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Genre: Simulator, Adventure

Icarus

Icarus Week 127 Update | Foliage Regeneration

Welcome to week 127.

This week we’re completing our project clinic, with a bunch more improvements, tweaks and content additions.

For those unfamiliar with what a project clinic is, read our post from last week which goes into more detail.

We’re also introducing a performance improvement this week, focusing on late-game stutters and looking at the root cause of some of these instances.

Next week we hope to further improve late-game performance, and we’ll be returning to our regular update cadence so jump in and have a read of all the changes we’ve got for you this week.

Notable Improvements



  • Collision with small foliage / small trees has been removed allowing players and creatures to walk through them which makes traversal through the world feel a lot better.
  • Fixed a massive stutter that was occurring when opening crafting menus, this has now been optimized to ensure a much smoother experience
  • Improved first-person and third-person interactions with objects placed in the light slot when the object is emitting light
  • Arctic Moa can now use all saddles present in the creature comforts DLC
  • Adding stats for digging yield on shovels and properly scaled shovel resource yield and item wear
  • Increased the amount of dirt collected with the shovel
  • Fixes to CRYSTAL quest so the quest now works with some recent item changes



This Week: Late Game Hitch Improvements



We’ve been investigating some of the root causes of late-game hitches. As you mine more resources, chop more logs, build larger bases and level up and move around faster, all this data grows and short hitches or stutters can start to build up - typically late in the game after many hours of game time.

Our investigation uncovered a few key culprits.

A key cause is to do with how we optimize objects such as trees, rocks and plants in the game. In their untouched natural state they're well optimized simple objects that we call 'imposter' objects.

Once you start mining, chopping or interacting with them the game remembers their altered ‘state’ and what you did to them. As you move back and forth across the map, these objects are loaded and unloaded constantly.

Burning and burnt trees were a major culprit of these loading hitches. Burnt trees are permanent modified objects, not simple optimized imposter objects, so these load in and out when you enter an area.

To address this we've stopped recording the trees burnt state. When you reload a saved game, all trees will load back in irrespective of their burnt status and items like foliage will not check to see whether they've been harvested previously or not. This does affect balance, but we felt like addressing the stuttering was a higher priority. We also noticed internally this brought some life back to our bases, as I'm sure prospectors are used to the area immediately surrounding their base getting clear-cut of bushes and resources and losing some of that natural look.


Fibre Foliage Respawn Setting



These can be accessed in the settings menu if you are hosting the game yourself or for dedicated servers set in the command line or ServerSetting.ini.

ServerSettings.ini

OpenWorldFibreRespawn=True


This setting will restore all the fibrous plants in the world to fully-grown plants that can be collected again when you revisit them later. Plus they will become more optimised imposter objects again. This means less save data, less area reloading, a more consistent environment and a bit more fibre to gather. This only affects plants that provide fibre, fibrous seeds and sticks not resources such as fruit/vegetables.

Note: This option will not restore in a small area around where you have placed your buildings, so if you have collected resources before placing down floors those changes will stay permanently.



This Week: Project Clinic Part II - Highlights



The second week of our Project Clinic has now concluded and we’ve got our last round of associated fixes, tweaks, additions and improvements:

More Medicines



We have performed an additional pass of medicines as they have become more important since last week's afflictions duration update. We have created several new items to help with this.

Vitamins crafted at the chemistry bench will provide resistance when ingested against basic wounds, poisons and extreme temperature escalation conditions such as frostbite, heatstroke, hyperthermia, and hypothermia.

Survival Kits can be crafted at the medicine bench which allows the curing of wounds, deep wounds, frostbite and overheating, providing all the benefits of the basic bandages, and suture kits in one item.

Xigo Quick-Fix Kits can be purchased from the workshop and will heal almost any injury but will not provide any resistance - a good emergency item to have on hand.

There is also a new medical bag that can be crafted on the textiles bench which allows you to store all your medicines in one place without taking up any extra inventory slots.

In addition to the new items, we have also done a small balance on vaccines that can be purchased from the workshop. Their prices and durations have been altered to better fit the current state of the game.


Platinum Lighting Rod



Something that we have wanted to add since the introduction of batteries is a lightning rod which would conduct lighting strikes and charge your batteries and provide a quick burst of power to your network. So we came up with the new Platinum Lighting Rod. Now you can protect your base and receive a big influx of energy at the same time.

Dirt Expanded



After adding the dirt foundations last week, many community members requested a dirt corner piece to help their aesthetics and to build nice ramps. So we have added it and just like the other pieces it will break instantly if it does not collide with the terrain.

We have also added dirt to some recipes as it felt like a natural fit - namely crop plots and fertilizers.


Charging Station



Last but not least, we've added a charging station for small handheld devices. This is a new object crafted on the fabricator and is now a requirement for recharging flashlights - which are no longer an unlimited light source but will require recharging. On initial crafting of a flashlight, it will come with a full energy charge, but when they run out they will need to be recharged at the charging station.

We have many other devices that we want to use this system with, with the flashlight being the first.

Farming Carts



We have made some additions to farming carts to bring them more in line with the game economy. One such change is the massive reduction of water cost when using the watering cart as it was consuming far too much water to be effective. The other small change made is that the seeding cart now requires dirt for the dirt mounds to be created alongside the seeds being planted.



Next Week: Back to Normal



With the conclusion of our project clinic, we’ll be returning to our regularly scheduled updates from next week. The project clinic has given us an incredible amount of improvements and tweaks, and this patch along with the last one have been considerably larger and more time-intensive, something not sustainable in the long term.

We’ll be returning to a more balanced cadence which will still deliver smaller weekly content updates, while working on the larger changes in the background, the next of which we hope to announce soon.


Next Week: Hitching Improvements Part 2: Rocks



We were hoping to include this in this weeks update but had to pull it at the last minute, so once we've worked out the last couple of kinks we can include the next phase of our plan to address late-game hitching. Similar to the issue this week with burnt trees, the game tracks the state of rock voxels and has to restore these as you move around the map. We'll go into more details on this change in next weeks update post.


