## What changed
**New Content / RAD_A Quest Mission**
- Added new quest steps for locating, unlocking, and entering the Colony door with quest markers
- Added Location Zeta and Echo Device Location with new Prebuilt structures and dead colonists
- Added quest steps to search Zeta Base for the second half of the door code
- Added collectable notes to allow entry into the colony via security door
- Added new quest steps for aligning the radio tower to colonist signals with updated minigame UI
- Colony Radio Tower can now only trigger the minigame when powered and on
- Adjusted Perimeter Station to have base ingredients for portable generator creation
**New Creatures & Animal Husbandry**
- **Rams** now grow wool and can be shorn
- Added **armoured saddle** and **bearhide saddle** skeletal meshes for the **Slinker**
- Added **croc skin** skeletal mesh for Slinker
- Gribbler husbandry behaviors set up so males walk to females for impregnation and females rest while gestating
- Gribbler Fertility Serums and recipes now available
- Juvenile Gribblers can now be picked up and attached to the hip with correct physics
- Juvenile Gribblers have correct experience events and their own AIGrowth row
- Juvenile Tundra Monkeys added with corpse, loot, and basic behaviors
- Added jungle monkey creature materials and textures
- Blinky fish version 2 added using fish01 rig with updated physics assets
**New Weapons / Items**
- **Radiation Grenade** added with new payload, ground decal, and icon
- **Legendary Chainsaw** audio reworked to
Rams now grow wool and can be shorn
UI Scale Adjustments for Elements that where too small
Sawblade projectiles and weapon have their blade mesh match currently active upgrade
Added armoured saddle SK for the slinker
Fixed Laser Sidearm and Heavy Flamethrower alternate fire not producing fire sound effects
Fixed to new Field guide layout and item display
Fixes to Blinkys eyes and skeleton so the fish can swim and blink correctly
Updated tundra monkey SK LODs, updated groom in the the character and corpse BPs, Updated carry physicas asset
Adding tundra monkey juvi footstep event and data table setup
Juvenile Gribblers now have their correct experience events setup and have their own AIGrowth row
Adding tundra monkey audio row to ai setup
Adding Gribbler Serumn and Juvenile Gribber Carcass Item Icons
Setting up Gribbler Husbandry behavious so the male walks to the female when trying to inpregnate and the female rests while gestating
Fixing internal name for gribbler fertility serumns so they match in the datatable
Adding juvi monkey idle vocal event and audio row setup
Setting up Gribbler Fertality Serumns and Recipes
Resource Inspector fixed spacing / scaling for other languages
Setting up Juvenile Tundra Monkey, its corpse, loot and basic behaviours
Ram now grows wool and can be shorn
Added trimmed down concrete fortification wall for colony gate (SM_RadBoss_Colony_GateWall)
Fixed waterfall mesh type and displacement/texture settings in Cave_TU_SML_001_DLC2
Fixing Build Error where the incorrect name was used for gribbler serumns
UI/String Translations - Changed Char to be Lvl for better readability
Added a version 2 of the blinky SK that uses the fish01 rig and updated the blinky physics assets
Increased Icon size and added padding to text in Delete Character text box
Unhiding Fuel spline tool, Sulfur Vesper trophy, and Checkered Flags from Fieldguide. Added some additional DT validation for checking Blacklisted items that are actually craftable. False positives so gated behind increased verbosity checks
Fixed floating rock & player gets snagged on landscape, Blue Quad, Elysium
Increased box size and font of 'delete character' box
Added Field Guide sets for Fireplaces
Fixed misc Niagara effects producing errors on build log
Fixed engine folder material references in several DMs
Fixed engine folder material references in several DMs
Update Cave Spotlight meshes to be slightly larger. Added emissive material swap for supporting VFX. Fixed LOD setups. Added DeployableSetup names for variations. Delete obsolete meshes
Fixed Environment Buildup meshes coming through underside of Iron buildables. Fixed DF setup on TrapdoorFloor mesh
Updated Prometheus map texture resolution from 256px to 512px to bring it inline with other maps
Gates static mesh for shadow added and applied in blueprint
Fixed incorrect equip montage being used on Legendary Bow
Updated ape boss rug RMA to to better match the roughness to the ape boss Gfur
Optimization pass over Animal Beds and Rugs, including texture sizes, LOD setups, collision, DF setups, shadow setups, Gfur setups, tweaked materials to reduce difference between Gfur and non-Gfur visuals
Fixed missing texture file reference for M_CRE_Slinker_Fur
Fixing bad Generic action interface call which needed to be recompiled to fix the build break
Fixed Transfer resource widget displaying unformatted rich text when multiple objects can be refilled (only auto-selects if there's a single entry) by adding new default string guiding players to select an item to fill
Adding blinky eyes blink audio, event and notify
Fixed creature eye shader artifacts and added emissive
Resaved DMs with material errors to try and resolve
Removed DNT from CropGrowth modifiers for Pig Talents. Remove other DNTs doing nothing and Missing icon defines
Fixed Laser Sidearm and Heavy Flamethrower alternate fire not producing fire sound effects by adding PlayFireFX logic in DoFire override for FillableAmmo actionable. Change AttachPoint data for Laser Sidearm to be Muzzle as Trigger1 is not on this mesh/skeleton
Added icons for Lead lined crates
Adding Blueprint for the Radiation Boss Den Entrance
Refreshed LegendarySaw FireController BP to fix error
RAD_A - Added Correct Cleanup and Setting Unobtainable of all spawned prebuilts
RAD_A - Ajusting Prebuilt Spawn Locations so that they are loaded at various times throughout the quests rather than all at once
RAD_A - The Colony Radio Tower now can only trigger the minigame where powered and on
RAD_A - Adjusted Perimeter Station to have base ingredients to create and fuel a portable generator, and adjusted objective text to reflect the intended task
RAD_A -Adding the quests steps to locate, unlock and enter the colony door, with new quest markers and tags
Rad Spawner now spawns creatures slower and can be damaged by melee, projectile and explosive
RAD_A - Increased Radius of Deltas Trigger Location
RAD_A - Adding Spawn Blocker to Colony Location
Added bHABPreviewOnly boolean to living item mesh customisations to prevent them from being automatically shown in-prospect
Lead lined box - Changed feature flag to new great hunts from development
Adjustments to sawblade reload timing now that its slowed down. Moving arm cloth sounds and blade reload
Crafting tooltip expansion - Added 'crafted from' and 'workshop item' sections that pulls the same as the field guide. Dev locked for now
Removed DNT from SWQ chainsaw sawblade
Fixed a number of animation issues with SWQ chainsaw
Added 3rd person animations to SWQ chainsaw
Fixed SWQ sawblade not disappearing when unloading ammo
Removed duplicate logic inside SWQ chainsaw BPs
Fixed focused montages not playing for SWQ chainsaw
SWQ chainsaw blades now correctly use the preview item logic shared by bows and crossbows
Removed redundant config from SWQ chainsaw D_Actions row
'No Ammo' no longer spams if you left click while reloading SWQ chainsaw
