Game Updates

ICARUS6: Update [28.07.22]

List of changes 1.2.9.99258
Added

  • Added base BP implementation of Alpha Wolf World boss spawner and int D_WorldBosses entry for world spawn.
  • Added first implementation of Alpha Wolf World Boss BP spawner.
  • Added a new combat dodge for follower wolves and alpha wolf. Improved Wolf LookAt animation when dodging.
  • Black Wolf: EXTERMINATION, adding base implementation for Alpha Wolf world boss mission blueprints and related DT entries. The player will have to hunt Black Wolf world bosses and collect teeth to unlock the new Black Wolf Knife and Arrow. The quest is currently pointing to a scorpion item to complete, it will switch as soon as there are entries for new items.
  • Added Alpha Wolf boss icon on D_MapIcons and applied to AlphaWolf on D_WorldBosses.
  • Added datasheet entries “Black Wolf Knife”, “Black Wolf Tooth”, and “Black Wolf Arrow” for use in the Alpha Wolf World Boss mission. Items are hidden behind a character flag related to an item given to players when the required mission step to craft items is reached, updated mission steps to point to new wolf items instead of scorpion items that were there as a placeholder.
  • Updated the name and description of the mission to destroy LUPINE.
  • Updated names and descriptions for new mission items. Added Black Wolf Arrow and Black Wolf Knife icons to D_Itemable.
  • LUPIN: Exterminate, reordering the final quest steps in the Parent BP so that the return to the dropship happens after the “Optional Craft” quest steps, fixed black wolf arrow not working with bows by assigning it as a valid ammo type in D_FirearmData, fixed wolves getting stuck on lairs when spawned, ensuring that multiple lairs didn’t spawn on top of each other when randomly choosing a lair to spawn, fixed black wolf knife not having a valid skeleton due to a missed commit
  • Added a new modifier – Hemorrhage – which periodically deals damage to whatever object it is attached to, more damage is dealt when the object is moving, this can be cured with the sutcher kit. Added new stats for Afflicting and Resisting Hemorrhage. Apply 25% change to Alpha Wolf to inflict Hemorrhage on Attack
  • Added black wolf tooth icon to d_Itemable.
  • LUPIN: Exterminate, update faction mission reward, and set mission timer to 5 hours.
  • Added a debug visualizer for lair placement in the editor to help with black wolf world boss spawning, the orb will show the approximate room needed to place all lairs when BP is switched as a preview actor at boss spawn locations.
  • LUPIN: Havoc, added the correct talent as a mission reward, it wasn’t there before, now rewards the promising talent D_ Havoc.
  • Added wolf summon event adapted for updated missions.
  • After the death of the boss, the followers of the world boss Alpha Wolf no longer appear. Alpha Wolf Dens now limits possible spawn locations to only nearby lairs (75m) rather than all lairs.
  • Adding stats and tweaks to the minor hemorrhage modifier so that it can be applied to attacks similar to the regular hemorrhage modifier.
  • Tweaked the close layer of the wolf howl when summoning a follower to be more appropriate for the event.
  • Play the wolf howl sound when the alpha wolf world boss spawns a pack of wolf followers
  • Adding Black Wolf world boss spawn locations in STYX and specific spawn ranges in different styx perspectives, these range from a minimum of 0 to a maximum of 7 potential spawn locations in any one perspective. Added a cull volume for the world boss wolf spawner that removes foliage actors in the lair location to help with an unobstructed fight area free of trees and bushes, hooked up new mission art to exterminating lupins.
  • Adding a wolf dodge sound and event and adding them to the animation
  • Adding a player-specific Minon Hemorrhage to add to the black wolf knives, which deal less damage but stack more than the boss-specific version, which deals more damage but with fewer stacks, reduced the chance that the boss would apply Hemorrhage on attack by 10%, replaced black wolf tooth grid from placeholder bar to general item grid changed wolf world boss lair amount to be a range based on perspective difficulty rather than a static value.
  • Adding a wolf dodge sound and event and adding them to the animation
  • Tweaked the close layer of the wolf howl when summoning a follower to be more appropriate for the event.
  • LUPIN: Annihilation: Added mission briefing and landing dialogue to better match annihilation.
  • Added a character flag to the LUPIN: Extermination mission reward so that item recipes are a reward and the unlock display is displayed on the perspective selection screen.

