Icarus Week 220 Update | Mendel
Welcome to Week 220.The Free Mendel Update is out today. This update introduces genetics to every mount and tame in the game, new farm animals, talent trees and animal husbandry. In addition to this free patch we are releasing the Homestead Cosmetic DLC pack which introduces over 50 new items as well as many functional variants of existing items to let you customize your base aesthetic. We explain more down below. Creature Genetics A major evolution is here for creatures with new Genetics and Husbandry mechanics. This system now brings deeper progression, individuality, and long-term planning to your tames and mounts.This update introduces unique genetics for every creature. Each tamed animal and mount now has its own genotype, phenotype, bloodline, and sex; allowing stats and traits to vary and making every creature truly unique. These elements can all be seen when inspecting a creature.Genotypes[h5]Raw Stat Increases[/h5]Genotypes are attributes that can enhance or reduce a creature’s base stats, with each attribute influencing multiple core stats. The initial set includes Vigor, Fitness, Physique, Reflex, Toughness, Adaptation, and Instinct. Attribute values range from 1–10, with 3 representing the baseline creature stats. Values below 3 reduce stats, while values above 3 increase them. Wild creatures will generally generate around this baseline with some natural variation.Phenotypes[h5]Skin Variations[/h5]Some creatures (currently only Moa and Buffalo) now feature new skin variations, making them visibly more distinct from one another. These changes reflect natural diversity, with noticeable differences in coloration, patterns, and markings that give each individual a unique appearance. More creatures will receive similar updates in future releases, expanding the variety of naturally diverse looks across the world. Bloodlines[h5]Growth Stats[/h5]Bloodlines are special traits that grant new stats as creatures level. For example, the [Wild] bloodline slightly increases food and water consumption and gives attacks a chance to inflict the minor hemorrhage debuff. This chance increases every five levels.The current available bloodlines from most common to rare {Wild, Brave, Careful, Timid, Bold, Hardy, Stout, Ambitious, Resolute, Unstable, Savage and Alpha}. Sex[h5]Creature Variations & Husbandry[/h5]Some creatures have their traits' effects and skill trees change based on their sex. For example, cows and bulls differ in both appearance and abilities. Cows are female, can produce milk, and graze, while bulls are male and can be saddled and used as mounts. The differences between sexes also enable mating, allowing offspring to inherit traits from their parents.Existing mounts from before the update will retain their current stats until players choose to opt in by using the new Reveal Genetics button. Any mounts or tames acquired after the patch will automatically have their genetics revealed upon capture or taming. This is just the beginning genetics and husbandry are designed to grow over time, offering new strategies, customization, and meaningful creature progression.Animal Husbandry Alongside genetics, Husbandry opens the door to breeding and raising animals. Using a special serum crafted at the chemistry bench, players can enable males to fertilize females as long as they are well fed and cared for. Once fertilized, females enter a gestation phase, with progress displayed through the UI and chat messages. This gestation phase differs for each animal and can be modified with both player talents, creature talents and the new Animal Nesting Bed. After gestation, the mother will give birth to a juvenile creature, then enter a recovery period before they can breed again. Juveniles will inherit attributes from both parents, laying the foundation for selective breeding and long-term optimization. Additional gestation requirements and subtle behavioral changes during fertilization, pregnancy, and recovery are also being introduced to make the system feel more alive and believable.The current list of creatures that can be bred are as follows Moa Buffalo Chickens Sheep Pigs CowsNew Mounts, Tames & JuvenilesThe Mendel update also introduces a few new creatures, each offering unique experiences.The pig is a brand-new creature. While typically a farm animal that can be butchered for bacon, it can also gain the talent to dig up Truffles - a new crop in Icarus - as it levels up.The ram is a new domesticated creature and the male counterpart to the sheep. Rams are required for producing offspring, making them a key part of your flock. Sturdy and resilient, they are a practical addition to your homestead and expand the new genetics and husbandry systems.The bull arrives as the male counterpart to the cow, offering a unique combination of strength and utility. Bulls can be saddled and used as mounts, making them valuable for travel, hauling, and even combat situations. Their size and power make them more durable than cows
The Free Mendel Update is out today. This update introduces genetics to every mount and tame in the game, new farm animals, talent trees and animal husbandry.
In addition to this free patch we are releasing the Homestead Cosmetic DLC pack which introduces over 50 new items as well as many functional variants of existing items to let you customize your base aesthetic.
