Icarus Patch Notes

Patch 2026-05-14 May 14, 2026

## 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
  • Deleted old unused Prospect map images
  • Added WIP Radiation Grenade setup, new payload, ground decal, icon, tweaked LOD settings
  • 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
  • Set Dressing Rad Colony on Yellow Quad, Elysium
  • Added skinning bench recipe for Juvenile Boar. Corrected inconsistent Itemable row handle
  • Adding radiation grenade explode audio and event
  • Adding missing prebuilt structures for GH_RAD_A
  • Adding audio event to correct bank
  • 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
View full patch notes ↗

Patch 2026-05-08 May 8, 2026

## 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
View full patch notes ↗

Patch 2026-05-01 May 1, 2026

# 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
  • Adding Juvenile Boar Setup, items, ai, carcass, loot etc
  • 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
View full patch notes ↗

Patch 2026-04-24 April 24, 2026

## 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
View full patch notes ↗

Patch 2026-04-17 April 17, 2026

## 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
View full patch notes ↗