SWQ chainsaw blades are now fired from socket on item instead of from player eyes
You can no longer cut down a tree with SWQ chainsaw if it has no blade attached
RAD_A -Adding Spawn Blocker to Delta
RAD_A - Adding Location Zeta and Echo Device Location
RAD_A - Adding new Prebuilt structure and dead colonists at Zeta Base
RAD_A - Setting up quest steps to ECHO to Zeta, then search area to base, then searching of base to find the second half of the door code
RAD_A - Colony Search Area now only displays at the correct step and cleans itself up afterwards
RAD_A - Removing Duplicated Search area that was spawning as part of the CODE subquest
Blocked Out Wall for Rad Colony on Yellow Quad, Elysium
Added additional rad boss animations
Updated Jungle Lite, Set Dressing and Working, Outpost 11
Reworking legendary chainsaw audio behavior to start the engine on the blade insert rather than blade insert then pull invisible chord. Removing anim hookups
RAD_A - Setting up new Blueprints and Items for the Dead Colonists - also adding new mateirals for chest and legs so they have a bespoke outfit
RAD_A - Setting up Lottable Prebuilt Structure at Location Delta with Dead Colonists
RAD_A - Setting up Location Delta with spawner, epic creature and bodies to loot
UI pass on Satellite Alignment Mini Game
RAD_A - Adding new quest markers for location zeta and delta
RAD_A - Adding and setting up collectable notes to allow entry into the the colony via the security door
RAD_A - Adding new quest steps for locating an ECHO device and searching for the zeta and delta locations
Added slinker croc skin and delux leather saddle skeletal meshs
Audio setup, adjustments and removing explosion impact audiuo from BP payload radiation grenade. Adding correct explosion to radiation ballistic impact audio row. Spacialisation adjustments and improvements
Adjustment to sawblade impact to reduce spamming on multi hits. Adding cooldown and limits.
Adjustments to speed of flying blade to better reflect its real speed and whoosh audio
Updated Jungle Lite, Set Dressing and Working on Jungle Entrance Types, Outpost 11
Initial migration of character prototypes from PHX to ICARUS, including all current assets to work with prototype facial rig
Added jungle monkey creature materials and textures
DLC3 map - added new material instance for landscape with 3 new texture sets for the jungle (replacing swamp)
RAD_A - Fixed Power Radio Tower Quest Steps as it was looking at the colony BP and not the Radio Tower
RAD_A - Added new Quest steps for aligning the radio tower to the colonist signals & Adjusted Minigame UI to be consistent with quest steps
RAD_A - Updating Radio Tower Prebuilt to include the new tower item
RAD_A - Adding new Generic Action interfact function in which ints can be passed as an argument
RAD_A - Made Mini-game networked and Client Authoritive as we don't want to flood the network with client -> server update requests
Added Jungle Lite, Set Dressing and Working on Jungle Entrance Types, Outpost 11
RAD_A - Setting up and iterating on aligning satellite minigame
Update LODs on Radiation Broodling trophy. Fixed Skin XP event pointing to Kill event. Fixed XP values. Set Radiation Broodlings Bestiary to be Unknown biome to fix BG image. Fixed row defines in Char BPs. Remove Radiation Bomber skinning setup. Setup Radiation Broodling Trophy data, recipes, icons, etc. Added carcass icons. Uniformed row naming schemes. Fixed Carcass durability for Radiation Broodling
Adding more rad boss audio. Heavy impacts, heavy steps, missing whoosh etc
Added plant boss, elite, vine, spore, and needle variants' art assets to the project
Adding new stat for disabling weakpoint critical damage
RAD_A - Starting word on mini-game for alignining satellite and adding new satellite item
More fine tunes to lower speed flying sawblade audio reducing in volume even more
Adding movement cloth sounds to chainsaw events to help the reload and pull chord feel more realistic
Adjusting sawblade flying audio to reduce in volume at lower speeds now that it can bounce. adjusting impact audio to be less loud the more times it impacts to help with the multiple bounce impacts
Adding radiation storm audio to project
Set Dressing Rad Colony on Yellow Quad, Elysium
Rad boss audio timing adjustment
Added all fish BPs and FishSetup data. Added light to 06 Angler fish BP (High Effects only)
Updated SK_BOW_Crossbow_Radboss
Updating the Fish Editor Utility Widget
Polish of giant tree roots - fixed vines hanging too low, redo of leaf sim, edits to base mesh to improve collision so they are walkable and generate navmesh
Ely - fixed floating impassable mesh on yellow and cave entrance landscape on x5_y6
Fixing Data table Validation
Added dev-locked Drop All inventory function to drop all items of matching type from context menu, for testing
RAD_A - Adding new Quest Markers for Mission Introduction
RAD_A - Adding new quest steps for searching for and locating colony
RAD_A - Setting up new Colony Radio Tower for players to find and interact with
Fixed Legendary Chainsaw Handle RMA texture compression preset being HDR
Added Cave, Set Dressing and Working on Jungle Entrance Types, Outpost 11
Adjustments to LargeRoot_01, fixed materials to properly use UVs instead of triplanar texturing
Added SK for slinker bearhide saddle
Optimization of textures, LODs and Gfur on Animal Beds and Rugs
Updated tundra monkey SK LODs, updated groom in the the character and corpse BPs, Updated carry physicas asset
Juvenile Gribblers can now be picked up and attached to the hip and simulate physics correctly
Adjustments to the build blocker subsystem to take into account the build blockers rotation as it was performing AABB not OBB resulting in bad checks and results in false positives when checking if deployables or buildings can be placed within certain 'locked out' map regions
## What changed
### Optimization
- **Knife textures & LODs** — saving around 104MB
- **Gun and Bow textures & LODs** — saving around 56MB
- **Spear textures & LODs** — saving around 77MB
- **Fish bestiary images** — saving around 105MB
- **Ammo, Arrow, Bolt and Grenade textures** — saving around 134MB
### Balance
- **Spear physics** — improved setups on several spears making their behavior when dropped less erratic
- **Legendary Chainsaw** — increased spin time after attacking, doubled animation playback rate, increased **Refined Wood** yield/chance for Drive upgrade, added screenshake reduction for Handle upgrade
- **Molotov** — updated data with dedicated item, ballistics tweaks, unique stacking modifier to apply damage-over-time instead of Flammable system, added smoke trail effect
- **Lead Lined Box** — added radiation prevention functionality to stop radiation leaking
- **Elysium fishing map** — setup unique lake areas with differing fish quality, added more zones and refined existing zones
- **Giant Bamboo** — added 3 tall variants with feature tags
- **Banyan trees** — added small variants and feature tags for 3 variants
- **Natural Oil Refiner** — added supporting lights for 'on' state, moved fuel network connection point
- **Rad Boss content** — added new animations, idle vocalizations, movement sounds, audio for attacks, and carcass art assets for Rad Boss Broodling
### Bug Fixes
- **Hammerhead Slug fight** — fixed cocoon break spawning child slugs with incorrect health values
- **Fishing** — fixed client nullptr
Optimized Knife textures & LODs, saving around 104MB.