Your support makes these updates possible.



https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

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

Changelog v2.2.2.122731



New Content


[expand type=details]

  • Default LargeStonesRespawn and OpenWorldFibreRespawn to true. Remove -ForceFLODReset and -ForceFLODVoxelReset commandline options (Use ServerSettings.ini LargeStonesRespawn, OpenWorldFibreRespawn for dedi).
  • Adding in Single Lights and unlocking from talent tree
  • Adding a Medical Satchel at T2 which is a bag similar to the seed pouch for storing medical supplies
  • Adding a Dressing at T3 which heals basic wounds, frostbite / frostnip, heatstroke / head exhaustion
  • Adding Vitamins at T4 which provides resistances to wounds, poison, hyper/hypothermia, frostnip & heatstroke
  • Adding a workshop Quick-fix kit which heals almost anything
  • Added BLD_Ramp_CurvedCorner_Dirt, as well as removed some irrelivant materails for other dirt buildables
  • Adding Dirt Corner Piece Datatable Setup / Blueprint point / Icon etc
  • Adding Icon Images for the Dressing and workshop dressing and workshop dressing pack items
  • Swapping workshop dressing item to be the bundle in the workshop
  • Fixing shovel stat yield and wear calculations (they where backwards)
  • Remove setting to restore trees in Open World - restore is for fibrous plants only. Tweak deployable sweep test when restoring. For summary dedi can use -ForceFLODReset (plants) -ForceFLODVoxelReset (large rocks)
  • Added separate light meshes to BP, as well as materials for the different light states, OFF, ON_Green, ON_Yellow, ON_Red
  • Adding in lights to show object charge state on the power charger
  • Slightly slowed charge rate on charger as it was slightly too fast
  • Tweak foliage sweep test when restoring foliage in outposts
  • Fixing Charging Station Recipe so it is now craftable on the fabricator
  • Added Flatbread Dough to Kitchen Bench (T3)
  • Fixing In World Tooltip for the Chargin Device being in a bad location
  • Fixed recipe search box not working after using it for the first time (per interaction)
  • Adding charging station, start, loop and end audio and blueprint implementation
  • Fixed buggy mount movement when riding a mount in 'Follow' movement mode as a client
  • Adding generic inventory bag open sound to be used for opening seed pouch and medicinal bag. Swapping from more specific seed pouch sound bag
  • Enable large rock respawn as a setting option for host
  • Add a setting option to restore trees and fiber plants in Open World
  • Adding inventory open bag event to correct audio bus
  • Increased dirt yield when digging with a shovel
  • Adding stats for digging yield, effects, snow, dirt and sand
  • Adding new digging yield stats to current and unreleased shovels
  • Properly scaling digging yield and shovel durability loss so they are defined by stats

[TAG-102]

Fixed


[expand type=details]

  • Changing small trees foliage collision from "Foliage" to "FoliageOverlap", allowing players and creatures to walk through them, this will stop many collision issues
  • CRYSTAL: Fixed crafting cocoa quest step to track new modifier version.
  • Adjusted the size of the fracture chunks for Dirt Frame and Ramp to be smaller
  • Improved ray cast when selecting creatures when applying medicine with right click
  • Adding distance checks when bandaging creatures so you can't run away and give them medicine while on the other side of a building
  • Drone explosion no longer guarentees killing nearby targets, dealing a maximum of 80% of current hp damage
  • Fixed Tamed creature damage reduction being multiplicitive rather than additive
  • Increased Overflow Bag item count to factor extra pockets alterations, ensuring no items are lost on the largest inventories
  • Stopped Wood Burner from setting players alight
  • Allowed Wood Burner placement under flat roofs
  • Added snap locations to T3 Medicine Bench
  • Fixed Material Processor having an unused fuel slot
  • Fixed frosted wall light texture not swapping so it doesn't look on when it actually is
  • Fix Consume Stack (Oxite, Food, Water)
  • Removed Fire Setting Capsule from the wood burner
  • Fixed Frosted Light Recipes so they can be crafted correctly
  • Fixing issue where the SMPL3 downed drone mission would kill mounts and tames
  • Fixed a bug where the spoil time wouldnt display seconds when below 2 minutes
  • Adjusting Wood Burner Recipes so it has lower tier ingrediants
  • Adjustment of fireplace, pot belly stove and wood burner weights
  • Arctic Moa's now can use all Creature Comforts Saddles
  • Crop plots now require dirt to craft
  • Basic Fertalizer is also requires dirt to craft
  • Updating Virtual Stats to include the Overheating Affliction Resistance stat
  • Fixed a number of typos and edited item descriptions for clarity
  • Reduced the amount of water the cart uses from 10000 units per dirt mound to 100.
  • Changed plough cart to only create mounds when the cart has the dirt resource added to it
  • Reduced lag time when opening up crafting menus by pre-filtering recipes before constructing their widgets
  • Adjusted position of mount light offset for most mounts.
  • Removed debug sphere from some lights
  • Fixed bug where certain lights weren't centred correctly in first-person.
  • Fixed bug where certain lights in third person were being affected by player animation too much.
  • Wood Rag Torch's flame mesh no longer casts shadows.
  • Individual equippable light sources can now specify an attachment offset in third and first person views
  • Adding consume multivitamin pills audio, event and data table entry
  • Fixed BEAST granting bestiary progress to host instead of using player
  • Fixed other Aluminium building piece recipes that require Aluminium Ingots, again
  • Fixed internal names use in Dressing Kit modifier
  • Update Heat/Cold Bandage modifiers and descriptions to mention both modifiers they remove
  • Updated dirt building placement so corners are more easily placed onto ramps
  • Updated default depth of initial placement of dirt building pieces
  • Update caching values for building pieces outside check to optimize snow storms
  • Adding correct animation and data table setup for dressing kit to play audio when healing using it
    UMG_ItemStats instances are now only initialised when first made visible (instead of when constructed)
  • Seeding cart will now add seeds to dirt mounds when walking over them and not just when they create the dirt mound itself
  • Adding Platinum Lightning Rod, Recipe, Icon, Item Setup etc, when struct if connected to a power network it will funnel the lightning into the network providing short burst of power and filling up batteries attached
  • GENESIS: Added fall damage reduction to Dribbo



Future Content


[expand type=details]

  • Added art assets for T3 and T4 prime Filleting benches to the project. Will add to BP and DT once they have been made
  • Added BLD_Frame_Pillar_Glass with DM, as well as added meshes to BP
  • Added DEP_LightningRod_Platinum and DEP_LightningRod_Platinum_Damaged
  • Added Kit version of BLD_Frame_Pillar_Concrete, along with DM and Limestone materials. also made a designe change to bring it more in line with all other concrete wall pieces
  • Added subtitles for Null Sector Log Entries
  • Adjusted spider speed to match the run/walk/sprint animations. Added spider health/melee dmg curves


Hotfix v2.2.1.122455-rel-Laika

Contains the following Fixes



  • Fixed bug where item in light slot would become activated any time player visibility changed
  • Fixed other Aluminium building piece recipes that require Aluminium Ingots
  • Adding appropriate audio for start loop and stop of coal - wood burner. Adding appropriate deploy audio
  • Fixing wood burner chimney smoke effects playing at the wrong location - based on smaller chimney
  • Fixed bug where wood torch and wood rag torch would disappear when looking in certain directions in first-person
  • Fixed Hypothermia Resistance modifier granted by Tusker crashing game when removed.
  • Added validation to D_ModifierStates to prevent recursive application of auras
  • Fixed bug where offset applied to light slot when mounted wasn't being cleared after dismounting

Icarus Week 126 Update | A ton of Laika improvements and brand new content

Welcome to Week 126.