We explain more down below.

A major evolution is here for creatures with new Genetics and Husbandry mechanics. This system now brings deeper progression, individuality, and long-term planning to your tames and mounts.
This update introduces unique genetics for every creature. Each tamed animal and mount now has its own genotype, phenotype, bloodline, and sex; allowing stats and traits to vary and making every creature truly unique. These elements can all be seen when inspecting a creature.

Genotypes are attributes that can enhance or reduce a creature’s base stats, with each attribute influencing multiple core stats. The initial set includes Vigor, Fitness, Physique, Reflex, Toughness, Adaptation, and Instinct. Attribute values range from 1–10, with 3 representing the baseline creature stats. Values below 3 reduce stats, while values above 3 increase them. Wild creatures will generally generate around this baseline with some natural variation.
Some creatures (currently only Moa and Buffalo) now feature new skin variations, making them visibly more distinct from one another. These changes reflect natural diversity, with noticeable differences in coloration, patterns, and markings that give each individual a unique appearance. More creatures will receive similar updates in future releases, expanding the variety of naturally diverse looks across the world.
Bloodlines are special traits that grant new stats as creatures level. For example, the [Wild] bloodline slightly increases food and water consumption and gives attacks a chance to inflict the minor hemorrhage debuff. This chance increases every five levels.
The current available bloodlines from most common to rare {Wild, Brave, Careful, Timid, Bold, Hardy, Stout, Ambitious, Resolute, Unstable, Savage and Alpha}.
Some creatures have their traits' effects and skill trees change based on their sex. For example, cows and bulls differ in both appearance and abilities. Cows are female, can produce milk, and graze, while bulls are male and can be saddled and used as mounts. The differences between sexes also enable mating, allowing offspring to inherit traits from their parents.
Existing mounts from before the update will retain their current stats until players choose to opt in by using the new Reveal Genetics button. Any mounts or tames acquired after the patch will automatically have their genetics revealed upon capture or taming.This is just the beginning genetics and husbandry are designed to grow over time, offering new strategies, customization, and meaningful creature progression.

Alongside genetics, Husbandry opens the door to breeding and raising animals. Using a special serum crafted at the chemistry bench, players can enable males to fertilize females as long as they are well fed and cared for.
Once fertilized, females enter a gestation phase, with progress displayed through the UI and chat messages. This gestation phase differs for each animal and can be modified with both player talents, creature talents and the new Animal Nesting Bed.
After gestation, the mother will give birth to a juvenile creature, then enter a recovery period before they can breed again.
Juveniles will inherit attributes from both parents, laying the foundation for selective breeding and long-term optimization. Additional gestation requirements and subtle behavioral changes during fertilization, pregnancy, and recovery are also being introduced to make the system feel more alive and believable.
The current list of creatures that can be bred are as follows
- Moa
- Buffalo
- Chickens
- Sheep
- Pigs
- Cows

The Mendel update also introduces a few new creatures, each offering unique experiences.
The pig is a brand-new creature. While typically a farm animal that can be butchered for bacon, it can also gain the talent to dig up Truffles - a new crop in Icarus - as it levels up.
The ram is a new domesticated creature and the male counterpart to the sheep. Rams are required for producing offspring, making them a key part of your flock. Sturdy and resilient, they are a practical addition to your homestead and expand the new genetics and husbandry systems.
The bull arrives as the male counterpart to the cow, offering a unique combination of strength and utility. Bulls can be saddled and used as mounts, making them valuable for travel, hauling, and even combat situations. Their size and power make them more durable than cows, and their temperament provides a reliable companion for exploration and work on your homestead.
In addition, in the orbital workshop you can now choose to purchase male or female versions of the juvenile farm creatures (chick, calf, piglet and lamb) which should help when starting to get into husbandry.

To complement the new genetics and husbandry systems, we have added a brand-new talent tree focused on these mechanics.
The skill tree provides bonuses for finding creatures with rare genotypes (stats), phenotypes (skins), and bloodlines (growth-affecting stats). It also increases mutation chances during breeding and includes special talents that creatures can gain after fertilization. For example, a male’s Sire Vigor can boost damage and movement speed, while a female’s Maternal Instincts provides resistance bonuses to nearby juveniles. Reaching the bottom of the tree also grants a chance for your creatures to birth twins.
To support the new talent tree, all players will receive free 10 talent refund points to allocate as they see fit. Additional Talent reset points can always be bought in the workshop.

