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Icarus Week 239 Update - MXC Oxite Dissolver Notes (3rd July 2026)

Week 239 introduces a portable oxygen refilling solution and kicks off a rework of early-game missions. Plus over 60 visual fixes and creature adjustments.

Nathan Lees22 min read
ICARUS survival game showing new MXC Oxite Dissolver deployable workshop item
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Beyond the new kit, Rocketwerkz has squashed over 60 destructible mesh material issues and rebalanced Scuttlers to better reflect their tiny size and role. They're now half as tanky and deal less damage. Moa fur display, Skulk collision, and the Iron Sledgehammer's erroneous 10000 Shattering Damage have all been corrected. The studio has also added DLC badges to the title screen, colour-coded by ownership.

More significant is the teased Olympus Operations rework. Early missions will receive tweaks and overhauls over the coming weeks as the studio applies modern design lessons to older content. Next week brings a smaller, community-requested Tier 4 Foundry mesh. Full changes including the MXC Oxite Dissolver audio setup and Hoverframe duplication fixes are below.

Full Patch Notes

Buff Nerf Fix Tweak

Welcome to Week 239,

This week brings a brand new item to the Workshop, joining the growing set of Deployables: the MXC Oxite Dissolver.

We’re also sharing updates on a planned rework of the Olympus quests, as we begin revisiting and improving some of the game’s earlier content.

Finally, we’ve got a preview of what’s coming next week: an update to the Tier 4 Foundry.

Notable Improvements:

  • Fixed over 60 Destructible Meshes with material issues
  • Scuttler Rebalance, lowering their health and damage to reflect their size and role
  • Fixing Moa and Arctic Moa's Fur around the faces as it was not displaying correctly
  • Removed the extra 10000 shattering damage that was added to the Iron Sledgehammer
  • Fixed the Manufacturers in world widget as it was not displaying craft times correctly
  • Fixed Collision and creature setup of the Skulk

This Week: MXC Oxite Dissolver

This week, we're introducing a brand new workshop item: the MXC Oxite Dissolver. Found under the Deployables tab in the Workshop, it costs 200 Ren to research and 50 Ren to replicate.

Powered by Sulfur, the MXC Oxite Dissolver uses Oxite to fill any compatible vessel with oxygen. It offers a fast and convenient way to refill canisters at the start of a drop, without needing to build up to the on planet Oxite Dissolvers.

The MXC Oxite Dissolver is more efficient than its Tier 2 counterpart and performs on par with the Tier 3 Metal Oxite Dissolver. However, due to its small portable size, it can only refill one tank at a time.


This Week: Major DLC Badges

As you may have noticed, we’ve added a new element to the title screen: badges that display the major DLC available for ICARUS. If you own a DLC, its badge will appear in full color; if not, it will be greyed out. You can hover over each badge to preview what the DLC includes, and clicking it will take you directly to the store page.


Coming Soon: Olympus Operations Update

In the coming weeks, we’ll be revamping and tidying up a number of early-game Olympus Operations. As the game has evolved, so too has our technology and approach to mission design in Icarus.

Because of this, we feel it’s time to revisit some of these older missions - some will receive small tweaks and fixes, while others will undergo more substantial overhauls. We’ll be rolling these updates out over time as they are completed and ready to ship.


Next Week: Foundry Update

Next week, we're introducing a new smaller mesh for the Foundry in Tier 4. This has been a long-requested addition from the community and addresses one of the more troublesome assets due to its size. The updated version is also smaller, making it easier to handle and more efficient to work with.


Your support makes these updates possible.


