This week, we added a few more electric light variants and completed a consolidation pass on some existing lighting items. Several lights have been combined to streamline crafting, reduce redundancy, and make it easier to manage and illuminate your base without the need to juggle multiple similar recipes.
We’re also taking a first look at an upcoming feature arriving very soon: creature genetics and husbandry. This system will make creatures truly unique, introducing breeding mechanics that allow you to influence and enhance their traits over time.
Looking ahead to next week, we’ll be adding a new set of sickles to the Workshop. These will introduce special effects that, until now, have been exclusive to Prometheus gear, including Obsidian, Cold Steel, and Miasmic effects. This expansion gives players greater flexibility and more meaningful choices when selecting their tools.
Notable Improvements:
- Fixed issue where 'full' cows were unable to be milked after reloading prospect or being called down from space
- Spiders will no longer spawn at a cave if a player is within 50m (was previously no limit)
- Cave Spiders now despawn during daylight hours & Spiders will no longer spawn at a cave if a player is within 50m
- Balance pass on XP of a number of creatures
- The forge now provides heat when active
- Added bulk recipe for crafting shotgun slugs
- Drones will now have a 50% chance of dropping Electronics
- Fixed played inventory so the modifiers will no longer overflow
- Reduced spider poison chance
- Reduced spider poison damage (poison-type damage applied on hit, not DoT)
- Poison Resistance now affects Scorpion's poison DoT modifier

This Week: Lights Update
This update includes a consolidation pass on lighting items to simplify crafting and placement. For most lights, wall and ceiling variants have been combined into a single item, reducing duplicate recipes while maintaining the same functionality and flexibility when placing lights in your base.
In addition, new Shroud Light and Spot Light items have been added, providing more lighting options and allowing for greater control over both ambient and directional lighting.

Coming Soon: Genetics and Husbandry
A major evolution is coming to creatures with the introduction of Genetics and Husbandry, bringing deeper progression, individuality, and long-term planning to your tames and mounts.
Genetics give all creatures inheritable genetic attributes and a sex, adding a new layer of depth to how their stats are calculated. These attributes can enhance or reduce a creature’s base stats, with each attribute influencing multiple base stats. The initial set of attributes includes Vitality, Endurance, Muscle, Agility, Toughness, Hardiness, and Utility. Attribute values range will range from 1–10, with 3 representing current baseline creature stats - values below this reduce stats, while higher values increase them. Wild creatures will generally generate around this baseline with some natural variation.

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. Genetics also introduces skin variation, allowing creatures to develop unique visual appearances and feel truly one of a kind.

Alongside genetics, Husbandry opens the door to breeding and raising animals. Initially, Chickens, Sheep, Cows, Moas, and Buffalo will be able to reproduce, with new creature such as Roosters, Chicks, Rams, and Lambs joining the ecosystem. Using a craftable serum, players can enable males to fertilize females, after which the males will require a rest period.

Once fertilized, females enter a gestation phase, with progress displayed through the UI and chat messages. After gestation, they 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.
As part of this, some creatures will gain multiple new skin variations that can be acquired through breeding or mutation.
This is just the beginning genetics and husbandry are designed to grow over time, offering new strategies, customization, and meaningful creature progression.

Next Week: New Workshop Sickles
Next week, we’re adding new Workshop Sickles to the Orbital Workshop. These sickles include harvesting effects that were previously only available on tools crafted with Super-Cooled Ice, Miasma, and Obsidian on the Prometheus map, giving players more options when choosing Workshop gear.

Your support makes these updates possible.
