ICARUS is a PvE survival game for up to eight players. Explore a savage wilderness in the aftermath of terraforming gone wrong. Survive the Open World, complete timed Missions or build your Outpost. Explore, build, craft and hunt while seeking your fortune and prospecting for exotic matter.
Welcome to Week 147.
This week comes with a massive quality-of-life addition: an in-game wiki of items craftable in Icarus as a new section of the Field Guide. This includes where to find them, how to craft them, what to use them for, and what they’re connected to.
We also introduce some new exclusive bobbleheads for owners of Stationeers as a thank-you for supporting the studio.
Plus, we have a small update on where Null Sector is up to and what’s coming next week.
Jump in and have a read.
[h1]Notable Improvements:[/h1]
[list]
[*] Prospects without local save files are no longer shown on the 'Load' screen. This should fix the issue where players would incorrectly see past multiplayer games in this list without having access to the save file
[*] Mounts are now bound to the account that claimed them instead of the specific character. This should fix the issue where players bringing down mounts that were claimed by a different character on the same account weren't able to properly access it
[*] Modifier state icons are now ordered in list: Biome -> Aura -> Permanent Buff/Debuff -> Temporary Buff/Debuff
[*] Further adjustments to player lighting, with a focus on light strength/progression. Wood Rag Torch, Wood Flare, Biofuel Lantern, and Flashlight affected
[*] Added CPU access to beds' gfur that didn't already have it along with the gfur for the black wolf trophies. This is to fix crashing when placing down a black wolf trophy and may reenable the fur on the beds
[*] Added Cargo Hauling talent option to Horse and Terrenus talent trees
[*] Buffalo (and other mounts) have their roll and twist rotation zeroed on reload, this should be a reliable bandaid fix for issues where mounts would become permanently rotated / on an angle
[*] Fixing the charging device as it was no longer charging powered objects after the new data table enum switch
[*] Chickens will now automatically deposit their eggs into a nearby coop (within 10 meters) if they're unable to path inside for whatever reason
[/list]
[img]{STEAM_CLAN_IMAGE}/38036764/bfe0f8dde48a4b7b6eff63be76f541e4e6b1f030.jpg[/img]
[hr][/hr][h1]This Week: Field Guide Update - Items[/h1]
The Field Guide has been upgraded to include a new ‘Items’ section. This new feature acts as an encyclopedia for all in-game items, showing where they’re craftable, what materials they need, what they’re used for, what other recipes require them, what stats they have, and what sets they belong to. Each item is also linked to all related items so you can navigate quickly when researching your next recipe to craft.
'J' is the default key for bringing up the Field Guide in-game.
We’ve also linked this inside each item’s context menu so you can open the Field Guide directly as you play.
This is a substantial QoL upgrade designed so that any future items added will appear with all their relevant connections and information from the day they’re introduced. Ultimately, this should replace the need to google this information and leave the game to find it.
Let us know your feedback on this new addition in [url=https://icarus.featureupvote.com/]Feature Upvote[/url]. We’ll continue to improve it as time goes on.
[img]{STEAM_CLAN_IMAGE}/38036764/7b4a87823f2db76e16874428cda058fb0cb5b872.png[/img]
[hr][/hr][h1]Coming Soon: NullSector[/h1]
As mentioned in previous weeks, the NullSector (our Free Prometheus Expansion) will include new Operations, a new exploration mechanic, new mutated creatures, and one new giant creature.
We are still actively working on the NullSector, with some big mission revamps in the works, more narrative, more dialogue, and more missions to provide the experience it deserves.
This region is not for the faint of heart. All the adjustments and differences are geared towards this being a hardcore survival challenge, so make sure you enter it prepared.
If you are interested in reading about what we plan to do with missions in the future, [url=https://store.steampowered.com/news/app/1149460/view/6502721146225704988?l=english]click here[/url].
[img]{STEAM_CLAN_IMAGE}/38036764/9115cfb7a62165e6a987195e1d36246543a909bd.png[/img]
[hr][/hr][h1]This Week: Exclusive Stationeers Bobbleheads[/h1]
We have released Stationeers-themed bobbleheads that are unlockable and craftable from the blueprint tree for owners of both games.
Stationeers is another RocketWerkz title that heavily influenced aspects of Icarus in its early development and still does to this day. If you enjoy the hardcore parts of Icarus, you will have fun struggling to survive in Stationeers.