Optimized Gun and Bow Textures & LODs, saving around 56MB.
Optimized Spear textures & LODs, saving around 77MB.
Optimized Fish bestiary images saving around 105MB of memory.
Optimized Ammo, Arrow, Bolt and Grenade textures saving around 134MB.
Improved physics setups on several spears making their behavior when dropped less erratic
Changed recipe list category orientation for easier viewing of categories
Fixed a bug in the Hammerhead Slug Fight where if a cocoon is broken during the fight the child slugs spawned in would have incorrect health values
Copied Blinky rotation and anim setup to Fishing Rod Lure BP so that behavior matches when caught fish is first held up, versus hotbar focused
Fixed client nullptr for ThrashingVFX when fish is snagged. Wait for NS to be initalized before attempting to set rotation
Fixing issue with the recipe list when player crafting, as it was cutting off early when it shouldn't have
Fixing Fish15_2, 16_2, 17_2 Feature Locks so they are accessible
Fixing Fish20 Feature Lock so its accessible
Setup unique lake areas for Elysium fishing map with differing fish quality. Added DT validation to ensure fish groups only have fish of the same type (Saltwater vs Freshwater). Updated Water tooling to ping Generated actors instead of Developer so that its more flexible (and includes extracted Caves)
Adding Fish_20 (Blinky) to the new Elysium Fish Spawn Map
Swapping Over Elysium to use the new Fish Spawn Map
Making Blinky the Fish Blink Slowly when held in your hand
Fixing issue where Blinkys eyes where not in Blinkys head when held in your hand
Changed recipe list category orientation
Added FTs for the three tall variants of the Giant Bamboo
Legendary Chainsaw - Increased the amount of time the saw will spin after attacking
Legendary Chainsaw - Fixed item owner invalid errors. Fixed Audio not playing when 'running out' of fuel (wasnt running out, just seemed like it). Fixed chainsaw being able to 'pull cord' twice in certain scenarios when attacking as you reload
Adding rad boss attack whoosh, audio, event and notify
Added large root meshes 01-05, plus collision meshes and materials
Added SK for the slinker arctic explorer saddle
Adding call to parent on BP for logic when rad spawner is destroyed to trigger audio
Adding rad boss spawner loop audio and destruction audio and event and BP imp
Added Rad broodling trophy SM and bestiary image
Updated rad brooding carcass textures and added the carcass assets into the corpse BP
Clean up of ArtTest map
Made additional edits to RockFormation_003. Also created umap file for RockFormation_004
Added 3 tall variants of the Giant Bamboo
Blocking out Jungle, Adding Roots and Adding Decals, Outpost 11
Legendary Chainsaw - Changed 'Bouncing Blade' to be 'Piercing Blade' and Removed unused variables from chainsaw blueprint
Updated the terrinus, moa, buffalo, and slinker Rad Boss saddle SKs to have a larger back section
Legend Chainsaw - added isvalid to fix error
Fixed Contact device collision not upgrading correctly for Skeletal Mesh components
Adding rad boss arena data table setup, adjustments to arena audio balance and biome override to correct row
Added the carcass art assets for the Rad Boss Broodling
Fixing issue with the recipe list when player crafting, as it was cutting off early when it shouldn't have
Fixing issue where EDEN_CHEF BP was duplicating by adding DoNotRecordForPrebuilt_? Stat
Fixing issue where the EDEN_CHEF was part of the EDEN_AUDIO Prebuilt Structure (resulting in duplication)
Fixing old prospects which have multiple duplicated EDEN_CHEF BPs (removing additional ones)
Added expanded tooltip section for Recipes
Adding Fish20 Item Icon
Adjusting Fish20 hold animation so it holds it at a different angle so the eye blinks can be seen in first person
Cleanup of Fish20 data s its releasing next week
Lead Lined Box - Renamed 'PreventRadiation_?' to 'PreventRadiationSpread_?' for clarity
Adding heavy hit react audio, event, notifys
Alteration Bench UI layout change and new icon for alteration tool or weapon slot
Force Resave of Faction Missions Datatable
Optimized Knife textures, saving around 104MB. Fixes for mesh LOD setups
Adjusted Mesh tooling to be able to check SKs. Simplified expanding logic for Material params
Simplified/improved physics setups on several spears making their behavior when dropped less erraticchecking
Added supporting lights for Natural Oil Refiner 'on' state. Moved Fuel network connection point. Removed Emissive texture setup from 'off' material
Mount Inventories - Switched 'laika' variant dogs to have a saddle slot so they can equip the laika vest
Hammerhead Slug - Fixed a bug where if a cocoon is broken, the temporarily deleted slug is spawned with its health cached and then its children spawn in with that health. Now all split slugs spawn at max health
Removed Radboss Crossbow emissive texture and repathed to Default albedo texture with color tinting applied
RAD_A - Fixing Prebuilt Strcutures for the Mission
RAD_A - Adding Spawning of Colony for quest
Removed Scope row define from Legendary Chainsaw
Lead Lined Box - swapped accidental stat on medium box. now back to 'PrevenRadiationSpread'
First pass adding ivy to large jungle roots
Updated Molotov data to be ready for release. Dedicated SKItem with lighting and VFX. Ballistics tweaks. Added icon and itemable setup. Added unique stacking modifier to apply DOT instead of Flammable system. Added recipe. Reorganized grenade section on T3 tech tree to accomodate. Added smoke trail effect and tweak existing effects
Adding Prebuilt Structures for Elysium Colony
Lead lined box - Added 'PreventsRadiation_?' bool to lead lined boxes that stops radiation leaking
Added New Tree Birds of Paridise, Updating Cliff, Added Cave and Set Dressing Jungle, Outpost 11
Removed emmisive from Giant Bamboo materials
Lead lined box - added dev locked items without the radiation preventing functionality
Added FTs for the 3 SML variants of the Banyan tree. Chopped versions will still need to be made
Adding audio to all new rad boss animations. Movement sounds and vocalisations
Added small variants of the choppable banyan trees