Five new keybinds allow you to remotely control a single tamed creature or all nearby creatures. Supported actions include toggling stay/follow and cycling through combat and movement behaviors.
Most of the new whistles target the tame you are currently looking at, while others affect all creatures within a nearby radius. Currently, whistles only work on mounts that you have personally claimed.
In the future, we plan to expand this system with a radial menu for easier access. For now, enjoy the new functionality and let us know if there are any additional controls you would like to see added.

We’ve removed the ability to create prime meats directly on the Butchery Bench. This feature was introduced in a previous patch, but we found that being able to generate prime meats from nothing made hunting less meaningful and reduced an important part of the game.
To replace this, we have added new recipes for farm animals. You can now butcher pigs, cows, bulls, chickens, roosters, sheep, and rams to obtain specialty meats.

Deployables that have multiple variations will now display this information in their tooltip, field guide page, and associated blueprint talent.
With the introduction of many new cosmetic items in the Homestead Content Pack, we felt it was time to improve the user experience around how variations are shown. This change makes it much easier to see at a glance which items can have their style swapped using the 'R' key.

Another long-requested improvement has been added: players can now open and close doors while riding a mount.
This quality of life change applies to standard doors, railing gates, and fortification gates. It allows for smoother movement around settlements and keeps gameplay flowing without having to dismount, making exploration, farming, and combat feel more seamless.

The electric food trough and omni-feed have received an overhaul. Previously, omni-feed granted 200 food to animals and stacked to 100, making it quite powerful - especially since it could be crafted from any plant or meat based item.
To address this, the electric food trough has been converted into an auto-crafting machine that produces four types of animal gruel: fruit, vegetable, meat, and fish, using tag-based crafting. Each gruel provides 100 food, stacks to 25, requires more ingredients than omni-feed, and grants small buffs to animals. The trough can still be used as a baseline device to keep creatures fed, but it is now much more balanced.
Omni-feed still exists but is now craftable at the animal bench with the appropriate recipe and stacks only to 25.

We have added the ability to unclaim tames and mounts, allowing you to give creatures to your friends and let them manage their leveling and control. To unclaim a creature, simply click the new button in the bottom left corner of the UI when interacting with it.

Along side today's free Mendel update we have also released a new content pack with many new cosmetic items and functional reskins of existing items. The whole pack consists of over 50 new items which can be used to make your base feel more like a home. These include:
- New Variants of Existing Benches and Furniture
- Dozens of Interior Decorations
- Exterior Decorations to customize your house from afar
- New Light Options
- Variants of Functional Farming & Utility Objects
- Several Doors, shutters, and curtains
https://store.steampowered.com/app/2791000/Icarus_Homestead_Content_Pack/
We have added some new creatures to the Pet Companions DLC.
These include:
- French Bulldog
- Border Collie
- Tortoise Shell Ragdoll Cat
- Himalayan Seal Point Cat
https://store.steampowered.com/app/2923820/Icarus_Pet_Companions_Pack/
Next week we plan on adding a few things that didn't make the cut this week for our stable build. These include new wolf phenotypes (skins) as well as some additional creature and skinning bench improvements.
In addition, as requested in the Reddit AMA, we will also be added a Beehive Starter Pack which can be purchased from the Orbital Workshop which allows players to bring bees and honey to their outposts.