Stationeers is a space station building and management game that focuses on engineering, resource management, and survival. Players construct and maintain their own space stations, managing various systems like oxygen, power, and temperature. The game emphasizes realism, requiring players to understand and manipulate complex systems to keep their station operational.
You build and expand structures to house your life-supporting systems, while exploring planets to gather more resource for your station. It’s full of intricate mechanics that requires careful planning and problem-solving, making it addictive for fans of simulation and engineering games.
If this sounds like your type of game, check it out here:
https://store.steampowered.com/app/544550/Stationeers/
[hr][/hr][h1]Next Week: Quality of Life (QoL)[/h1]
Next week, we’ll be focusing on further testing of NullSector zones and are planning to open up the experimental branch early for players to give us feedback while we iron out any bugs.
As for the update, we plan to release a few small QoL fixes next week while this is happening.
[img]{STEAM_CLAN_IMAGE}/38036764/51514b8c22ff51e2a39f58290c355770812cf001.png[/img]
[hr][/hr][h2]Your support makes these updates possible.[/h2]
https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/
https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr][h1]Changelog v2.2.22.127885[/h1]
[h3]New Content[/h3]
[expand type=details expanded=false]
[list]
[*] Update field guide procurement text for stone/oxite
[*] Committed refactor of CPP enum to DT enum for Icarus Resources
[*] Tag ploughs for field guide
[*] Replaced exotic procurement image on field guide to new one
[*] Update field guide resource networks UI to show storage on batteries and fix generator / pump display
[*] Fixed duplicate zebra carcass showing up in field guide
[*] Field Guide: Increase menu scroll bar width by 50%
[*] Fixed field guide Medicine category width
[*] Swap position of Shields and Benches in Field Guide to put Benches closer to the top
[*] Added Cargo Hauling talent option to Horse and Terrenus talent trees
[*] Field Guide: Added sets to C0NT4CT and Beehive for upgrades
[*] Field Guide: Fix alignment on different categories (use/used by notably)
[*] Field Guide: Update scrolling to be grouped in the category for most item types, exceptions are benches as they have a lot of items and resource networks that need to be visible
[*] Field Guide: Fixed alignment on search / items list
[*] Field Guide: Increased number of item categories shown in each row, so main item screen shows all categories icons
[*] Field Guide: Fix filter to have sticks in resource lookup
[*] Updated Field Guide feature level lock to be based on Cheats rather than Development, so it is available on other dev facing builds
[*] Made adjustments to the text on various shovel items for clarity
[*] Enable Field Guide
[*] Field Guide: Fix opening by default opening to items page. Allowed context menu opening to work while the Field Guide is already open
[*] Field Guide: Moved shovels to Tools category and tagged sets
[*] Field Guide: Added fuel and oxygen recipes for items that produce or are used in recipes that produce these resources
[*] Field Guide: Added Character Crafting page, removed old dummy page
[*] Field Guide: Workshop item headers now have a purple border
[*] Field Guide: Add item based fuel sources to applicable benches (campfires, torches, etc)
[*] Adding Ability to show if an Item required DLC in the field guide, and making icon clickable to show the DLC store page
[*] Field Guide: Electricity and Water tools now show their respective networks
[*] Fixed network inspection (R on electricity or water tools) not opening when aiming at a deployable
[*] Unlock Stationeers DLC Package data so we can query for the game
[*] Field Guide: Added procurement info for collecting individual pieces on the ground, moved red exotics to plants so it is shown as growable
[*] Unlock Stationeers Bobblehead recipe and update talents / description
[*] Fix tag casing and removed chicken coop tag
[*] Field Guide: Added resource pages for Biofuel, Electricity, Oxygen and Water
[*] Field Guide: Now shows when recipes require a resource input, such as water or biofuel
[*] Field Guide: Composter and Oxite Dissolvers now show recipes for creating their related resources
[*] Field Guide: Resources now have links and tooltips to their relevant pages
[*] Add Stationeers Bobblehead blueprints and deployable item data
[*] Fix some out of date blueprint pins
[*] Add resources (water etc.) required for recipes in the Field Guide
[*] Adding SK version of bobbleheads to use for interactable BP springy heads when you pat them, blueprint hookup to follow
[*] Redo Remove vesitages of dummy character crafting entry from Field Guide (now we have a real character item)
[*] Redo Add a third (optional) image and description to Field Guide meta
[*] Remove vesitages of dummy character crafting entry from Field Guide (now we have a real character item)
[*] Add a third (optional) image and description to Field Guide meta
