Improved Accumulation quests with clearer equipment requirements, map icons, hints, and location updates
Styx Highrise construction mission now accepts both Wall and Ceiling Bunker Lights
Projectile Damage and Extended Ammo attachments now unlock correctly via Ranged Weapons
Livewire search areas now reappear after reconnecting; Location 2 travel areas expanded to prevent bypassing
Fixed User Reports not recording the current mission in Open World
Enabling Tusker Hustbandry Behaviours
Adding Tusker Fertility Serum Item for Tusker Breeding
Adding Tusker Serum item Icon
Show remaining resources value in UI when extracting exotics
Resource Deposits resource remaninig is now replicated
Added different new modifier icons for different slow modifiers.
Added FG Sets for Industrial Building pieces
Livewire hardening of wolves spawn on top of cliff so they don't fail to initialize and better handling of their movement state
Fix to legacy issue on Olympus' scan type missions (except Livewire) where picking up the Radar before completing a scan would not respawn a snap actor, making it impossible to complete the mission
Accumulation quest improvements including revealing needed equipment before long travels, deploying of water purifier in water at point alpha, new distinguishing map icons, better hint tips, new abandoned fisherman's shack nearby loc A
Accumulation Mission - Additional optional Gather Charcoal subquest and hint tip
Accumulation Shack cleanup from 10s >>> 300s
Accumulation tags for quest markers fixed so not pointing to arctic location
Accumulation Loc A quest marker re-added
Accumulation quest marker and tag check-in, missed in previous submission
Styx Highrise construction mission now accepts both Wall and Ceiling Bunker light variations
Legendary Launcher - Launch force of all weapons is now stat driven
Ballistic Deploy Override - Fixed ballistics that were supposed to bounce, applying 2x payloads when the override is on e.g. frag grenade
Increased Damage Falloff on grenades from 1x to 2x so that damage towards the edge is reduced further
Added 25% Explosive Damage Resistance to Legendary Launcher as a base state
Decreased Launcher Guard C Explosive Resistance from 100 to 50pct
Reduced grenade falloff back from 2 to 1x
Added ExplosiveDamageResistance stat to Stats Display for player inventory. Updated icon
Display ExplosiveDamageRadius in Meters instead of Centimeters and remove plus symbol on Positive title
Projectile Damage and Extended Ammo attachments now unlock via Updated Ranged Weapon unlock instead of armor, as intended
Fixed typo on Scout SMG description
Fixed a number of typos in quest and item text
Localization - Made water barrel match port water tank.
Localizations - Solo Points in level up UMG.
Removed unusable Portable Water Can 'consume' context option.
Localizations - Inject serum interact prompt
Beer modifier now matches beer icon
UDA Transport drone - Fixed text not being localized
Updated RecipeSets icon for replaced T4 Anvil (Foundry)
Removed Slinker icon from Stomper Mount DT row. Added validation in for missing icon detection
Fixed CavePrefabs not zeroing out XY correctly during to float imprecision
Updated several Foliage Type assets to have cull distance set where it wasn't. Added tooling to find FTs with 0 cull distance
Various Building mesh LODs optimization and fixes
Another big pass on dialogue timing for generic missions
Big tidy up pass on many dialogue events to play back smoother and with less gaps within multiple generic missions
Reducing the number of mission confirmation dialogue lines that play upon mission complete. Also adding mission complete dialogue to avalanche
Adjustments and fine tunes to stockpile forest mission dialogue
Small reduction in delay before dialogue plays
Making sure rian talks before agent at the end of mission B as the player would expect
Adjustment to delay before rians lets get out of here line to make it feel more natural
Dialogue adjustment in OM3
Replicating success audio for the chemostat so it can be heard by clients
Carbon rod balance and eq adjust
Livewire - Search areas now reappear on reconnect. Travel areas at location 2 increased in size and shifted so there's no way to bypass them
Livewire minimap icons now visible on player reconnect
Fixes to common scan quests that were blocking the radar interaction
Carbon fishing rod event and data setup
Added valid check within sentry context updater
Fixed issue with user reports not recording the current mission if in open-world
RAD_O2 - Revamp of mission so that you are stepped through the virus ingrediant process
RAD_O2 - A specific juvenile is now spawned and must be collected, raised and experimented on
RAD_O2 - Spawing Set Dressing as Part of Mission and Cleaning up when done
RAD_O2 - Child Slinker will no longer move from their spawn location
RAD_O2 - Adding Spawning Location to Map
RAD_O2 - Adding new subsystem notifies for a tame growing up
RAD_O2 - Repositioning Dead Slinker Dressing and Removing highlightable from the dead slinker