Added BOW_Crossbow_Radboss with animations
Added more Rad Boss animations to the project
Added New Large Root to Jungle, Tested Bamboo Forest and Set Dressing Jungle, Outpost 11
Updated Banyan tree textures and materials with some colour changes and adjustments
Legendary Chainsaw - Fixed audio not turning off when losing ammo
Legendary Chainsaw - Fixed bug where spamming attack will play 2 clicks. Removed unused debug logging
Doubled playback rate of Legendary Chainsaw anim. Increased Refined Wood yield/chance for Drive upgrade. Added Screenshake reduction for Handle upgrade
Added art assets for the damaged heavy speeder and heavy speeder backpack
Adding a bunch more radboss idle vocalisations
Tweaked Elysium fishing map. Added more zones and refined existing. Updated tooling to support locating Lakes and Rivers with custom colors. Tweaks to fish quality
Optimize Ammo, Arrow, Bolt and Grenade textures saving around 134MB. Optimize Materials by removing unneccessary shader instruction options. Optimize SKs by removing unncessary additional submat slots on SKs and improving LOD setups. Removed DF from SMs
# Icarus Patch Notes Summary
## What Changed
- **Hammerhead Slug boss fight** — multiple balance adjustments to reduce difficulty
- **Butcher's Knife** — new animations, weapon functionality, and icon added
- **Boar breeding system** — juvenile boars now available with new animations and can breed together
- **Legendary Chainsaw** — fuel/durability stats, audio improvements, and bug fixes
- **Building pieces** — inverted Limestone Floor and Ramp variants added
- **Storm wall performance** — navigation system no longer impacted when active
## Balance Changes
- **Hammerhead Slug Spin Attack** — reduced from 75 to 18 projectiles, now targets 20m radius around single target instead of all directions
- **Hammerhead Slug poison attacks** — removed slow effect on ranged poison attack
- **Hammerhead Slug debuff duration** — reduced from 10 seconds to 2 seconds after stepping off slug trail; poison spot debuff also reduced
- **Hammerhead Slug cocoon mechanic** — destroying a merging slug now reduces health by 15% and triggers cooldown
- **Legendary Chainsaw engine pull animation** — removed from focusable actions
- **Legendary Chainsaw** — fuel/ammo consumption now properly tracked on alternate fire
## Bug Fixes
- **Storm wall** — fixed navigation dirtying issue causing performance impact
- **Snow Wolf tame mesh** — corrected incorrect GFur material usage
- **Revival health bug** — players with debuffs (like radiation poisoning) that persist through death no longer revive with 0 health; minimum revive health set to 1
- **Lithium Crossbow ironsights** — adjusted transform alignment
Fixed issue where storm wall was causing navigation to be dirtied when active, impacting performance
Several balance tweaks to the Hammerhead slug boss fight. Reduced Spin Attack projectiles, removed slow on ranged poison attack, reduced debuff timer from stepping on slug trail and poison spots, destroying a cocoon further debuffs inside slugs, and more.
Fixing issue where if players have debuffs lowering their maximum health that persist on death (such as radiation poisoning) when revived there were cases where players where revived with 0 Health (10% of current max), this could result in a value of less that 1 resulting in their immediate death, this has now been fixed, at a minium players will revive with 1 health
Fixed Snow Wolf tame mesh incorrectly using GFur material
Added inverted Limestone Floor and Ramp building pieces
Adding in better animations and actions with the Butchers knife, tweaking slaughter action so the timing blood and death line up, adding tool damage and tag to the knife so it can be swung like a normal weapon
Added Butcher Knife icon.
Adding Blueprint and Recipe for the Butchery Knife
Set Boar base skin variation to be selectable
Added 'You Monster' Achievement Icon.
Added the wild boar juvenile art assets and updated the blueprints and data table with the new assets.
Boars can now be bred together to make children
Adding 'You Monster' Achievement to the .ini file
Adding and Hooking up the 'You Monster' Achievement
Juvenile Boar - Added new AnimBP and blendspaces to match speed to animations.
Boar Juvi flinch volume adjustment
Adjusting Cleavers Name to be Butcher's Cleaver
Adding boar Juvi unique flinch - death audio, audio setup and data rows
Tweaked Lithium Crossbow ironsights transform. Fixed Larkwell Explosive Bolts not making explosion sound on impact
Hammerhead Boss balancing - Removed slow on ranged poison attack. Reduced modifier staying for 10 seconds after stepping off the slug trail (now 2 secs after). Also reduced the modifier duration after stepping off 'poison spot'.
Hammerhead slug - 'Spin Attack' no longer flings projectiles in all directions. just a small 20m radius around a single target and only 18 projectiles from 75~
Hammerhead Slug - Destroying a merging slug now reduces its health by 15% and goes on cooldown
Removed Black texture from Centrifuge materials and repath to default black texture for optimization
Adjusted color for the Hairy Palm and bush.
Fixed inconsistent filenames for Fish icons
Fixed issue where a disabled button related to future content was incorrectly showing in player inventory
Adjustment to the ending of swq chainsaw so it better matches the amount of spin the blade currently has after use.
Updated fish20 static mesh with correct eye UVs
Fixing issue where if players have debuffs lowering their maximum health that persist on death (such as radiation poisoning) when revived there were cases where players where revived with 0 Health (10% of current max), this could result in a value of less that 1 resulting in their immediate death, this has now been fixed, at a minimum players will revive with 1 health
Fixed issue where storm wall was causing navigation to be dirtied when active, impacting performance
Fixed Snow Wolf tame mesh incorrectly using GFur material
Added inverted Limestone Floor and Ramp building pieces
Legendary Chainsaw - Idle anims/sound turn off when no sawblade attached.