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Changelog v2.3.27.147460-rel-GreatHunts
New Content
[expand type=details expanded=false]
- Unlock new Shroud (Wall/Ceiling) and Spotlight (Tripod/Ceiling) items. Lights now stack to 10 and have more realistic weight values. Make Ceiling/Wall Lights variations (Hold R) of the same item instead of individual recipes/unlocks (existing Ceiling lights support both variants but existing Wall lights remain old/single type). Renamed 'Single' light to 'Caged' light and 'Basic' light to 'Bunker' light. Rename Spotlight BP and cleanup row names for unreleased lights. Fix Fill lights on Directional Worklamp being stuck on due to nesting of Light components. Increase power consumption for Shroud lights to 250w. FG Blacklist deprecated 'Wall' light items. Fixed Meshable entries for lights. Double crafting time for Lights (now 2s)
- Unlocking new Shroud and Spotlight lights on the tech tree
- Combined many light assets into single assets with variations
- Added ability for StatAffliction duration to be stat-driven
[/expand]
Fixed
[expand type=details expanded=false]
- Fixed issue where 'full' cows were unable to be milked after reloading prospect or being called down from space
- Fixed woolly mammoth stomp attack not being granted extra damage/knockback stats when called from a client
- Fixed collider on Woolly Mammoth mount incorrectly dirtying navigation, causing mammoth to wander left and right when trying to follow player or idle. Reduced size of extra blocker collider to better match agent radius
- Compass HUD element now updates to match current viewport camera rotation. Fixes issue where it wasn't updating as expected while mounted, or while using free-look
- Added a fix for issue where getting back on a mount while inside a cave could remove the cave debuff / screen effects
- Further reduced electronics drop chance on drones
- Forge now provides heat when active
- Added bulk recipe for crafting shotgun slugs
- Drones will now have a 50% chance of dropping Electronics, and 1% chance of Powerbanks
- 2px padding reduction and fill alignment for player inventory modifiers scrollbox so that the scrollbar isn't unnecessarily shown until 8th modifier is added
- Spiders will no longer spawn at a cave if a player is within 50m (was previously no limit)
- Reduced spider poison chance (can revert if DoT roll stops happening more than once per attack)
- Reduced spider poison damage (poison-type damage applied on hit, not DoT)
- PoisonResistance now affects Scorpion's poison DoT modifier
- Update Snare Trap icon (too small), fix missing Deployable context in Meshable. Fix Mip settings
- Creature XP pass: Glaci halved to 1500xp to match other slugs. Doubled Scorpion Summons to 200xp. Terrenus increased 600->1000xp. Bees halved to 250xp. Trapjaw tripled to 3000xp. Orka reduced 2000->1500xp. Slinker increased 1750->2500xp. Chew increased 550->1750xp. JuviRaptor doubled to 520xp. Raptor 260->2500xp. Hopper 260->1000xp. Dragonfly 100->1500xp. Gribbler decreased 1000->500xp. Added entries for Gibbler, Chickens and Wraith.
[/expand]
Future Content
[expand type=details expanded=false]
- Increase explosives timer on ELY2 blocker from 5s to 10s (takes 2s for text to update). Add radial damage from explosion
- Added French Bulldog art assets to the project. Updated Border Collie model, textures, and groom
- Added secondary attack talent to raptor mount that stuns in an AoE
- Added new raptor talent that decreases threat and enables sneaking
- Removed some less important talents from raptor tree
- The two raptor variants now only have one elemental damage talent each instead of both
- Geothermal spiders now have same poison damage as cave spiders
- Reset Cave, Added Decals and Expanded Radioactive Area in the Swamp on Orange Quad, Elysium
- Ely - fixed buried voxels in Arctic + Tundra, green quad
- Adjusted the proportions for the Yeti Head Armour and fixed material artifacts
- Move Cave tools into separate EUW. Add function to add locator to Prefab Caves for Editor viewing
- Fixed Raptor/Desert Raptor juveniles spawning incorrect adult variants
- Lakes inside Cave Prefabs should now generate with the specified lake depth, defaulting at 1500