Changelog 3.0.17.153756-rel-DangerousHorizons

New Content

  • Adjusting Cost of the Workshop Oxite Dissolver
  • Adjustments to Ordering and Colors of Badge Container
  • Adjusting Cost of the Workshop Oxite Dissolver
  • Added missing mxc animation audio save
  • Adding oxite dissolver mxc audio pass
  • Added new tooltip for DLC badges
  • DLC badge UMG no longer inherits from UMG_ButtonIcon
  • Fixed spacing on DLCBadgeContainer
  • Added fade/slide animation to DLCBadgeContainer on title screen
  • Added a sound to DLCBadge hover
  • Added 'Major DLCs' text to DLCBadgeContainer
  • Updated hover text for each of the major DLCs on title screen
  • Updated MXC oxite active VFX. Utilize SM for DF shadows. Fixed SK LODs
  • Adding Slotable to the Oxite Dissolver and setting up animations where needed

Fixed

  • Fixed over 60 Destructible Meshes with material issues
  • Reinstate Material validation tools to accept either MA_ or M_ prefix
  • Fixed LOD issue for shengong envirosuit
  • Attempting to fix lava river by generating edge splines. Adjustment to music track data
  • Updated Moa and Arctic Moa fur splines around the beak to remove the incorrectly displaying fur
  • Skulk Juvenile - Fixed incorrect skinning event on the juvenile skulk
  • Validate ProspectList DT to ensure mission names aren't reused
  • Improved collision accuracy on Salting Station bench mesh. Fixed LOD screensize settings
  • Fixed equippables being held in the G slot not being registered properly due to missing slot index
  • Skulk Juvenile - Fixed DT error due to incorrect name in creature type
  • Hoverframe Dupe - Added a stat to prevent deployable objects from creating overflow bags. Added this stat to the animal crate/hoverbike deploy BP once the creature is spawned so it will correctly spawn the overflow bag until it spawns its contained actor
  • Replaced MXC Campfire and Furnace item icons
  • ReplicatedNiagaraSystem mobility is now updated before setting location on BeginPlay (static -> movable)
  • Removed logic from Manufacture in-world UMG that was attempting to account for stack size progress but didn't work, causing progress bar to not behave as intended
  • Skulk Juv - Fixed incorrect physics asset causing bones not being able to be hit
  • Adding missing audio setup for one lava river
  • Removed erroneous 10000 Shattering Damage added to Iron Sledgehammer
  • Reverted LavaBroodling D_AISetup relationship row back to EnemyAll to prevent it from attacking it's Lava Hunter parent (world spawns should use LavaBroodlingWorldSpawn instead)
  • Decreased Scuttler health from 250-500 to 125-250. Decreased Scuttler melee damage from 30-80 to 20-40. These changes are to reflect their tiny size and purpose in the world
  • Fixed destroy vfx from rad spawner not working correctly (was colliding with den mesh), created new VFX more suitable. Removed some mesh components that were buried
  • Fixed LOD screensize settings on several light deployable meshes. Optimized collision
  • Fixed Drone bestiary popup settings after image was changed