Adding rad boss death vocal, audio event and data table setup
Legendary Chainsaw - Added sounds when trying to fire/attack when unavailable. Added error text when both out of ammo and out of fuel.
Adding long and short versions of the rad boss roar to be more appropriate for different events. Adding a second version of butcher knife chop to add variation
Updating LCS dry fire audio
Legendary Chainsaw - Added stats for durability/fuel use on alternate fire and implemented. Removed old unused SWQ actionable
Moving Biome Overrides for be Lighting Change, Blocking out Jungle, Swapped out Blue monstera with Money Plant and Updated Foliage Type Settings, Outpost 11
Added fish20 art assets with animation and WIP textures
Hairy Palm bush variant added, will need proper DMs and DT setup
Updated Choppable Banyan trees with ivy around the trunks.
Added Storca skin variants to Data table
Adjustments to chainsaw to smoothen the experience now that it turns off after firing each blade.
Legendary Chainsaw - Saw will spin for longer after stopping attacking to show blades spinning on cooldown. Adding unique killing audio for butchers knife to be used when slaughtering poor innocent mounts RIP
Adjustments to rad boss audio anim timing and boss arena small eq tweak
Added further DT validation for Mount skin variations to ensure consistency with setups and awareness of disabled skins
Legendary Chainsaw - Removed engine pull anim from the focusable and it now plays correctly when turning the saw on with ammo and fuel
Legendary Chainsaw - Fixed bug where refined wood conversion would only grant 1 wood even with 100% rate.
Updated Fish 20 textures and created anim bp and ctrl rig
Blocking out Jungle, Changing Density and Size of Foliage, Outpost 11
Adding correct montage in for swq chainsaw to ensure the correct pull chord sound plays. Small adjustments to starting sound now the behavior is different and it pulls after every shot.
Ubis/Swamp Bird skins textures and materials setup
Updated Great Hunt - Settlement Adding Geothermal Lake and Landscape Sculpting, Red/Yellow Quad, Elysium
Adjusted colors and thinned out large leaves for the Money Plant.
Fixed choppable Banyan tree to have ivy and moss disappear properly when chopped at the trunk
Added image for the blinky fish fishing record and updated the fishdata DT with the new image
Updating out Jungle Blockout and Set Dressing Lakes, Outpost 11
Added first-pass Bird of Paradise plant for jungle biome
## What changed
### New Content
- **Heavy Speeder Bike** — new rideable mount with animations, stats, and Field Guide icon added
- **Outpost 11** — new location with Drop Ship, Respawn Pod, jungle blocking, cliff placement, and foliage density adjustments
- **Radiation Boss Saddle** — new item that works with most creatures; Rad Boss arena added with lighting pass
- **Legendary Chainsaw** — redesigned to use **Sawblade** projectiles as ammo; can now topple trees at range, ricochet off objects, and skin creatures
- **Flying Rad Bomber** and **Rad Broodling** — new creatures with attack audio, animations, and spawn setup
- **Radioactive Fish ('Blinky')** — new feature-locked fish item for Elysium
- **Armor Transmog System** — allows equipped armor to be skinned to look like different armor pieces (currently dev-locked)
- **Audio Logs for NPCs** — new items for Mo and Theo with UI adjustments to display text and audio in Eden
- **New Jungle Atmosphere** — cubemap, atmosphere row, and WIP curves added to D_Atmospheres
### Balance Changes
#### Buffs
- **Waterfall visuals** — completely revamped for improved visuals and performance
- **Uranium Node** — new spawn location added in Elysiums Mushroom Swamp
- **Raw Bacon** — now tagged as 'Raw Meat' for use in tag-based query recipes
- **Farmer Recipes** — adjusted to allow lower-quantity trades with same ratios
- **Farmer NPC Quest** — reduced fruit and vegetable gathering requirement from unspecified amount to 30
Adding a whole bunch of rad boss audio notifys loops and one shots to all movement events
Added default custom primitive data on begin play for WT_Waterfall and BP_WaterfallGenerated
Waterfall visuals have been revamped resulting in both improved visuals and performance.
Texture optimization on several hundred textures, saving around 1.5GB of memory whilst still retaining the high quality that you've come to expect from Icarus.
Storm Wall effects have been re-enabled and iterated on to improve visual quality.
Environmental 'wisp' effects in the arctic and desert have been re-enabled.
New Uranium Node Spawn Location in Elysiums Mushroom Swamp
Fixes to Mo and Theo so they Leave Eden correctly during various quests
Updated the Snow Wolf base skin removing the yellow tint
Added the 'Raw Meat' Tag to Raw Bacon so it can be used in tag based query recipes
Reduced Komodo spawns in the OMPHALOS quest by halving manual spawners and slowing spawn rates for better pacing.
Adjusted the Hammerhead Slug boss fight so nearby wild creatures are no longer drawn in.
Fixed an issue where stacking modifiers and auras were not properly cleared when players moved out of range.
Ely - fixed hole in swamp cave that was caused by entrance being disabled, orange quad
Updated SK_BOW_Crossbow_Lithium
Optimize VFX textures, saving around 90MB of memory
Optimized environment textures saving around 640MB of memory. Removed DF setup on Collision meshes
Optimized Creature textures saving around 150MB of memory
Optimized Deployable/Buildable textures saving around 230MB of memory
Optimized Geothermal assets by removing seven 4k normal map textures that are flat. Repath to default normal textures. Saves around 150MB of memory
Adding the 'Raw Meat' Tag to Raw Bacon so it can be used in tag based query recipes
Adjusting Farmer Recipes so that the trade can be perform in lower quantities (The ratio is the same)
Adjusting Farmer NPC Quest so you only need to gather 30 fruit and vegetables
Removed DangerousHorizons feature level gates
Reduced Albedo/Normal textures on Quarrite Gun to 2k for optimization
Hammerhead - Changed relationship type so non player owned creatures wont attack the boss
Ely - fixed floating cliff on blue quad
Fixed button hover being white after clicking. Changed hover animation on bestiary unlocks to blink instead of scale
Removed DNT from Sandworm Tunnels text for Thumper
Edited item flavor text for clarity and brevity
Reduced Irradiated Abomination 4k textures down to 2k. Total memory cost for this mesh is reduced from 72MB to 27MB. Updated Tooling to support SK validation. Tweaked LOD screensizes to not hold LOD0 as long
Adding Boolean to Mounts datatable 'bCanBeSelected' so the variations of a creature are enabled or disabled on a per variation level
Mesh placement, landscape and decals in RadBoss arena, added custom collision meshes to some webbing meshes, reduced walkable slope on webbing meshes to 20 degrees
Updated RockFormation_002 Prefab
Fixed missing border in itemable section in item Field Guide
Changes to Ammo and Benches Screens in Field Guide
Adding Radioactive Emitters to the Radiation Spawners
Feature locked the Radiation Autonomous Spawner
Disabled initialization of StormWall in InitStorms function when it is already handled on Storm tick logic
Add genericized slow tick function that updates Effects Quality setting locally
OLY - reduced falls speed on a few waterfalls in red quad
Adding Uranium Node Spawner to the Mushroom Swamp Radiation Area
Homestead fireplace pieces are now crafted on Decorations bench (not Masonry) and have correct decorations tag.
