This week we are introducing a brand new mount to Icarus. The Ubis mount which comes with its own talent tree and unique abilities.
We also have a quick look at what is coming next week with the addition of new workshop ammo.
Notable Improvements:
- Fixed an issue with Juvenile creatures not being in the correct state upon Prospect reload.
- Fixed an issue with Mounts not looking at nearby players correctly.

This Week: New Mount: Ubis
Starting this week, Ubis creatures in the swamp biome will now have a chance to spawn with juveniles that follow their parents around. Similar to the Tusker or Moa, these juveniles can be captured (by defeating their parent) and brought back to your base, where you can raise them into a fully grown Ubis Mount.

The Ubis Mount can use all the same saddles as the Moa. While slightly slower than the Moa, it features unique traits that can be unlocked as it levels up. Like all our mounts, the Ubis has its own talent tree, focused on swamp survival and poison resistance. It can also learn a special talent that enables it to attack while being ridden, making it a more combat-oriented mount.

Mounts and tames - along with their testing, skill tree development, and asset creation - take a considerable amount of time to design and balance. Because of this, we’re very intentional about when and how we add new mounts and tames. Each addition is meant to offer a distinct experience, not just serve as a reskinned version of an existing creature.

Next Week: 5.56mm CHAC Ammo
Next week we are going to be adding new 5.56mm CHAC Ammo to the workshop rounding out the ammo available in the workshop so players can quickly bring down Assault rifle ammo for the cost of Ren.