RAD_O2 - Removing Bad Set Dressing that was placed onto the map
RAD_O3 - Fixing issues with DNA Augmentation Serum, which couldn't be consumed when placed in your hotbar
RAD_C - Fixing issues where the rad spawners would be removed before they where supposed to in some quests
RAD_C2 - Fixing issue which was respawning Parts of EDEN during the mission if the mission was in progress
RAD_C2 - Downed prospectors wounds' and deepwounds no longe escalate before you reach them
FEV phenotype pool - Forced Evolution Virus can roll FEV-only creature phenotypes
RAD_A - Reducing Mesh Count Down Substantially on the Colony Lab and Operations Buildings
RAD_A - Removed DF shadow on Single Light meshes causing light to not be visible in some cases (eg; Colony entrance door)
Fixed an issue where radboss spit damage wasn't being configured in the right place - meaning only direct projectile hits were dealing significant amounts of damage
Increased number of Radboss web projectiles
Fixed some radboss attacks not using the correct bones when sweeping collision, causing some attacks to miss even though the felt like they should have connected
Updated Radboss Armor attachment to give increased movement speed and radiation resistance (Malformation Survival). Added description/flavor text to itemable. Allow attachment to be fitted to any of the 5 armor categories. Increased Radboss attachment (and other boss attachments) crafting time to be in line with other rank2 attachments and not default 2500 value. Added Radboss Carapace to recipe inputs
Adding first pass radboss crossbow fire audio and data table setup
Updating animations for Radboss Crossbow
Updated Radboss crossbow Reload_Loop animation
Additional animation work for Radboss Crossbow
Added new bestiary images for the Rad boss
Moved RadBoss campaign prospect images into correct source folder and repathed uassets. Fixed resolution on Rad_E to be correct dimensions
Fixed Irradiated Abombination (Revenant) having 0 roughness due to RMA texture being used as MRO texture
Trophy implementation for Rad Bomber, Spectre, Revenant, Wraith, and Broodling
Rad bomber vestige implemented and put into trophy recipe
Fixing validation error with Rad Bomber Trophy (extra space in table)
Deployable data table fix near rad trophy
Rad Trophies - Adding destructible meshes, setup more appropriate lighting, fixed glass mesh overriding the highlights on the container trophies
Updated lighting for Radiation Trophies. Updated glass materials to work better across multiple lighting scenarios. Fixed interaction/highlight on Radboss Habitat. Added new vat bubbles VFX for use in Vat trophies. Fixed Wraith materials in Vat. Fixed naming inconsistencies for new Trophy data
Updated sizes for Radboss Trophies
Updated DEP_Trophy_Rad_Broodling
Updated meshes for DEP_Trophy_Rad_Broodling
Re-imported updated mesh for DEP_Trophy_Rad_Broodling_Standing
Added art assets for a new batch of rad colony dressing posters
Achievements - Implemented 'Crisis Averted', 'Leave No Trace' and 'Room for Two'
Achievements - Implemented 'Apex Predator' and 'No Margin for Error'
Edited GH accolade text to be player-facing with updated names
Adding in T4 Roaster and Roast Carcass Recipes, Locked to Elysium_GH for now
T4 Roaster now only has one crafting slot
Adjusting Roast Recipes again to help balance them out, adding butter and oil to the top 3, the others have their seasoning updated
Plant Boss - Attachment has new effect (20% Infected Bark Per Wood, 10% Bonus Yield to Felling, new recipe to match other attachments better
Plant Boss Module - Put in placeholder stats to represent future jungle bonuses
Plant Boss Attachment type of attachment mesh fixed
Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Yellow/Green Quad
Update Biome Map for Jungle, Green Quad
ARK - mesh placement, foliage placement and landscape sculpting in geothermal, purple quad
Refined navmesh blockers on T022
Retake Terrain_022 minimap images. Tweak tooling to wait slightly longer before moving camera. Tweaked water swap material to be darker and more desaturated with full roughness to prevent sun reflection in capture
Added first pass SK_CRE_Large_Dino, textures and materials
Added Axolotl skeletal mesh, materials, and textures.
Added Jungle Monkey skeletal mesh and first batch of animations
Added WIP textures and materials for the jungle horse
Various FX fixes for Speeder bikes: Optimization, smoke now doesn't fully inherit speeders velocity, decreased emissive on smoke effects, decreased max size Thruster FX can get as it looked like a light saber on the standard Speeder.
Added new Dual version for separate exhaust setup on Dual speeder with values tweaked to suit slower speed.
Fixed component transforms on Dual and Heavy speeders.
Added supporting lights for Tail Lights.
Parameter drive (can data drive this later) Speeders max speed for correct effect/FOV scaling.
Increased brightness of headlight.
Speed scale trail light brightness instead of radius and added flickering effect.
Fixed light material swap indexes on Dual speeder.
