Fixed layering bug where you could see the DLC buttons in settings/credits and did not fade out properly
  • More natural footstep distancing for a creature
  • Added angled background to DLC Badge container. Increased DLC button size. Shifted Videos on main menu up
  • Adding audio, event and UMG setup for adding rad prosp to chamber
  • Added missing rad boss animation audio
  • coastal wave tool polish progress
  • Head customization material setup and test widget
  • Added Inaris tool set color variations
  • Updated DEP_Crate_Lead_Lined and LODs
  • DLC Icons - DLC Button implementation
  • Settlement buildings now clear grass underneath them
  • Settlements now clear FLOD foliage within boundary on Begin Play
  • Settlement paths now clear grass underneath
  • Added new Settlement talent to upgrade boundary size and switch to stone walls
  • RAD_A - Fixing Structures so they are saved as persistent actors and not just in that once quest
  • Adding new Tags to items so they can ignore the build blocker boundary (for missions)
  • Fixing the old Animal Trap which was causing issues with the prebuilt structure system
  • RAD_C - Adding Explosion Events and Tidying up the ending so the timing works correctly
  • RAD_C - Adjusting Laser to Collide Correctly, Adding new Animations and Destructible Mesh to the Boss Spire
  • RAD_C - Now Fully Playable
  • Added temporary cobble texture to Settlement road path
  • Work on new RadBoss anims, transitions to/from rock and submerge/emerge
  • ARK - water plane and macro placement, cave prefab block out in coastal, yellow quad
  • Added subtitles to mission A dialogue, adjusted timing and triggers for dialogue
  • Added a basic mount setup for the stomper
  • DLC Icons - changed visibility to collapsed and only visible on development for time being
  • Terrain_022 set up with heightmaps, landscape textures, developer quads and data added to D_WorldData
  • Added DLC Badges and Container to Title Screen
  • RAD_C - Setting up final operation quest steps quest is now playable
  • RAD_C - Placing quest markers in world in rough locations to adjust based on playthroughs
  • RAD_C - Setting up new Item for Laser Snap Points, laser activations, explosive explosions and basic enemy spawning
  • RAD_C - Adding in Prebuild Structure Spawning where appropriate if the structures don't exist (should only be relevant when testing)
  • Shifted some wall-specific config/logic from ASettlement to new SettlementWallLibrary
  • Fixed a number of typos, added final text for GH RAD A collectable notes
  • Settlement buildings can no longer be deployed if no nearby Settlement is found
  • Added DEP_Oxite_Dissolver_MXC with animations
  • Added some Settlement resource stats
  • Settlement NPCs now walk to residences to sleep during nighttime
  • Adjusted nav settings of some Settlement building meshes to ensure NPCs don't try to walk inside blocking meshes
  • Builder Settlers will walk to nearest storage facility to pick up resources before moving to build their target
  • Added data for XL aquarium. Optimized new foliage textures. Fixed LOD settings
  • Added support for Settlement NPC actor virtualisation/devirtualisation when Settlement's terrain anchor becomes invalid/valid
  • Settlement buildings can now specify whether they should be built inside/outside/both re: boundaries
  • Settlement woodcutter now actually moves to trees to chop wood. Logging camp must now be placed near trees
  • Settlement buildings can now override a new BP function to apply any bespoke building placement rules
  • Settlement buffer zone now only blocks against other buildings/IcarusActors instead of terrain, making it easier to place buildings on uneven terrain
  • Legendary Launcher - Added temporary prototype ADS prediction sphere to guide where grenade is going
  • RAD_C - Setting up Quest Blockout
  • RAD_C - Adding Quests steps for Delivering Duke to the Colony, Having Duke Explode if too much damage is taken and allowing for Duke to explode and a new Duke to be provided by the quest
  • RAD - Setting up Quests Steps for Placing the Lasers, Explosives and Destroying the Radioactive Nests
  • Reduced chest mesh density, updated skinning, added physics assets, and updated materials and textures of the Rad Boss Armour. Added correct SK into the first person hands slot of the armour DT
  • Added Forced Evolution Virus item icon
  • Updated Rock Formations, Added Cave, Set Dressing and Working on Jungle & Beach, Outpost 11
  • Added DNA Augmentation Serum item icon
  • Removing incorrect dialog quest placement
  • Legendary Launcher - Gave ability to shoot grenades, currently the same as the t4 launcher but with better launch force and inventory space
  • Completed FLOD setup for the Elderberry Bush, including DMs, BPs and FLOD DT entries
  • Added Fish and Mushroom item icon
  • Readding b2 dialogue start to quest
  • Added Rad Boss item attachment icon
  • T4 Launcher - Switched payload deployment on impact being caused by item tags. Now is a stat on the launcher so we can get stat description
  • Updated the jungle hunter SM default scale from 1.75 to 2.0
  • Adding additional rad boss movement after fall audio
  • Settlement NPCs now have randomly assigned clothing based on role and random seed
  • Added new HighlightableCustomiserInterface BP interface to customize simple TooltipInWorld title/description
