Week 255 Update | Rifle Turret

Week 255 Update | Rifle Turret

2 days ago

Welcome to Week 255.

This week, we’re introducing a brand-new addition to the end of the Tier 4 tech tree: the Rifle Turret. Joining the existing Pistol and Flamethrower Turrets, it gives you another option for bolstering your base defenses.

We’ve also made some improvements to turrets across the board. They’ll no longer attempt to shoot through walls, and can now land critical hits, making them more effective defenders.

Next week, we’ll be focusing on some much-needed quality-of-life improvements to searching, along with a range of other fixes.

Notable Improvements:

  • Added Critical Hit Stats to Turrets so they can now deal critical hits
  • Fixed Mammoth Critical Hit Areas as they where resulting in inconsistent headshots
  • Pass over all creature critical hit areas to make sure they where consistent and hittable
  • Adjusted the Elysium biome map so transitions between biomes and smoother
  • Enabled the crafting of Coconut Curry as it was mistakenly locked last week

This Week: Rifle Turret

This week, we’re excited to expand your defensive options with the new Rifle Turret. Building on the existing Pistol Turret, the Rifle Turret fires 7.62mm rounds that hit twice as hard and offers around 50% greater range.

The Rifle Turret does have a narrower targeting angle than the Pistol Turret, but makes up for it with increased accuracy and damage within that range. This gives each turret a distinct role, adding more variety to how they operate and giving you greater flexibility when designing your defensive setups.

This Week: Turret Improvements

During the testing of the Rifle Turret a test was performed to see how effective it is against Drones. An issue quickly made itself evident where the Turret was targeting through walls when it shouldn't have. We found and addressed an issue where the targeting point was actually offset above the turret unintendedly. So now, if you have a short wall in front of your turret, it won't try and shoot through it because it can no longer see through it.

Another improvement made was turrets now have a critical hit damage stat which means when they land critical hits they will deal the expected increased damage.

Lastly, two improvements that will help with discoverability. Turrets have been renamed from "Automated Defense System: X" to "Auto-Turret: X". The shorter name helps in some cases where the title was so long that it caused a decrease in font size, and it also makes searching for "turrets" in the Field Guide easier.

Next Week: Quality of Life

Next week, we’re expanding the search functionality to make it easier to find what you’re looking for across different tech tiers. We’re also adding new buttons to the Field Guide that let you jump directly to blueprints you can unlock, making it easier to find and navigate to new items to work towards. Alongside these improvements, we’ll have a number of other fixes and quality-of-life changes.

Your support makes these updates possible.

https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansion/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set

Changelog v3.0.33.159137-rel-DangerousHorizons

New Content

  • Unlocked Rifle Turret recipe/talents and removed addition of Platinum Sheaths from recipe.
  • Tightened accuracy of precision rifle turret further.
  • Fixed perception component applying additional 64cm offset, making them try to shoot through low lying objects blocking the muzzle, and attached component to muzzle for updated transforms when weapon moves.
  • Removed reduction to ProjectileDamage.
  • Added 200% CritDamage to Pistol Turret
  • Updated name of turrets from 'Automated Defense System: X' to 'Auto-Turret: X' for improved readability. Tesla Coil is now simply titled that.
  • Decreased cool down between shots on the Rifle turret from 4s to 3s to improve its DPS comparatively to the Pistol turret

Fixed

  • Fixed flavor text on Natural Oil Refiner saying 'crude in,' as that was being mistaken for Crude Oil
  • Fixed edge red line artifact in several carcass/head icons
  • Fixing some references to 'EXP' and 'LVL' in HUD and Settings menu that couldn't be localized
  • Minor aesthetic fixes and alignment improvements for server browser
  • Sanity and consistency pass across most creatures, updating transforms and settings on components, Gfur settings, fur material tweaks to reduce AO, updated new creatures with available meshes
  • Fixed Items Delivered widget using Roboto font, added background blur and right side padding
  • Fixed stat on Sandwyrm Lure
  • Refined Elysium Biome map so that there are fewer unnecessary transitions, mostly in caves and around ledges
  • Updated FT asset validation so that correct collision vs navigation settings are used. Updated flagged FTs to fix
  • Devlocking Sniper Explosive Ammo so it doesn't show up erroneously in field guide
  • Fixed head crit areas on mammoths being offset to the right incorrectly, resulting in inconsistent headshots
  • Fish Paste Lure Alteration fixed description and added icon
  • Turret/Spider - Fixed death anim playing for 1 frame on spawn breaking the position of the head crit collider causing the turret to try shoot its crit spot and hitting the floor.