https://store.steampowered.com/app/3315290/Icarus_Great_Hunts_Campaigns/
https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
- Adding 10 Passive Refund Points to players accounts when first starting up the homestead build
- Adjusting Cow & Bull butchery recipes
- Removing of ability to create the prime meats from the butchery benches
- Adding ability to butcher chickens / sheep / rams / roosters / cows / bulls for specialty meats
- Pass over descriptions for homestead, added missing descriptions
- Updated Pig talent tree
- Added pig art assets to the project and updated BPs
- Adjusted the values of several of the buffalo variants, as well as added an additional variant for review
- Adding the 2 new cats and 2 new dogs into the creature comforts DLC - Homestead Feature Level Lock
- Adding additional check to prevent injecting serums into male creatures who are resting
- Updated the meshable data table with the correct mesh for the pig carcass
- Pig talent tree - Added crop yield aura that increases in distance through talent levels. Added talent for extra skinning yield. Removed unused player tracker
- Added some of the Genetics Talent Tree icons
- Pig talent tree - Added stat to make pigs idle behaviour search for and drop a truffle. Talent enables the stat
- General PM pass on Homestead Pack items
- Further reduced gestation speeds for hungry/thirsty creatures. Gestation will not progress if either food or water is at 0
- Domesticated juveniles will no longer despawn if player doesn't 'claim' them by pressing F
- Domesticated juveniles now start their taming process automatically after spawning
- Domesticated juveniles will now properly follow their parent if not being led by a player
- Replaced Homestead DLC Icon
- Added ITM_Truffle mesh for the pig talent tree
- BT_Mount_Fertilize move action now aborts if target becomes unsuitable at any point, preventing non-stop move actions
- Made some of the husbandry-related server messages sound more natural
- Suitable NPCs are now sorted by distance when looking for fertilization targets
- HOMESTEAD: Jumping on a mount will no longer force it to rotate towards the player's last forward direction
- Optimize Bestiary images, clean out obsolete content, fix filenames where applicable
- Added remaining Genetics Talent tree icons
- Adjusting some descriptions on Genetics Talents
- Correctly Feature locking Butchery Bench Items and Recipes and Converting Chicken vestige to be a query crafting recipe
- Adjusting Genetic player facing names
- Updated bind context for new creature keybinds
- WIP UI changes to show number of deployable variations where relevant
- Swapped the materials for the charcoal colored moa to the chocolate colored moa in the AI setup DT
- Small spatializer adjustments for whistle vocal
- Ensuring both whistles are replicated
- Adding whistle audio for new key bindings for mounts. Generic whistle and follow whistle
- Added the piglet art assets to the project
- Added piglet art assets to the blueprints and data tables
- Updated rare variants for buffalo to include head markings
- Bull talent - Added aura to improve gestation speed and providing resistance when gestating. Also fixed missing actor connection for adding 'strengthened' modifier
- Added missing collision to animal nesting bed, which fixed issue of PM not triggering when walking over it
- Swapping Synthetic Enzymes to use a tag based query in the recipes for platinum and titanium
- Adding Modifier Allowed Queries to Prevent Animals from being able to be fertilized and resting at the same time
- Chickens will no longer be able to lay eggs when fertilized
- Stopping Chickens from Laying Fertilized Eggs which is a remnant of an older system and no longer valid
- Adding homestead DLC store page so the link can be clicked
- Adjusting Genetic Names
- Setting up Serum for Pigs so they can be mated, adjusting recipes for existing serums
- Setting up Piglets so they can be purchased from the workshop
- Adding all missing icons from pigs / piglets
- Making sure Domesticated juveniles sex and genetics are rolled in their juvenile state to prevent trampling
- Adding Juvenile Sex to the 'in-taming' tooltip
- Added pig and piglet trophies and bestiary image
- Updated pig trophies in the deployable setup DT so they can be wall mounted and updated the collision
- Removed DNT from Pig talents. Set Pigsty talent to Dev for potentially adding later on
- Update available Buffalo mount skin variations
- Skinning Talents - Added skinning reward to the list of talents that get transferred to corpses. When skinning we now check the corpse stat container and combine it with the player skinning reward stat
- Polish and fixes