Your support makes these updates possible.
https://store.steampowered.com/app/3315290/Icarus_Great_Hunts_Campaigns/
https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
Changelog v2.3.13.143354
New Content
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- Decrease size of Juvenile Ubis from 0.7 to 0.6x adult Ubis
- Ubis Juvenile & Mounts are now immune to the swamp water debuff
- Rename data for SwampBird talents from Ubis (player facing) to SwampBird for DT consistency. Add DNT for Chew entries
- Adding Ubis mount audio data table setup and ubis mount idle event with less vocalisations than a in world wild ubis
- Adding ubis juvi audio, idle, flinch and death events, data table setups
- SwampBird now supports all moa saddle meshes
- Fixed SwampBird fall damage talent not having correct RequiredTalents config
- Added Juvinile Swamp Bird with all SKs, materials, textures and BP updates. I also fixed the bald spot on the adult's neck with a combo of weight painting and a few added feathers
- Fix naming of Resource DT validation functions and organized tree layout alphabetically
- Updated material of juvenile SwampBird carcass
- SwampBird NPC no longer uses mount carcass BP
- The various SwampBird juvie SKs now use adult's physics asset
- Very slightly increased SwampBird mount and NPC
- Slightly increased SwampBird's melee damage
- Increased SwampBird's protective distance range
- Lowered SwampBird mount's fire resistance, increased base poison resistance slightly
- Increased juvenile SwampBird's jog speed
- Mount talent trees now draw their background images from D_TalentArchetypes
- Added new 'Increased Metabolism' talent to SwampBird
- Lowered SwampBird juvenile's chance to spawn and max nearby juveniles
- Fixed foot sliding in SwampBird juvenile's locomotion BS
- Lots of Ubis audio tweaks for mount and juvi. Adding jump and land animation auduio notifys and footstep balances and simplification of events
- Unlocked Ubis mount character
- Mounts are now affected by AttackSpeed stat
- Fixed SwampBird's fast metabolism talent not working
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Fixed
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- D_Saddle rows can now specify multiple supported mount types for creatures that share the same skeleton
- Fixed regression which prevented mounts from looking at nearby NPCs/players
- Fixed bug where juveniles set to 'wander' would reload in a follow state without a leader, preventing them from moving idly
- Remove debug print from Sign Base
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Future Content
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- Hit Blood FX color variation
- Change one of the player landing pads in Eden station to be a prebuilt
- Added placeholder talent tree, talent icon for SwampBird mount
- Chew juvi creature events and setup and various other small DH adjustments
- Reparent Eden Landing Pad from a world object to a deployable and add as spawnable item for prebuilts
- Added temp version of juvenile SwampBird mesh/material
- Set up various missing DT entries for SwampBird mount
- Dialogue adjustments, drone adjustments, ghost croc distancing idle etc
- Refactor player craftable landing pads due to Eden Station requirements
- Resources Pass & transition cave in Swamp, Orange/Yellow Quad, Elysium
- Updated hit blood splatter FX
- Adding lithium knife audio, event and data table setup
- Queen - Fixed flying to ground transition and queen now submerges properly
- Radiation snapshot adjustments
- Adjustments and fine tunes to radiation modifiers and radiation zones audio spacializer settings and intensities
- Ely - mesh and material tweaks on meshes for Mo's area in Eden to improve texel density
- Removing dropship profilings
- Adjusting crash landing audio, and dialogue adjustments. Adding looping alarm audio for crash sequence
- MA_TRE added switch to turn off WPO
- Ensure EndPlay is always called for Eden Station OEI
- Fixed lithium bow not being visible in first person
- Ely - added mesh and materials for Eden set dressing
- Queen - Added animbp and tries to land before submerging
- Fix the build (DT validation)
- First pass dropship crash audio sequence WIP
- Wire Eden Statio OEI to level blueprint, rather than quest
- Add a new quest marker type to show Eden Station OEI preview mesh
- Adjustments to lithium axe audio layersr
- Adding pre jump attack vocals to slinker. Also adding more dangerous sounding whoosh attack to intensify that combat situation
- Adjustments to Ely biome audio. Reducing bird sounds when in any type of storm to help it feel more dangerous. Reducing insects audio when not around bushes or trees
- rough wip FX for opening sequence
- Updated SwampBird talent tree
- Added some temp icons for new SwampBird talents
- Resources Pass & transition cave to desert in Swamp, Purple/Orange/Yellow Quad, Elysium
- Updates to quest dialogue and static audio event for arriving on Eden. Deleting duplicate event. Adding dialogue priority
- Adding static dialogue event when crash landed. Updated quest to reflect static
- Gate the selection to conditionally use the Eden cargo pad (distance checks) behind the mission flags
- Adding eden cave audio, event and data table setup
- Prevent items that have been explicity marked as invulerable from taking damage from damage types other than radial
- Fix 'are we on Elysium' checks for player landing pads
- Added Desert Bounder Carcass Icon
- Added Lithium Pickaxe icon
- Added Lithium Spear and Throwing Spear icons
- Dropship crash sequence should no longer play on all missions (not OW), only ELY_Story_1
- Change the logic for Eden landing pads when not in open world (don't use on first mission)
- Fixed SwampBird attack not working
- Fix SwampBird DT rows for Talents. Spelling/formatting fixes. Increase HealthRegen talent percentages. Talent name updates. Add SprintStaminaActionCost talent
- Fixed a null reference error in ballistic fx logic
- Fixed trail particles not working on pooled ballistics (after first shot)
- Pitch variations to irradiated prospector
- Fix drop pod offset when using drop pod grenades to land in Eden
- Foliage & Cliff in Volcanic on Purple Quad, Elysium
- Queen - Added half ground melee animations. Wyrm will try to melee attack you if in range before it does its ranged attacks
- Ely - tweaks to various Eden set dressing meshes, new material variations for T5 kit, WIP mesh for Iris' lab
- Eden station player landing pads are now a world object, not a deployable in a prebuilt (again). Update DT / Levels Etc
- Fine tunes to lithium axe impact and whoosh
- Adding missing rain layer to tundra biome. Removing profiling
- Ely - fixed hole in cliff face and seam between landscape tiles in Tundra, green+yellow
- Balance pass on lithium knife
- Mix adjustments to various creature spacializers based on gameplay feel
- Ely - adjusted LOD settings on Iris' lab, swapped out temp mesh in Eden, yellow quad
- Fixed incorrect color setup for Elysium biomes (Eden and Rockspring). Fixed biome names in PSD. Add validation utility for detecting mismatch biome/GT setups
- Adding raptor juvi audio events and data table setup
- Ely - UV tweaks, new materials for Iris' lab in Eden
- Added T5 Jackhammer icon
- Added lithium knife and throwing knife icons
- Added lithium axe icon
- Added Lithium Sickle icon
- Added lithium shield icon
- Adjustments to juvi slinker idle and sniff layers
- Queen - Fixed IK bones and readded to ctrl rig
- Adding slinker juvi idle audio and data table setups
- Swap out the the last six Eden Landing Pads placeholder meshes to real objects
- Added missing sockets to lithium bow skeleton
- Adding Ely swamp unique biome audio event and data table setup. Various other adjustments and tweaks to biomes and events to improve sound. Adding swamp frogs and insects
- Updating hopper death and flinch vocalisations for better balance and tonal shaping
- Adding hopper idle audio close and distant layers, event and data table setup
- Added outlines to radiation icons to make them more visible
- Adjustments to dropship sequence. Reducing fire clarity and intensity and adding electrical spark audio scatter
- Radiation adjustments, modifier and uranium nodes
- Adding ambient caved bird audio and insects to Eden. Various adjustments to DH creatures audio, adjustments to Tundra birds to not reduce in volume at lower wind values as much. Geo lake adjustments. Hopper and raptor volume pass
- Fix AccessCard not being a Quest item
- Remove Cleanup logic on Ely_Story3_Locate quest as that is triggered once the first door is opened and deletes the interior content shortly afterwards, blocking the mission completion, move instead to end of Records quest which is essentially end of the entire mission
- Improve Quest text to be more verbose
- Lock 2nd AccessDoor otherwise previous quest step completion is irrelevant
- Move Dialogue7.1 trigger from Turret quest end to be triggered inside EnterDoor quest so timing with AccessDoor light can be done
- Gate 2nd door unlocking behind timer to allow dialogue to play
- Massively increase Locate_Travel quest sphere to cover entire entrance area to prevent quest step not triggering off by taking a wide berth. Show Travel quest sphere in Editor so this can be avoided in future
- Lock then unlock first AccessDoor to update status light
- Add supporting lights for Irradiated Prospector emissive elements
- Add locked/unlocked red/green status light for AccessDoor. Add DF shadow support
- Remove static world lights from Ely3 base
- Small radiation modif change
- Adjustments to when radiation modifiers are triggered. Also adding Eden biome audio to biomes table. Adjustments to irradiated prospector. Adding cave context etc
- Foliage & Cliff in Volcanic on Purple Quad, Elysium
- Mission 4-5. Fixed first 'talk to victor' quest not being interactable
- Separated the T4 Landing Pad into two meshes, one concrete and the other metal. I also created custom LODs for both
- Added transparency to radiation modifier background
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