After an amazing Laika launch, we’re keeping up the momentum with a massive week of new content, quality-of-life improvements, Laika fixes, balances, and more. This is not a typical week, so strap up for a serious read of what has changed.



This week comes off the back of an excellent reception to our Free Laika update and we will continue to work on the new features over the next couple of weeks. You’ll find new content this week such as a dirt building tier, the new Arctic Moa, new building pieces, medicinal items and more.

We’ve also embarked on a project clinic that started last week, with this steering a lot of the changes you’re seeing, and future content that we’re planning. For more on what a project clinic is, read below, and then jump in and check out this weeks changes.


What is a Project Clinic?


A project clinic involves making our team experience the frustrations you do, and then turning that frustration into direct action and outcome - making a better game


In simple terms it is a short and sharp period of time where we make rapid changes to the game, based on an intense period of play by the developers. When issues are found triage is done on the spot and they are either fixed immediately, or recorded for future work. An "issue" is extended beyond a bug, to include missing functionality or design and balance problems.

Under normal circumstances there would often be lengthy processes to add something to the game. A project clinic is a great way of "giving the project it's medicine" and treating the issues on the spot. Sometimes the project needs a little jolt, to shake free the things holding it back. These are only possible when a really intense amount of play is done at senior levels and below, so that it becomes very clear what is missing and what the problems are.

The downsides are extensive, they can be disorienting for the project and also tend to disrupt usual processes for things. However we have found that done occasionally, this kind of disruption proves healthy. It helps shed light on unnecessary processes. It also forces many in the project to reassess entrenched positions that are not compatible with how the game really is.

It fits in very well with our "games are played not made" ethos, which is central to the studios "brutalist" approach to making video games.

Another of our projects, Stationeers, regularly does Project Clinics. Check this out for more details. If you like our approach to making games, please consider supporting us by buying our products

https://store.steampowered.com/news/app/544550/view/3690180594913003074
https://store.steampowered.com/app/544550/Stationeers/

Clinics help provide a shot of adrenaline into the project and allow everyone from juniors through to our executive team to provide their own experience and feedback that will steer the project direction, meaning a wide range of representative voices are heard.

We have done this a few times in Icarus' lifetime - most noticeably during the beta weekends and before the ‘New Frontiers’ launch.

Clinics differ from our regular week to week as in general, we plan well in advance what we are working on for any given week and the subsequent systems and art that needs to be created and adjusted. This is so we can establish timelines for departments and make sure to balance what’s in each patch, giving the necessary timeframes to achieve what we set out to, be it big or small for that update.

This week is a result of the first week of our Project Clinic, and not only includes fixes for our Laika update but also lots of small fixes and content additions to other areas of the game that make up a fairly hefty patch.



This Week: Summary of key Laika Fixes



Last week’s Free Laika Update was a smash hit, and we’ve loved all the feedback, images and clips we’ve been sent of you with all your new furry, wooly and feathery pals. Do note, what we list below is only a brief summary of the major changes. We have made extensive changes and fixes across broad areas of the entire game. These include performance, AI, mission, and rebalancing.

We have a ton of fixes and tweaks coming this week, off the back of the great feedback we’ve received from you all:

  • Snow wolves now spawn correctly in snare traps in arctic biomes
  • Fixed a bug where the Mount/NPC movement was stuttering for clients when accelerating
  • When leading an animal with a rope they will now follow at a much closer distance than before
  • You no longer can instantly shear sheep for the unlimited XP exploit
  • Fixed issues displaying players' available talent points and their level in the menu
  • Cats on the planet now keep their original colour when respawned or brought down from space (were sometimes turning grey unexpectedly)
  • Fixed an issue where mounts that come down from the space station could get stuck and be unable to move
  • Change the UX of the Mount Behaviour selection screen, removing toggle buttons in favor of radio buttons and checkboxes
  • Mounts will no longer teleport to their owner if they are being ridden at that time
  • Tames now clear their combat target if they are teleported mid-fight
  • Fixed an issue where tames would not attack neutral creatures such as Komodos
  • Fixed an issue with mount modifiers not displaying correctly when ridden
  • Fixed an issue with dog/wolf combat where they would sometimes freeze if you killed their target before they could
  • Updated mount interaction UI so it’s easier to read and see the creature's current state
  • Lowered Bestiary point requirement on creatures exclusively ordered from orbit



This Week: Summary of Highlights



Improving 'L' Slot Player Lighting


We have done a pass on the player lights when socketed in the light slots, these had some very odd behaviors such as offsetting the players light when equipping an item and with some light sources almost being unusable. We have done a pass on the 3rd and 1st person to make this feel a lot better. We have more improvements in store especially when it comes to this interaction when riding mounts.

The Arctic Moa


We have added a new Arctic version of the Moa which is all white, it spawns on all maps in arctic zones and comes with its own Juvenile. When this juvenile is 'saved' and grows up it becomes a white arctic moa which comes with its very own skill tree. The rational here is to use our existing systems and content to provide more depth to the experience. We will begin to use the talent tree system for animals more and more, to allow you to desire specialist animals and incentives to actually visit and traverse different biomes for different reasons. We have plans for many new animals, both tamable as well as monsters. Some of which you will face in caves, or in missions.

Medicine & Modifiers


Some of these changes might be a bit spicy for some users. However the game is a survival game, our intention is to give you the sense of challenge and accomplishment that comes from preparing for a journey as well as adapting to issues that come along the way. Through our development we have inadvertently made a variety of our debuffs not matter at all. Many of them were so short that rather than crafting what was needed, you simply had to wait out the issue.

Many of our medical debuffs have had their duration increased. Broken legs for example have become a debuff that requires healing - you can no longer wait it out. To balance this change, splints have become easier to craft and the level requirements removed from all early-game medicines. Some of these debuffs have also been nerfed in their impact on the player to compensate for the increased duration.

In addition we have added a new T3 Medicine Bench that serves as an intermediary between the Herbalism and Chemistry Benches. This bench fits aesthetically with the existing benches. It can snap to the rest of the kitchen benches and all medicines that where present on the kitchen bench have been shifted over.