Corrected

  • Having too many active buffs at the same time knocks your character to the side in the inventory screen.
  • Wapped UMG_InventoryStatusBox on horizontal scroll bar
  • Adjusted the weight of UMG_MainInventory so that the main layout stays pretty when the field is populated.
  • Accolade has wrong name and description compared to game unlock
  • Corrected the name and description of the aluminum structure reward.
  • Updated the tree cover parameter to be more representative of the area surrounding the player.
  • Missions where the radar is invulnerable will now keep the radar invulnerable on restart.
  • Fixed an issue where armor recipes said they were crafted at the Armor Workbench instead of the Textile Workbench. Only visual changes
  • Disable tree debug printing accidentally left enabled
  • Cave reverb/delay adjustment. By making it more visible when you enter a cave, and lower level details now have more of a cave vibe.
  • Fixed an issue where fillable deployables would not be emptied when destroyed due to their gender being removed.
  • Removed previous fix related to BP_RainReservior.
  • Add universal fix to BP_DeployableBase (pickup and foundation destroyed)
  • Fixed an issue where when a player spawned in a new or existing avenue, a level up widget would appear showing how many talent/solo/blueprint points you got in the last level. Also, the level up popup no longer shows +0 talent points after level 50.
  • Fixed socket order in Oxite Dissolver so 3D space looks the same as UI order.
  • Adjusting the internal reverb to better match structures of different sizes. Smaller rooms will appear smaller, larger rooms will appear much larger with longer reverb decay.
  • The GOAP customization table can now specify custom behavior trees to be injected into activities that support it. Added a mechanic to dodge wolves during combat. Fixed an issue where IcarusCreatureAnimInstance incorrectly determined when the target actor was “in view” when determining LookAt values.
  • The first implementation of the new ItemCreator wizard has been added.
  • Added shotgun tails for interior rooms and caves. Changes have also been made to how the reverb works so that the internal reverb is reduced based on the protected amount to avoid weird situations where it can sound too loud.
  • Correction of the internal conditions of the plumage of the gun. Only plays for a local player to avoid weirdness
  • Adding more guns. Rework required
  • Added more weapon tails for interior rooms and caves. Clarification of volumes, etc.
  • Changes have been made to the balance of the internal tails of the weapon. The tail section of the pistol has been changed to make it more in harmony with other weapons. Adjusted volume to match weapon
  • Fixed shanks logic so they render correctly in first and third person when in cover inside a cave. Minor balance adjustments to the volume of the tails
  • Create a new delegate in the stats container that fires when the stats of a particular category are updated.
  • Added a check to prevent the editor from possibly crashing when dereferencing a river spline mesh, which seems to happen when exiting PIE while the world is still loading.
  • Update the player’s sound shelter functions to return sound reflection data from the surface, and use them to set the appropriate new FMOD parameters. Allows us to adjust the sound of the internal reverb when players are in structures made of different materials.
  • Fixed the name of the Inner Wooden Half Step and Half Piece so they are no longer referred to as Exquisite Wood Half Step and Half Piece respectively.
  • Fixed a typo in Wine Wine text.
  • Glass doors/windows and other deployables can now be crafted with enhanced crafting when crafted at a glass workbench with an active water connection.
  • Fixing an issue where any changes created on building elements that, once placed, were not saved correctly in save game, players can now create buildings with changes such as “Reinforced Glass” and have changes (e.g. “Reinforced”) on their placed building elements. when reloading save prospect
  • Fixed an issue where the Meta Extractor power supply icon was not displayed in the Fuel UI.
  • Fix a texture setting on a pebble texture that was causing the shader to fail to compile.
  • Fixed an issue where all stackable items could be duplicated indefinitely, make sure the slot is updated to sync BP variables when all slots are full.
  • Collision fixes for various assets
  • Fixed some cases where SK was not assigned to PhysicsAsset.
  • The CollisionChecker tool now ignores ComplexAsSimple assets that cannot be modeled on
  • Fixed an issue where the rifle did not have the correct play logic for the tail of the inner room, causing it to not play in first person.
  • Deep ore deposit tooltips now show the ore type to make it easier for colorblind players to access.
  • Fixed a logic bug in previous commit 99013 that was causing player character footstep sounds to be broken.
  • Placing seeds in the seed plot and then leaving and returning to the avenue consumes one of the seeds in the seed plot.
  • Change BP_Farming_Plot_Base from BeginPlay to IcarusBeginPlay to correct the serialization order of the events.
  • Fixed an issue where corner walls could not be replaced with or replaced with glass and aluminum.
  • Fixed a bug due to which the Hard Ax talent did not apply the change in durability to the created axes.
  • Fixing an issue that caused High Mine Ore Deposit highlights to be misconfigured and display incorrect information, pop-ups for Deep Mine Ore Deposits in the world will now properly reflect the state of the object.
  • Fixed a bug due to which the Hard Ax talent did not apply the change in durability to the created axes.
  • Added a character flag to the LUPIN: Extermination mission reward so that item recipes are a reward and the unlock display is displayed on the perspective selection screen.
  • Fixed an issue where corner walls could not be replaced with or replaced with glass and aluminum.
  • Adding stats and tweaks to the minor hemorrhage modifier so that it can be applied to attacks similar to the regular hemorrhage modifier.
  • Fixed an issue where the Alpha Wolf and Scorpion world boss creators were not duplicated when reloading perspective. Added BP data validation to AWorldBossSpawner to prevent the RecorderComponentClass from being set. Fixed an issue where the WorldBossManager could generate new world bosses before the existing perspective save state was successfully reloaded. Fixed an issue where the Alpha Wolf Boss character would sometimes walk towards the target instead of running.
  • We are now retrieving driver information for AMD cards in a more robust way – this will fix the obsolete notification for some AMD cards that have already been updated.
  • Fixing an issue that caused High Mine Ore Deposit highlights to be misconfigured and display incorrect information, pop-ups for Deep Mine Ore Deposits in the world will now properly reflect the state of the object.
  • Fixed Arctic Scorpion variants using the wrong actor corpse and not being able to be carried. Increased Black Wolf Knife durability and repaired with Wolf Tooth.
  • Fixed an issue where the Alpha Wolf World Boss was not bound to its spawn location (and would not return to it when taken away by the player). Increased the player distance at which ambient wolf followers spawn from the Alpha Wolves world boss lair from 60m -> 100m. Fixed an issue that caused the Arctic Scorpion’s movement animation speed and head lock collider to scale incorrectly. Reduced the turn rate of the Arctic Scorpion.