Future Content

  • Increased durability of Wyrm trophies
  • Adjustments to some mission dialogue. Bringing more context to mission steps, fine tuning delivery for some lines
  • Added female head normal map for testing
  • Small adjustment to quest step where dialogue was interrupting a moment unnecessarily, adding animation audio for when an NPC is healed to play movement sounds and footstep
  • RAD_A - Removing Blinky from the Wall inside of the Greenhouse
  • Setting up Ambient Spawn Locations around the Colony Rather than Specifically at the nest locations as that looked like a bug
  • Updating Flavor Text on FEV
  • Adjusting Stat Descriptions to remove DNT from Great Hunt World Stats
  • Fixing Elysium Great Hunt Mission Talent Unlocks so that they can be done in sequence
  • Adjusting Elysium Great Hunt Outcomes to balance both sides of the tree
  • Implementing Outcomes for Great Hunts (WorldRadiationNestsSpawnLargerCreatures_?, WorldRadiationNestsLargerAura_?, WorldRadiationNestsSpawnSwampGeothermal_?, WorldRadiationNestsSpawnDesertVolcanic_?
  • Separated glass into separate mesh for DEP_Trophy_Radboss_Specimen_Tank
  • Added SM and DM for DEP_Oxite_Dissolver_MXC and updated BP
  • Added updated model with WIP textures for the T4 grenade launcher. Added a bone for the revolving chamber to the skeleton and removed the unused back sight bone
  • RAD_A - Added Mission Device to Outside Prebuilt
  • RAD_A - Fixed issue where Zeta Buildings and Deployable where not set to unobtainable
  • Added Macro, Cliffs, Lava River and Landscape Sculpting in the Volcanic, Red Quad
  • RAD_A - Adjusting items inside to cater for crafting gold and reducing the amount of crafting required
  • Removed Devlock from Electric Seed Extractor DeployableSetup and added Deploy sound
  • Removed DevLock and incorrect icon for Electric Seed Extractor itemable
  • Added automatic Cave XY zeroing on T022
  • ARK - flushed grass on yellow and green quads
  • Adding multiple meshes for chopped versions of the 6 Bird of Paradise tree variants
  • Visual pass on Experiment Cage UI. Made subject be silhouette when subject not present in slot
  • Added NavModifier covering entire T022 level until we're ready for nav refinement
  • ARK - added LODs to barnacle meshes - adjusted FT settings for seashells - mesh placement, landscape and decal painting in coastal, yellow quad
  • RAD_C - Fixing issue here where the quest was destroying itself preventing completion
  • RAD_D - Swapping out meshes on the RadBoss Blocker Mesh so that is uses the more performant ones with collision
  • RAD_D - Adjusting Defenses so you only need to play 8
  • Setting up combat music track to be triggerable within quests. Adding it to two current quests
  • Adding the Grenade Launcher Weapon background
  • Experiment Cage UI - Removed unused variables
  • Adding Mission Art for GH
  • Added infertile modifier icon
  • RAD_O2 - Added unique meshable setup for Animal Virus. Hold syringe in hand on-screen. Update FocusItemInfo to show input options. Tweak glass material refraction. Tweak collision and LODs on mesh. Update modifier description text. Remove RMB input from Actionable. Tidied BP for better readability
  • Experiment Cage UI - Fixed several animation bugs and properly reset the animations when needed
  • Updated the texture for the rad colony dressing books and poster
  • Added an assortment of props for dressing the rad colony
  • Added fishing poster to deployable data table
  • Visual UI Pass on Experiment Cage
  • Updated wrinkle maps for character heads
  • Slight dialogue adjustments. re rendering some lines with better inflection and slight re word of other lines to better match desire
  • Added the last few Rad Boss animations to the project
  • RAD_C - Disabled Bull map icon when reaching Duke's location for the first time
  • Moved ResourcePack PSD to correct source folder
  • Added Salt to Workshop (devlocked) which awards a full stack of 500 Salt
  • Setup Radboss Head trophy, add icon, tweak weight, increase durability. Add supporting lighting effects. Material no longer inherits parent material from irrelevant asset. Tweaked LOD settings. Fixed DeployableSetup audio with Printed Oxite Dissolver
  • Updating recipe for Electric Seed Extractor, amping its crafting speed, and fixing talent unlock
  • Initial check-in for T4 electric seed extractor, all devlocked
  • Added Macro, Cliffs, Lava River and Landscape Sculpting in the Volcanic, Red Quad
  • Added new tooltip widget for Settlement NPCs
  • Settlers now record how many days they've been with the Settlement
  • OwningSettlement now has an OnRep and matching OnUpdated BlueprintNative function
  • Added DisplayNameVerb to FSettlementNPCTaskTypeData
  • Added GetNPCSkillLevel helper function
  • Fine tunes to the dialogue from Rian. Shortening pained dialogue slightly and adjusting end of talk of healed
  • ARK - adjusted foliage settings on barnacles and painting down in coastal, yellow quad

    update character customization to fix blendshape not updating on switch and added age option

