Icarus Week 149 Update | Welcome to the Null Sector

ICARUS

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 149 - The Null Sector. This new, dangerous region will test the most seasoned players. Scarce resources, no map, dangerous biomes, and a new, immersive mission chain lie before you. [quote][h3]For the first time you will encounter NPC's on ICARUS, and you will receive extra talent points as a mission reward[/h3][/quote] [previewyoutube=XZUYfn-KfCQ;full][/previewyoutube] The Null Sector is a new hardcore region of the Prometheus Map which requires the New Frontiers Expansion to play. https://store.steampowered.com/app/1648532/Icarus_New_Frontiers_Expansion/ [hr][/hr][h1]Reworking the Game[/h1] [quote][i]Steam have started limiting character content in posts, so a detailed outline of our strategy and how we got here will be included by me (the CEO) as the first comment in the thread below. As an aside, I have asked Valve several times if they could remove this restriction and I have not received any reply. Which is a shame, as we think providing you as much information as possible is in the interests of everyone - and limited characters in these update posts is unnecessary. If you agree - please let Valve know maybe we can get this changed. - Dean "Rocket" Hall, CEO[/i][/quote] [hr][/hr][h1]The Null Sector[/h1] The Null Sector region of the Prometheus Map is filled with unique challenges. It’s a considerably more difficult experience than the standard Icarus gameplay you have become familiar with. The environment, creatures, traversal, and general play all provide unique threats, so come prepared. [img]{STEAM_CLAN_IMAGE}/38036764/ac88ca7c799f204c630cb25494f6e424e6ecb3ff.png[/img] [h3]Scarce Resources[/h3] The Null Sector is an expansive, barren, and resource-scarce area that requires detailed planning to survive. Logistics, resource management, and cooperation in team sessions will be the difference between survival and near-certain death. For a start, we recommend bringing portable water and fuel tanks, especially when setting up forward bases. [img]{STEAM_CLAN_IMAGE}/38036764/c150c61a9e7ee0828c0ddf30205aaa7a4681ef0e.png[/img] [h3]Trail Beacons and Map Limitations[/h3] The most noticeable difference right away is the lack of a discoverable map. Even as you traverse the Null Sector, the area won’t be revealed to you, requiring you to navigate it without any familiarity to fall back on. A new type of technology - Trail Beacons - can be used instead to map out pathways through the area like a trail of breadcrumbs. The substantial atmospheric interference causing this map blackout also makes the Orbital Exchange Interface null and void, restricting you from being able to call down equipment or resources. [img]{STEAM_CLAN_IMAGE}/38036764/7b4a87823f2db76e16874428cda058fb0cb5b872.png[/img] [h3]New Immersive Missions[/h3] Missions within the Null Sector will also be a new experience for even seasoned Icarus players. These are narrative-driven and focus on immersion, with many twists and turns. You must strike a balance between survival and pushing forward into the unknown. These missions include new detailed locations, bespoke mission structures, refined quest mechanics, and new experimental elements that prioritize quality over quantity in their design. One of these new elements is the inclusion of interactable NPCs, which is something we want to expand even further upon in the future. There are 8 Missions in total, and these are all Operations, meaning they can be triggered from Open Worlds. [quote=author] The New Mission NULLSECTOR: FINALITY Provides a new reward for players - three additional Character Talent Points. These points are gained upon first-time completion and are granted to every character on your account, current and future. [/quote] [img]{STEAM_CLAN_IMAGE}/38036764/570f04df5b0abd5b2647621d3d0a3e677c128e53.png[/img] [h3]The Ashlands and The Ice Sheet[/h3] There are two separate zones within the Null Sector. ‘The Ashlands' is a rocky volcanic maze with a unique biome modifier that drastically increases water consumption. 