Updated damaged SMs references on Dual/Heavy.
Improved PA setups for better interaction
Added art assets for the damaged double speederbike
Implemented Arcade Machine minigame with score tracking
UI Pass on Arcade Machine Highscore screen.
Implemented fix to prevent multiple players being able to use the Arcade Machine at the same time
Livewire: Removed placeholder (DNT) tag from the fallen wolf corpse tooltip
Livewire: Removed a leftover highlightable row after a rename; logic cleanup
Prebuilt structure binds now only fire once on completion, not on subsequent runs
Fixed loot double-spawning in some prebuilts
Fixed prebuilt completion being called twice when following the older flow
Fixed legacy structures not calling the correct completion delegates — fixes many pre-Elysium missions
Fixed all faction mission spawners being set to destroyed by default; destroyed states now persist on reload
Additional hardening and fixes for the new prebuilt structure loading logic
OFFENDER: Fixed caveworms not spawning as intended inside the cave
APE_A: Fixed structure and decal cleanup
GH_RG_C: Fixed the Secure Status mission step
RG_B: Fixed mission after prebuilt update
ELY_STORY_2: Fixed soldiers not spawning in the central lab as intended
ELY_SQ_ESCORT: Fixed issues with soldiers spawning at camps
ELY_STORY_3: Fixed mutated creatures not spawning in the lab as intended
Avalanche: Fixed two separate expedition issues that could completely block progress
Avalanche: Expedition now appropriately cleans up minor objects (minimap icons, laser, spawn point) after completion
SQ_Farmer: Fixed the Farmer NPC not cleaning up when abandoning the quest
Fixed clients sometimes not getting mission NPC dialogue speakers registered correctly, causing some lines to not play at all
Friendly soldier NPCs now actively engage 'neutral' enemies without needing to be hurt by them first
Reduced aim inaccuracy of the Nailgun that made it difficult to hit pieces while repairing
Fixed weather culling setups on various curved/diagonal building pieces
Fixed user reports not recording the current mission when in open-world; added validity check to the Sentry context updater
Explosive resist stats now display as a flat percent instead of plus-percent
Fixed display name for the Electric Seed Extractor and the icon for the Seed Extractor
Electric Textiles Bench: moved the electrical connector underneath the box, removed proxy meshes hiding display pieces when composite head/chest pieces were removed, centered the camera
Removed DNT tags to allow translation of some item text; fixed a few typos
Removed the Double XP event and banner
Rad Boss: Adds spawn from a random location instead of furthest; spawn pits now apply a slowing aura
Rad Boss: Spit cooldown now scales with player count (-25% per player); spit accuracy is now distance-based; spit attacks spawn 5 projectiles instead of 3; increased spit projectile damage
Rad Boss: New spit attack during its second rock phase applies guaranteed radiation sickness; normal attacks no longer have a random chance to cause radiation sickness
Rad Boss: Upright-phase super heavy slam applies guaranteed radiation sickness; heavy slams deal 50% more damage and 75% more knockback
Rad Boss: Web trap duration reduced 15s -> 13s; arena web-area slow no longer applies to NPCs, just players
Rad Boss: Fixed the boss not making previously spawned Adds hostile in its upright state; increased upright movement speed
Rad Boss: Target acquisition range 25k -> 30k; switches targets more often during rock phase (still prioritises recent damage and FOV)
Rad Boss: Increased spit attack speed and minimum spit damage; further significant spit damage increases with less falloff at range
Rad Boss: Adds are directed at the player target and spawn at the pit closest to ~1500 units from the target; adds no longer blocked navigating across water
Rad Boss: Removed faction spawners from the arena; arena lake no longer applies the water modifier; added world spawn blocker
Rad Boss: Increased melee damage; increased projectile, electroshock and explosive resistances; removed health regen
Rad Boss: Emerge/Submerge now more reliably deals damage; persistent screenshake on movement; rad flyer spawns on roar after falling off the rock; performs more attacks in scuttle phase
Rad Boss: Base health 75k -> 60k; per-player health scaling +33% -> +50% on medium difficulty (similar on other difficulties)
Rad Boss: Regenerated navigation within the arena; added a placeable generic aura modifier actor
Rad Boss: Replaced DNTs with Malformation on related modifiers; removed duplicate radiation boss creature type row; renamed the arena atmosphere
Rad Boss: Increased range of roar and death audio; new large ballistic impact event; web-stuck distancing/volume tweaks
Rad Boss: Removed wrong dialogue event after the kill and delayed the correct one; end dialogue now only plays once
Added Radboss Armor set: stats, recipes and unlock
Updated Radboss Module stats
Updated Radboss Crossbow with a new rig and animations