Future Content

  • Sticker LC LavaCracks – first pass textures
  • Changes to terrain materials for swamps and lava, texture optimizations, grass type tweaks, and MI tweaks for the DLC1 map.
  • First implementation of a new prototype of the critical hit system. Critical hits are now governed by explicit “critical areas”, they are defined by any type of primitive colliders attached to the animation mesh in the Character BP.
  • Fix LC cliff texture to MI_Landscape_DLC1.
  • Internal Impassable Blockage, All ATVs, Prometheus
  • Added SW_GrassA
  • FT_D_LavaCracks – added FT and material
  • FT_D_LC_SulphurPatch – first pass
  • FT_D_LC_ErosionRockBlend – first pass
  • Changing the color of LC_Sand textures.
  • FT_D_SW Moss Options – First Pass
  • Washed grass on Terrain_017, Outpost_002, Outpost_003, Outpost_004, Outpost_006 and Outpost_007
  • Washed grass on Terrain_16, Outpost_01, Outpost_05
  • Completed CAVE_LC_MED_001, added cave voxels and cave worms.
  • Decal_LC_PlantDebris – first pass
  • Decal_LC_FlatRock – first pass
  • Decal_LC_DirtDebris – first pass
  • Impassable and Macro Rock Pass, Green and Blue Quads, Prometheus
  • Impassable and Macro Rocky Pass, Red Square, Prometheus
  • 3 variants of SW_Bramble_A added to the project
  • Adjusted normal strength settings on billboards for SW_GrassA.
  • Sending an armadillo, carcass and related textures
  • Imapssibles and Macro Cliff Pass, landscape sculpture in Green Quad and landscape blending between Red and Green Quad, Prometheus
  • Impassable, macro rocks and caves added to Swamp on Blue Quad map DLC
  • Impassable, Makroutes and blocking the transitional cave, Red Square, Prometheus
  • 3 variants of the Bramble_C plant have been added to the project.
  • Set mask compression and fading mask to MA_tree_v2.
  • Added mask option for fading on MA_Tree_v2.
  • Added skylark suit meshes for testing.
  • Added materials and textures for the lark suit.
  • Added Color Fade and Top Darken functions for MA_Tree_v2.
  • Added SW_LichenA with 4 options
  • Updated the new critical hit system to support selecting from multiple simultaneous area overlaps using future DT defined priority.
  • Added CF_Aspen_Var1 as a test for the Grass Plains DLC biome.
  • First pass over meshes LC_LavaCold 01-03
  • 3 variants of the Bramble_D bush have been added to the project
  • Removing attachment bench and merging into change bench, adding T3 and T4 change bench, adding 22 attachments for melee tools, adding various changes needed for new attachments, adjusting tag requests for attachment slots so that certain attachments can only go in a certain tool attachment slots, recipes for creating new attachments have been added, the prototype and interaction interface has been updated so that the creation and modification of items can be done on the same workbench at the same time.
  • Fixed billboard for CF_Aspen Tree
  • Impossible object cleanup, Macro Cliff pass in volcanic biome, landscape sculpting and adding water bodies around Tundra, Green Quad, Prometheus biome
  • Impassable, Makroutes and blocking the transitional cave, Red Square, Prometheus
  • Impassable, macro rocks and caves added to Swamp on Blue Quad map DLC
  • Updated Ponga trees with latest LODs, changed wind settings and added collisions.
  • SM_DCO_StatueHyena_Bronze asset introduced, material created and textures added
  • Decal LC ErosionRockBlend – scree texture adjustment
  • Sticker LC Plant residue – FT and albedo settings
  • First pass on LC LavaCold 04-07 grids