'The Icesheet’ is split into upper and lower tiers, with the lower being subject to intense whiteouts and bottomless crevasses, while the upper is less well known but is apparently home to a new, jaw-dropping creature. The Ice Sheet also has its own unique biome modifier, food takes longer to spoil when carried on your person with the caveat of increased food consumption while in this zone. [img]{STEAM_CLAN_IMAGE}/38036764/6c7c1662ada2956e0a6da52090a8546bc4089d87.png[/img] The Null Sector is a brand-new experience in its entirety. If it’s enjoyed and people feel it is a strong improvement on existing content, we’ll look to incorporate the learnings into our future expansions. [hr][/hr][h1]Other Notable Improvements[/h1] [list] [*] New Updated Prometheus Visual Map with more detail - making it much better for traversal (excluding the Null Sector) [*] New Crates for Deploying Animals when purchased from the Orbital Workshop [*] Fixed the issue with the first mission on Olympus not granting 'baby steps' achievement [*] The T4 Water Trough now provides a new 'Filtered Trough Water' Modifier to Mounts / Tames that drink from it. This provides food/water consumption reduction and a stamina regen buff [*] Water troughs now consume water until full and no longer act as batteries. This fixes various issues, such as water tanks being unable to fill up water troughs [*] Workshop items now use a purple background in inventories to help them stand out [*] Fixed Interactable with Portable Biofuel Container so that when it is deployed, you can fill it up / remove biofuel with a jerry can in hand, the same way the portable water container works with canteens [/list][quote=author] [b]Important Note[/b] Due to us unlocking a new region of the Prometheus map, the map FLOD elements had to be regenerated, meaning old rocks, ores, trees, etc, will be refreshed on existing Prometheus maps. [/quote] [img]{STEAM_CLAN_IMAGE}/38036764/919133bc325e2c893cc6c821132d4002d97fcda0.png[/img][hr][/hr][h1]Next Week: Bug Fixes[/h1] Next week’s update is being kept open for any fixes required for the Null Sector. As usual, if there are any major bugs, we will push a hotfix as soon as it's ready. The entire RocketWerkz team is also away for a couple of days next week as we go on our annual re-orientation. This is somewhat of a mini-conference internally where we share knowledge between our teams and projects and do some team building. We’ve had many new people join within the last year, so it’s also a chance for them to get to spend some time with their colleagues who they might not have got to work within their roles. This process really helps us to upskill and enhance all our current and future products and will bring some fresh ideas to Icarus going forward. [img]{STEAM_CLAN_IMAGE}/38036764/eaefc89abe2624a84d8344fefc5a87ea95fbd99e.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 v2.2.24.128494[/h1] [h3]New Content[/h3] [expand type=details expanded=false] [list] [*] Added new Med / Lrg workshop animal crates, the various animals now use correct size of crate when deployed from workshop item [*] Merge from PrometheusPartII -> Trunk [*] Additions and tweaks to nullsector cave set dressing [*] Additions and tweaks to nullsector cave set dressing [*] Fixing up Floating Items in the Icesheet Outpost [*] Removing Duplicate enteries for the final nullsector mission [*] Adding Highlightable override to the interactable Notes table so it can be set when reloaded [*] Fixed Functions in the CollectableNoteRecorder Component and CollectableNoteInterface so they work correctly and set / save the information correctly when saving and reloading [*] Fixed issue where the dead prospectors in the icesheet mission where reverting to their old highlightable when reloaded [*] Adding Quest Markers and Quest Queries for the Last Nullsector Mission [*] Added Additional Quest Steps to help frame the last nullsector quest a bit more [*] Spawning in Narrative events for Last nullsector Mission [*] Fixing Icesheet Mission giving players 5 audio logs when there is only one needed for quest progression [*] Removing Ashlands Static Mesh Blocker which was preventing players from entering the ashlands [*] Allow CPU access for NPCTrail spline mesh as it was spamming log from Lava Slug in built out game [*] Temporarily removed 0.5s delay recently added to UMG_RadarMainScreen::UpdateMapIcons to fix various map icon related render issues, most notable being the trail beacon lines flashing [*] Redo of shadow geo to fix shadow artifacts in caves [*] Adding metal grate scatter audio around cave to play audio cues [*] Adjustment to audio location for cave metal grates ambient audio [*] Update handheld scanner widgets to improve visibility specifically in arctic areas [*] Adding FMOD ambient audio to the approved assets list to enable sounds to be placed and play in the environment [*] Adding audio for all mission blockers to be destroyed. To be double checked in game [*] Adjustments to ice breaker audio so it cannot be heard when within a cave [*] Adding Quest Steps and Triggers for the Final Nullsector mission, adding triggers, explosions, fixing dialogue triggers, removing lights from final cave room [*] DROVER: Update quest step to mention pylon instead of station [*] Adding explosion to NPC blocker sequence in Finality Mission [*] Adding unique explosion audio separate from first blocker explosion for better individuality between explosions [*] Adding new Prometheus Map Images [*] Adding VFX for finality NPC explosion, still needs to be hooked up to blocker [*] Added some more NPC animations [*] Adding running away footsteps and snapshots to nullsec dialogue lines to add more atmosphere to the event [*] Fix RVT issues in PRO after merge [*] Adding Extreme Chill to upper Ice Sheet Biome and added small food consumption increase while in the icesheets area (+50%) [*] Changes tot he final cave and mission lighting [*] Adding correct teddy audio to Deployable Setup table, also adding footstep notifys for NPCs [*] Adding pick up and place sounds for teddy bear [*] Adding VFX for Finality cave blocker destruction, adding simple VFX functionality to BP_Destructible_Blocker [*] PRO_D_Recovery: Update HEAL device quest step to mention collecting the device to trigger the quest [*] Adding more audio layers to the cave and balancing volumes of lava waterfalls and cave ambience [*] Adding more rockfalls and other cave ambient adjustments [*] Fixed bug where teddy bears couldnt be placed on any deployables. 'Max Restacking amount' on teddy bears is now 1 instead of 0 [*] Converting Ashlands Story Prebuilt structure load to be a soft reference and use a blocking load before spawning [*] Adding a base class to the Rescue mission in the Ashlands, so the truck and camp spawn as intended [*] Updating final explosion to use new event. New audio to come. Adjustments to grate footstep blend layers. Reducing in volume [*] Removing Stonejaw quest step from the first ashlands missions as it is not working as intended and can prevent mission completion, this is due to the triggered spawners having a hard time with the rocky terrain of the ashlands [*] Adding new Table for Talent Modifiers so additional talent points can be granted per session/character/account flags [*] Adding new reward in the faction mission rewards so account flags can be rewarded [*] The final Null Sector mission will now grant 3 player talent points (account wide) when completed [*] Modifying mission UI to show that extra talent points are granted [*] Adding Description Strings for Account Flags so if they are granted via missions this information can be displayed [*] Modifying reward for the Nullsector Finality Mission, as it was way too high and no provides talent points as a one time reward [*] Adjusting the final explosion. Removing the stutter part of the scream. Fits better in context [*] Cliff Placement Pass and Manual Cave Pass, Outpost 11 [*] Fixing Cliff Holes & Bugs on Outpost 9, on Red Quad [*] Lots of updates and tweaks to spacialisers and reverb amounts and added additional footsteps for final nullsec mission dialogue etc [*] Removed fake static fog from Prometheus, this is now built into the visual map [*] Added Missing Quest Marker which was preventing the last step of the Nullsector mission from completing correctly [*] DLC2 map - final map build and setup [*] Redone Neullsec top cave and removed bottom cave on Yellow Quad, Prometheus [*] Recipes requiring resource input will now drag containers into the crafting bench automatically if not connected to a water network [*] Fixing issue with Mission NPC modifers where not saving / reloading, making the CRISIS mission a lot easier than intended [*] Resaving NPC Prebuilt Camp so the guns / bows do not have bad inventory containers (guns could shoot arrows and bows shoot bullets) [*] Ashlands story mission: Fix Stonejaw spawn issues [*] Adding unique explosion audio for end of nullsec mission. Also increase to volume of the base nullsec ambience and scatter rock falls [*] Add FarShadowMeshes collection for improved tooling workflow [*] Delete Empty Vista/TilingTextures collections [*] Fixed p4ignore not allowing .collection files anymore [*] Generated Edge Splines on Lava Lakes Final Cave in Nullsec on Yellow Quad, Prometheus [*] Fix RVT aren't rebuilt for clients when leaving an instanced level [*] Update HEAL quest step to say pick up instead of collect (to not imply going out to collect them) [*] Updated mesh and textures for GUN_Flamethrower_SML [*] Flushed Grass on Outpost_003 [*] Fixing Finality SMPL3 dialogue to match changes in scripted sequences [*] Reduced the bat nest's polycount to to 60%, including the broken version [*] Minor fixes to Outpost003, removing objects outside playable/visible space, fixing some dropship positions, fix FarShadow settings on Impassables [*] DLC2 map - texture weightmap fixes and polish, adjustments to river height in swamp [*] Fixed bug in prebuild structure system that caused linked inventories to be incorrectly initialised on load [*] Cleaning up NPC camp (the aluminium structure) for the NPC Ashland Missions, it was sticking around when it shouldn't have been [*] Updating NPC Prebuilt Camp - removing the trailbeacon as it tells you exactly where the camp is [*] Adding new Idle Animation for the Prospector at the end of the nullsector mission [*] Cliff Placement Pass and Manual Cave Pass, Outpost 11 [*] Added rooster skeletal mesh, materials and textures [*] Cleaned Up Generated Edge Splines & Volcano Cave on Outpost 9, on Red Quad [*] Fixing Audio issues in final nulsec mission. Tweaks to first and second explosion audio. Adjustments to character dialogue [*] Fixing negative emissive values on Nulsector Explosions, adjusting trigger positions [*] Enabling Last NullSector Mission, adjusting nullsector missions required tech as it was incorrect [*] Turned Off Cave Entrance Voxel Blocker on Neullsec Final Cave on Yellow Quad, Prometheus [*] Lighting adjustments for BP_Nullsector_EndProspector - brought more in line with lighting leading up to final scene [*] Hiding the prospect in the flash prospector event in the nullsector final mission, the prospector still casts a shadow but the mesh cannot be seen by players [*] Removing placeholder cube mesh from propector flicker event blueprint in the last nullsector mission [*] Reducing reward for Nullsector: Finality as now players get a (one time) account talent buff [*] Added a missing subtitle line to the FINALITY mission dialogue [*] Initial adjustments to BP_Nullsector_Person_Flicker Lighting to match other cave lighting [*] Update shelter display to use translatable text [*] Additional 0.74 second delay on End Prospector Death for final mission scene, fixes timing with dialogue [*] Nullsector final mission - Altering placement of flicker event location, fixed lighting to account for new position, added light mesh to BP_Nullsector_Person_Flicker to give in world reason for light [*] Nullsector final mission tweaks - Switching flashlight material to on version, repositioning quest marker for flashlight spawn to fix lighting issues, added custom entry for flashlight in highlightable, removed redundant SMPL3 dialogue entries from quest table [*] Nullsector final mission - Adding in extra set dressing for note placement location. Re-order of notes for continuity, and small edits [*] Adding in folded version of the stasis bag, updated mesh to include more detail, oxygen tanks and control box, as well as hooked up 3RD person carry animations to hold the bag properly, switched up the focusable and added tags to force focus lock when carrying a full bag [*] Nullsector final mission - Added flicker light function, added version of Tripod_Light_On material with emissive flicker, hooked up on one of the lamps in nulsector final cave [*] Nulsector final mission - turning shadow castion off for placed spotlights [*] Nulsector final mission - switching all placed lights in final cave to be movable instead of static. To avoid any issues with baking [*] Updated creature health bars so epic creatures that do not have unique names will not show health bars or show as epic. This is used in NullSector specific creatures [*] Nullsector final mission - more explosion tweaks [*] Removed landing dialogue from NullSector NPC mission chain, changed STRANDED completion dialogue [*] Fixed Mining Truck Highlightable, added new Highlightable entry [*] DROVER: Ensure creature spawns each time and only one per session [*] Removing light hidden in geo, slight changes to some rock positions in final cave to help frame spotlight [*] Nullsector Final Mission - Adjustments to final sequence vfx [*] Floating Deep Ore Deposit in front of final cave & added new one on Yellow Quad, Prometheus [*] Fixing issues where the cave blockers are still present when kicking off