Adjusted recipe crafting times and removed Ingot requirement for Chimney cap item.
Add Homestead tag to homestead kitchen pieces.
Tag Chair as decorations.
Blacklist non-craftable set dressing/mission props
Changed HAB cubemap to Arctic for Ice Shader. Decreased SSS to 1024px for optimization
Adding prebuilt structure file that spawns audio logs in Eden when completing mission 6
Fixed Snow Pygmy Lop trophy being set as Wall placement instead of intended Ground placement
Fixed nuked Biome data for Stronghold biome
Adding new Audio Log Items for the NPC's in Eden, adjusting UI to allow for the text to be shown and the audio to be played
Adding prebuilt structure for spawning in the Eden audio logs, these audio logs will now spawn in Eden around the NPC's
Adding new Quests Flags for Mo & Theo as to when they leave
Adjusting Logic to check for the quest flag before attempting to spawn Mo & Theo
Mo now should leave at the start of Mission 4 as intended and will not be present in subsequent missions
Theo will leave at the end of Mission 5 and will not be present in subsequent missions
Mo and Theo will now be cleaned up based on state when a new main mission is triggered if the quests flags are present
Added unique XP data for Mammoth Boss (5x what it was before). Removed unused generic entries. Removed values incorrectly setup in Experience DT and validate for it. Added validation for rows with duplicate XPEvent
Fixed accidental delegate unplug in firearm controller causing reloading to not auto begin after emptying ammo
Optimized 29 Axe textures, saving nearly 100MB. Updated PhysicsAssets for several axes so that they collide with objects more accurately. Some LOD tweaks and improvements
Ely - fixing a couple of waterfalls I missed in last polish pass, orange quad
Added mesh for Sandwyrm Queen Egg dropped item. Fixed LODs on large wyrm egg
Adding created anim back in montage to play correct audio for reloading in first person
Fixed Styx Highrise mission referencing 'Basic' wall lights which were renamed to 'Bunker' lights
Optimized 28 Pickaxe textures, saving around 75MB. Updated PhysicsAssets for several Pickaxes so that they collide more accurately. Some LOD tweaks and improvements
Swapping base snow wolf skin to be variation B
Updated DEP_Nuclear_Centrifuge mesh and textures
Updated AXE_Obsidian
Fixed Meta Flashlight held rotation in third person. Increase albedo resolution to 1k. Remove duplicate 'On' material. On both Flashlights: Remove texture MIPs from Emissive textures which caused bleeding at a relatively close distance. Remove refraction from glass shader which caused sorting issues and artifacts with emissive. Tweaked emissive amount to be less bloomy
Adding swq chainsaw wind up - and fire of blades. Also adjustments to pitch and balance of main chainsaw on sound and idle
Updated RockFormation_001 Prefab
Adding blue slinker (original) variation setup, currently unobtainable in game
Changes to Animal parts, ammo, armor, equipment, decoration, ranged Field Guide pages
Added Drop Ship and Respawn Pod, Outpost 11
Added art assets for the heavy speeder bike
Added DEP_Trophy_SandWyrm_Queen_Large
Setup generated level data for Outpost 11
Outpost 011 - source art and biome heatmap setup in D_biomes and D_terrains
Adding audio and event for reloading blade
Added more animations for the Rad Boss
Blade fly event cleanup
Adding chainsaw blade impact event for projectile, flying event and a bunch more fine tunes overall
Adding Blueprint and Recipe for the Heavy Speeder Bike
Adding datatable validation exclusion for the heavy speeder bike
Adding AISetup for the Heavy Speeder bike, basic setup and stats pass, implementing mesh and basic anims, fully rideable
Setting Hoverframe basic mount name to 'Hoverframe' instead of 'Speeder Bike'
More Field Guide changes
Added Heavy Speeder Bike icon
Added the Flying Rad Bomber and the Rad Broodling art assets to the project
Updated RockFormation_001 Prefab
Added system (devlocked for now) which allows player to make a piece of equipped armour look like a different piece of armour (transmog)
Field Guide Item section Visual Changes, changed fishing guide and bestiary entry button animation
Legendary Chainsaw - Changed spawning of projectiles to take in sawblades as an ammo and acts as a firearm
Added dedicated Projectile version of Sawblade mesh with custom collision and DF setup. Added Icon and DNT for Sawblade itemable, increased weight and fixed row name. Removed DF from Chainsaw SMs. Increased damage of Sawblade projectile
Added Heavy Speederbike to Mounts DT validation exclusion
Updated pivot on all Drive meshes for Legendary Chainsaw
Removed Biome Overide for Outpost 11
Updated RockFormation_001 Prefab
Blocking out Jungle, Cliff Placement Pass and Manual Cave Pass, Outpost 11
Field Guide consistency pass: Hover and button animation consistency in Field Guide, Tab and box size consistency for item entries in Field Guide
Added the art assets for the Rad Boss saddle and the 9 skeletal meshes needed for the setup
Legendary Saw - Sawblade changes visibility based on if it has ammo. Becomes unusable if waiting on reload
Adding a bunch of swq sound layers. Reload, duplicates of animations to add correct sounds, removing sniper firearm data, adding first and third perspectives with volume autos, blade pickup etc
Adding rad boss attack audio and event
Adjusting Legendary Chainsaw alteration names
Adjusting Legendary Chainsaw Alterations
Prefab 003 created
Adding new blend layer to swq chainsaw at a higher pitch to better match a saw. Normalizing pitch of standard layer as it was feeling unnatural. Blending together. Adding additional start sound
Updated SK_BLT_Metal and textures
Added DEP_Crate_Lead_Lined SML and DBL with animations
You can now skin creatures with the legendary chainsaw
Adding correct animation montage to swq chainsaw skinning to play the correct audio
Resaving animation to use with audio for swq chainsaw
Adjustments to speeder bike heavy to feel more unique
Adjusting Legendary Chainsaw Alterations
Adding speeder bike heavy layers and events. Also adding duplicate animations so audio can be applied for legendary chainsaw
Legendary Chainsaw - Fixed bug where when you skin with the chainsaw it would non stop attack until you cancelled it with another animation. Also changed reload animation to one that suits the model more from the sandworm crossbow
Adjusting the Fish EUW so that it displays all fish for prometheus and elysium
Adding Elysium to the Fish EUW