  • CHAC assault rifle/sub machine gun - Added new rows so not the same as the original sub machine gun/ assault rifles
  • Adding updated rian voice. Adjustments to npc settlement audio
  • Hoverbike Heavy now cant dupe when floor beneath it is removed
  • Fixing missed references to radboss egg in rewards and recipes
  • ARK - added mesh, FTs, textures, material for 6x barnacles
  • Updating name of radboss egg to carapace to match updated theme and mesh
  • Test Quest for John
  • Improved collision accuracy on Mining Prop
  • Added T022 to shortcuts widget
  • Adding more reverb on the rad boss roar events to make them more intense over longer distances
  • Updated BTS_MakeInvulnerable, adding the ability to set a hard limit on the % of health that can be damaged while under the effects of the service
  • BT_RadBoss can no longer skip phases if it takes too much damage in one instance
  • Added valid checks for DisablePlayerFog cheat to prevent nullptr errors when used in levels that don't have an atmo controller
  • Update to the skinning of the rad boss male and female chest armour. Increased geometry resolution of the rad boss armour first person hands
  • Adding settlement audio for soldier relaxed. Footsteps and gun reloads etc
  • Adding npc audio for using the hoe, anim audio for npc settlement fishing, dialogue delay adjustments, notifies and tweaks etc
  • Increase in volume of dna serum
  • Adjusting figured it out dialogue to be the correct processing

    definitely removed the test actor this time and validated with wb commit tool

  • Added support for recording and playing back camera paths within PhotoUI
  • Added Solution item icon for mission B2
  • Added Macro, Cliffs, Lava River and Landscape Sculpting in the Volcanic, Red Quad
  • Grenade Launcher is now associated with the Malformation Boss
  • Adding Mission Art for GH
  • Added Radboss Armor set item icons
  • Replaced MXC Campfire and Furnace item icons
  • Added item icons for mission B2
  • Fixed issue where Settler NPCs would re-equip rifle every time they fired
  • Added new SpawnReplicatedNiagaraSystemAtLocation function that takes a custom context
  • Fixed issue with BTTask_PerformAction_FireNPCWeapon where Niagara particle wasn't spawning correctly
  • Adjustments to OM3 mission. Adding thanks when giving culture.Temp file until it can be rendered out for consistency tomorrow
  • Small adjustments around the mouth of 2 blendshapes to reduce gaps between lips when SK is at bind pose
  • Fixed issue with camera mode where location would snap back and forward at very low acceleration values when colliding with objects
  • Added maximum delta rotation to camera mode to prevent issue where camera yaw would flip flop left and right at low acceleration values
  • Quest adjustments to dialogue, adding correct items static row for radboss items and adding occlusion to gasfly events. Setting music track condition for eden
  • Updated character head normal map

    added smoothing groups to radboss resource meshes

  • Added subtitles for GH RAD optional missions
  • Deleted bad actor, Also fixed some macros that were stuck in the persistent level
  • Fixing issue where the Rad Boss Great Hunt Missions past the first one where not accessible on the GH UI
  • Fixed slow movement speed when RadBoss upright
  • Adjusted damage source location of RadBoss breath attack
  • Fixed some RadBoss upright attacks not waiting for notifies before dealing damage
  • Further adjustments to RadBoss emerge positioning
  • RAD_O1 - Adding New Modifier to the quest which all players will recieve to allow catching blinky easier
  • Adding new capture stats and virtual calculations for fish 17/18/19/20
  • Added Money Tree to Jungle, Outpost 11
  • Vocal blending adjustments from injured to healed audio
  • Adding pained loops and thank yous to C2 mission npc's. Basic setup

    lighting lookdev v2 for char customization

  • Added wrinkle maps for char customization
  • Updated T022 LayerInfo PMs to match previous level setups
  • Added Macro, Cliffs and Landscape Sculpting in the Volcanic, Red Quad
  • RAD_A - Detached lights from light meshes in Colony as it was causing the meshes to not export to generated levels
  • Added 2 idle face animations for the character customization demo
  • Some tweaks to settlement path blending, RVT, tiling
  • Settlement NPCs should now put their lantern away when performing a montage