Future Content

  • Field Guide/Tech Tree auto-focus blueprint implementation
  • UI button pass on Field Guide entry tech tree button.
  • Implemented focus modes for the blueprint search filter and added tab highlighting for other tiers if they contain matches.
  • Disabled Field Guide/Tech Tree auto-focus/highlighting features
  • Added new widget for Water Flavour in Field Guide, and icon for category.
  • Face Customization - Reworked face works in world.
  • Fixed a bug where selecting a character then going back to customize disabled players from changing body type.
  • 'Heads' options is now hidden due to new face changes.
  • Rebreather/Helmet/Hood are all in a new tab called 'Visualization' to show what it would look like just as a preview.
  • In World switches hair between shorter versions when helmet is on to stop hair poking through helm.
  • V2 helmet used in world to better fit new head.
  • Removed spacing above Rebreather under Visualize box.
  • Face Customization - Fixed a bug where on death feminine face wouldn't be visible.
  • fixed corpse faces not blending properly
  • Face Customization - Added rebreather checkbox that removes the envirosuit helm and applies rebreather.
  • Face Customization - Data driving the reworked character using new meshes through the D_Armour under a new column called 'reworked variant'. Rebreather checkbox will now match the characters loaded state.
  • Added several helmets with a _V2 for the new head customization
  • Face Customization - Switched helmet mesh to reimported mesh. -Rebreather checkbox no longer appears on old characters
  • Re-imported Hair_02_Head_01_Helmet with adjustments to ensure hair does not poke through any helmets
  • Updated T4 Armor Stand to set the doll pose to none when doors are closed
  • Increased power usage for T4 Armor stand to 1000. Added talent unlock and crafting recipe
  • Adjusting T4 Armor Stand so it adds 1 durability every 2 seconds when powered
  • Adjusting T4 Armor Stand so its sit in an idle state when not charging armor
  • Updated T4 Armor Stand logic to default 'repairing' variable to true so that it runs through the logic once on begin play for correct initialization
  • Devlocked T4 Armor Stand instead of gated behind GHEly
  • Adjustments and fine tunes to plant boss movement, attack and pre attack. Adding more crack to pre attack
  • Fixed actionable on Koala Sheep corpse and Experience event incorrectly defining XP
  • Adding plant minion footstep event and notifies. Adjustments to movement velocity audio and other fine tunes
  • Adding more plant minion layers. Still movement looping event, and whoosh and attack to all attacks
  • Coastal Crab Parent - Added coastal crab parent damage/resist stats
  • Updated dev names for 4.0.0 creatures to player-facing names
  • Adding Vinequill, Vinewhip, and Vinespore skinning experience events
  • Coastal Crab Parent adding new stats, new skinning event for Shellmother. Koala Sheep hooked into correct skinning event as well
  • Fixed incorrect stats and Kill EXP event on Koala Sheep
  • Adding plant minion ballistic, pre spit, spit audio, events and notifies
  • Adding follow locations attach sockets for Thorn ballistic audio
  • Added first pass animations for megalodon shark and imported another sk mesh with additional root joint
  • Adding first pass plant minion death audio, event and data table entries etc
  • Added the fur cull masks to the fur materials
  • Updating all plant minion death sounds. Slightly longer and better transitioning from tones
  • Adding plant minion roar audio event and notify
  • Updated Elegant Horse art assets with adjusted textures and skinning improvements
  • Setting up stomper juvenile
  • Updated elegant horse groom splines
  • Adding plant vine pod death animation audio, event and notification
  • Adding first layer of plant emerge
  • Adding more plant sound notifies for attacks
  • Jungle Kangaroo - Initial datatable/blueprint setup.
  • Adding lots of plant sounds, loops, whooshes, slaps etc.