- Removed ability to set focused NPC when whistling
- Whistles that previously targeted focsued NPC now target NPC player is currently looking at
- Consolidated targeted stay/follow whistle
- Added localizable strings for whistle UI
- Added on-screen message that displays when player tries to whistle at mounts owned by another player, or when targeted whistles are used without a target
- Tweaked description of Pig truffle stat/talent
- Adding Husbandry behaviors to pigs so they walk to their mates when attempting to fertilize and will rest when requiring rest
- Adding Parentage to Mount inworld Tooltip
- Adjusting Phenotype Icon to be a helix and only display if a rare phenotype is present
- Changing '&' to '+' as it felt better in the parentage display
- Adjusting the Genetics UI so its Cleaner and more polished
- Adding Translatable tooltips to many elements on the genetics screen and corrected player facing names of elements
- Adding Pig & Piglet Recipes to the Trophy Bench
- Adding Pig & Piglet Trophy Icons
- Setting up display for parentage on tames and mounts so you can see who each creatures parents are
- Adding Translatable text for various genetics elements
- Hooking up and creating new stats for creature lineage mutation chance and adding new talent to genetics talent tree for finding creatures with better lineages in the wild
- Renamed Lineages to Bloodlines for player facing names
- Added Mother & Father Names to genetics component so we can display on the juvenile creatures UI
- Wild Juveniles will roll genetics right away after spawning
- Preventing Chickens A2/3 from becoming male
- Fixing the virtual stats related to twin birth chance in creatures which was preventing it from working correctly
- Adding Spoil timer to Gruel - It wasn't ment to last forever
- Adjusting Fish Gruel Recipe to only require 1 fish to bring in line with other recipes (time investment vs reward)
- Doubled food on animal gruel from 50->100
- Reduced the recipe costs of meat and fish animal gruel
- Unlocked missing farming growth states for Truffle
- Unlocking D_Itemable rows for Homestead truffle items'All Stay/Wander' whistle now correctly commands animals that don't support 'Stay' to 'Wander' instead
- Updated descriptions on creature talent trees
- Fixed 'Mother' and 'Father' properties not being replicated correctly on GeneticsComponent
- Switched single quotes to double quotes on recent sickle names
- Items that have had their stack size purposely reduced will no longer be destroyed upon reloading a game where current stack is greater than new limit
- Add icons for Ram carcass and Rooster trophy
- Added alternate serum recipes that take exotics instead of condensed enzymes
- Removed devlock from Ram carcass item
- Ram carcass no longer provides Bull's head
- Updated description of Omni feed now that it's crafted at a different workbench
- Unlocking Truffles, Seeds and Truffle Recipes
- Fixed new fertilized behaviour tree stopping the pig from spawning truffles
- Sanity pass on numerous weapons to make sure the weapon ironsight is positioned where the crosshair is/was so that ADS is consistent. Add DebugCrosshair cheat to permanently force show the crosshair for purposes of ADS pose tuning. Modify AimController base to first check if DebugCrosshair cheat is enabled before contextually hiding crosshair. Fix preview item template row on single shot pistol
- Fixed Mammoth secondary attack not working due to early return before parent function ran
- Increase Spawn Blocker Radius for all spawn blockers
- Armor stand - Press F to place focused item
- Removing profilings of debugging
- Add source files for Bestiary images
- Fix position/zoom settings on Bestiary popup images. Fix alpha on Bee and Blueback bestiary images
- Wood Burner: Remove reference to unused emissive. Add HQ burning material and setup wood logs to utilize. Tweaked VFX to work better with soft intersections. Skip LOD0/1 on old logs that are expensive and are already screensized out quickly
- X button to clear certain modifiers now only shows within inventory contexts
- Fixed issue where modifier time remaining and effectiveness wasn't displaying in inventory contexts
- Update Truffle item to use new truffle mesh. Fixed collision to be 26DOP (was sphere) and removed LOD1 (0 is 250 tris)
- Landshark Vestiges now stack to 5 as intended
- Pets that fall through the world will now first attempt to teleport to their last known good location before teleporting to owning player. Previously pet would attempt to teleport to owner first, potentially teleporting the animal far away from home
- Fix RMB being able to clear any modifier