    head customization updated BP setup, blendshapes and textures

  • Added cheat to disable fog (playerFX distance fog + atmosphere controller exponential height fog) for world building purposes
  • Fixed a number of typos and grammar issues across item text, quest text, and subtitles
  • RAD_A - Added lights to Colony. Sub-foldered the light meshes. LOD tweaks to light meshes

    more impassable work and cliff wip

  • Added fishing dock and fishing anims/behaviours to Settlement
  • SettlementBuilding CanConstructBuildingAtLocation now takes in a rotation as well as a location for validation
  • Copied-pasted a few trace functions into the vanguardfunctionlibrary so that we can pass in custom context objects
  • Increased SettlementNPC step up height and walk angle
  • Added a new AnimNotify to trigger a montage to play on Settler's currently held item
  • Misc Quest text and Dialog fixes for GH missions. Increase crafting time for Mission Laser so that its not instant
  • Updated remaining SK meshes for the character customization demo with the latest blendshapes
  • Updated mission distillery deployable to activate bunsen burner flames when interacted with. Tweaks to DF/LOD/Collision on associated meshes
  • RAD_B2 - Adding additional checks so the quest can be progressed even if the safety checks kick in and a new creature is spawned
  • Added Macro, Cliffs and Landscape Sculpting in the Volcanic and Flushed Grass on Yellow/Green/Red Quad
  • RAD_B - Resaving the Damaged BP again
  • RAD_B - Removing Additional Grating Meshes From the Spawned in blueprint
  • RAD_C - Fixing the Confirm Pillars Destruction Step as it was never completing
  • UI visual pass on Distiller minigame widget
  • Dialogue and quest step adjustments for mission C2 and D
  • Skulk Juv - Added first pass implementation
  • RAD_B - Adding new Prebuilt Structures, swapping blueprint meshes for the industrial grating out for a prebuilt structure the player can build off
  • RAD_B - Adjusting the Radio Tower so it fits with the new Model for the Signal Minigame
  • ARK - mesh placement, landscape and decal painting in coastal, yellow quad
  • Lighting lookdev for char customization
  • RAD_A - Tidied up the creature spawning during the final quest steps and ensured there was only one Revenant Spawning near the entrance of the colony, the enemies now also will be angered and run at the player
  • Adding new Quest Function which will retrieve a random player within a range of a specified object
  • Dialogue adjustments and fine tunes for mission b2

    more audible presence to low speed lava rivers. Also dialogue adjustments for mission B

  • Added Tusker skins materials and textures, updated D_Mounts
  • Added proxy meshes to Settlement stockpile
  • Settlement proxy mesh system now supports a single item query for all attached proxies instead of needing to define rules for each mesh on a per-index basis
  • Adding dialogue line when bike has been returned in quest b
  • Minor pivot adjustment to Colony Radio Tower mini game so arrow isn't off center
  • CHAC Assault Rifle/CHAC Submachine Gun - Added initial implementation - dev locked
  • Added Spectre, Wraith and Revenant vestige item icons
  • More dialogue adjustments and fine tunes. removing delays from reading notes to play instantly to allow the player to focus on reading if they choose to or not. Removing a touch of stroppiness from agent line
  • Adjusting dialogue to play at different quest step in mission A. Also shortening and making one dialogue more snappy and to the point
  • Updated Settlement farm mesh
  • Added Settlement farming animations
  • Added proxy crop plot meshes to Settlement farm
  • Updated Destructible for BLD_Door_Brick
  • RAD_B - Fixed camera when interacting with Broken Hoverframe BP. Fixup mission redirectors
  • Added DEP_Trophy_Radboss_Specimen_Tank
  • Added new WIP Settlement proxy mesh system in BP
  • Updated Settlement logging camp's mesh
  • Fixed issues with Settlement woodcutter not navigating to tree correctly, not taking wood back
  • Added wood stack proxy meshes to Settlement logging camp building
  • Fixed a number of issues related to RadBoss emerge/submerge positioning
  • Fixed up patches of navmesh in RadBoss arena
  • Added a WIP RadBoss turn BS
  • Added point lights to RadBoss
  • Added a new curve to RadBoss to boost the emissivity of material temporarily
  • Radboss fishing rod mesh hooked up, new stats, and description added. To be balanced
  • RAD_B - Changed prop hoverframe emissive materials to black to represent off state. Updated
  • Inventory UMG to allow any item.fuel.oil rather than Oil Can specific
  • More slinker saddles added to data tables and devlocked for now. Includes Armored, Explorer,
  • Bearhide, CrocSkin, DeluxeLeather, Desert Tracker, Racing, and Sandworm
  • Fixed inability to disable player movement debug cheat
  • Workshop Battery - Implemented, Dev locked and changed focusable on regular powerbank to be 1h instead of invisible canteen
  • RAD_O3 - Setting Correct Account Flag so the Serum can be unlocked & crafted at the correct step
  • RAD_O3 - Adding in quest step to pass the substrate to the NPC
  • RAD_O3 - Mentioning T4 Tech Tree Explicitly in the help text
  • RAD_A - Reduced Run Distance in Final Step as it was far too far
  • RAD_A - FE-2 Antiserum now only crafts one instead of being based on the fishes weight

