Week 257 Update | Spelunking Mission Revamp

Week 257 Update | Spelunking Mission Revamp

3 days ago

Welcome to Week 257.

This week we're taking a fresh look at one of the earliest missions in the Olympus Region, giving it a major rework. We're revisiting the mission's content and overall experience, bringing it up to a better standard while retaining its place in the early Olympus progression.

We also have a sneak peek at what's coming next week, with a look at some of the new content and additions currently in development.

Notable Improvements:

  • Fixing issues where caveworms, landsharks and sandworms where spawning in at incorrect sizes.

This Week: Spelunking Mission Revamp

This week we're digging back into the Olympus Operation Update with a major rework for the Spelunking Operation. The rework reduces the heavy mining requirements in favor of varied challenges, makes Olympus feel more alive, grants better rewards for your time, and resolves several softlocks to quest completion.

In addition to cave exploration and mining, the updated Spelunking tasks you with repairing an existing mining hut and smelting ingots to deliver back to orbit. To bring older operations like this in line with our newer, more dynamic content, you will now discover this structure and other signs of past activity rather than heading deep into a mine with no trace of life.

We've also restructured the rewards and progression throughout the Operation. We removed the Workshop items that were previously granted in favor of on-world substitutes. The Workshop pickaxes were originally provided so Prospectors could mine higher-tier nodes without crafting steel or better tools. Even with that boost, players frequently broke their pickaxes or ran out of essential ores like aluminum and gold inside the caves, resulting in a softlock. This rework addresses those pain points by reducing the total ore required, removing higher-tier ores from the delivery list, and ensuring there are always enough local resources to complete the Operation.

Early Olympus Operations are notably light on Exotic rewards. Instead of simply increasing the flat completion payout, we've arranged for Exotics to be discovered more organically during the Operation, and we plan to carry that approach forward into future updates.


Next Week: Workshop Battery Lantern

Next week, we're expanding the range of lighting items available in the Workshop with a new battery-powered lantern. Like the Workshop Flashlight, it will come pre-charged and ready to use.


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 v3.0.35.159586-rel-DangerousHorizons

New Content

  • Spelunking mission rework
  • Spelunking v2 reintroducing next iteration's quest frame
  • Spelunking creation of caveworm and prospector corpse for scene setting
  • Spelunking moved cave quest node so it's not completed automatically, removed higher tier ore mining requirement, fixed pod trying to fly back into the sky after finding hut
  • Spelunking - reitemized the hut and changed layout for stylistic integrity
  • new loot subquest section for the miner
  • collapsed initial two travel steps into one
  • restructured cave section so its layout is better
  • hint tips for item collection and consuming food/drink
  • retuned ingot collection requirement
  • Spelunking help tips modified. Cave entrance quest location moved slightly so you encounter it later and should match when you see downed prospector. Building threshold is higher for completion of quest
  • Spelunking fixing build with missing file for old spelunking (ws_cave). Added some salt voxels on surface, light folder cleanup
  • Spelunking addition of salt voxels on the surface, no longer spawns titanium and platinum inside cave. Fix build break with resave of d_quests
  • Spelunking changes
  • Adding silica and sulfur nodes outside of cave so players won't be locked
  • Fixing map icon and changing travel description
  • Making Pod spawn early on close to the hut so it doesn't feel disjointed
  • Fixing description around cave entrance and stone there
  • Make hut unobtainable to protect it from weather
  • Adding new dialogue events for updated spelunking, dialogue table additions
  • Spelunking creation of new quest marker for the map icon to shift it from the ship. Move ship drop location so it doesn't damage hut. Clearing out DNT tags and fixing faction mission briefng page
  • Spelunking - added new dialogue into quest steps. Increased light point on corpse so it's more noticeable, tuned timing of the finding prospector event
  • Spelunking - removing some DNTs from caveworm and prospector highlight text, move map icon slightly again, fix script so prebuilt is made in standard way, set ignore all to spawning of voxels, reintroduced exotic voxel that was accidentally removed, and make building obtainable post quest
  • Spelunking Fallen Prospector items update visibility when you loot them
  • Small changes to Splunking objective text and quest cleanup
  • Swapping over quest to new Splunking Mission
  • Spelunking prospect list description fix to remove reference of granting workshop items and instead indicate prospector is guided to an existing hut

Fixed

  • Fixed a few typos and corrected wording in quest text
  • Edited item text for carbon fishing rod to make it less verbose
  • Edited mission objective text in Styx cave research mission to advise the correct order to power up the analyzer
  • Courier Quest text improvements to make jump-start stage more clear, fix some casing and punctuation issues

Future Content

  • Plant creatures removed from jungle spawn table since they weren't functioning and will eventually be moved to autonomous system
  • Elegant Horse idle audio first pass audio, event and data table setup
  • Adding jungle hunter death audio, event and data table setup
  • Adding a bunch of jungle hunter creature notifys for attacks and idles
  • Adding jungle hunter pre attack vocalisation audio, event, data table and notifys
  • Adding jungle hunter flinch, idle, aggro audio, events and data table setups
  • Artillery creature movement adjustments
  • Added lore text for 4.0.0 bestiary entries for available rows
  • Plant Creature Melee - Setup basic behaviour tree.
  • Plant Creature Ranged - Setup basic behaviour tree.
  • Plant Creature Melee - Setup basic stab/swipe attacks.
  • Plant Creature Ranged - Setup basic light attack.
  • Plant Creature Ranged - Fixed missing death montage.
  • Adding Dev-Locked Mammoth Fertility Serum and breeding behaviours
  • WIP update to the settler armour materials
  • Added settlement resource item icons.
  • Added DEP_Settlement_Hunting_Hut
  • Added DEP_Settlement_FirstAid_Station
  • Setting up NPC Mount Trader with UI
  • Updating settlement task pool to replicate as a fast array so clients can read tasks and work slots directly, removing the per-NPC replicated task copy
  • TaskPool is now FSettlementTaskPool (fast array), every server write marks the task dirty, removals mark the array
  • Tasks carry a Sequence so GetBuildingSlots orders identically on clients and the server
  • New OnTaskPoolChanged event on both sides (coalesced, ignores progress-only changes) and FindTaskForNPC / GetTasks
  • Settlement NPC actors read their task from the replicated pool, ReplicatedTaskData and TryReplicateTaskUpdates removed
  • Worker counts and slot lists resolve from the pool, so they work on clients and for virtualised settlers
  • Task timers and pool writes are authority-only
  • Settlements - Setting up Hunting Hut Mesh
  • Settlements - Clients will now see settlement walls
  • Added and replaced new settlement resource item icons.
  • Added DEP_Settlement_Builders_Hut
  • Settlements - Replicating Wall Generation Seed so clients and servers now have the walls and gates at the same positions
  • Settlements - Clients now correctly display the status of the colony on the in world UI and while inspecting the radio tower
  • Settlements - Fixing issue where clients would not have the correct information reflected in the ledger and where unable to assign NPC's to construction tasks
  • Settlements - Adding Ability when inspecting in progress buildings to be able to assign NPC's to the construction task
  • Replaced some of the settlement resource item icons to updated ones.
  • Added DEP_Settlement_Farm
  • Added 12 more hair color swatches for hair customization for testing
  • adjusted hair colors for character customization
  • Readding workshop Lantern Item Icon and Setting up Charging Device to Proxy the Workshop Lantern as intended
  • Added item text for mxc hydrozine dehumidifier
  • Added CST_Flax_Broadleaf with 3 variants, including all materials, textures, FTs, DMs, BPs and FLOD DT entries.