  • Adding rad b chamber audio
  • Adding distiller craft audio, distiller place item audio, events and UMG setup
  • RAD_A - Fixing Supply Pod Drop Location
  • RAD_A - Adding in Boss Spawning and Crawling Animations
  • Settlement logging camp resource generation now correctly takes into account an NPC's time spent not working (sleeping) when large time skips happen
  • Adding Rad B intro dialogue, event and quest start audio play
  • Mission dialog adjustments to placement and timing. Reducing dialogue line to better match intensity of situation
  • Fixing syringe spatializing too hard when collecting sample. Slight reduction of volume of scuttlers to better match their size
  • Added Radboss Module icon
  • Fixed Settlement spec compile issues
  • Added navigation-based Settlement NPC pathing
  • Added Settlement NPC names json
  • Added LoggingCamp prototype Settlement building/behaviour
  • Added BT support for Settlement tasking along with associated montages
  • Scaled down settlement meshes to 70% of original
  • Added support for events to override an NPC's current activity/schedule slot
  • Fixed some issues related to Settlement wall generation's size not respecting current bounds. Bounds are now set by stat-based settlement radius
  • Added gates to Settlement walls
  • Added helper functions to determine amount of prospect time an NPC spent 'working' when time skips happen (player sleeping)
  • Rad A quest dialogue placement adjustments, delay adjustments and correcting serum crafting sounding like cooking station
  • Adding initial setup for new Legendary Weapon - Grenade Launcher
  • Adding Missing RadBoss Wing Boss Item, Adjusting RadBoss Item Recipes to include the Wing, Adding new Item Icon
  • Updated Rock Formations, Added Cave, Set Dressing and Working on Jungle & Beach, Outpost 11
  • Setting up RadBoss Loot Rewards
  • Setting up RadBoss Vestige, Habitat Trophy and Head Trophy, Recipes, Blueprints, etc
  • Updated jungle hunter SM to the new default scale
  • Fixing Radiation Great Hunt Mission, Tree, Assignment and Rewards
  • Adding new Account Flags for Great Hunts and assigning them to their missions as rewards
  • Adding +2 Talent Points to Final Radiation Great Hunt Mission
  • Setting up Carbon Fishing Rod, Recipe, Talent Item
  • Setting up RadBoss Boss Items (Claw and Egg) which will be harvestable from the RadBoss
  • Setting up Norex Trader Conversions & Organic Cleanser for the RadBoss Items
  • Setting up RadBoss Items Attachment and Module
  • Setting up Colonist Envirosuit Workshop Item
  • Setting up RadBoss Armor Set, Recipes, Blueprints and Meshes
  • Setting up RadBoss Crossbow Recipe, Blueprints and basic item setup
  • Setting up RadBoss Fishing Rod, Recipe, Blueprint and basic item setup
  • Setting up Animal Virus for mutating animal companions
  • Setting up DNA Serum for adding a long term buff to players
  • Setting up Basic Drone Companion Item
  • Adding all GH Rad a1 dialogue, events, quest dialogue trigger setups. Fixing blinky audio not working due to animation being swapped without the audio
  • T4 Launcher - Fixed error with not being able to find the anim instance when reloading
  • Added rad boss fishing rod art assets to the project
  • RAD_O1 - Adding in Quests Steps, Quest Markers and New Items and modifiers, the quest is now fully playable
  • Adding dialogue rows for GH RAD Mission A
  • More rad boss spatialize and volume adjustments
  • Rad boss vocal priority adjustments to prioritize roars over flinches
  • Added ITM_Backpack_Planetary_T5
View full patch notes ↗

Patch 2026-06-12 June 12, 2026

## What changed **Aquariums** — UX pass with client desync fixes, optimizations, improved LOD setups, and visual improvements **Norex Trader** — Now trades for **Sandworm Scales** instead of Caveworm Scales **Ubis creature** — Fixed material issues on 6th variant and one carcass; fixed inability to use quick tamer saddle; fixed uncraftable Ubis Enzyme Serum **Vapor Condenser** — Increased DF quality and added additional LOD **Iris' Lab in Eden** — Added custom collision mesh **Cave environments** — Improved LOD settings on Cave Roots Hanging meshes; removed expensive collision from Mangrove cave root meshes; fixed invisible water in Outpost_006 lakes; fixed cliff hole in STYX **Komodo** — Fixed being unable to be dropped when carried **New items** — Added **Jute** and **Seashell** with 3 variants each including materials, textures, and blueprints **Settlement system** — Fixed talent changes not syncing to storage; added missing blockout buildings; talent-locked building placer options; buildings now provide experience on construction completion; added validation for naming; improved building deployment **Radiation Boss (RAD_B2) mission** — Added new **Item Distiller**, **Experiment Cage**, **Tranquilizer Darts**, quest steps, and UI; cage can now administer and identify cures; distiller consumes 1 item per use **T4 Launcher** — Added flare support, fixed ADS, added grenade launcher functionality with impact explosions, weight stat override for grenades, and prototype model **Rad Boss** — Added physics assets to saddles
  • UX Pass on Aquariums, fixing client desync issues, optimizations, improved LOD setups, improvements to visuals and more