    Fixing D_Itemable merge

  • Adding in all dialogue audio, events, quest setups for all optional missions
  • MXC Oxite Dissolver item icon added
  • Added Volcano, Added Macro, Cliffs and Landscape Sculpting in the Volcanic, Red Quad
  • RAD_B - Fixed Site Alpha showing up during mission due to inherited component in quest BP
  • Removed RT camera setup for Radio Tower. Updated material swaps to suit new mesh. Updated lighting. Centered dish mesh and uniformly scale it
  • Added RadBoss Resource 2 item icon
  • Added Radboss resource item icon 1
  • ARK - mesh placement, landscape and decal painting in coastal, yellow quad
  • MXC Oxite Dissolver initial check-in for item creation
  • RAD_A - Adding new Quest Marker and Tag to Spawn a Trapped Wraith
  • RAD_A - Adding Trapped Wraith into the Lab so its easier to gather the virus sample
  • RAD_A - Fixing Ordering of Lab Related Quest Objectives so that the player has to find the research logs before attempting to collect a research sample
  • RAD_A - Fixed issue where radioactive creatures where taking poison damage when they where not meant to
  • RAD_A - Triggering Generic Event when the spawners should activate so that the parent quest can keep their state saved
  • RAD_A - Spawners will now only activate when the door is open and players are in range
  • T2 Launcher - Rudimentary Stone updated
  • RAD_A - Add Lighting and Batteries to the Operations Prebuilt
  • RAD_A - Fixing Quest Objective Markup so that Map Icons when mentioned are highlighted and
  • Fixed keybind substitution instead of hardcoding keys
  • RAD_A - Fixing Colonists Clipping through the ground and adding blood decals to the prebuilt scene
  • RAD_A - Delta Spawner will now activate if players are in range
  • Adding new quest function library function to check if players are within range of an origin
  • RAD_A - Fixing issue where the minigame percentage would not start at zero as it was entering negative values each update if the target wasn't tracked
  • RAD_A - Adding MXC Furnace to the Prebuilt so steel can be smelted
  • DF settings tweaks for Interior Wood buildables on Simple shadows. Optimized by removing unnecessary collision and LODs
  • RAD_B - Fixed typo in Colonist Chris description
  • DT resave
  • RAD_A -Houses Set Dress, Lighting and Power
  • RAD_A - Lab Set Dress
  • RAD_A - Greenhouse Set Dress
  • Adding Refined Wood and Limestone Curved Pieces to the Upgrade Hammer
  • Further improvements to Settler idle anim states
  • Settler guards will now hold their lantern out during nighttime, switching to rifle during combat
  • T2 Launcher - Second pass on Rudimentary Nails
  • Added dialogue entries for GH RAD OPT missions
  • Adding dna syringe use item sound
  • Fixed issue with BT_Soldier_MoveToVector incorrectly using the non-dynamic fire subtree overrides
  • Settlers will now equip a lantern at nighttime
  • Added several new AnimStates for Settler NPCs
  • Added equip/unequip sequences to Settler combat state machine
  • Added map icon to settlements
  • Fixed issue with Settlement hub and walls not dirtying navmesh on reload
  • Fixed blinky rotation when first caught due to V2 mesh creation and not being updated in all places
  • Updated character Head_01, Hair_06, Eyebrow_01, and Eyelashes_01 with 2 addition blendshapes
  • Deleted Ely_Rewards_Test prospect row which was picked when playing in PIE and automatically ran a quest which made testing missions in PIE difficult. Now defaults to DEV_Test_Elysium which is correct