- DLC Locked bug - Shifted talent required UMG to be higher in the hierarchy so other components cant get in the way of it. similar to how the Talent_Blueprint has it laid out
- Fixed hitch that occurs when opening up mount interface/inventory
- Fixed 0.1s stuttering that occurs when stats display screen is visible
- Protector talent no longer affects self (used only by Bull). Reduce Gestation speed buff from +100% to +50%. Remove DNTs and update description text
- Fixing player genetic mutations for creatures not effecting the creatures as it was broken last commit
- Fixing issues where the animal nesting bed was not providing a gestation boost and was missing an item icon
- Fixing Bounce Back Talent so it grants the correct stats to the player for their mounts, speeding up recovery
- Fixing issue where fathers genetics where not being taken into account for lineages or variations
- Fix Widget position on Ranch Sign. Disable collision on Ranch Sign and Ranch Gate Sign
- Fixing Piglet Setup so it can eat correctly and be tamed
- Pig Talent - Fixed finding truffles messing with idle behaviour
- Fixed a nullptr error inside BP_Modifier_Fertilize
- Fixing issue where the homestead butchery bench was not craftable
- Adding Snapping Points to Lower Wall Half Pieces so that Railings will snap on top them
- Gestation Speed is now lowered by -10, -25, -50 % depending on if the creature is hungry or thirsty, each applying separately, if the creature has thirst 3 and hunger 3, gestation speed reaches 0, updated description text of gestation modifier and added stats to modifier stats
- Attempting to get hammer slugs to play correct death audio for their size variant
- Increase opacity of GameMessage for improved readability. Fixed text alignment issues. Fixed hierarchy to resolve border size issues when multiple elements are on screen. Fixed redundant 3x horizontal box nesting
- Updated to the carrier drone model and textures
- ELY Ach - Introduce to all TEI agents changed from hearing specific dialogue to completing the introduction quest
- Updated Set Dressing for Rad Cave in the Arctic on Blue Quad, Elysium
- Adding hunter npc dog idle audio and BP imp
- Adjusted colors of Sleek suit to be an overall brighter white
- Lots of lab audio for deployables. small and large vats. computer etc. Adjusting laser mine slightly and re routing the UI radiation Geiger sound so it doesn't have in world effects. Better clarity and smoother sound
- Replaced Dangerous Horizons NPC Map Icons with new ones
- Applied the proper SK meshes to the 3rd and 1st person Arms for the sleek armour set as they were not appearing in game correctly as a result
- Updated D_Meshable and added Static mesh for SandWyrm_Queen Bow
- Set Dressing Cave in the Arctic on Blue Quad, Elysium
- Adding a bunch more NPC enemy spot sounds and flinch reacts
- Added DEP_Fortification_Stone_Ramp_D1
- Adding UI Main to pausing buss to ensure radiation Geiger is stopped when pausing. Adding dialogue ducking to UI bus so the dialogue is priority over UI sounds like radiation Geiger
- Re-adding BOW_SandWyrm_Queen with updated BP
- Adjusting BOW_SandWyrm_Queen
- increase in volume to the NPCs dog idle audio in Eden
- Ely - adjusted cave volume overlapping in Swamp waterfall cave, purple quad
- SQ_Hunter - Setting up Prebuilt Structure and Quest Markers in Elysium
- SQ Hunter - Setting up Character Flags, Prospect Entry, Talents and Initial Quest Step
- Updating Sandwyrm Queen loot rewards
- Adding Meshes, Icons and Stat Pass on Sandwyrm boss Equipment
- Adding Setup of Sandwyrm Bow Item, Recipes, Etc
- ELY3 - Adding Spawn Blocker to Lab during the mission
- ELY5 - Fixing issue where the sandwyrm queen would now fly around and move before the fight during the mission as intended
- Queen now Despawns while ELY5 is active
- Setting up Sandwyrm Queen World Boss Spawn on Elysium
- Adding temp agent start line in for side quest
- Lithium ingot dropped mesh, textures and material
- Filling out Gribblers idle animation audio. Adding scratch, sniff, growl and play in dirt
- Remove undesired Moa skin variations. Update NPCPlace tooling to auto place Mounts with skin variations
- Added missing tags to each of the tamed creatures for achievements
- Adding occlusion and follow to monkey idle anims
- Attempting to get music to play correctly with yetis and abomination
- Improve Cave Volume Debug cheat to work off Icarus Game State variable so it applies to all, not just currently loaded. Convert cheat to Bool instead of Toggle. Remove duplicated logic. Don't allow debug volumes to distance cull
- Updated Carrier drone textures
- Changed 'kill drones' accolade type from a list to a tracker. Added debugging messages to fishing in radiation zone delegate as it seems to work in editor