  • Norex Trader now trades for Sandworm Scales instead of Caveworm scales
  • Fixed materials on the 6th Ubis variant, as well as on one of the Ubis carcasses
  • Fixing issue with the Ubis being unable to use the quick tamer saddle
  • Fixing issue with the Ubis Enzyme Serum being uncraftable
  • Increased vapor condenser DF quality and added additional LOD
  • Added custom collision mesh for Iris' lab in Eden
  • Removed DF from IrisLab COLL mesh
  • Improved LOD screensize settings on Cave Roots Hanging meshes
  • Removed expensive collision from Mangrove cave root meshes which players are unlikely to collide with (hang from ceiling/walls). Deleted unused COL assets which matched primary mesh. Updates to MeshTools collision checking
  • Outpost_006 - adjusted depth on 2 lakes to force sublevel regen and hopefully fix invisible water inside cave
  • STYX - fixed hole in cliff geo, yellow quad (added additional cliffs, couldn't move existing one and couldn't reshape landscape without resetting FLOD)
  • Perform valid check on components before attempting to apply custom primitive data in FactionBoss Sandworm BP
  • Fixed Komodo being unable to be dropped when carried. Added DT validation to detect future cases
  • Added CST_Jute and ITM_Seashell with 3 variants each, including SMs, materials, textures, BPs and DT entries
  • Fixed an issue where Settlement talent changes weren't being synced to storage properly
  • Added missing blockout buildings for Settlement prototype
  • Settlement building placer radial menu options are now correctly locked behind required talents
  • Removed need to have separate BP_SettlementBuilding child classes for each D_SettlementBuildings row
  • Constructing buildings can now provide experience to Settlement when construction finishes
  • Added validation to ensure correct naming of Settlement Building deployable setup rows
  • RAD_B2 - Adding new Item Distiller item, UI, recipe and modified quest step to require the crafting of one
  • Added physics assets to the rad boss saddles and created or assigned physics assets to any other saddles that were missing them
  • Added ITM_Backpack_Planetary_T4
  • Added initial data for EMP Grenade. More WIP on Payload
  • T4 Launcher - Added ability to use flares in launcher. Fixed ADS. Dev locked grenades as a valid ammo type
  • Deleted unused WIP blockout Eden meshes
  • Deleted unused foliage COL assets
  • Updated Rad Boss Armour textures and materials. Added first pass skeletal meshes with basic skinning
  • Rad Boss animation FXs
  • Fixing Distiller Static Mesh Reference in datatables and incorrect great hunt reward in the faction missions table
  • Improvements and adjustments to radboss ballistic. Adding unique layer for the web flying audio, increase to range of audible ballistic fly for better player awareness. volume adjustments
  • Added first pass of 3 Jute plant variants for the Coastal biome, including FTs
  • re rendering rad boss release sound to closer match capture
  • Removed orange trim from Elephant Ear plant
  • T4 Launcher - Added weight stat override to make grenades act the same when being shot out of the grenade launcher
  • Rad boss spatial and volume adjustments and pitch adjustments to ballistic and vocals
  • Fixing GH_RAD talents so the mission tree works based on the new layout
  • Adding and Fixing the Distiller static mesh preview when placing the deployable
  • Lots of additions to rad boss audio. Adding modif loop, modif impact and modif break away from web. Adjusting vocalization events and ballistic audio
  • RadBoss arena - swapped WT_lake for BP_interactable lake
  • Correcting rad grenade length to match visuals exactly
  • Cleaned up folders containing character head assets migrated form PHX, which included moving most assets to subfolders and renaming them to remove references to PHX. Also deleted assets we won't need in ICARUS
  • Radiation area fade length adjustment
  • Improvements to rad boss roar and flinch audio. More variation and unique feel
  • Resaved D_SettlementNPCTaskTypes
  • Added a dynamically generated ISM fortification wall that is created when you place down a building inside a settlement
  • Fixed Settlement test talents not being unlockable due to having no rewards
  • T4 Launcher - Switched hunting rifle model for prototype version
  • Adding rad boss web ballistic audio, event and setup. removing old audio from payload. adding corrosive impact audio to standard ballistic rad boss
  • Adjusted orientation of Curved Stairs Prototype and renamed it, as I also added a reversed version for testing
  • T4 Launcher - First pass implementation without model
  • RAD_B2 - Fixing issue where quest would complete on a partial success
  • RAD_B2 - Reducing crafting cost of Cage as the water requirement was too high
  • Added temp mesh for the prototyping of the T4 grenade launcher
  • RAD_B2 - Adding remaining quest steps for collecting research, powering the cage, using the distiller, crafting a cure and administering a cure
  • Adjustments to distancing of rad boss for better audible experience when moving
  • Added Volcano impassable meshes, textures and materials, placed in DLC3 test map (SM_RCK_LC_Volcano_01-06)
  • Renamed Lifespan variable to AOE_Lifetime for RadGrenade as it seemed to be in a broken state after multiple saves (internal name conflict?)