- Added spawnrate stats - horse, moa, lava broodling
- Added Decals to Expanded Radioactive Area in the Desert on Yellow Quad, Elysium
- Disable Distance Field AO on Ice Buildings as we hide the support mesh via material swap but mesh DFAO still casts the shadowing assuming its still visible
- Added MattCat cat variant for Homestead, including adding data table entries for the new cats and adding corpse BPs, and also tweaked the gFur grooms for both new cats
- Add voxel overlap check tooling. Disable WIP foliage tooling
- Homestead bath deploy
- Barn door deploy audio
- Ely - fixed various buried voxels, expanded set dressing + decal painting of radiation zones in NW volcanic, red quad
- Updated creature carcass text to use unique descriptions
- Adding barn door audio and sockets
- Added text for banana recipes, fixed a few typos
- Homestead fireplace tools etc deploy audio
- Updating Cave_AC_MED_007_DLC2 Lake Depth on Yellow Quad
- Adding homestead bellow animation audio and notify
- Added Homestead Barn Icon and its variants
- Added setter for PrimitiveComponent AffectsDistanceFieldLighting
- Cushion deploy audio
- Adjusting pitch for audio row
- Resized Homestead Kitchen Bench, Sink, Storage and Stove Icons
- Resized Homesteasd Iron Stove Icons
- Fixing in progress prospects for the blocker being invisible for ELY2
- Removing blocker removal / cleanup on ely2/3 as the code doing this has changed and is no longer needed
- Adding new BPs for CatC
- Adding new Banana Recipes and Items for Dangerous Horizons
- Adding new BPs for Cat and Dogs, DogC2, DogE and CatB
- Fixing Redirectors
- Adding Frozen Bull to Workshop
- Very Quick Genetics combination for testing
- Adding Fertility Serum Recipes
- Adding Husbandry Chat Messages
- Adding Sheep behaviour for giving birth
- Moa's, Buffalo, Chickens, Cows and Sheep can now be fertalized and produce offsprint, feature locked for now
- Adding Serum Item setup and Icons for Rooster, Moa, Bull, Buffalo and Goat
- Adding new header file for common genetics recorder structs
- Juveniles will now record their own genetics so it persists upon reload
- Child DNA and gestation progress is now saved on the relavent mounts and will persist on reload
- Adjusting Fertilisation Serum to show a prompt on the UI and only allow male creatures with the correct tag (defined per serum) that are not currently under the effects of the serum be allow to be injected with the serum
- Gestation now takes 1200 seconds and is displayed on the mothers tooltip while she is gestating
- Genetics now correctly transfers from Juvenile to Adult
- Setting up barn doors as deployables instead of buildables
- Saloon doors now use a physics asset instead of animations
- Adding missing well varient icons to the deployable setup
- Fixing Homestead Kitchen Units Snapping Positions so their meshes no longer loverlap
- Reverted paint requirement for Homestead Refrigerator as it was locked behind a different DLC
- Fixed Homestead Refrigerator's D_ProcessorRecipes row preventing it from being crafted. Added paint requirement
- Added missing seed extractor recipes for new Dangerous Horizons crops
- Fixed issue with flower pots (and other deployables with proxy meshes) where proxy mesh wasn't visible upon reloading the game until you removed then re-added relevant item
- Increased taming time for raptors, slinkers, woolly mammoth, and draven
- Temporarily removed shelter requirement for raptor taming
- Slightly raised max temperature requirement for taming raptors and draven
- Adjusted Tundra Deer's bone blacklist to prevent aim assist not hitting
- Halved required leather for miner legs
- Reduced juvenile spawn chance for Raptors, Slinker, and Chew
- Fixing C++ Compile Error
- Adding Father/Mother Juvenile Inheritence as the function was not called previously
- Removing husbandry state from mounts datatable and ui
- Removing Old Husbandy code as it no longer is relevant
- Adjusting Stats effected by creature genetics
- Assigning Sex to creatures during genetics reveal
- Removing old Husbandy commands as they are not longer relevant
- Adding new item Feralization Serum for Chickens
- Setting chicks and roosters to be feature locked to homestead