- Ely - mesh and landscape edits around Mission3 lab in Geothermal to hide biome override volume, red quad
- Adding correct consume anti radiation injection audio. Adjustment to injection cue. Small adjustments to rad prospector death for more clarity. Adjustment to tonic consume loop. More subtle and generic
- Queen - Added loot on death
- Adding occlusion to rad prospector attack whooshes
- SQ_Hunter - Adding Mission Art
- SQ_Hunter - Adding Quests to PRO, STYX, OLY
- SQ_Hunter - Adding Clear Area Quest Steps
- SQ_Hunter - Hunter can now be invited back to EDEN and no longer spawns there by default
- SQ_Hunter - Adding Quest Steps for Collecting and Delivering Items, Finding and Selling Vestiges, Resaved Prebuilt to remove extra deployables and NPC Deployable
- SQ Yeti - Adding Extra Checks on Gribbler Damage checking when fishing the Yeti so melee attacks work as well as the stick and thrown stick
- ELY Reward UI now switches to inventory after reward selection as needed as flags sync to the client
- Fixing SQ Yet and Fishing Faction preview Objectives
- Fixing NPC Items so they cannot be broken down into Ren
- Queen - Fixed client side egg not raising
- Added More Cave Prefabs in Purple Quad, Elysium
- Added snow meshes for Curved Angle Up and Down roof pieces
- Add Fiber and Sticks to Banana tree loot rewards. Fix Carrot_Seed drop chance being 71005pct for some reason
- Ely - adjusted cave volumes in various AC and TU cave prefabs to prevent volumes extending outside
- Adding correct deploy audio to all fortifications
- Removed sentry turret from NPC_Outpost_1
- Fixed issue where Soldier NPCs weren't able to shoot at targets that were significantly higher or lower than them
- Created new idle wander location EQS for Soldier NPCs that should improve their ability to find valid wander locations
- Added 2D dot product check support to BTD_IsFacingTarget, BTD_CheckSightlineToTarget
- Adding SWQ SMG audio and event
- Guarantee prime meat from Slinker
- Added missing corner detail on the Curved Angle Inverted snow meshes
- Ely - fixing volumes and entrances in DLC2 volcanic cave prefabs
- Update Highrise mission to specify Bunker lights instead of Basic (old name)
- Update Uranium/Lithium ammo names to be standardized with existing
- Reduction in excessive dialogue events to trim the fat
- Added Water Spline in Swamp Lakes, Rivers and Lava Lakes, Set Dressing Lava Cave on Orange/Purple Quad, Elysium
- Enemy npc balance pass
- Ely - added closed mesh versions of macros and impassables for better LOD generation, set minLOD = 2 to existing IMPs
- Lithium Knife - Now uses energy when skinning
- Ely - removed campfire from Eden so it can be spawned in
- Adding sandworm queen chainsaw audio and event
- ELY Ach - Collect exotics. Fixed accolade not tracking properly, switched from list to tracker
- Filling in the blanks of rad mutation
- More adjustments to hammerhead slugs to not repeat the same audio and play correct size variations of death vocals
- SQ_Fisher - Adding Mission Art
- SQ_Fisher - Can now invite fisher to EDEN
- When NPCs are incited to Eden they now wait till players are out of range before attempting
- SQ_Fisher - Setup for Ely
- SQ_Fisher - Setup for Pro
- SQ_Fisher - Setup for Styx
- SQ_Fisher - Setup for Olympus
- Feature level locked remote animal control keybinds
- Added remote animal control keybinds for testing: Focus Tame, Cycle Focused Tame Combat Behaviour, Cycle Focused Tame Movement Behaviour, Focused Tame Stay, Focused Tame Follow, Nearby Tames Follow, Nearby Tames Stay
- SQ_Hunter - Fixing Check condition on the kill enemies step
- Adding and Set Dressing Lava Cave, Prefabs in Purple Quad, Elysium
- Added first pass blockout of the speeder bike with a character pose to fit
- Uranium dropped asset
- Skeletal mesh snow buildup LOD fix, morph target clamped and material update
- Lots of tweaks and adjustments and fine tunes to SWQ smg
- Updated UVs for CurvedSnowRamp and CurvedSnowRamp_Corner Snow FX meshes to eliminate seams on the mesh when shader displacement is applied
- Fixed a number of typos or mistakes within item and quest text
- Fixed curved snow mesh missing material and material optimization pass
- Reverted D_TalentTrees setting that prevented styx operations tree from displaying
- Added Cosmetic Variation Icon
- Removed 'Cosmetic' from deployable variation count text on item tooltips
- Increasing Difficulty of Bear Boss in Fisher Quests
- Fixing Sandwyrm bow animations
- Setting up remaining sandwyrm queen items
- SQ_FISHER - Bear Spawner now clears itself up on the bear being killed
- Updated ITM_Giant_Cat_Tail_Chunk
- Updated SK_BOW_Crossbow_Lithium
- Updated SM_ITM_PipeHand_Oil and textures