  • RAD_B2 - Distiller now only consumes 1 item and not the entire stack
  • RAD_B2 - Cage and Distiller now have UI which reflects the objects states
  • RAD_B2 - Cage can now administer and identify successful cures
  • RAD_B2 - Setting up Various tag queries to allow the conversion of items via distiller
  • Adding radboss flinch vocals, event and data table events
  • Updated D_Armour and weightpaints for radboss envirosuit
  • Re fixing radiation grenade lifetime of radius that didn't save
  • Adding audio for all new rad boss animations
  • RAD_B2 - Adding new Mesh and Icon for the Experiment Cage
  • RAD_B2 - Adding new UI, Elements and Interactions for the Experiment Cage
  • Added SK_CHA_FEM_Envirosuit_RadbossV1
  • Added a proper foliage mesh for the XL Aquarium
  • Changed AnimBPs used on Radboss Envirosuit additional meshes to work with the chosen skeletons
  • Added next batch of Rad Boss animations to the project
  • Added modifications to support a 2.5m buffer zone around settlement building placement
  • Settlement buildings now apply an obstacle nav modifier
  • Added new SettlementSubsystem to cheaply fetch reference to nearest registered settlement
  • RAD_B2 - Initial Quest Setup and Blockout & Adding Quest Markers and new Map Icon Entry
  • RAD_B2 - Adding Quests Steps for Preparing Equipment (Darts, Pistol, Cage, Stasis)
  • RAD_B2 - Adding Quest Steps for Capturing a Mutated Prospector
  • RAD_B2 - Setting up Capturable Mutated Prospector, Special Logic making it unkillable and able to be tranquilized
  • RAD_B2 - Adding new Items (Tranquillizer Darts, Biological Modification Chamber, Tranquilized Specter, Full Specter Stasis Bag)
  • RAD_B2 - Setting up new Biological Modification Chamber deployable with kit-bashed meshes
  • Adding radiation location based loop when entering radiation sphere for rad grenade
  • Setting radiation sphere FX to last as long as the radiation rather than end immediately
  • Added initial data for Radboss Envirosuit
  • Settlement Hub now has a working talent tree, controller, model, view
  • Added some temp talents to test the new Settlement talent tree
  • Added prototyped for curved stairs, with this initial prototype being for the Interior Wood Buildable Tier
  • Removed DF from Heavy Speeder backpack mesh
  • Optimized expensive/unnecessary collision on several meshes. Updated tooling to reflect more accurate collision information
  • Adjusted scale of the Money Plant variants, as well as fixed the fade settings on several DESTR materials that weren't fading out correctly
  • T4 Launcher - Launcher now causes all shot projectiles to explode on impact
  • Added FX to RadBoss Spit and Breath Attack, Assigned BP_RadBoss_Spit to D_Meshable
  • T4 Launcher - Added change in launch force based on whether shooting a flare or not. Rock golem grenade stack size is now 5 from 1
View full patch notes ↗

Patch 2026-06-05 June 5, 2026

## What changed ### Balance - **Deep Cycler** — Reduced refined oil consumption so it can complete an event from a single 20L oil can - **Deep Thumper** — Now reconfigures deep ore deposits in surrounding area using refined oil, with UI displaying which deposits will be affected (deposits with drills attached are excluded) - **Juveniles** — Added ability to hitch them to posts - **Lava Hunter Throne** — Added UI Projection Location widget ### New Content - **Deep Thumper** — New deep mining equipment added with basic setup, recipe, and tech tree integration - **Obsidian Deep ore Deposits** — Can now spawn on Olympus, Styx, and Elysium - **DEP_Elysium_Radio_Tower** — New structure added - **ITM_Backpack_Planetary_T3** — New tier 3 backpack added - **Jungle and coastal assets** — Added Elderberry bush variants, Elephant Ear plant variants, jungle hunter creature materials and textures, rad boss armor textures and meshes, cave set dressing for multiple outposts ### Bug Fixes - **Resource Network Inspector UI** — Fixed text overlap issues across languages - **Deep Cycler** — Fixed camera error when opening UI, improved optimization; fixed blueprint recipe; fixed mesh to drop Fabricator kit instead of back mesh - **DeepOre** — Fixed AssignType function range values and inability to select Obsidian entry; fixed reroll mechanic not updating materials - **T3 Aquarium** — Added missing water plane to top and separated meshes for Scyther fish tank - **Basic Building Beams** — Fixed placement helper transforms to render correctly - **Curved
  • Resource Network Inspector UI has been adjusted so that text shouldn't overlap on certain languages
  • Lots of texture optimization, roughly around 500MB
  • Reduced refined oil consumption for Deep Cycler so that it can complete an event from a single 20L oil can
  • Fixed Deep Cycler trying to use non-existent camera when opening UI. Changed logic to perform material swap instead of dynamic instance creation for optimization. Updated override materials
  • Fixed DeepOre AssignType function range values not matching entries and being unable to select new Obsidian entry. Fixed DeepOre reroll mechanic not updating materials/highlightable.