We have also added brand new healing items the Health Recovery Concoction at T1 and the Health Recovery Elixir at T3, these go along with the T2 Health Recovery Tonic which has been given a buff. These 3 items all focus on providing you with a quick decent amount of health recovery.

There was also some small but much needed changes to the way you heal your mounts and pets, that is putting a medical item in your hand and holding right click. This now will cancel and not consume items if you lose sight or your pet or move to far away during the action.

In addition we have added a new bandage animation so you can see yourself and others applying medicine to themselves.

Dirt, Sand and Foundations


In this update we added the ability to use a shovel and dig up dirt and sand, when digging on various areas in the terrain. Dirt can be used to craft 2 new building pieces, a dirt foundation and a dirt ramp, both craftable on the player at T1. These new buildables can only be placed in the terrain or they will instantly break, serving as a good foundation for buildings.

Sand is also another resource that is available to be collected with a shovel. Sand can be used as an alternate to silica when crafting glass in a furnace.

Don't worry you can still dig dig mounds in the ground using right click, but also now you can craft and place the dirt mounds as well allowing you to place them in other locations.

Stone Cairns


This updated we added stone cairns that can be placed in world where you can customize the text and description so other prospectors can see on their travels in your world. You can use these as waystones to mark a path across the landscape or even mark area's of significance.

With this we have also added a single inventory slot to cairns so if players choose to they can store the corpse of a dead pet, marking their grave and providing them with a small memorial.

Credit to LeonVirin on our discord, as this was a direct result of their suggestion.

Kitchen Corners


As has likely been apparent to players of ICARUS for a long time now - we were missing kitchen corners. The advantage of a Project Clinic is the ability to push through fast solutions to clear problems - cutting through the bureaucracy that typically exists in a project. So now we finally have a simple brand new deployable for both the kitchen and marble benches that allow for you to make corners, curves and u-shapes with your kitchen set. These benches include the kitchen bench, biofuel stove, medicine bench, kitchen storage, sinks and more.

Wood Stove


The existing pot belly stove is not a good "travel" heat source, as it only provides heat as you move. Some rebalancing of weights and bulk have occurred with deployables like the stone fireplace. Now we have a new small wood stove that is designed to be more mobile - something you might take with you to build a small hut when heading into the arctic biome. It bridges the gap between campfire and the stone fireplace.

Extensive general changes, additions, and balances


There are lots more things added this patch from small balance changes around soups, spoil times being displayed in hours/minutes, creating separate items for steel roofs, 4 new electric lights and lots more including a host of fixes. Check out the patch notes below for the full list. It really cannot be emphasized enough that there is a host of new content, that has come directly from us experience the game as you do.



Next Week: More Laika Fixes



Next week we will continue making Laika improvements along with other general adjustments from the second week of our project clinic. Alongside our own internal notes, we’ll keep listening and taking on board feedback that is shared through feature upvote, so make sure to keep putting your suggestions in here for us to go through.

Solution to Late-game Hitching in Open World


In Open world games over time voxel loading can cause hitching as you move around the map. This can happen regardless of what settings you have, if the voxels are not being completely cleaned up. It is impossible to clean up some voxels completely. Additionally, burn down trees and loss of vegetation is not only sometimes a performance issue - it is also unsightly.

We have identified direct solutions to the late game hitching that we are going to add as options for players. These will involve cleaning up data in your save, and in return the world will run much faster. This can include, for example, reloading trees that are burnt down as alive again. Or if a stone voxel is more than 50% mined, not loading it in. These changes are extensive, so they did not make it in time for this update. However we do have a build that is in closed testing already with some of these changes, and are optimistic we might be able to have this included in the next update. If so, this would be a profound fix for what is an intensely frustrating problem for late-game open world prospects.


Your support makes these updates possible.



https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

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


Changelog 2.2.1.122387



New Content


[expand type=details]

  • Added Arctic Moa spawns.
  • Adding New data table enteries for Dirt Foundations and Ramps
  • Added new Dirt BLD pieces
  • Adding New Images for new Dirt, Sand, Recovery Items
  • You can now dig in Dirt / Mud to Get Dirt with a shovel
  • You can dig in sand to get Sand with a shovel
  • Adding Alternate glass recipe which uses sand
  • Adding new T1 Health Recovery Item & T3 Health Recovery Item
  • Rebalancing T2 Health Recovery Tonic and Slight Rename, (Recovery is T1: 100, T2: 250, T3: 450)
  • Added stone and oxite ore deposits
  • Increased deep ore drill speeds for most ore types
  • Rescaled meat rewards from many creatures to better represent their physical size
  • Corn and Mushroom soup now require 3 of Corn and Mushroom respectively
  • Renamed Pneumonia to Cave Sickness
  • Mounts and Tames will now follow at a closer distance when led using a Hitching Rope
  • Added Styx Open World drop option for Great River South
  • Split out steel roofing from concrete roofing setup
  • Deep Mining Drills now have increased drilling speed (up to 20%) based on area level
  • Setting up Wood Burner
  • Adding Stats to Wood burner since it is now basically a T2 Campfire, provides more confort and crafting speed
  • Added Exposed & Single Ceiling & Wall Light
  • Adding Kitchen & Advanced Kitchen Corner
  • Adding Medicine Bench
  • Adding Talents for Wood Burner, Lights and Dirt Ramps / Dirt Foundations
  • Dramatically increased Mammoth Tusk crushed bone yield, increased the rewards from Mammoths to 2 but they no longer scale with skinning rewards
  • Mammoth Tusks are now a bulky item, lowered their in-world scale to fit better on prospectors back
  • Mammoth Bestiary unlock now grants increased bone rewards instead of increased Tusk rewards
  • Removed level restrictions on Antibiotic, Antiposion, Antibacterial, Blood thinning, Bandages, splits and suture kits
  • Adding Alternate Splint Recipe to directly use fiber
  • Splints now stack
  • Concussion & Contusion now last 1800 second
  • Festering Wound now lasts 1800 seconds
  • Infected Wound now lasts 1800 seconds
  • Dyssentry now lasts 600 seconds
  • Broken legs now have no duration, and can be fully healed by a splint
  • Sprained Ankles now last 120 seconds
  • Adding Stats for CreatureBoneDamage & ChanceToInstantlyGatherBones
  • Adding Stats for Biome Specific Temperature Resistance
  • Added stat to control the speed of the buffalo when the cart is active
  • Mount Movement/Combat behaviour settings are now a list instead of buttons
  • Adding in Arctic Moa creature and mount assets and base hookup, missing Icon and specific Bestiary information
  • Added Arctic Moa talents
  • Added new deep ore types to workshop scanner
  • Added stick equip first person and third person animation and montages, added stick equip flip grab audio and grab flip audio for 1st and 3rd perspectives
  • Added T3 herbalism bench ast assets to the project
  • Added Arctic Moa talent icon
  • Updated medicine bench BP and data table entry with the new art assets
  • Added Juvenile Arctic Moa datatable setups
  • Hooked up new bandaging animations
  • Changed decay times to display minutes and hours rather than just seconds
  • Added additional talents to hunting and repairing tree for bones damage and instant gather
  • Adding Electric Oxite Dissolver
  • Adding UI prompts for the shovel
  • Dirt Ramps and Foundations will now only have stability when supported by the terrain
  • Elixir is now craftable at the chemistry bench and not on the player
  • Reducing base experiance loss on infected wound to match festering wound at -5%
  • Lowered Severity of Broken leg carry weight from -50 -> -25 to account for broken legs no longer healing naturally
  • Adding Dirt Ramp & Frame Images when trying to select variations
  • Added speed increase to drills that are outside spawn zones (notably in caves/out of bounds)
  • Aluminium building pieces now have recipes that use Aluminium in addition to those that use Aluminium Ore
  • Brown Bear armor now only provides heat resistance in the Forest
  • Added Health Restoration Concoction to medicine bench line
  • Adding dirt building pieces deploy, tick damage, loop damage, repair, stress audio and events, Physical Material and data table setups
  • Adding Stone Cairn Item buildable at T1 with stone, can be used to mark locations around the map or scope out a path, you can also place in animal corpses to remember dead friends
  • Adding Stone Cairn Recipe, Blueprint, Icon, Text etc
  • Adding ability to Set text and a title on Stone Cairns so when viewed in world you can leave text for other prospectors if they stumble across it
  • Added upgrade options for steel
  • Fixed building concrete stair pieces missing from steel roofing split
  • Setting up Wood Burner, removing proxies & lights from BP as they don't work with the current mesh, adding item icon
  • Adding Exposed Wall Light Meshes, Item Icons and Basic Lighting Setup
  • Feature locked out other lights as the meshes are not ready
  • Adding correct PM to dirt ramp blueprint so the footsteps play dirt not stone
  • Adding back in steel roof variations to concrete ramps variations for now until this can be done in a non-destructive way
  • Adding correct PM to dirt ramp blueprint so the footsteps play dirt not stone