  • Adding more plant cre audio notifies
  • Fixed Juvi Stomper pointing to Juvi Moa EXP row
  • Adding more plant cre layers. Drag dirt layer for when dying, audio, event and notifies etc
  • Updated Experience component row handle on Jungle Kangaroo
  • Creature threat adjustment for plant creature
  • Bunch of spores plant cre sounds, events and notifies
  • Adding spore buildup to explode audio, event and notify
  • Adjustments to loot bag spawn locations of plant creatures. removing audio threat curve from plants
  • GroundDragon - Added gameplay tag, corrected bestiary data's map and tidied up some feature locks.
  • Adding more plant movement audio notifies etc
  • Added curves for Jungle Hunter and Jungle Storca growth DT rows. Added DT validation for detecting creatures with no health value defined
  • Artillery Creature - Initial datatable/blueprint setup.
  • Adding first pass vocal idle set for giant turtle. Audio, event and data table setup
  • Added electric arc furnace blockout model for testing
  • Chitin Fertilizer initial data table check-in
  • Setup Deployable for the Arc Furnace
  • Lead ingot material, mesh and applied to D_Meshable
  • Adding Resources Pass in the Jungle, Green Quad
  • Added chopped versions of Var2 and Var3 Banyan Trees, including all meshes, materials, textures, FTs, BPs and FLOD DT entries.
  • Blocking Coast Area, Green Quad
  • Smoke volcano FX wip
  • ARK - painting landscape in impassable areas to fix 'default' validation errors
  • Adding roaster loop audio, event and animation audio
  • Radboss perception range increased back to 10000 as intended, was erroneously reduced in a previous bugfix
  • Adding new UI for in progress building state, which show progress and missing materials when interacted with, also adding ability to cancel a building in progress
  • Updating Quarters Mesh for the Settlement to use the new Mesh so it can be assessed in game
  • Adjusting Quarters Placement Logic as it extends underground
  • Made changes/adjustments to Quarters mesh as requested
  • Settlements - Adding settlement work slots and tasks
  • Settlements - Buildings now have a SlotCount, Tasks and DefaultTasks from the new D_SettlementTasks table, replacing the nested generation entries
  • Settlements - Each slot runs one task the player can change, the settler's behaviour follows the task
  • Settlements - Unattended machinery (generator, reactor, solar, water, oxygen) runs without a settler
  • Settlements - Adding per slot NPC assignment and the slot panel API on the building, settlement and settler
  • Settlements - Mine and Deep Mine split into Stone and random Ore tasks
  • Settlements - Kitchen, First Aid Station and Metalwork take tag query inputs, adding the Any_Raw_Food query and Any_Ingot crafting tag
  • Settlements - Medical treatment now needs a settler on Heal, not just anyone in the building
  • Settlements - Slot pooling moved to C++, BP_SettlementBuilding no longer needs its DefaultTasks loop
  • Settlements - Adjusting Ledger UI and building UI so that tasks can be assigned to building slots and npc's tasks can be managed from here
  • Settlements - Adjusting building UI so you see the available and in use building slots and can assign NPCs and their tasks within the slots here
  • Settlement - Adding settlement slot unassign and reassign
  • Settlement - Assigning a settler to an occupied slot now moves the previous settler out, the newest assignment wins
  • Settlement - Adding UnassignNPC and UnassignSlot, which empty a slot and close it so nobody is auto assigned straight back into it
  • Settlement - Adding SetSlotAutoAssign to open or close a slot to automatic assignment, shown on the slot info as bAutoAssign
  • Settlement - Closed slots persist through the settlement recorder
  • Settlement - Fixing UI issue which was not displaying the building / repairing npc when the settlement structure was in a non-built state
  • Settlement - Adding Status Text to Building UI