  • Deep Thumper UI Pass
  • Added Materials and textures for DEP_Thumper_Deep and DEP_Thumper_Desert
  • Fixing Blueprint Recipe for Deep Cycler
  • Setting Up Deep Thumper so it reconfigures deep ore deposits in the surrounding area, set to run off refined oil and added new UI elements so that the deposits you are going to reconfigure will be displayed, deposits with drills attached will not be reconfigured
  • Obsidian Deep ore Deposits can now spawn on Olympus, Styx & Elysium
  • Setting up Deep Thumper BP
  • Adding Deep Thumper Basic Setup, Recipe and Tech Tree
  • Fixed a number of typos, edited speakers for ELY dialogue where mismatched, edited descriptions for clarity
  • Fixed placement helper transforms on basic beams across all building sets so that they render correctly
  • Juveniles - Added ability to hitch them to posts
  • Slight reduction in clarity and distancing of drone gunshot to better reflect real distance
  • Ely - removed buried deep ore node in Tundra
  • Remove SHA defines from Concrete buildables that aren't needed (matching verts with main mesh). Delete redundant SHA meshes. Added tooling
  • FT audio occlusion
  • Fixed spelling of Stronger in Armor flavour text
  • Adding occlusion to flying tank wing flying audio and also to ground slam
  • Fixed DeepOre BiomeUpdate function only considering Olympus biomes instead of all Desert Atmospheres. Added cheat function to Reroll Deep Ore deposits
  • Adjusted Resource Network Inspector so text doesn't clip with each other
  • Fixed socket on BLD_Floor_Curved_Wood_INT so that the railings are at the correct level to match other floor pieces
  • Optimized 600 billboard textures down to 512px, saving between 0.5 to 5MB each
  • Added UI Projection Location widget to Lava Hunter Throne
  • Adding deep mining thumper animation duplicate, audio, event and notifys and update to anim bp
  • Set Dressing and Working on Jungle Lite, Outpost 11
  • Swapped DC_Sand textures in DLC3 landscape material for beach sand texture set (originally from phnx)
  • DLC3 testmap - Heightmap iteration, added texture weightmaps and layerinfos
  • Added temp blockout meshes for volcano on DLC3 map
  • Added Ubis skin variations to the Mounts DT. They are currently set to not selectable/spawnable. Also moved variant materials to a subfolder and deleted the old materials
  • Adding hoverframe start audio when pressing on start vehicle in the damaged UI
  • Updated SM_DEP_Bench_Forge_v2, adjusted UV tiling
  • Adjustments to npc rians injured and healed dialogue
  • Added separate SK for animated parts of DEP_Bench_Forge_v2 with animation
  • Added DEP_Elysium_Radio_Tower
  • Added missing water plane to top of T3 Aquarium and also added separated meshes for the Scyther fish tank
  • Tweaked Radiation Grenade payload. Fade in/out sphere. Remove physics impulse
  • Set Dressing and Working on Jungle Lite, Outpost 11
  • Adjusted DF, LODs and collision on new Aquarium assets. Tweaked glass materials for more consistent look across range
  • Added first pass of Elderberry bush for the jungle. Still need to complete FLOD setup
  • Resaving Deployable Setup Datatable
  • String Translations - Field guide title and oxite tooltip now work with other languages
  • Adjustments to mission syringe and serum weights to match other small items
  • Reduced Kiwi Fruit Billboard textures to 512px
  • Added collision to Kiwi Fruit Var3 mesh for audio
  • Item popup - reenabled moving afflictions to outside of popup menu. Fixed bugs for non alteration based afflictions. Dev locked
  • Dynamic missions - Now displays the correct seed name instead of just 'seed'
  • Cleaned up more PHX assets
  • Added LODs to additional PHX SK meshes
  • Added LODs to PHX SK meshes
  • Added ITM_Backpack_Planetary_T3
  • Work on talent support for Settlements
  • Added Cave, Set Dressing and Working on Jungle & Beach, Outpost 11
  • Added material, textures, and SM for the jungle hunter creature to the project
  • Added first pass variants of Elephant Ear plant based off Jungle Hunter creature
  • Added a 5th variant for the Elderberry plant
  • Added sockets to all ramps for railing placement
  • Added Caves, Set Dressing and Working on Coastal, Outpost 11
  • Began implementation of WIP settlement gameplay
  • Added first pass textures and materials for the rad boss armour
  • Adjustments to coastal ambience event audio
  • Added and updated first pass 1ST sk mesh for radboss envirosuit
  • Fixed bad logic on Deployable DT validation early exiting when checking Icons are present for variants
  • Added first pass SK_CHA_MAL_Envirosuit_Radboss, materials and textures
  • Added Cave, Set Dressing and Working on Coastal, Outpost 11
  • ForgeV2: Setup data (devlocked) and icon. Fixed LOD settings on mesh. Improved collision accuracy. Added VFX to ForgeV2 Anim. Setup AnimBP to handle anim state. Pointed to correct DM