[*] Fix Show In Field Guide inventory context menu does not work in space
[*] Field Guide: Show scorpion carapace and sandworm scales procurement info (as these are not drops, not automatically detected)
[*] Field Guide: Update Plants page to show dirt mounds as a growable place. Crop plots now show other plots as their set
[*] Field Guide: Update vestiges page to show correctly for creatures which naturally drop vestiges, rather than requiring taxidermy knife (eg bats)
[/list]
[/expand]
[h3]Fixed[/h3]
[expand type=details expanded=false]
[list]
[*] Committing Quest Fix for Riverlands Stockpile
[*] Added Apex DM meshes for left and right Concrete Corner Stairs
[*] Committing Fix for Crafting Modifications Table
[*] Trail beacon icons no longer show on compass
[*] Committing Fix for Crop Plot Tooltip as it wasn't converted over to use the new resource DT enum
[*] Fixed a few typos
[*] Switched 'spawn actor' node to be 'spawn ai' to fix build error
[*] Resaving UMG_Resource_Connection as it was causing issues at compile time
[*] Fixed typo in cooling bandage description
[*] Optimize expensive (4k+) textures to reduce video memory consumption
[*] Light strength and light temp adjustments made to the standard Fireplace, and Gold Deco Fireplace
[*] Mark a bunch of meshes in (generated) prefabs as static mobility
[*] Redid LODs on CF Underwater rocks, shorter switch distances due to underwater visibility, ensured last LOD is low poly and no RVT, and fixed _02 variation using LOD material on LOD0
[*] Add NoRVT materials for final LODs for meshes which use RVTs. This should alleviate some performance issues by not processing RVTs for meshes that are far away
[*] Optimized expensive (4k+) textures to reduce video memory consumption
[*] Fixing the charging device as it was no longer charging powered objects after the new datatable enum switch
[*] Previous changes to Wood Rag Torch, Biofuel Lantern & Flashlight left them much less useful. Adjusted light strength, falloff and colour/temp. Resulting in overall more light, and establishing a tiered lighting progression
[*] Buffalo (and other mounts) have their roll and twist rotation zeroed on reload, should be a reliable bandaid fix for issue where mounts would become permanently rotated / on an angle
[*] Fixing first person wave animation being out of screen view so that proper audio can be applied to the sound and it can be seen visually in first person
[*] Adding audio to the wave animation to playback sound when in first and third person
[*] Fixed issue where Aluminium Trap Door collision was causing players to fall through when closed on dedicated servers.
[*] Fixed issue where servers weren't updating the animations of windows and doors correctly if they weren't rendered (never rendered on dedicated server), leading to desynchronised collision locations on server vs clients.
[*] Reduced weight of several aluminium deployables and building pieces
[*] Fixing blendspace issue with first person hands using the space station hands animation for idle which caused the hands to distort and bend the fingers on the character when running or sprinting
[*] Replaced iron item icons to more gray-ish ones
[*] Removing adjusted blendspace which was causing issues with arms getting in the way of the aim animation when grenades were aimed and walking or sprinting. Fixes all problems. Lowering left arm when sprinting with grenades
[*] Further adjustments to player lighting, with a focus on light strength/progression. Wood Rag Torch, Wood Flare, Biofuel Lantern, and Flashlight affected
[*] Adding correct audio for charging station
[*] Reducing the chance of wolf howling at distance in the idle audio event to allow the animations of the howl to be the main howls. Currently you hear the sound effect too often this will help reduce it
[*] Modifier state icons are now ordered in list: Biome -> Aura -> Permanent Buff/Debuff -> Temporary Buff/Debuff
[*] Creating a unique event for the tuskers idle audio to be used for the mount tusker.
[*] Reducing the rate of vocalisations on the mount idle to make sure it doesn't become annoying for the player.
[*] Slightly reducing other mounts idles also to account for multiple mounts in a small area
[*] Fixed bug where envirosuit would be returned to HAB if player returned any meta items using OEI. Added in some extra logging to track down meta loadout initialisation issues
[*] Fix Shengong and Larkwell envirosuits not having first person reskins applied
[*] Shortening a bunch of excessively long audio events to reduce voice counts.
[*] Adding bone hit audio to successful hit layer in FMOD fixing a few weapons where it felt too quiet for a successful hit
[*] Added new button in escape menu to copy current player coordinates to clipboard. Fixed UIcarusCompassWidget crash in editor
[*] Fix UMG to fix complile error
[*] Prospects without local save files are no longer shown on the 'Load' screen. This should fix issue where players would incorrectly see past multiplayer games in this list, without having access to the save file.