Fixed


[expand type=details]

  • Fixed bug where mount/NPC movement was stuttering for clients when accelerating
  • Adding version of standing breathing anim for cat that fixes the feet
  • Adding correct punch animation to punch montage and adding unique punch whoosh audio
  • Better spacializing and randomisation of dog footsteps. Can be heard slightly clearer over a longer distance. Added texture variant to dirt
  • Reduce stability calculation frequency when walking through base or during snow storms
  • Added translatable text to Beehive's Honey Extractor upgrade
  • RELOCATED: Tagged mission item so it will show in relevant crafting filter
  • ABYSS: Allow monitoring station content to be translated
  • FLATLINE: Added translatable text for mission device interaction
  • Added missing translatable text to end of mission screen
  • Added Horse bestiary bonuses
  • Fixed pets having mount talent growth, granting additional talents over their max level of 25
  • HOMESTEAD: Removed gold requirement, updated recommended tier to tier 2
  • Increase durability on high tier troughs
  • Fixed Striker/Stalker typo in Arid Striker bestiary
  • Added reminder control for standing or dismounting
  • Add translatable text for close button on mount
  • Fixed fishing talent tree vertical position
  • Moved Bovine Harness talent to the Ranching Station
  • Fixed character level in top left of space menu showing the incorrect level
  • Fixed new Deep Ore resources not being selected by roll
  • Adding eating sounds to tame desert wolf, and added missing attack movement audio
  • Potential fix for Mounts/Tames not being able to move after being taken down to prospect in an exotic pod
  • Adjusting the desert hyena wolf to play correct hyena audio rather than standard wolf. Small balance tweaks to hyena audio to fine tune for close proximity idles
  • Fix for transport pod effects not turning off on clients. Fixed some other replication issues on transport pod
  • Fixed bug where mount tooltip wouldn't clear it's modifier list and would sometimes show modifiers from other mounts
  • Fixed bug where you would continue to see modifier updates from mounts you'd previously ridden above the health bar of a different, currently ridden mount.
  • Mounts and Tames will now stay wet for a period of time after leaving water (same as players)
  • Fixed bug where you could keep shearing a sheep to gain XP even if it had no wool.
  • Reduced angle of Sheep's LookAt.
  • Shearing a sheep will now grant the sheep XP.
  • Fixed some replication-related issues where MovementState wasn't being set on clients - was causing the sheep's feet to slide a lot when walking around for clients
  • Forest wolves and Boar can now only be trapped in forest/grasslands.
  • Arctic wolves can only be trapped in Arctic. Hyenas can only be trapped in Desert/Volcanic
  • Fixed issue with new mount behaviour buttons having separate interactable checkboxes that weren't linked to button
  • Fixed build validation error
  • Adding missing swimming notify to desert wolf hyena thing
  • Juvenile creatures are no longer recorded if they're not currently being tamed; fixed accumulation of juvenile creatures across map over time
  • Fixing Dirt frame & Ramp Images
  • Fixing Elixir & Remedy Images
  • Fixing crash when opening the crafting menu
  • Fixed build breaking because early access of DT table
  • Fixed seams on both Frame and Ramp, as well as fixed DM for Ramp
  • Small balance pass of stick grab pickup, stick equip, stick equip 3rd person for better cohesion
  • Chicken coops no longer snap to surface normal during placement. Slightly lowered chicken coops into ground during placement
  • Fixed a bug where cats and dogs could get higher than lvl 25. Added a growth curve row to the mounts DT
  • When shovelling sand, you get sand and no longer 5 shovels
  • Fixed issue where new bandage animations weren't being loaded from soft object references
  • Modified the wood burner recipe to use steel instead of Iron
  • Fixing issue where the shovel would both dig up resource and spawn a hole for planting on right or left click, left click now collects resources, right click digs a hole, both knock snow off your roof
  • Fixed typos in new content
  • Small adjustment to timing and audio placement of the bandage loop and consumed sound to match with new animations
  • Fixing Dirt Ramp and Foundation Stability Numbers and Tier so they aren't destroyed in Easy / Medium storms
  • Updated Dirt Buildings Itemable to mention they need to be placed attached to the terrain
  • Fixing Kitchen Bench not being able to be snapped to the a corner piece correctly
  • Fixing issue where the medicine bench was not craftable, when attempting to craft would produce a kitchen bench
  • Fixing Spoil Timers, they were not being formatted and presenting no numbers after the last commit
  • Fixing Splint modifier text, implying broken legs where still healed over time, they do not unless a splint is applied now
  • Fixed Horse walk speed being extremely low
  • Future proofed movement speeds of mounts, to ensure stat changes affect the mount correctly
  • Rescaled some mount speeds, other than horses walk speed and tusker sprint speed increases these are all close to normal, slight reduction on Moa sprint speed (but with talents these are still by far the fastest)
  • Fixed XP display for mounts not disappearing
  • Fixed agressive and passive creatures shown on open world drop selection being flipped
  • Fixed chickens not burning food after having the -consumption talent. Made FoodConsumedPerMinute to PerHour. Also oxygen/water just because of shared function
  • Adjustment and fine tune to bandage healing animation audio. Added spacializer since its now played in world. Added leather glove sounds for end of animation. Added first and third equip audio
  • Added missing code change
  • Fixed Mammoth Tusk recipe not granting 400 Crushed Bone
  • Fixed Hyena sometimes getting stuck and not being able to attack.
  • Hyena spawn count in first stage of GENESIS: Recovery should now capped and scaled based on difficulty and player count.
  • Slightly increased health and regen of Dribbo
  • Adding audio for electric oxidizer to play when tanks are beeing filled.
  • Also added consume tonic loop to play for items crafted on the new medicine bench so it doesn't sound like an instant press consume
  • Adding medicine bench crafted audio and applied overrides for recipes with several operlapping recipe sets
  • Reataking images for all kitchen benches
  • Retaking images for Elixer & Concoction
  • Added recording of FText through the save game flag on icarus actors, means we wont need as many unique recorder components in future
  • Fixed compile errors
  • Lowered Bestiary point requirement on creatures exclusively ordered from orbit
  • Fixed typo in Dirt Foundation
  • Fixed Advanced Kitchen Corner recipe granting Kitchen Corner
  • Fixed Wood Burner being unable to be crafted at higher tier benches
  • Fixed Antibiotic medicines mentioning pneumonia
  • Fixed Health Recovery Elixer not being craftable at Medicine Bench
  • Fixed typo in Dig Dirt Mound and Cairn UMG text
  • Fixing Aluminium Wall using an Item Static instead of an Item Template causing issues when crafting (Copy Paste Issue)
  • Fixed bug where mount/NPC movement was stuttering for clients when accelerating
  • Made several changes to improve visibilty of flashlights in first peron, and all lights when mounted
  • Fixing Aluminium Wall using an Item Static instead of an Item Template causing issues when crafting (Copy Paste Issue)
  • Adding back in steel roof variations to concrete ramps variations for now until this can be done in a non-destructive way
  • Adding correct PM to dirt ramp blueprint so the footsteps play dirt not stone
  • Adding bandage tear end audio into loop event so if the player stops the healing process the audio also stops indicating that it hasn't finished healing
  • Updated DEP_Coal_Burner mesh and destructible
  • Added DEP_Ceiling_Light, DEP_Ceiling_Light_Exposed, DEP_Single_Wall_Light, DEP_Single_Wall_Light_Exposed and setup in BP's and D_DeployableSetup
  • Adding Frosted Wall & Ceiling Lights
  • Added destructable mesh and camera to stone cairn blueprint
  • Adding audio for when an animal has been added to a Cairn