- Cave Fixes in Swamp and Set Dressing Lava Cave on Orange/Purple Quad, Elysium
- Radiation Bar - Fixed bar moving away from the left side of the screen when too many modifiers. now left aligned along with modifiers
- Changing farmer NPC to female body type to suit new voicing to come
- Added snow meshes for Curved and Diagonal floors, as well as diagonal roofs
- Set Dragontree mesh to be nav area null
- Ely nav fixes - added volumes, swapped IMP ledges for regular versions, set 'fill collision underneath' on all seracs
- Ely - decal painting around new oil location in NW volcanic, red quad
- Improve density/accuracy on Landscape checker tool
- Added Geothermal Bat head icon
- Added Mange Wolf Trophy Icon
- Added Mange Wolf Alpha Trophy icon
- Ely - foliage tweaks and extra decal painting in/around Eden, yellow quad
- Ely - cliff placement fix in NW volcanic, red quad
- Fixed cave worm inside wall in LC_MED_006_DLC2 prefab
- Adding lantern SWQ audio event for switching on and off and items static rows for all lanterns to play correct equipped audio
- Disabling World Bosses on ELY1
- Adjustments to volume and balance of SWQ bow
- Adding SWQ bow fire audio, event and data table setup
- Added proper mesh to Active Lithium in the Meshable Data Table
- ELY_SQ_AMBUSH - Captains Pod now opens and he spawns afterwards
- ELY_SQ_AMBUSH - Enabling Mission on DH
- ELY_SQ_AMBUSH - Shifting Enemy Spawns, Removing Second Flame Turret from the base
- ELY_SQ_AMBUSH - Fixing Final Mission Step, adding new damage speeder dressing
- ELY_SQ_AMBUSH - Main Quest Steps, Mission is fully playable
- ELY_SQ_AMBUSH - Initial Setup of Quest and Quest Steps, Prebuilt Base and talents
- SQ_Fisher - Added missing Json prebuilt files
- ELY: Added new M5_3 row for Uranium deposit. Alpha-numerical sorting of ELY ExoticSpawn DT rows. Added new 'Check Meta Spawns' function in WorldManager to validate setups. Remove 'Setup Burnt Foliage' button that wasn't hooked up to anything
- Added Water Spline in Swamp Lakes, Rivers and Lava Lakes on Orange Quad, Elysium
- Further spatial tweaks to enemy NPC. Was falling just a bit too quiet around 30 meters away
- Stone brick - added a few of the stone brick materials that were available
- Ely - added new oil geyser locations to both volcanics, persistent level
- Scoria brick materials added to building skins
- Swamp Clean Up, Updated Lava Cave Lighting on Orange/Purple Quad, Elysium
- Replaced sleek synthetic armor set icons to updated ones
- Ely Mission 4 - added BP and decal materials for TPS graffiti
- Fixup redirectors on Synthetic armor
- Fixing Spelling of Vigor
- Update Elysium minimap textures
- Ely - decal painting around new oil locations in purple quad volcanic
- ELY6 - Splitting last mission prebuilt into 3 separate prebuilt structures that are loaded at different times
- ELY3 - Fixing issue where the lights where off in the orbital laser control room
- Fixing issue where Geothermal Spiders where not being suppressed by Arachnophobia mode
- Adding Sandwyrm Queen Egg -> Biomass Recipe & Biomass -> Sandwyrm Queen Ren Exchange
- Accolade screen is now loaded on demand
- StatsWindow is now loaded on demand
- Player StatsWindow no longer shows stats with a value of zero
- Various cheat function widgets no longer re-construct their combo box children on construction
- CheatOverlay is now only constructed upon first accessing it (instead of on BeginPlay)
- Lithium Ingot: Remove LODs. 26DOP collision. Set physical material
- Crude Oil mesh spline height now gets +10cm to match fuel pipe
- Pipe collision changed from box to 26DOP so that it falls over when dropped. Tweak LOD screensize
- Added some additional valid checks when getting stat structs in UMG to potentially fix crash when inspecting mount
- Polish Swamp Edge Spline, Fixed Swimming in Cave and Bugs Fixes on Orange Quad, Elysium
- Adding speeder bike audio and event. WIP. Also adding a bunch of ELY tundra scatter birds to give more depth to ambience
- Tweaked head collider on Slinker to prevent it from getting stuck on stairs
- Adjusted Mission Widget layer order so mission details aren't obscured by overlay
- Added several Rare and Legendary wolf color variants, as well as improved the wolf's gfur groom to help it feel more realistic
- Added Slinker and Storca swimming animations
- Added Lighting Blockers on Yellow Quad, Elysium
- Fixed issue where tamed NPCs swimming in water wouldn't get frozen correctly when the map tile was unloaded and would instead fall through the world
- T3/T4 Generic Pouch - Added t4 pouch dev locked (pouch_generic_large). currently 12 slots temporarily with similar requirements to the lower tier one
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