  • Updating radboss resource items #1 and #2 to their appropriate meshes
  • Volume tweaks to chemostat success
  • Adding new chemostat success audio. Adding keypad to standard buttons
  • Added cheat to destroy all buildings in range of player for prebuilt structure purposes
  • Fixed incorrect bone define for shadow geo on concrete trapdoor causing shadow to remain stationary
  • Added simple collision to prop signs so that they can be interacted with by transform tool
  • RAD_A - Fixed some minor clipping issues with Zeta outpost and added some support beams for balcony area
  • Added DEP_Trophy_Radboss_LRG and DEP_Trophy_Radboss_SML
  • T2 Launcher - First pass on rudimentary grenade/smoke grenade/nails
  • Saved prebuilt json for lost Ely_lava_outpost which had been included in Rad_A zeta outpost data
  • Added Macro, Cliffs and Landscape Sculpting in the Volcanic, Red Quad
  • Rad Bomber now has unique explosion VFX
  • Added a new BP_PostProcessActor and AnimNotify_TimedPostProcess to perform temporary post process screen effects triggered off montages/sequences
  • Updated lighting values for RadBoss arena, it has its own astmos/curve assets now
  • Fixed some montage blending between different RadBoss anim states/attacks
  • Fixed RadBoss submerge being underneath the ground
  • Fixed a couple of RadBoss light attacks not connecting
  • Added Tree BPs for 3 of the Bird of Paradise variants, as well as added collisions to several jungle plants
  • Adding more appropriate events to the bioreactor buttons
  • ARK - mesh placement, landscape and decal painting in coastal, yellow quad
  • RAD_A - Operations Building Set Dress
  • Adjusting volume of radiation over time to accommodate for missions where you need to stand in radiation zones for long periods of time. Lowering rad modif notify slightly
  • Flare Launcher - First pass on conversion and added makeshift stone ammo
  • Fixed Irradiated Mutation (Wraith) head crit area not being aligned correctly. Added WeakPoint crit areas for shoulder mass
  • RAD_A - Outside Building Set Dress and Adding new Broken Generator which you can salvage
  • Fixed ProStory6 mission spawning LavaBroodlings instead of WorldSpawn version for the 'Leave the Area' quest step
  • Shifted Lava Hunter WB spawn from being close to Colony to a nearby lava lake for lava mechanics
  • Adding first pass coastal music, event, data table setup and biome setups for new music tracks
  • Temporarily disabled phase 1 of RadBoss
  • Fixed blending issues between RadBoss rock -> fall -> prone -> submerge
  • Settler NPCs can now have stats, currently only queried by their task tick speed
  • Different Settler roles can now have different AI setups
  • Added proof of concept skills and traits
  • Settlers randomly roll two traits on join
  • Settlers now gain skill XP while performing relevant tasks, skill level then grants stats based on curve within D_SettlementNPCSkills
  • Small balance pass of creature volume that was too loud for too far distance
  • NPC friendly dialogue distancing and reverb tweaks

    updated UI for head customization, added checkbox and wip on dropdown menu

  • Added Macro, Cliffs and Landscape Sculpting in the Volcanic, Red Quad
  • Cow milk bug - Added dev locked temp logging for later testing
  • Adjustments to spatial and volume of all friendly npc's and also the laser

Sources

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Written by

Nathan Lees

Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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