- Roosters can now fertalize chickens and chickens will give birth to chicks
- Adding Workshop Frozen Rooster Item
- Setup for parent genetics being transferred to juveniles and then to adults
- Misc tools updates
- Added Uranium Emitter and Expanded Radioactive Area in the Desert on Yellow Quad, Elysium pitch for data table setup audio
- Change AI relationship on Drones from EnemyPlayerOnly to DefaultXCarnivore to fix various creatures being very upset with them
- Added WIP border collie art assets
- Add 50% chance to get 1 or 2 Tusks from Elephant carcass
- Added a long haired Himalayan cat variant for Homestead
- Added a proper gfur groom to the base Buffalo, as well as added a white buffalo variant
- Adding homestead pitchfork animation audio
- Adding ranch gate open close anim notifys
- Fix Homestead kitchen storage pointing to incorrect Deployable row
- Mr fish dialogue
- Lots of additions for the fishing mission. Adjustments to spacial for all fishing sounds to better reflect whats happening. Adding dialogue when showing off the fish. adding sound when putting fish in container
- Added Homestead Kitchen Bench, Sink, Storage and Stove icons
- Added Homestead Saloon Door icons
- Added Nav Modifier Volumes in the Arctic Green Quad, Elysium
- Flush Grass Cache on Outpost003
- Remove remaining references to DC_DeadTree in Dev Test level and remove from FLOD DT
- Updating Cave_AC_MED_007_DLC2 Lake Depth
- Remove (unused) references to DC_DeadTree from Outpost003 so that they can be removed from FLOD
- Move 200 AI stats Curve files into subfolder so that the DT files aren't buried. Leaving redirectors for a while
- Added Uranium Emitters and Expanded Radioactive Area in the Desert on Yellow Quad, Elysium
- Add icon for Lost Equipment (Gravestone) to map Legend section. Fixed MIP settings on texture
- Lots of audio adjustments to orbital strike audio. additional layers, gasp etc
- Quick Tooltip for Genetic Values ont he UI and which stats they effect
- Updated Ram carcass BP and data table entries
- Adding toned back version of drone death spark and drone death vocal and drone death impact for hunter drone since its a lot smaller. Adjustments to carrier drones volume of opening and closing
- Updated saloon door physics asset to allow the player to walk through, pushing them open
- Fixing Genetics Component Replication Initialisation
- Creature Genetics now only trigger stat updates on the server
- Adding Creature Genetics which will be inherited in husbandy, currently opt in and feature locked Added SK_Door_Barn_Wood_1by1_Opposite, with destructible and animations
- SQ Fish - You can not collect any fishing rod instead of specific items
- Adding new mesh to barn door bps
- Adding new stats for elemental damage scaling and hooking up
- Updated SM_DCO_Soft_Armchair and DCO_Soft_Sofa with destructibles
- Orbital sequence FX update and timing adjustment on spawn
- Delete old/unused blueback Saddle entry with missing duplicate/data causing duplicate icons to appear in tooltip
- Saddle equip mount icons now feed into additional overflow horizontal box if icon count exceeds max allowed
- Set Dressing Mission 6 Cave in the Arctic Blue Quad, Elysium
- Homestead ranch sign deploy audio and camera focus fix
- Weather Vane audio deploy adjustment
- Adding cuckoo clock ding animation audio and BP setup
- Ely - new dead tree roots decal, painted down under trees in geothermal, red quad
- Add missing stats for Tundra Monkey tame to bring it inline with other tames. Add missing Survival stats on MiniHippoQuest (but hunger/thirst are basically nothing). Add missing BaseMaximumHealth value on LavaBomber (100, as per initialized default). Add some starting stats for Blueback Mount. Add DT validation for Tames that don't have required Survival stats
- Added additonal Ram art assets and set up carcass BP
- Homestead curtain audio adjustments and fine tunes
- Spinning wheel balance pass audio
- Adding homestead spinning wheel audio event and notify
- Flower pot audio setup
- Added WIP fix for mount camera position being incorrect if mounting during lying/sitting anim state (Homestead)
- Knitting decor audio setup
- Copper hanging pots audio setup