Added SM versions of the Radboss Fishing Rod for being dropped in-world; uniformed Radboss and Carbon rod row names
Legendary Launcher: added unique Legendary Weapon data entries, upgrade stats and descriptions; increased base reload time; un-blacklisted Launcher, blacklisted Sluglauncher
Added Radboss map icon
Added trophies: Rad Revenant, Rad Bomber, Rad Broodling, Rad Specter, Rad Wraith
RAD_A/B/B2/E/F: Fixed radio tower, experiment and mission laser interactions for clients
RAD_B2: Clients can now correctly interact with the Experimental Cage; added icons for Solution alterations
RAD_C: Theo and Victor no longer stow their weapons; added compass icon for the Farm
RAD_C2: Adjusted Theo's set dressing so it's easier to walk past him during the EDEN attack; adjusted Iris position in EDEN; added dead Abomination dressing
RAD_D: Friendly NPCs now spawn after the fortification finishes spawning so they keep elevated positions; added fortifications to the base; laser has health/resistance; clients can restart the laser mid-mission
RAD_E: Missing raw art added; updated prospect image
RAD_O1: Made the Antiradiation Stew a much better food
RAD_Final: Added quest steps so the mission can be completed, plus a map icon at the den location
RAD_A: Updated small portable generator icon
FEV injections now grant +1-3 guaranteed genetic points up to a soft cap (45 with current 60 max); above the soft cap the item reverts to the previous EV-neutral gamble; stat spread fully redistributed, sex preserved, infertility risk unchanged
Added new data-driven prebuilt functions for missions (no more manually specified string names)
Added Radiation Resistance stat to the player main inventory UI, with a small version of the radiation icon
Dialogue volume pass on all OMs and across missions B2 and D; Miles' dialogue split to align with quest steps
Iris dialogue adjusted to prevent repeating; spatial adjustments
B2 final mission dialogue balance; correct audio event wired to new B2 dialogue row
C2: Mini-game end event given max instances and a cooldown so it can't trigger multiple times as a client
D: Removed a dialogue double-up; further end-of-mission delay to give the explosion breathing room; correct audio event on the den blocker being destroyed
Removed unnecessary dialogue in C and after collecting ammo; mission step and timing adjustments
Scout drone audio: reduced distant layers, increased base far layer; small balance pass
Radiation grenade audio loops split into several smaller loops for optimisation
Plant Boss world fertilizer stats changed: now +60% yield, -60% storm resistance
Plant Boss Fertilizer recipe changed to include basic fertilizer; craft time 1s -> 6s
Plant Boss module: new recipe
Plant Boss attachment: new effects; fertilizer new effects and typo fixes
T022: navmesh blocker refinement and nav generation debugging; foliage slope alignment and decal density tweaks; culling volume added
Added T2, T3 and T4 Weapon Racks: data, item text, collision/distance-field settings, tech tree shuffle to accommodate unlocks; T3 gated behind Small Crate; T2 crafted on Crafting Bench instead of Carpentry
Added new Orka skin variation: Primal
Updated Duel Hoverframe textures and adjusted light meshes on the back
Reduced XP granted from killing Gas Flyer by half; removed unnecessary skinning event
Creature data hygiene: removed unused AlphaCat and ArcticFlier creature rows, Garganutan renamed to include Prime + XP event fixed, Juvenile Woolly Mammoth and Cat/Cougar XP entries fixed
Added data table validation for unused CreatureType rows and FLOD shadow/culling mismatches; added icons for various alterations
Added EUW for viewing armor set stats; fixed inability to filter armor stats consecutively
LIVEWIRE - Fixing issue if you kill the wolf pack before triggering the travel event the mission cannot be progressed. Upon Updating Wolves will spawn and be counted before travelling. Will fix existing prospects.
LIVEWIRE - Fixed issue where new wolf dens would duplicate on reload
NEXUS - Fixing Mutated Creatures not spawning in the lab as intended
RELICS - Fixing Soldiers not spawning in the central lab as intended
COURIER - Fixing issues with Soldiers spawning at camps
BREAKOUT - Fixing Structure Spawning and Decal Cleanup
LIBERATION - Fixing Secure Status Mission Step
NOMAD, SHADOWED, TEMPEST, DISPATCH, FRACTURE - Fixing issue where objectives would not display as a result of a completed building event not firing as intended
Fixes for many missions involving prebuilt structures, where the structures would not spawn preventing mission start
Fixes for many missions involving prebuilt structures, where the structures would not cleanup on mission complete (this abides by the server settings)
Fixes for prebuilt structure name collisions with existing structures from other missions, preventing new structures from spawning when they should have
There may be cases where existing missions may spawn duplicate structures, this will be a once off as now prebuilt structures are tracked more closely and references persist like the didn't before