Future Content


[expand type=details]

  • Added BLD_Roof_Peak_Pyramid_Glass. Still need to add APEX DM
  • Added DEP_Trap_Black_Wolf with animations
  • Added BLD_Roof_Peak_Pyramid_Concrete. Still need to add APEX DM
  • Added DEP_Trap_Ice_Mammoth and animations
  • Update Field Guide procurement text
  • Added updated BLD_Frame_Pillar_Wood
  • Marked Storm Stalker talent as development again, as it is not implemented
  • Added mini hippo bestiary image to the project
  • Added mini hippo trophy to the project
  • Adjustments and balance tweaks to ghost croc. Adjsuted spacial and volumes etc
  • Added updated BLD_Frame_Pillar_Brick
  • Adding ghost croc, bee, and mini hippo bestiary events and data table entries
  • Add -ForceTreeRegrowth command argument as a test (internal dev)
  • Added Dribbo bestiary traits
  • Added Kit version of BLD_Frame_Pillar_Wood_INT, including DM
  • Added DM for BLD_Thatch_Pillar as well as modified collision
  • Added BLD_Frame_Pillar_Iron with DM and also added to BP


[TAG-280]

Hotfix v2.2.0.122038-rel-Laika

Contains the following fixes and new features



  • RELOCATED: Tagged mission item so it will show in relevant crafting filter
  • Added active modifier list above mount's health bar when riding
  • Fixed bug where mounts/tames wouldn't attack targets if they failed to path
  • Fixed bug where Moa mount wouldn't attack after unlocking required talent and setting to Defensive/Aggressive
  • Fixed pets having mount talent growth, granting additional talents over
  • Adding Subclasses of Apply To Target so all medicines have their correct 'in-use' modifier
  • Adding viewable creature modifiers when viewing a mount or tames tooltip in world
  • Adding Initial Missions to Styx and Olympus Open worlds to build a mission device similar to Prometheus

Missing from this hotfix


The following was supposed to be in this update but failed in test. They will be fixed in the next update.

  • Paints cannot be made without interior decorations DLC, to make the red chicken coup. This was not intended, and has been partially fixed in this update but not completely. This will be fixed in the next update.

Icarus Week 125 Update | Free Laika Update

A Message from Rocket



We release the key content for free in our updates, pairing them with companion DLCs that contain adjacent or decorative content. For a detailed outline of our strategy you can read more below


[expand type=showmore]On 4 December 2021 we released ICARUS to deservedly mixed reviews. It was a big project for a new studio and our launch was filled with plenty of stumbles. At a certain point you have to stop making the game you think you should be making, and start making the game you actually have. We took a deep look at how we were operating and committed to doing a update every week to earn the trust of the community. We did so, every single week, with not a single one missed including through COVID lockdowns, two serious floods, a tropical cyclone, a gas leak, and an active shooting.

We are carving out an approach that involves releasing consistent free updates to the game and alongside paid DLC that is adjacent or decorative. These DLC are, hopefully, a little underwhelming compared to the free content we release. This is intended, part of us trying to carve out a space in the middle of the market. We're thrilled we have been able to continue to make ICARUS better and better. We have a massive amount of new free content planned and exciting work coming with the new major "Dangerous Horizons" expansion as well as a whole host more free major updates. Our DLC is also not DRM checked beyond the cursory steam check, which can be easily bypassed especially when running a dedicated server. We place as little restrictions as possible on our DLC. All very much intended.