Adding 'Blinky' the Radioactive Fish Item Setup, added to radioactive spawn zone but its weighting is 0 and is feature locked out
Blocking out Jungle, Changing Density and Size of Foliage, Outpost 11
Legendary Chainsaw - Added second pass of tree toppling and ricocheting now spawns a payload when bouncing is set
First pass rad broodling attack, flinch and spot vocals, events and data table setups
Added new cubemap and applied to jungle in D_Atmospheres
Adding new Fishmap for Elysium
Updated JU_Banyan Trees with darker bark texture and added ivy to the trunk, as well as several other small adjustments
Setting up and adding Radiation Boss Saddle Item so it works with most creatures
First pass on jungle atmosphere
Adding chainsaw fire low end blend layer. Also adding start click into main event to feel more like its being turned on
Setup Radiation Autonomous Spawner so that it can now be selected as part of spawn groups, added correct player facing name to highlightable and setup to spawn the radiation broodlings and bombers
Adding Radiation Broodling and Bomber Creatures and Datatable Setup
Adding rad boss idle audio, event, anim notify and data table setup
Adding WIP curves for jungle atmosphere
Rad Boss arena setup and first pass audio event
Added row to D_Atmospheres for new Jungle atmosphere
Adding Storca skin variations
Legendary Chainsaw - Added first pass of tree toppling from range if hit with sawblade
Blocking out Jungle and Cliff Placement Pass, Outpost 11
Legendary Chainsaw - Fixed ricochet not correctly bouncing off pawns and now bounces off trees nicely. Legendary chainsaw can now cut down trees
Further volume fine tunes of chainsaw to ensure its not aggressively loud compared with everything else
Adding first pass rad boss footstep continuous audio loop audio, events and notifys
Rad Boss Arena - lighting pass, adjusted DF self shadow bias on various web meshes
Added BP_Rad_Spawner(minion nest) and associated meshes/materials
Added JU_GiantBamboo with 5 variants, including SMs, FTs, Materials and Textures
Legendary Chainsaw - Removed default mesh from ballistic, removed unused actionable from chainsaw animations
Adding radboss roar, audio and event, data table vocalisation setup and ai audio setup
In world balance pass of both chainsaws to bring them in line. Reducing overall volume of swq chainsaw a smidge so its not louder. slight reduction in charge and fire volumes and distancing of blade fly
Russian and German description text now fit in Open World Main Menu. Russian and German Description now fit properly in Field Guide widgets
Swapping Elysium Fish Map back for now to use Prometheus for now
Weather debug can now be toggled via ToggleWeatherDebug cheat. Weather debug info now only cares about current biome. Combined separated debug strings into single event for layout. Cache WeatherManager ref on beginplay
Storm Wall: Refactored positioning logic, will now position itself between 500m and 2000m based on Storm intensity value. Commented and simplified logic
Fixed Sand/Snow drift VFX system not working due to local variable constantly being stomped on tick. Effects are now disabled on Low Effects Quality. Now also disabled when Debris is >0.1 instead of 0.3 as some storms are using low values
## What Changed
### Balance & Features
- **Temperature map** — Added to Elysium near lava areas to increase environmental temperature
- **Wind Turbine** — Added lighting and VFX to show device states (on, off, blocked, damaged)
- **Tesla Coil** — Fixed on/off state not reloading correctly; now remembers active state when reloading game
- **Overlapping auras** — Fixed two auras of the same type incorrectly removing modifier effects when only one deactivated
- **Legendary Chainsaw** — Added screenshake stat, projectile saw ability, and stat to increase fillable units stored; locked functionality behind living weapon parts
- **Arrow impact event** — Simplified and rebalanced to use fewer sound layers with more defined audio
- **Knife throws** — Added more variation to volume, pitch, and distance when multiple players use throwing knives
- **Lithium Crossbow** — Textures updated
- **Mount icons** — Updated in 'Can be Equipped By' section to use Talent tree icons at 32px size (up from 20px) for better readability
- **Attack range** — Added new generic stats system
- **Weapon Rack** — Legendary Flamethrower now displays properly with flamethrower tag
### New Content
- **JU_BlueMonstera** — Added with three wild variants, all growth stages, SKs, DMs, BPs, materials, textures, and Data Table entries
- **JU_HairyPalm tree** — Added first pass with structural meshes, foliage textures, materials and textures
- **Banyan Tree & Burnt Banyan Tree** — Added 3 choppable variants each with all required assets
Added temperature map to Elysium to increase environmental temperature near lava
Added lighting/VFX setup to Wind Turbine to represent its state (on, blocked, damaged, etc)
Fixed on/off state not reloading correctly for some deployables (Tesla included)
Fixed overlapping auras not behaving as intended
Updated the icons used for 'Can be Equipped by' section for Saddles/Mounts
Reduced server log spam by decreasing UID logging verbosity
Unlocked Ruby Ore in Workshop. Sanity pass on text for Resource packs, ensuring title and description matches player facing title and description of converted items
PROM - fixed cave entrance in green quad
Ely - fixed impassables on edge between green and red quads
Downgraded the verbosity of some UID-related logging to prevent dedicated server log spam
Fixed incorrect head socket define for Bees
Ely, red quad - added missing lava lights to lake, audio splines and flow points adjustment to lava river
Fixed Stomper alert widget location being offset
Added Temperature map for Elysium to increase temperature in lava areas. Updating tooling to be able to switch just lakes/rivers to their 'minimap' materials for easier satellite image taking
Fixed material issues on misc DMs
Fixed Polymerizer not pointing to correct DM
Updated the pig carcass skeletal mesh to the latest version and assigned the correct eye material
Fixed floating rock & holes in cliffs in ELY, replaced IMP meshes with normal ones, fixed cave volumes, Purple/Orange Quad, Elysium
Adjustments to volume, pitching and distancing for the knife throw to add a lot more variation when multiple people are using throwing knives repeatedly
Removing CP from throwing event because it isn't hooked up to be used that way. further fine tunes to last throwing event
More adjustments to metal and standard knife throws pitch, volume and spatializer