  • Lots of updates and improvements to rad boss audio events, spatializing and notifys
  • Coastal wave material update from SLW to Translucent
  • Refreshed a couple of BPs to fix validation error with new SplineMeshData struct changes
  • Adding deep ores to my test level
  • Added override material param to AddSplineMeshData function
  • Adding rian npc injured and healed dialogue and audio setup. Adjustments to mini game - playing beep on mini game start rather than randomly when in green range
  • Basic Building Beams have had their placement guide helpers corrected and are no longer squished and unreadable
  • Fixed DeepCycler meshable, now drop Fabricator kit instead of back mesh, added new mesh with correct materials, fixed LODs, remove DF. Added icon
  • Mission board will now correctly show details for dynamic missions
  • Fixing lava broodling relationship being set wrong causing all things to attack them. Setting them to the same as rad broodling - default medium carnivore
View full patch notes ↗

Patch 2026-05-29 May 29, 2026

## What changed ### Balance - **Curved Railing Items** — Added 7 curved railing items, plus curved and ramp variants of barbed wire railings, and curved railings across all tiers (Brick, Concrete, Iron, Refined Wood, Thatch, Wood, Reinforced Wood) - **Fist Melee Damage** — Added new 'FistMeleeDamage' stat to arm armor modules and doubled damage values on Punch Damage Attachment alteration items - **Komodo Dragons** — Can now be carried and skinned on the Skinning Bench, with new carry animations and recipes - **Curved Building Pieces** — Added curved floor variants and interior wood options with socket positioning fixes so railings snap properly to regular floor pieces - **Punch Audio** — Improved punch melee audio with distance-based hit indicator logic to prevent audio overlap - **Bats** — Increased tether range from 50 to 100 meters; bats now accurately turn back after exceeding tether distance - **Armor Stands** — Tier 2/4 versions now have destructible meshes; Tier 4 added open/close interact and outer case collision - **Charging Station** — Nailgun now appears on charging station; halved weight to 5kg - **RAD Colony Content** — Added RAD_WatchTower_V1, RAD_Operations_V1, RAD_Laboratory_V1, RAD_Greenhouse_V1/V2, RAD_HousesInside_V1, multiple prebuilt structures with gratings for building over lava, and updated static meshes - **Aquariums** — Added meshes for all aquariums with glass separated into
  • Added 7 Curved Railing Items
  • Fixed Punch Damage armor alterations not having working stats
  • Komodo's can now be carried and skinned on the Skinning Bench
  • Split out Modifier information in Item Hover Tooltips for better readability
  • Medicines can now be used on/applied to other players correctly
  • Fixed Vespers not tethering to their nest properly and chasing players forever
  • Optimized several hundred icon textures to be smaller file size and sharper quality
  • Added Curved Railing Item icons to Deployable Setup Data Table
  • Fixing Socket Positions on all curved Floor Pieces so the Railings Snap Points match the Regular Floor Pieces in height, this way the railings will be level between the pieces
  • Adding Barbed wire Stairs and Curved Railing Variants
  • Stats - Added new 'FistMeleeDamage' stat and added it to two of the 'arm' armour modules
  • Added curved and ramp versions of BLD_Railing_BarbedWire
  • Item Popup - Removed the stat afflictions from just the item popup and the afflictions now appear as separate 'widgets' to the right of the popup
  • Setting up Curved Railings (Brick, Concrete, Iron, Refined Wood, Thatch, Wood) and Adding Sockets to the Curved Floor Pieces so the railings can snap
  • Komodo/Lava Komodo - Added carry animations and skinning bench recipes
  • Added Reinforced Wood Curved Railing
  • Added curved railings for all railing tiers, including all SMs, DMs, materials and textures
  • Added Interior wood curve floor variant icon
  • Adding Variation B of Refined Wood Building Pieces
  • Added apex mesh for BLD_Floor_Curved_Wood_INT_VarB
  • Added curved interior wood floor item icon
  • Added information to Modifier descriptions regarding modifiers that persist after death
  • Added a variation of BLD_Floor_Curved_Wood_INT that has the planks rotated 90 degrees on the z axis
  • Adding Refined Wood Curved Pieces
  • Fixed missing 'Sawblades' in valid ammo types description
  • Doubled Fist Melee Damage stat value on Punch Damage Attachment alteration items
  • Fixed incorrect physical material assignments on many building pieces resulting in incorrect footstep audio. Added unhooked DT validation to check PMs. Fixed incorrect texture compression on INT Wood Mask
  • Mammoths - Fixed bug where mammoths feet were sliding. Also fixed a bug where when set to 'jogging' the mammoth would do a weird step that looked unnatural
  • Removing truffle sounding like bushes when passing through them