[*] Prospects in the 'Load' screen list are now sorted by date last modified (prospects associated with current character are still shown above non-associated prospects)
[*] Mounts are now bound to the account that claimed them instead of the specific character, this should fix issue where players bringing down mounts that were claimed by a different character on the same account weren't able to properly access it
[*] Chickens will now automatically deposit their eggs into a nearby coop (within 10 metres) if they're unable to path inside for whatever reason
[/list]
[/expand]
[h3]Future Content[/h3]
[expand type=details expanded=false]
[list]
[*] Adding stasis bag zip up npc player audio and BP imp
[*] Added texture maps for the slug slime splatter
[*] Ice mammoth iteration. Ice mammoth arena has been blocked out. Added 3 new types of birds for the mammoth to spawn. Added nests for birds to spawn out of
[*] Cliff Placement Pass and Macro Cliff Pass, Outpost 11
[*] Fixed mobility on several nest actors to prevent warnings
[*] Improve collision on Army props, optimize textures, add LODs, add 2-sided to camping chair material
[*] Adding the nullsector audio delay map
[*] Weighting cleanup pass on the NPC character, still some slight stretching so a bit more clean up required but 85% there
[*] Committing new json for ashlands camp
[*] Adding Camping Chair as a mission prop
[*] Adding new Camp Setup for the CRISIS mission and adding a new prebuilt structure
[*] Added functionality to allow NPC's to show a mission UI and kick off a mission
[*] Provided a base quest for CRISIS / STRANDED / RESCUE so we have consistent spawning and cleanup where requried
[*] Setting new NPC's to have a recorder component so they can persist between quests
[*] NPC's desciption will now change based on stability
[*] Adding collision to large exotic rock, new mesh copied from meteor
[*] Fixed null ptr on Recipe tool tip hover function by doing a valid check first
[*] Adding Assets for Ashlands Logistics Missions
[*] Added Missing C++ Files for the Mission Character and Item Manipulation Component
[*] Medical Scanner now works with Mounts & Characters
[*] Adding Churches new lines to NPC to play when interacted with
[*] You now treat NPC's by holding the medicine in your hand and treating and right clicking
[*] Fixing issue with the medical scanner where it would shopw the widget offset in 3rd person
[*] Converted the Mission NPC's over to their own c++ base class and assigned them a survival character state
[*] Mission NPC's now use stats and survival character state of stability calculations
[*] NPC interactions now play on clients
[*] Setup new Medical Evac Ship
[*] Medical Scanner no longer opens up when there is nothing to scan
[*] Started Set Dressing Volcano Cave/Creater & Added Geothermal Pools on Outpost 9, on Red Quad
[*] First pass of logic / item data for armour stand
[*] Outpost_012 - terrain and riverbank blending with decals
[*] Converting all npc bark line spacialisers to a preset for ease of use of future tweaking and balancing
[*] Adding in red roat texture and material setup for carcass to use for Lava roat in the nullsec
[*] Prevent players from building on top of teleport components
[*] Further in game volume adjustments for NPCs to make sure they are all sitting at a similar volume
[*] Fixing interact camera orientation on the new Medevac pod for the RESCUE mission
[*] Changing stored names for NPC4 and 5 -> NPC4Rescue & NPC5Rescue for the rescue mission so there is no overlap, cleaned up NPC4/5/Rescue at various quests steps / abandoning
[*] Fixing issue where CRISIS / STRANDED / RESCUE where not cleaning up correctly
[*] Fixing Issue where duplicate quest items where spawned (the audio log for Ashlands Story)
[*] Fixing Spawn Points for the Ashlands Story, the spawn points are now manual, the rockdogs will return to protect the outpost and not spawn in buildings
[*] Adding the Return to Anchor behaviour for Rockdogs as they where missing it
[*] Added BLD_Wall_Angle_Curved_Concrete, including Left, right and inverted variations. Apex DMs still need to be done
[*] Removing Speak Steps in CRISIS / STRANDED / RESCUE as this NPC dialogue is now played in the Briefing Screen
[*] Fixing 'MISSION COMPLETE' Screen and UI so it no longer overlaps with other elements
[*] Fixing Issues with the NPC's in CRISIS / STRANDED / RESCUE not saving their food / water / oxygen values since the base class switch over
[*] Fixing NPC Bark lines interupting quest dialogue in CRISIS / STRANDED / RESCUE
[*] Outpost_012 - riverbank and cliff placement, landscape decals
[*] Volume pass on NPC church lines barks vs important orders
