Welcome to Week 223.
Last week we released Dangerous Horizons, and we've seen and heard everyone having fun exploring this new world. We're acting on feedback from you with an update that focuses on mechanic clarity, fixes, and improvements across several systems. We’ve updated the Orbital Exchange Interface messaging on Elysium to better explain your options, improved Hoverframe placement and stability, fixed mount audio issues in caves, and corrected power usage problems with Lithium tools.
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- Fixing limestone building pieces recipes so you can craft limestone and not concrete
- Fixed issued with Elysium: Igloo mission where it was looking for the last bed place not the one placed at the location
- Fixed Elysium Igloo so temperature calculation is preformed correctly
- Fixed a bug in Elysium: Ambush where solders would not spawn correctly after a reload and fixed issues which could arrive if they are spawned and the player walks away
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- Fixed issue where doors in Operations 'Elysium: Nexus' 'Fallout' and 'Reckoning' could become permanently closed for clients,
- Fixed VFX in Operation 'Elysium: Reckoning' not playing correctly for clients,
- Fixed issue where part of the structure in 'Operation Elysium: Reckoning' wasn't being loaded.
Our first major expansion since New Frontiers, Dangerous Horizons delivers a whole new map, Elysium, including new missions, threats, mechanics, recipes and more.
As with all of our major DLC content, we've paired this with a massive free update for all ICARUS owners, the 'Kepler' update. Kepler gives players access to new resources, a whole new tech tier, missions across all existing maps featuring humanoid NPCs and more. Keep reading for all the details.
- Fixed an issue which was preventing the new phenotypes of tamed wolves from being selected, this has now been correct and newly tamed wolves can now select the new phenotypes
- Fixed issue with tag query for 'Spoiled Item' being inaccessible, preventing Stale Gruel from being crafted on the Electronic Food Trough
- Added unbind event on the 'loot all' binding for a few inventories that were missing it. fixing being able to loot all when not in the UI
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