Initially our move away from data decentralization was not popular, but I feel confident time has shown it was the best decision. That move away from central servers was enormously expensive for the studio in development costs, but secured the future for ICARUS that means it would outlive the studio. We believe this is an important step all game companies should make, regardless of the costs. We hope to continue to earn your support in our efforts to make games this way, in ways that let the games live far longer than the studios that make them and the platforms that hold them.

- Dean "Rocket" Hall, CEO
[/expand]


Our free Laika update is here




[expand=showmore]Laika was a Soviet space dog who was one of the first animals in space and the first to orbit the Earth. As the technology to de-orbit had not yet been developed, Laika's survival was never expected. She died of overheating hours into the flight, on the craft's fourth orbit.

Animals have been a part of our existence, sometimes in our lives they can at times even feel like the reason we exist. So we wanted to name this update after a loyal and brave dog, who perished because of us.

https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

Those paying attention will know that in addition to our regular weekly updates, we bundle up some large features to deliver as 'named' updates. The latest, Laika, brings all prospectors a ton of new animal-themed content, improvements, two new optional DLC packages, a bonus DLC operation and even more.

Laika is headlined by the new Mount Leveling system where Mounts can earn XP, Talent Points and base stat improvements while specialising with their own Talent Trees.

It's not just mounts, though. Through Snare Traps you can now capture and slowly win over some of Icarus' unique wildlife, including Wolves (both the forest and arctic variants), Hyenas and Wild Boar.

In addition, the new Sheep and Chickens can be ordered from the Orbital Workshop and the ability to take pets to and from other prospects has been introduced, so they’re no longer locked to one session and can be leveled up over multiple drops.

Our new DLC expand on this content, with a ton of troughs, beds, saddles and more in the Creature Comforts DLC and Dogs, Cats and Horses in Pet Companion pack. As a bonus for those who purchase both you can get the Zebra Rescue Mission DLC, which gives you the exclusive ability to train and raise Zebra’s as a new mount.

There’s a ton to catch up on, so hop in and have a read.



This Week: LAIKA Features



Animal Leveling and Talents


Mounts and Tames now gain XP and level up as they adventure with you and amble around at home base. These levels gained will improve their base stats such as health and stamina, but that’s not all...

Mount Talent Trees


Leveling up your pets will now also give them talent points to spend on their own talent trees. Every existing mount type in Icarus now has its own brand-new talent tree, along with all new tames and future mounts to be added. These will include a mix of base talents and bespoke ones for each different creature.

Mount Persistence


Your pets have now also got their customs clearance. You’ll now be able to transfer your pals between prospects, open worlds and outposts, done via the Orbital Exchange Interface (OEI) that you currently use to send exotics to space, and purchase workshop items from the planet. From here, you’ll be able to order a pickup for your Tame/Mount and send them up to orbit, where they can be accessed the same as a workshop item.

Mount Food Buff Rework


Just like players, Mounts and Tames can now have 2 active food buffs at any time and different foods will provide different improvements. This can be increased by unlocking the appropriate talent.

New Tameable Creatures


Certain creatures can now be tamed in Icarus. Wolves, Arctic Wolves, Hyneas and Wild Boars can all now be tamed and become a loyal companion, each with their own talent tree.

Taming Creatures


To tame one of the above animals, you’ll need to use the new snare trap system. These work when baited, and creatures you capture will slowly warm up to you over time, as long as you keep them warm and fed. Don’t expect a warm reception right away though, it’ll take a while for your new tame to stop being aggressive towards you and become docile.

We’ve also got two new creatures which are available for purchase in the Orbital Workshop!

Chickens


Chickens can be sent down from orbit and raised at your base, where they’ll make a hell of a racket along with produce eggs. Chickens will need to be kept fed, watered and warm - and if you meet all the requirements - will produce eggs roughly 2 eggs per day on Icarus.

If you build a chicken coop (another new item) the Chickens will lay their eggs inside for easy collection, otherwise, they’ll drop them on the ground randomly.

Sheep


Sheep can also be sent down from orbit, where they’ll produce wool at roughly one full coat a day. You’ll need the new Shears to be able to gather the wool, and will need to keep your sheep fed and watered for it to produce wool for you.



This Week: Tameable Creatures List



The list of tameable creatures has expanded considerably this week, so here’s a breakdown of each group and how to tame them:

"Rescued" as Juveniles:

  • Moa
  • Buffalo
  • Terrenus
  • Tusker

The four original mounts are still captured and tamed the way you remember - by saving them as helpless orphans, and not thinking too hard about how they became one.

Capture with a Snare Trap:

  • Wolf
  • Arctic Wolf
  • Hyena
  • Wild Boar

These four wild animals can be captured with the new Snare Trap, and require some careful nurturing and love to slowly win them over and turn them into a loyal companion.

Brought down from the Orbital Workshop:

  • Chicken
  • Sheep
  • Cats* (3 Variants)
  • Dogs* (4 Variants)
  • Horses* (3 Variants)

Chicken and Sheep will be available right away in the Orbital Workshop to unlock and order for delivery to the surface so you can start raising a flock or herd of farm friends. *: Dogs, Cats and Horses are also available but require the Pet Companions DLC to access. You can train wolves for free, but you need to snare them. You can get the Terrenus horses for free via normal orphan training, the Horses in the DLC are cosmetic variants.



This Week: General Mount Improvements



We’ve made extensive improvements and adjustments to Mounts and Tames in general, especially in their AI and behaviors:

Mount AI



  • Passive Mounts and Tames set to Follow will now try to evade combat when hurt
  • Fixed a bug where mounts weren't attacking when set to Defensive
  • Fixed a bug where Moa weren't fleeing correctly when damaged
  • Added a tooltip above mounts and tamed creatures indicating their current behavior action
  • If Mounts and Tames get stuck when set to 'Follow', they will teleport to their leader after a period of time (if far enough away)
  • Added additional idle behaviors and animations for tamed creatures

Mounts / Tames General



  • Added level and name to tame/mounts death message
  • Rebalanced base stats of mounts, increasing the base health of Moa and speed of Buffalo. Still some variance but larger variance comes through talent selection
  • Added fall damage reduction as a baseline for all mounts and tames, preventing many accidental deaths
  • Added the Ranching Station, consolidating all mount and tame related recipes to a single bench
  • Added water troughs that can be connected to water networks

We also wanted to mention a couple of other non-mount related changes of significance:

Non-Mount notable fixes



  • Fixed electric wall light visual setup, now lights a much larger area
  • Adding in Latest Patch Notes Section on the Title Screen (so you can easily see a link to the latest patch notes)



This Week: New Items


On top of all our new creatures, talent trees and systems, we have a ton of new items to pair with them.