Simplification and re balance of arrow impact event so it wasn't using as many unnecessary layers and sounds more defined
Fixed Weather Cheat biome list adding and sorting by Row handle but displaying by Display name. Now lists and sorts by Display name which fixes filtering and usability. Delete unused and unfinished SetStorm cheat
Fixed Tesla Coil not remembering it's active state when reloading game
Added new generic stats for attack range
Added boolean in Deployable_ManualToggle_Base to allow proper restoring of active state if desired
Tesla Coil damage now stat-driven by Electric Damage to show up in tool tips
Fixed a few typos in string text
Added fix for issue where two overlapping auras of the same type would incorrectly remove the modifier effect when only one aura was deactivated
Updated Textures for Lithium_Crossbow
Update Mount icons used in 'Can be Equipped By' section of item popups to use Talent tree icons for better readability. Remove SizeBox parenting of AttachmentIcon so that images can be sized more easily. Increase default icon size to 32px from 20px for better pow2 scaling. Resized icons to be 256 instead of 512px
Cliff Placement Pass and Manual Cave Pass, Outpost 11
Legendary Chainsaw - Added stat to adjust screenshake
Added JU_BlueMonstera with three wild variants, as well as all growth stages, including all SKs, DMs, BPs, materials, textures and Data Table entries
Added Workshop Flashlight data, dev-locked
Added wind on radiation storm
Blocking out Jungle, Cliff Placement Pass and Manual Cave Pass, Outpost 11
Created Header Bar for Field Guide, added background to Field Guide Scroll menu, Adjusted Field Guide search bar
WIP lavafall material stretching fix
Added DCO_SandwyrmQueen_Statue_Bronze
Legendary Chainsaw - Logs cut with wyrm chainsaw now highlight
Blocking out Jungle, Cliff Placement Pass and Manual Cave Pass, Outpost 11
Update WeatherManInGame widget to support newer atmospheres and weather. Fixed tool setting Biomes instead Atmospheres. Fixed Whiteout textblock not being bound to value
Updated JU_BlueMonstera to address feedback
Lava splash FX and BP_waterfallBase update - added controls for spawn rate and size for small lava falls
Updated SK_ITM_Flashlight and new textures
Updated some texture sizes for Legendary Chainsaw
Rock Formation prefabs can now be created via the ActorPrefabUtility widget
Files missed from last commit - Added first pass of JU_HairyPalm tree, including SMs, FTs, materials and textures
Added first pass of JU_HairyPalm tree, including SMs, FTs, materials and textures
Added missing collisions and tweaked FT settings for JU_BlueMonstera variants
Legendary Chainsaw - Added stat that increases fillable units stored in an item
WIP Radboss Arena map, various set dressing meshes, materials and textures - added emissive map parameter to MA_Voxel_Ice_ITM
Deleted Light Test file and data
Blocking out Jungle, Cliff Placement Pass and Manual Cave Pass, Outpost 11
Removed deprecated FlagPole data that was superseded by InternationalFlag sytem but never removed
Removed Broken Bushes, Outpost 11
Setting up rad boss audio row and adding a few notifies
Numerous updates to Field Guide entries which repositioned objects into more appropriate categories
Wind Turbine: Added VFX lighting to represent various states of device (on/off, damaged, blocked, etc). Fixed Wobble animation not working on clients. Improved LOD settings. Tidied BP logic
Fixed incorrect item names in quest steps for Homestead mission on Olympus. Clarified Shelter is also required. Removed incorrect MetaData notes
String Translations - 'Legendary Weapon' in item popup. 'Trade' button on NPC Trader. 'Has given Birth' and 'Is Gestating' for genetics chat messages. 'Stability'/Med Device Title/Med Device Description. 'Genetics' title. 'Campaigns' in great hunts UI. Talent tooltip 'Req LVL'
Removed a debug print from AuraManagerComponent
Fixed an issue that was causing certain actors placed in levels to throw UID collision warnings when loading/unloading tiles (affected voxels, cave entrances, cave AI spawners, blockers, etc.)
Fixed an ensure related to recent aura changes
Fixed a crash related to recent aura changes
Fixed a crash related to recent aura changes
Speeder bike is no longer a valid 'parent' for wild juvenile creatures
Weapon Rack - Added flamethrower tag to legendary flamethrower so it appears properly
Fixed stretching images on Field Guide Main menu, Fixed Bestiary page lock, adjusted item grid title on item Field Guide menu
Misc asset LOD fixes, Texture optimization, null material fixes. Updates to AssetInfo tooling
Added borders, made tweaks to Bestiary Page layout, removed dotted line, font size changes and spacing changes between each item
Fixed several items being dumped in the 'Other' category in the Field Guide due to missing tags
Added Lava Splash Effect, Moved Cave Entrance to Fix Light Bug, Purple/Orange Quad, Elysium
Added slanted title boxes to bestiary, changed scrollbar color in Field Guide, changed hover and select state on Field Guide scrollbar, changed ResourceItemGrid title and alignment in Field Guide
Field Guide: Fixed Ice Mammoth Projectile item using Ice Armor Fragment itemable causing it to appear in 'Other' category. Removed exclusion of Spoiled Meat from Food TagQuery as it is a food, just not a very good one
Changed FieldGuide Deployable TagQuery to include Communicators which are no longer deployables. Deleted GreatHuntCrafting devlocked data
Updated max context distance for a number of large creatures to prevent issues with footstep audio components not being cleaned up correctly
Legendary Chainsaw - Added ability to shoot saw as a projectile and disables the saw while its in its cooldown period. Added a 'saw' mesh and it rotates based on anim
Legendary Chainsaw - Locked functionality behind living weapon parts. Removed test stats from the chainsaw
Legendary Chainsaw - Removed old blades and used living weapon ones
Added WIP static meshes for the Rad Boss poses on the rock spire for blocking
Added Icons for Legendary Chainsaw components. Added helper BP for taking Icons with multiple meshes
Added 3 variants of the choppable Banyan Tree and Burnt Banyan Tree, including all SMs, BPs, FT's, materials, textures and Data Table entries
Added Rad Boss skeletal mesh and first batch of Rad Boss animations
Radiation weather storm VFX wip
Renamed workshop 'Bacterial Vaccines' to 'Antibiotic Vaccines' to match naming of granted modifier and existing naming schemes for similar items