Nullsector Missions, in Mission Mode - When kicking off these missions or reloading the blockers are removed [*] Fixed seee under rock outside Neullsec cave on Yellow Quad, Prometheus [*] Cliff Placement Pass and Manual Cave Pass, Outpost 11 [*] Fixing Cliff Holes & Bugs on Outpost 9, on Red Quad [*] Nullsector Final Mission - Adding placeholder build up effect to final NPC speech [*] Allow sitting on the toilet [*] Nullsector Final Mission - Removing light hidden behind geo, removing lights no longer needed due to quest object lighting, moving ribcage geo as it was distracting from quest sequence [*] More tweaks to BP_Nullsector_EndProspector lighting [*] Nulsector final mission - More lighting adjustments for final scene, consistency color and intensity pass. Added alternate material instance for end prospector crystals with emmissive [*] Adding Whiteboard Variation & Setting up whiteboard in the Icesheet Mission [*] The Outpost now spawns in The Nullsector : Finality mission [*] Adding Notes to the Nullsector : Finality Mission [*] Clean up some extraneous logs (meta node spawning) [*] Increased tick rate of IcarusSplineNet during game initialisation [*] Clean up some extraneous logs (disaster controller lightning) [*] Objectives are now listed on NULL SECTOR : Finality [*] Fixed multiple cliff seams and removed foliage rocks with no collision [*] Adding new Icons / Images to show that talents and BP's are unlocked when completing certain mission in the Nullsector, adding new information to account flags so information can displayed where appropriate, adjusting RequiredTalentIcon to now pass in state to display the required information [*] Fixing NPC Camp having a mesh positioned incorrectly, it was poking through the side of the tent [*] Fixed Collectable notes in nullsector appearring in the wrong order [*] Fixed the final note position in the nullsector cave, it was distracting from the narritive climax [*] Adjusted the flashlight mission object so it no longer can be interacted with [*] Fixed the SMPL3 mission dialogue (intro & outro) from not triggerring on the final nullsector mission [*] Fixed No flow on Lava Falls in Final NullSec Cave [*] Fixing issue with Simmons being unable to be picked up in a stasis bag, was introduced when we forced focus on the bag when carrying as it was consuming the focused actor after focusing the bag - deleting the bad [*] ASHLANDS: Fixed final mission dialogue playing twice [*] Changed Nullsector Final Cave Ent to SM on Yellow Quad, Prometheus [*] Fixing issue with the Acocunt Flag for the H.E.A.L. Device unlock was not setup correct, it now grants the accout flag when starting the CRISIS mission as intended [*] Fixed Collectable notes in nullsector appearring in the wrong order [*] Fixed the final note position in the nullsector cave, it was distracting from the narritive climax [*] Adjusted the flashlight mission object so it no longer can be interacted with [*] Fixed the SMPL3 mission dialogue (intro & outro) from not triggerring on the final nullsector mission [*] Fixing NPC Camp having a mesh positioned incorrectly, it was poking through the side of the tent [*] Converting Static Meshes into Deployables in the Nullsector Mission Finality [*] Submitting auto-generated sublevels and navigation [*] Fixing issue with Nullsector : Finality where you can skip the first trigger in the cave softlocking the mission, this has been fixed [/list] [/expand] [h3]Fixed[/h3] [expand type=details expanded=false] [list] [*] Fixed Interactable with Portable Biofuel Container so that when it is deployed you can fill it up / remove biofuel with a jerry can in hand, the same way the portable water container works with canteens etc [*] Fixed a bug where if you would right click on an item within a purifier and selected 'empty container' the physical representation attached to the purifier wouldnt update properly and would think the water is still full when highlighted [*] Flushed grass across all quads on Olympus [*] Flushed Grass across all quads, Green, Blue, Red and Yellow on Styx [*] Fix the build (control rig crash during cook) [*] Reimporting Bobblehead SK mesh to remove power cables [*] Workshop animals spawn vfx setup for SML,MED,LRG and optmization pass [*] Fix maximum health granted not being shown on food modifiers [*] Fixed flow meter not returning to previously selected flow meter on restart [*] Added shield automatically selecting if weapon allows it as long as its in the quickbar or utility