- Retaining wall deploy audio and audio setup
- Wall candle audio item static setup
- Adding appropriate haybale audio row
- Added Tooling to visualize creature XP events, points and health for balancing
- Adjusted Cave Volume, Set Dressing Rad Caves in the Arctic Green Quad, Elysium
- Ely - cave volume, void, entrances for Mission 6 cave in arctic, blue quad
- Drones - Adjusted stats on carrier based on designer feedback. Added ability for multi spawning hunting drones on carrier. Fixed incorrect versions of nodes in reposition logic
- Audio sockets for forts
- Added first pass support for opening doors while mounted. Locked behind Homestead for now
- Interactions can now specify whether they can be performed while seated or not (defaults to false)
- Fixed a nullref error inside BP_ShelteredComponent::IsSheltered
- Fixing audio location playing at wrong location on fortification doors. also adjusting security door keypad to be same size as m3. Slightly more subtle
- Adding carrier drone open, close audio, event and notifys
- Adding fishing mission npc animation duplicates and audio notifys that will enable them to play correctly
- Set Dressing Rad Caves & Entrance in the Arctic Green Quad, Elysium
- Various mix adjustments and tweaks. Also adding duplicates of fishing anims for fishing mission and adding notifiers that will work for audio that isn't the player Added ram creature art assets to the project
- Carrier Drones - Added new montages for open/shut doors. Now opens and shuts the door between spawning drones. tweaked tilt amount to try make movement look more 'large'. Hunter
- Drones - When drones are in their timed explosion state any damage will make them immediately explode instead of waiting for the timer
- Added Homestead Ranch Gate sign icon
- Added Homestead old timey stove top icon
- Added Homestead Retaining wall icons
- Added Homestead Wildflower and Flowerpot icons
- Added Homestead Cushion Variant icons
- Ely - new oil puddle decal, tweaked RVT blending on OilGeyser node, fixed seam on SW_Puddle_Opacity texture, painted decals, adjusted landscape and oil geyser positions in desert and volcanic, red+ yellow
- Reduce weight of MXC Heater and Cooker from 20kg to 5 and 3.5kg respectively
- Fixed bug in ELY Story 1 which caused drones to lose current target actor every few seconds, leading to erratic behaviour and not being able to shoot at player
- Fixed BPQC_AdvancedAnimalSwarm overriding valid TargetActor BB key with nullptr MakeNPCAngry will now only update TargetActor key if valid
- Removed an unnecessary 'RotateTowardsTarget' node in BT_Drone that was causing flickering when attacking target (has been superseded by use of high-priority focus actor)
- Increased max distance to objective for valid player targets in ELY_Story1 from 100m -> 300m
- Added burnt versions of the fallen log and stump assets
- Drones - Imported new Carrier mesh. Created new animbp with less rotation for the larger model.
- Created new additive shoot montage/anim. Fixed new drone BT using old shoot BT. new drone BT works with carrier shoot anims
- Adding barn door audio and adjustments to drone beep distancing for hunter drone
- Added missing Dangerous Horizons Creature Icons
- Adding hunter drone unique explosion audio and event, and unique beep audio
- Fixed a few typos
- Added Carrier Drone assets to the project with animation set and first pass textures so implimentation can begin
- Added SK_BLD_Door_Barn_Wood_1by1_Reverse with destructible updated timing of Orbital Sequence for Mission Six
- Ely - fixed some seams around waterfalls and removed unused lakep lane in swamp, orange quad
- Fixing homestead curtain deployable as the variations where not setup correctly
- Fixing homestead kitchen bench storage deployable as it was pointing to the wrong preview mesh and blueprint
- Updated Static mesh for GUN_Laser_Pistol
- SQ Yeti - You only need to raise the gribbler to level 10 instead of 5
- SQ Yeti - Gribblers now get a 500% Xp Modifier, Stamina & Health Regen
- SQ Yeti - You only need to raise the gribbler to level 5 instead of 20
- ELY5 / 6 - Adding Player Talent Rewards for these missions
- Fixing Hay Bale Lore Decription and name