[*] Fixed a typo and edited the text for the recovery crew highlightables
[*] Optimized expensive (4k+) textures to reduce video memory consumption
[*] Fixed incorrect physical material on drop pod materials
[*] Adding generic deploy audio to teddy
[*] Tent ropes no longer cast shadows
[*] Mission NPCs now use the 'FriendlyAll' relationship - should stop them being attacked by nearby AI
[*] Atmosphere controller no longer affects level bounds size
[*] Started Set Dressing Volcano Cave & Added Geothermal Pools on Outpost 9, on Red Quad
[*] Updating Medevac pod so the legs have collision and it has a highlightable explaining what it is
[*] Ice Mammoth Arena - mesh and landscape adjustment to reduce overall size of arena
[*] Adding Function Library for Missions, adding functions for checking if an operaiton was complete on this open world and getting the mission in progress
[*] The Mining Trucks Engine has been swapped to the front
[*] Adding Text hints for the Logistics mission mentioning the biofuel tank and water tank
[*] Fixing issue where the Mining Trucks Water & Fuel Tanks fillable state where not persisiting between sessions
[*] Adding Collision to the Mining Trucks Rocks
[*] Fixing issues where the missions spawn blockers where not active, removing search area from mission spawn blockers
[*] NPC's in Rescue are now hurt and have 1 stability
[*] Added Ashlands Blocker static meshes to the Ashlands_Blocker BP
[*] Updated the rotation, scale and material assigned to the medical drop ship legs
[*] Added Ashlands Blocker meshes, textures and materials
[*] Added in new equip and idle animations to fix the strange holding position of the meta fuel canister, suggest to do a hand context for the jerrycan which fits this new hold position as well as need to override the hand position in the locomotion anims to fix the canister rotating back to the old position when moving
[*] Updated the physical material on the exotic meteor to be stone rather than metal. This will play the correct sound when players interact with them in the bed of the truck
[*] Added setup for concrete and aluminium corner stairs
[*] Added minable rocks on Outpost 9, on Red Quad
[*] Adding unique audio for NPC standing healed after being sick
[*] Fix tooltip on character creation/selection button in main menu UI
[*] Started Set Dressing Volcano Cave & Added Geothermal Pools on Outpost 9, on Red Quad
[*] very small volume adjustment to port water carry sound to account for over encumbered speed
[*] Added punctuation for clarity on a hint quest step for pro_d_recovery
[*] Updated the LODs on the medical dropship static mesh
[*] Adding code when beginning or abandoning ASHLANDS story which removes any extra blockers which might be present
[*] Adding logic for destorying new destructible blockers, if the assigned operation has been completed on the current open world
[*] Adding Recorder component for destructible blockers so they don't try and spawn another object everytime the prospect is loaded
[*] Added Decal and VFX to Hammerhead Slug Poison Spot, Added more option to POM shader
[*] Sanity pass and param cleanup on materials which have RVT disabled but tooling picked up on them possibly being enabled
[*] Adding interactable Notes Datatable and setting up ashlands notes
[*] Added Oil Geyser FXs, Oil Material, and OildGeyserText BP
[*] Added minable rocks & foliage on Outpost 9, on Red Quad
[*] Cliff Placement Pass and Macro Cliff Pass, Outpost 11
[*] Outpost_012 - decal and landscape work, added new LOD material for LRG river banks
[*] Added CPU access to beds' gfur that didnt already have it along with the gfur for the black wolf trophies. This is to fix crashing when placing down a blackwolf trophy and may reenable the fur on the beds
[*] Storing references to animations used for bandaging mounts / NPCS so the animations always play. This allows the audio to play also
[*] Fixed map markers not highlighting when walking inside its radius and not showing an icon on the radar for the new search area components. Made old map search area actors use the new component also
[*] Fixed bug where NPCs were looking above the players head when player was mounted. Player Character's 'ViewPoint' location now correctly follows the player's head
[*] Adding audio for bandaging targets npc or mount. This has been put on a duplicate of the petting animation and montages and assigned to the actions table to play back when right click healing. BP imp for the actionable to play the appropriate animations and also only play the animation if there is a valid target. This helps give the player much better feedback for the action of healing others which can be important for new Nullsector missions