  • Apply a number of fixes and refactorings to the audio system that will be required for compatibility with a dedicated server.
  • The FMOD core integration library function, which is used to create audio components, will now return null if the world is inaudible.
  • Most sound behavior components and actors will be prohibited from initializing and binding to events, etc. for a dedicated server.
  • Added a lot of checks to prevent unnecessary audio behaviors from running on dedicated servers.
  • Refactoring some classes to better separate server and client functions to ensure the above checks are met.
  • Reworked some logic that suggested that the server could check FMOD runtime data, which a dedicated server cannot do.
  • Improved campfire processing speed so that it becomes an intermediate link between a campfire and a fireplace.
  • Fixed an issue that caused the CF sandbar LOD to go from wet to dry, and added a Specular/Roughness control to the Rock LOD material.
  • Added subsurface RVT blending with vegetation, tweaked marsh grass/moss types, and changed color/blending for their shaders and billboards.
  • Adding a new Inari costume mesh with skins.
  • Adding sound and crashed satellite event. Not currently connected to any blueprints
  • Added swamp water to D_WaterSetup datasheet.
  • Added new inaris female costume mesh with skins.
  • SW_Tree_SML_Dead mesh and textures
  • Impassable, Makroutes and blocking the transitional cave, Red Square, Prometheus
  • Impassable, macro rocks and caves added to Swamp on Blue Quad map DLC
  • Added macro rocks in volcanic biomes, landscape sculptures in arctic and coniferous biomes, and added rivers and lakes in grassy plains, green square, Prometheus.
  • fixed removal of skins for lark costume
  • Fixed Terrain 019 crashing during world generation.
  • Added test prospectus and updated minimap for Terrain 019.
  • Fixed incorrect enumeration of the critical hit area in the GOAP character’s GetCriticalHitAreas function, which could affect the default critical area functionality for creature head sockets.
  • LC Macro 04 – first pass
  • Double check and fix any incorrect cave context settings for creatures and surrounding creatures. This ensures that outside creatures cannot be heard when the player is deep in the cave.
  • Adding a second variation of the crashed satellite sound for a better variation
  • Second release of audio fixes for dedicated server compatibility across different classes:
  • Includes weather, fire, dropship, dialogue, footsteps, particle emitter sound.
  • Basically just disabling sound-specific features or initializing components where needed.
  • Removed unnecessary DialogueManager replication and instead each client can create its own
  • Alteration Bench will now create an inventory of item attachments if it doesn’t already exist, adding slots for T2/3/4 melee tool attachments, fixing Alteration Bench’s UI so it draws from the correct inventory, providing functionality to the InventoryContainerManager so they can call. and an inventory created with BP, the rework bench UI has been tidied up to reflect the states of the rework bench, you can now change items by adding and removing attachments on the rework bench, the attachment and removal process currently takes 10 seconds each
  • Impassable, Makroutes and blocking the transitional cave, Red Square, Prometheus
  • Landscape Sculpting, Pond Placement and River Spline Tuning, Green Quad, DLC
  • Add/improve LOD on various assets
  • HIGHRISE has been added to the list of potential clients for testing.

 

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