  • Added functionality for IcarusPlayerMovementComponent Characters to smoothly interpolate their rotation rate when rotating towards controller desired orientation
  • BTT_FindRandomPointAroundTarget now allows projection of target location to navigation
  • Added PhysicsCore to VanguardBPLibrary build cs
  • Added PhysicalMaterial.h include
  • Adding occlusion to flying and explosion on radiation bomber and lava fly bomber
  • IcarusCreatureAnimInstance owner rotation used by lookat logic can now be overridden
  • Modifier Description Pop up has background, Added Modifier Description Popup widget to Item Pop up Widget
  • Fixed deployable section recipe hover not working
  • Armor stand t2/4 - Added destructible meshes to both versions of the armor stand
  • Resaving misc niagara effects for build log errors
  • Fixed Biolab Weapon Upgrade and Purchase pop up details being too small
  • Fixed ai relationship of Radiation_Bomber and Broodling to prevent them attacking other AI
  • Adding improved punch melee audio. Checking distance from hit actor to player and stopping hit indicator audio playing when hit is too close to avoid double ups of hit sounds that are unnecessary
  • Fixed incorrect description text on Draven's Water Retention talent
  • Fixed Nailgun (and future Workshop Flashlight) not appearing on Charging Station. Halved weight of Wall mounted Charging station to 5kg. Added new icon editor scene with skylight for better visuals on metal elements. Retook both charging device icons
  • Waterfall cave prefab actors should now properly inherit custom waterfall data
  • Tweaked DF settings for Gate meshes. Removed obsolete icon/name data from Wood gate which isn't a variation setup. Fixed Ranch Gate DF meshes not being hidden properly
  • Reimported several hundred icons not in pow2 format for optimization and crisp MIPGen support
  • Actors tagged with 'PrebuiltMissionActor' are no longer counted by BuildBlocker_PromptForRecovery
  • Added RAD_WatchTower_V1 in Rad Colony on Yellow Quad, Elysium
  • RAD_B - Broken Hoverframe now spawns in with 25000 Oil and 1000 Health
  • RAD_B - Updated the prebuilt structure so that it contains gratings players can use to build with over the lava
  • Further fine tunes to searching mini game to make sure some elements aren't too loud
  • Some fixes to BT_RadBoss logic that were preventing certain phase 2 subtrees from executing the the correct order
  • RAD_A - Adjusting OPERATIONS, GREENHOUSE and HOUSES prebuilt structures to add the set dressing
  • RAD_B - Fixing issue with Signal Zeta which was showing the wrong map marker
  • Adjusting Irradiated creatures and mutations so they have high posion resistance
  • RAD_A - Adjusting OPERATIONS, GREENHOUSE and HOUSES prebuilt structures to add the set dressing
  • Inspection tool now traces 2km instead of 200m
  • Meshes added for all aquariums with the glass separated into it's own SM
  • Made incorrect VanguardBPFunctionLibrary function static
  • Irradiated Mutation - Added running/sprint animations and fixed foot sliding
  • Dummy change to try fix banks
  • Added updated static meshes in Rad Colony on Yellow Quad, Elysium
  • Added RAD_Greenhouse_V2 and updated static meshes in Rad Colony on Yellow Quad, Elysium
  • Added colony building static mesh blockouts for design to start prototyping
  • Adding settlement music location
  • Adjusted attack angle for different rock locations on RadBoss spire actor. Spire actor positions can now have separate attack angles
  • Outlined Biolab Stats text and changed the text colour
  • Adding settlement ambient music track, event and data table setup
  • RAD_A - Adjusting LAB and HOUSES Prebuilt Structures
  • Added DEP_Aquarium_T4_XL
  • Added RAD_Operations_V1 in RAD Colony on Yellow Quad, Elysium
  • Adding mutation unique footstep event to sound heavier than standard rad prosp
  • Adding mini game end positive audio. Also adjustments to success and negative range audio
  • RAD_B - Fixing Build Break caused by an unsaved item static
  • RAD_B - Add new inventory slot for Keys in the Damaged Hoverframe, these are now required in the quest to start the vehicle
  • RAD_B - Adding Quest Items to the Prebuilt Structure
  • RAD_B - Adding Logic to convert broken speeder into rideable speeder
  • RAD_B - Adding quest steps for checking for the fixed speeder and returning the speeder to its delivery location
  • Coastal wave spline tool and material update
  • Added IK ControlRig for radboss
  • Disabled IK for a number of rock-related anims
  • Added new AnimModifier asset to batch disable IK
  • Adjustments to coastal to sound less beachy. Slightly less bright vibe
  • RAD_B - You can now take key from Rian and continue
  • RAD_B - Adding new supports to allow players to build across the lava in the quest area
  • RAD_B - Adding New Destroyed Prebuilt Structure for the quest
  • Added DLC3 test map with WIP landscape