[*] Add Scyther Tadpole fish setup, added physics asset setup and another LOD
[*] Disable DT Validation for ProspectList checking if there are MetaSpawns defined vs IsPersistent Prospect check, as this check is no longer valid since we change the way we spawn Meta
[*] Added an albedo texture map for the slug slime splatter effect
[*] Landscape Painting on Outpost 9, on Red Quad
[*] Adjusting the curves of the arm animation for bandaging other players or mounts to differentiate between petting and bandaging
[*] Added metal corner stair icons
[*] Fixed infinite loop dection being triggered during data table validation
[*] Further small adjustment to blendspace of sprinting with grenades to make sure the jogging vs sprinting speeds feel appropriate. Also stopped pinkie finger sticking out weirdly when sprinting with grenade
[*] Add SKItem for Slug Grenade and experimental Liquid shader
[*] Add an EQS failback when teleporting into an instanced level is blocked by another pawn
[*] Added BLD_RoofCorner_Curved_Concrete and BLD_Wall_Curved_Concrete, with all meshes, textures, materials. APEX DMs still need to be made
[*] Cliff Placement Pass and Macro Cliff Pass, Outpost 11
[*] Painted minable rocks & foliage on Outpost 9, on Red Quad
[*] Added roat: Lava variant setup
[*] Adding Great Hunts Feature Level and DLC Package Data
[*] Putting some hard limits on bats to stop using a million audio channels when flying or in aggro states. This is to accomodate for mass bats
[*] Added material instance and map for testing DLC2 landscape materials
[*] Cleanup instanced level flags when unstuck is used
[*] Cliff Placement Pass and Macro Cliff Pass, Outpost 11
[*] Added & Blocked out new cave level CAVE_CF_MED_005_Spider for testing
[*] Added concrete corner stair variant icon
[*] Switched lava light mobility back to movable from static
[*] Submitting test level
[*] Updates to Oil Geyser Material, Behavior and FXs
[*] Added New Slime Decals and VFX to Poison Spot w/ updated textures
[*] Updating Icesheet story to use new outpost build
[*] Updating Icesheet story to fix the quest steps so it can be ended corrected
[*] Updating Icesheet story so the dead prospectors are now spawnable and interactable
[*] Updating Icesheet story so it has notes in the outpost
[*] Updating Icesheet story so the caveblocker uses a correct mesh
[*] Added specific recording and interface for the collectable notes so they don't require a new blueprint each time
[*] Added Lava Roat to Ashlands spawn map
[*] Outpost_012 - landscape, riverbanks, decals
[*] Added BLD_Roof_Curved_Concrete including meshes, textures and materails. Apex mesh still needs to be made
[*] Adding ice mammoth projectile travel and impact event and data table setups. Adding cooldowns to several events to stop multiple events firing at once unnecessarily
[*] Fixed buildable blueprint for iron corner stairs
[*] Hook up Rock Golem Gun mesh
[*] Elysium map blockout - swapped textures in material, added switches into master material to correct and/or remove grass types on changed layers
[*] Lots of adjustments to reduce audio voice counts on cave bats and other things. Lowered priority of bat wings and shortened events that were unnecessarily long
[*] Fix Roat droptable to not have potato and tomato (was previously restricted by a stat never granted to players)
[*] Improve layout of the WorldManager utility Selection tab to make it more usable, hide deprecated functionality. Add Location tab which allows WBs to teleport to a specified location for issue tracking
[*] Fixed icons for Hammerhead coil trophy and small vial variant
[*] Switched up from an animation fix to an attachment offset to catch the locomotion states of holding the canisters too, hooked up to the hydrazine canister which was still using the old focusable
[*] Replaced purple hue plant procurement images for non-grasslands area
[*] Shortening more audio events to reduce voice counts. This helps with boss fights with large amount of creatures spawning etc
[*] Prevented reinitialisation of voxel resource count in-editor to fix bug where they were only giving a couple of resource each
[*] Landscape, Decal Painting & Set Dressing Volcano Cave on Outpost 9, on Red Quad
[*] More shortening of overly long audio events to clear audio voices. This is to prevent voices from running out
[*] Cliff Placement Pass and Macro Cliff Pass, Outpost 11
[*] Elysium (DH map) - added blocked out landscape to test map
[*] Feature locked Ape Carcass, Eagle Carcass and Armor Stand, to ensure they're hidden from the field guide (as they are not released)
[*] Updated many items feature locking to hide from field guide / builds
[*] Fix DT whitespace validator
[/list]
[/expand]