slot. Removed unused nodes from old shield fixes. Added valid checks on null references in the message logs (reloading owning player/activate hotbar slot icarus character bp) [*] Fixed tutorial not granting 'baby steps' achievement. Mission was completing early and not reaching the grant achievement step [*] Adjusted collision channels used to determine safe exit point when getting out of beds, will hopefully reduces cases where players are spawned inside of the bed when exiting [*] Added a 'biofuel container' icon to composter recipes to show you need it to craft [*] Update crop plot tier text to wrap if required if longer than alloted space [*] Added BuildingBase asset validation, errors out if building pieces are added with empty material slots. Fixed issue where cracking concrete building pieces were causing log spam [*] Added generated LODs for all Bat Nest SMs, reducing LOD0 by 50 percent in the process [*] Prebuilt structure deployables that are destroyed when a player abandons an active mission are now cleaned up without spawning overflow bags if they contained items in their inventories [*] Fixed workshop radar not showing on back while being deployed [*] Remove Grass Disable Shadow CVar from Scalability groups as its not supported. Add option as a new graphics setting instead [*] Enable shadows on all Grass LGT assets [*] Disable Grass shadows on Low and Medium Shadow quality to afford some control over this change [*] Enable Volumetric Fog for Low/Medium spec shadows. This fixes underwater rendering being broken and creates better visual consistency across all specs for minimal performance cost [*] Fixed a few bestiary typos [*] Fix a slate ensure relating to nested invalidation boxes and 'stamina exhausted' [*] Fix a issue with new account flags delegate not firing [*] Fixed a bug where objects that are hidden on purifiers (e.g. portable watering can) wont fill itself. Added the tag to the watering can to not show it [*] Fix another intermittent terrain anchor crash reported in Sentry (again) [*] In a development build / PIE, you can now specify a player index override on BP_GameMode to resume a prospect json using a non-local character from that saved prospect [*] Temporarily disabled recent shield auto-equip functionality to fix bug where players couldn't mine, chop, or skin with their equipped weapon (stats weren't being correctly transferred to holder) [*] The T4 Water Trough now provides a new 'Filtered Trough Water' Modifier to Mounts / Tames that drink from it, it provides food / water consumption reduction and a stamina regen buff [*] Water troughs now consume water and no longer act as batteries, this fixes various issues such as water tanks being unable to full up water troughs [*] Clean up some extraneous logs (blocker interactables) [*] Update field guide to colorise workshop items [*] Improved hover colorization on field guide (reflects inventory colorizing now) [*] Clean up some extraneous logs (BP_DropShip) [*] Workshop items now use a purple background in inventories to help them standout [*] Clean up some extraneous logs (player ping) [/list] [/expand] [h3]Future Content[/h3] [expand type=details expanded=false] [list] [*] DLC2 map - Landscape texture weightmaps, path and impassable fixes [*] Updated bull gfur with splines and a better fur mask. Added control rig assets for the bull. Added cow skeletal mesh and textures. Created initial blueprints and gfur assets for the cow [*] Fix new attachment stats don't take reward stack multipliers into account for breakable rock [*] Cleaned up stone placement & Set Dressing Volcano Cave on Outpost 9, on Red Quad [*] Add exposure resistance stats for new atmospheres and new atmospheric stamina regeneration stats [*] Updated GUN_Flamethrower_SML and new textures [*] Added the cow and calf entries to the data tables [*] Update clay, scoria and obsidian reward multipliers to use new specific reward stats [*] Added Quarrite caltrops Grenade item. Throw like a grenade and it will explode leaving behind dozens of small spikes on the ground which persist for 1 hour, deal damage and slow. Fixed LODs on assets [*] Improve hail spawn rate at for high/epic [*] Improve fade in/out on hail, set effect to world space, fix collision problems [*] DLC2 map - testing biome lighting, adjusting texture weightmaps [*] Fix DTValidation for Meshable due to whitespace baddies from copy-paste [*] Add stats for Great Hunt boss attachments [*] Commit Trace Lighting Test level to depot [*] Updated cow gfur and physics asset. Added skeletal meshs for the cow and calf bones. added calf skeletal mesh, materials and textures [*] Added all boss attachment and alteration icons to itemable and alteration datatables [*] Fixed bug where hidden stats were being shown on items that granted those stats via a modifier [*] Set Dressing Volcano Cave on Outpost 9, on Red Quad [*] Made adjustments to spider physics assets. Spider no longer ragdolls on death, it plays a death animation. Added support adding spiders to caves (not spawning yet). Improved particle system for spider's ranged attack [*] DLC2 map - Extra terracing and crevasses for arctic zones [*] Fixed some outstanding widgets that still weren't filtering out hidden stats correctly. Added ability to show specific hidden stats on modifier descriptions. Reduced intensity of weather on development prospects [*] Added new ArtTest map [*] Allow CPU access for Spline meshes (water, fuel, electricity, etc) as is being requested in log files [*] Added Giant Cat armor sk meshes, materials and textures, updated D_Armour data table [*] Created anim blueprints for the cow and calf. Updated gfur on cow and calf. Updated calf physicas asset [*] Improve UX on DevInspectionTool by collapsing empty fields, drop shadow on text, remove unnecessary fractionals on Pos text and output level name [*] Fixing 3RD person anim states for Flame Thrower by hooking up existing flame thrower animation states with new curves to match our existing setup as well as adding in missing crouch states to fix blending between them, added in new focusable to better handle 1ST person anim states too [*] Cleanup empty StaticMesh actors from Olympus [*] DLC2 map - adjusted weightmaps for desert dirt and sand, increased impassable area in Arid Dead Lands [*] Fixed skinning and bleeding textures [*] Changed the referenced anim bp in the calf, cow, and bull characters bp back to the buffalo. slight tweak on the cow's fur splines to resolve crashing [*] Setup Nav Bounds on Outpost 9, on Red Quad [*] Generated Edge Splines on Outpost 9, on Red Quad [*] Fixed the scorpion boss hanging trophy not being able to be placed due to it colliding with the ground. Fixed all scorpion boss ui projection widget being hard to see due to being near the top of the model [*] Cliff Placement Pass and Manual Cave Pass, Outpost 11 [*] Tweaks on the cow, bull and calf gfur. Updated the cow physics asset to reduce the deformation when ragdolling [*] Added DEP_Great_Hunt_Device with destructible [*] Added BLD_Floor_Diagonal_Concrete and BLD_Floor_Curved_Concrete, with all textures, materials and meshes. APEX DMs still need to be made [*] Cliff Placement Pass and Manual Cave Pass, Outpost 11 [*] Further work on the cow, bull, and calf. Anim BPs created for each and corpse blueprints set up for skinning. More tweaks on the gfur [*] Set level in DataTable Editor, added BP_IcarusDropShipSpawn & BP_IcarusRespawnShipSpawn, Added Voxel to Volcano Voxels on Outpost 9, on Red Quad [*] Stop the (in house) EUW RVT Setup Tool from creating duplicate RVT bounds [*] Adding test FMOD event, evaluating FMOD bank build [*] Permit bake and destroy on WT_Lake (one time, one way) [*] Setting Up Assault Rifle, Item, Talent, Recipe and basic implementation [*] Adding Windmill Item, Deployable Setup, Blueprint, Recipe and Logic for running, ready for mesh, testing and iteration [*] Updated WEP_Flamethrower_SML_Glass [*] Updated new ITM_Shield_IceMammoth skeletal mesh and new textures [*] Added sledgehammer alteration icons and attachment icons [*] Hooking up SMPL3 intro and outro dialogue for final nulsector quest. Adding Norex to faction table. Assigning faction quest to Norex [*] Feature locked Ice building tier for future release (hides from Field Guide) [*] Fix prospect new tab angle being a different color to base tab, when missions have unlocks and require an upgraded contact device [*] DLC2 map setup - landscape material work, test materials for macros [*] Added second Ent to Volcano Cave on Outpost 9, on Red Quad [*] Fixing Feature Levels So Dangerous Horizons and Great Hunt are seperated [*] Added chick and rooster entries to the AI setup, AI creature type, Meshable, Itemable, and Item static data tables. Added control rig, blueprints and anim BP for the rooster [*] Added Rooster creature setup to the project including meshs and materials [*] Added chick creature setup to the project including blueprints, meshs, materials and gfur groom [/list] [/expand]