- Adding Recipes for Wildflowers and Flower Pots
- Adding Flower Pots (A->E) each with 4 Variations for Homestead
- Adding Wildflower items (Dairy, Bluebell, Lavender, Poppy and Strawflower) which can be place in flower pots
- Fixing Navigation issues with new Homestead Deployables
- Adjusting Snap Points for the Retaining wall on the Dirt Frame and Ramp
- Adding Snap Points for Railings on the Dirt Frame and Ramps
- Setting up and adding retaining wall for homestead
- Checkover and Feature lock of Hay Bales for Homestead
- Fixing and Feature Locking Barn door for Homestead
- Setting up Barbed Wire Fence for Homestead
- Setting up homestead Pitchfork, adding recipe and additional bleed stats
- Setting up Iron Stove for Homestead
- Setting up Ranch Gate/Sign and Ranch Sign for Homestead
- Adding Nesting Box to Hatch chicken eggs, featured locked until implementation complete
- Added Homestead Cushion icons
- Delete CaveStabber (unused) and Wraith (duplicated under correct internal name) bestiary entries
- Add unique Experience event for Teenage caveworms so that they award more XP. Material tweaks to differentiate them more. Additional material version for Geothermal. Hook up newer atmospheres to material switcher logic. Increase Albedo res to 2k
- Drones - Changed hunter behaviour, used to explode on contact but now works more like a landmine where will start beeping for x seconds then explode while following. - Removed hunter_carrier bp as it was redundant. - Fixed some flickering on hunter drones once they've reached their target. - Reduced beginning fly time of hunters so they're not huge distances behind the carrier. - Added carrier as a nest to the spawned hunter drones so they will stay in the carriers vacinity
- Added Homestead weather vane icon vAdded homestead weapon rack variant icon
- Added Homestead wall candle icon variant
- Added Homestead spinning wheel icon
- Added Homestead Enamel Fridge icon
- Added Homestead Lantern icon
- Added Homestead Well icons
- Added Homestead water bath icons
- Added Homestead knitting decor icons
- Added Homestead Fireplace Bellows and decor icons
- Added Homestead curtain icons
- Added Homestead shutter icons
- Added Homestead Cuckoo clock icons
- Added Homestead copper hanging pots icons
- Added Homestead Large Butter Churn icon
- Set Dressing Rad Caves & Entrance in the Arctic Green Quad, Elysium
- Fixing audio cue for correct password playing after delay causing it to be inaudible. Also adjusting light placement and keypad for mission 3 door to be in corrrect location for the mission. Was being blocked by world versions of the outside of the walls. Dialogue text adjustments to match updated dialogue audio
- Eden - tweaks to Eden_Light meshes (01-03), moved Iris' stool, added candleflame FX to candles
- Fix misspelling of Danio for Fish10
- Fix Flare Gun icon file names, delete duplicates
- Ely - landscape fixes in arctic, blue quad
- Fix Animal Bench to Ranching Station in Yeti quest
- Added Storage version of the Homestead kitchen benches
- Ely - adjustments and polish to waterfall position and effects in swamp, orange + purple quads
- Adding fortification metal and wood open and close audio and notifies
- Give Tame Tundra Monkey 2 starting stomach slots (to match all others) so that the +1 slot talent applies. Increase MonkeyStick ballistic damage from 1 to 50 to balance infrequency of throw and 2.5x damage talent being useful
- Adding Weather Vane to Homestead
- Adding Cuckcoo Clock to Homestead
- Adding Saloon door and variation for homestead
- Fixing homestead kitchen bench recipes as they where pointing to the wrong outputs
- Adding new Curtains and variations for Homestead
- Adding audio occlusion to drones spot, fly and spawn audio cues to better reflect where they are in world and help clean up audio clutter when multiple drones are flying around
- Setting up Shutters and its varient for homestead
- Adding Homestead Kitchen Bench, Stove, Sick and Storage for Homestead
- Set Bat_Nest_Radioactive and Meta_Uranium meshes to cull navmesh
- Fixed a number of typos in item and quest text
- Various mix tweaks. Sand footstep adjustment to differentiate between sand and dirt more.