  • Update Weatherman to support more atmospheres by populating directly from DT data. Can now cycle through atmospheres
  • Adding mission rad 1 injection syringe audio, event and playback setup
  • Radboss web attack will now trap players and spawn cosmetic web strands on legs
  • Tweaks to Radboss web and spit attack projectiles
  • More adjustments and fine tunes to mini game audio
  • RAD_B - Reworking quest so that you have a hoverframe to repair and return to the radio tower
  • Lots of adjustments to mini game audio and the way it plays
  • Added SK for the slinker sandworm saddle
  • Added RAD_Laboratory_V1 in Rad settlement on Yellow Quad, Elysium
  • Updated meshes for DEP_Fireplace_ClayBrick_Red
  • Moved test instance levels out of primary Maps folder and into developer folder so they don't cook
  • Further radboss combat loop additions
  • Placeholder actor, modifier, and projectile for radboss web spit attack
  • Adding more mini game assets and adjustments to sounds and the way its played
  • Update NPCPlacer tool to work with Mount variation data structure change
  • Armor stand t4 - added open/close interact and added collision to outer case
  • Armor stand t4 - Implementation
  • Updated SK_DEP_Armor_Stand_T4_Dummy
  • RAD_B - Colonist 1 no longer needs to be stabilized and can be collected in a stasis bag right away
  • RAD_B - Colonist 2 can now be stabilized and saved, shifted quest marker for a better location
  • RAD_B - Added Hoverframe Keys Quest Item and Quest Steps to Retrieve
  • Setting up rad radio mini game audio and FMOD param in event
  • Radiation Grenade VFX adjustment and implementation to BP_Payload_Radiation_Grenade
  • Added RAD_HousesInside_V1 and updated static meshes in Rad settlement on Yellow Quad, Elysium
  • Adding coastal ambient audio setup. Adding new audio event to setup
  • Adding coastal ambient audio event and coastal waves and balance pass
  • Added FSR2 plugin to engine and enabled it for testing, and to trigger precompiled binaries generation. FSR2TemporalUpscalingEditor module has been disabled to prevent conflicting with DLSS editor module
  • RAD_B - Adding new quest steps for tracking, saving, stablizing and transporting a colonist back to the radio tower into a cot
  • RAD_B - Adding new quest markers and logic for allowing injured colonist to be placed into a cot & stasis bag
  • RAD_B - Fixing NPC Stabilization so it does not take into account radiation as an irradiated person cannot be healed of this debuff as it is aura based
  • Bald Eagle - First Pass implementation
  • Added Hovercraft Map Icons
  • Radiation grenade VFX wip
  • RAD_B - Adding Quest Markers and Queries for the Structure and Main Signal Locations as part of the quests
  • RAD_B - Setting up mission objective blockout for full quest
  • RAD_B - Setting up Prepare quest steps for gathering items / equipment
  • RAD_B - Setting up New Recovery Beacons and Map Icons for Quest Objectives
  • RAD_B - Adding new Prebuilt structure for the Radio Tower
  • Edits to radboss arena collision, navigation
  • Added optional emerge animation to irradiated prospector
  • Started work on new adds spawn system for radboss
  • Renamed new Forge assets, replaced 'T5' with 'v2' to correctly represent its purpose. Added initial pass of BP with lighting and VFX
  • Adjusting Dead Colonists Meshes and poses so they work with the new mesh, in additional adding new textures for the Dead Colonists so they more closely resemble the mutated creatures
  • RAD_B - Setting up 2 new NPC's for the player to interact with during the mission
  • Added a skeletal mesh for the slinker desert and racing saddles
  • wip on water waves effect
  • Updated Outpost011 biome texture
  • Resaved ItemsStatic to fix Meshable row define
  • Resaving item static to fix the build error
  • Adding lots more radboss sounds and animation notifys
  • Added RAD_Greenhouse_V1 and updated static meshes in Rad settlement on Yellow Quad, Elysium
  • Added Sandwyrm Queen trophy variation deployable setup, tweaked LODs. Fixed several cases where Wyrm was spelt incorrectly
  • Adding second potential music track. either for jungle or another more dangerous biome
  • Added new Rad Boss animations
  • Exposed GetSimplePhysicalMaterial via BP function library
  • Medicine - Players can now use bandages/tonics/pastes/pills on each other. Fixed client/server animation bugs with bandages
  • Updated widget that said 'Exotics Delivered' to be genercized to 'Rewards Delivered' as this system has since been expanded to also deliver non-exotic currencies
  • Resaving Niagara master and instance material erroring in build log. Remove emitter that is erroring because its not visible
  • Bats - Increased tether range from 50 meters to 100 meters, bats now accurately will turn back around after the tether distance is passed. Shooting the nest when you're past the tether range wont agro the bats
View full patch notes ↗