- Adjustment to drone scout reverb amount (slight reduction) etc
- Ely - fixed water type on lake in desert (was set to geothermal by mistake), yellow quad
- Setting up Spinning wheel for Homestead
- Setting up spinning wheel for homestead
- Fixed displacement/alpha issues on SnowStones_light decal
- Setting up Well and Moss Well for Homestead
- Setting up Gold and Iron Birdbaths for Homestead
- Adding Knitting Decor Items for Homestead
- Adding Homestead Bellows, Screen and Tools
- Setting up of antique homestead lantern
- Adding 10 Cushion item setup, recipes, etc
- Adding Hanging Copper Pots item setup and variations
- Adding homestead fridge item setup
- Setting up homestead wall candle, item, recipe, bp, etc
- Adding Homestead feature lock on Planter Boxes, Scarecrow, Sewing Machine and Picnic Table, slightly adjusting recipes
- Adding Homestead feature lock on Planter Boxes, Scarecrow, Sewing Machine and Picnic Table, slightly adjusting recipes
- Adding Homestead feature lock on Quilted Bed, Swing Chair, Sofa's, rocking chairs
- Adding Homestead feature lock on Vintage Jam Jars, Water Tank, Silo
- Adding Homestead feature lock on homestead cabinets, adjusting inventory sizes and recipes
- Adding Homestead feature lock on Fireplace, Cheese, Honey Pots, Hanging Meat
- Adding Homestead feature lock on Coffee Grinder, Lamp Posts, Bird Feeders
- Setting up single weapon rack and added missing recipes for the weapon racks
- Feature Locking Weapon Racks to Homestead
- Adding Large Butter Churn Decoration and Adjusting Small and Large Butter Churn Decoration Recipes
- Adding new Homestead Feature Level
- Shifting Decorations Talent and removing Level Lock
- Update ModifierStateBehavior_TickDamage_Frost to scale off FrostDamage_+% stat. Add -50
- FrostDamage to Slinker to reduce DOT damage by 50%
- Carrier Drone - First Pass. Added a height variable to the 'get random point flying' node due to drones constantly flying to the floor
- Adding Rad Caves in the Arctic Green Quad, Elysium
- Ely - adjusted params on various placed WaterfallBase BPs in swamp, orange+purple quads
- Added extra params to BP_waterfallBase to make adjustments easier (nothing changed by default)
- Orbital laser audio adjustments and added vasrious layers. Diallgoue and quest placement and adjustments etc
- Ely - adjusted steam FX offsets on some terraces in Geothermal, red quad
- Drones - Added new variant of hunter drone specifically for carrier spawn
- Added Trophy for Mange Wolf, including adding new mesh to the BP with a gfur groom
- Added Trophy for Mange Wolf Alpha, including adding new mesh to the BP with a gfur groom
- Updated geothermal terraces BP to fix VFX weird offset
- Adding keypad audio, generic, accept and deny for mission keypad doors
- Added Bestiary images for Stomper and Stomper Matriarch. Matriarch still need to be added to the BestiratyData data table
- Updated SK_GUN_LaserPistol
- Adjustments to elevator audio, adjustments to dialogue play spawn amount and volume in eden
- Updated SK_DEP_Fortification_Stone_Gate, animations and destructibles
- Updated SK_DEP_Fortification_Concrete_Gate, with animations and destructibles
- ELY1 - Structures can no longer be destroyed until the quest is complete
- ELY2 - Structures can no longer be destroyed until the quest is complete
- ELY4 - Fixed Structure Cleanup so its at the end of the quest
- ELY6 - Stronghold building pieces are unobtainable until the end of the quest
- Fixing unobtainable modifier so it can be applied through new helper function int he prebuilt base class, the unobtainable modifier is now removed when a cleanup is triggered, the setting in DH still blocks cleanup if players have that enabled
- SQ_Fish - The fishing structure can no longer be damaged or picked up while the quest is active
[/expand]