Resources



  • Eggs - Gathered from Chickens
  • Wool - Gathered from Sheep

Eggs & Chicken Recipes



  • 6 Egg based recipes - Fried, Omelette, Tomato & Egg, Scrambled, Big Breakfast, Pickled Eggs
  • 3 Chicken recipes - Grilled, Roasted and Fried

Wool



  • 5 wool based recipes - Platinum Weave, Fur, Arctic Pelt, Rope, Bandage
  • 1 new wool item - Fuel Brick (a longer lasting fuel source for fire)


Deployables



  • Ranching Station - A new one-stop shop for your saddles, troughs, animal feed, carts and animal beds
  • Large Water Trough - Can be connected to the water network and can be used by 4 creatures simultaneously
  • Electric Water Trough - This provides filtered water to animals which has extra benefits for them
  • Electric Food Trough - This converts food placed in it into an omni feed for animals
  • Food and Water Bowls (Cat/Dog variations) - Colors can be customized
  • Snare Trap - Used to catch Wolves, Arctic Wolves, Hyenas and Boars when baited
  • Hitching Post - A place to tie your animals and mounts to if you want to keep them in place
  • Hitching Rope - Can be used to secure an animal to the hitching post but also as a lead when equipped
  • Chicken Coop - Chickens will walk in and lay eggs - this is not required but preserves eggs for longer rather than them being dropped randomly on the ground

Trophies



  • Chicken and Sheep Trophies, for those wanting to show their mastery over creatures great AND small.

Tools



  • Shears - Used to cut the wool off a sheep when fully grown


Animal Feeds



  • 7 new Animal Feeds with unique buffs - Omni, Desert, Arctic, Volcanic, Endurance, Sprinters, Mountaineering, Survival


Animal Carts



  • Planting Cart - Plants seeds & creates crop plots when pulled by an animal
  • Watering Cart - Waters nearby crop plots when pulled by an animal
  • Harvesting Cart - Harvests nearby crop plots when pulled by an animal



This Week: Known Issues and Frustrations



We have been heavily playing the Free Laika update this week with no cheats to experience the game as players will. Myself (CEO) I have put over 80 hours this week into this update. This fits with our motto of games being "played not made". As a result a number of issues, frustrations and the need for quality of life improvements have shown up. We need to heavily test the resultant changes and fixes but these will be implemented in either next weeks update or in the weeks after that. They will be available on the experimental branch in a few days and be part of the Week 126 update a week from now. As always, we will be waiting for your feedback as to where to go with this as well.


  • Commanding your animals. We are looking at ways to "whistle" or access commands better, and make the UX for making them follow or stay better.
  • Mount modifiers displaying while riding them. Currently you see the mount health bar, but not its modifiers. The work has been done for this, but it needs to be carefully tested and will be in the next build we do.
  • Controlling your chickens. This can be a real pain, sometimes a source of hilarity. We looked as some simple fixes, but really we need new fencing options and egg collection deployables to give more options that just the chicken coop. This will be something we investigate much more.
  • Pets sometimes get 'fixated' on a task, such as trying to eat from a particular trough even if there is one closer. You can often manually break them out of this by helping them complete the action - like manually giving them food/water or changing their set behaviour and back again.
  • More agency for pet and mount control. Similar to the "follow" or "stay", we might add more buttons to enable/disable specific actions, and make it faster and easier to do so. We don't want to rush these changes in.
  • More animals that are tamable. This does involve significant expense for us, they need animations and sometimes other meshes. Let us know what you would like to see, and consider supporting us with DLC purchases so we can spend more money adding more mounts and companions to the game.
  • Camera issues with some mounts. Sometimes the external camera is in a weird position, or the position just is not good. This will be fixed and adapted in our next updates.
  • Lights on mounts not working properlly when in player slots. This can be utterly infuriating, it is something we are working on a fix for as soon as we can.
  • Ways to breed animals especially things like chickens. This requires careful balance is something we need to think about a bit more. It might require special T4 (who knows, maybe T5) buildings. We will seek feedback from players, feel free to pitch ideas on Feature Upvote or in the forums


We identified much, much, more but hopefully this gives you some confidence that even where we have not got things right yet - that we are aware of it and will do what we can to address these issues going forward.


Next Week(s): Coming Soon


We often have content that has been partially or even fully made but hasn't made it into the live game yet. This allows us to keep up our weekly update cadence as well as still push out large updates of free content like this one. Also get the first peek at the content planned for our next major expansion - Dangerous Horizons.

Future Confirmed (FREE)


We have a huge amount of future content planned, below is just some outlines of things we are preparing or even have ready for testing in some cases. This list is not exhaustive. Please consider buying supporter DLCs if you want to see even more.

  • Cave / Arctic Bats
  • New Mounts: Wooly Zebra, Redback, Blueback,
  • Workshop Guns: Shotgun, Rifle, Pistol
  • Turrets
  • Tree Respawning
  • New Creatures: Ghost Croc, Swamp Bird, Skulmut, Dibbo, Kiwi
  • Prometheus Part II Map Expansion
  • Icarus - In-Game Wiki
  • Biome specific crop growth, storms damaging crops
  • A "directors cut" hardcode mode, like actually a real one approved by Rocket not all this chill vibes stuff but a mode for real prospectors. That works on dedicated server. Yes Rocket wrote this! Nobody edit it.


Dangerous Horizons Expansion


Our next big expansion we promised at launch has been in development. Our last one, New Frontiers, we adapted with what worked and what did not from our initial game, and we plan to do the same with what is coming. This will be new content, as well as the concept of "Great Hunts". Expect a key focus on exciting and downright terrifying monsters to face as a seasoned veteran prospector.

  • Building Tier & Resource: Limestone
  • Curved & Diagonal Building Pieces
  • New Bosses: Hammer Head, Rock Golem, Swamp Ape, Ice Mammoth
  • New Biolab: New fully Customizable weapons



Your support makes these updates possible


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

Due to Steam having a text limitation, our changelog will need to be posted as several comments

Icarus Week 124 Update | New Operation and faster weekly patches

Pets Bundle available for Pre-Purchase



This is the first time we have a bundle that features a "bundle only" package. To minimize the chances that things break, we are preparing as much as possible ahead of time.


Just in time for its release alongside the free Laika update next week, we've just made the Pets Bundle available on Steam. This contains the Pet Companions and Creature Comforts content packs, and as a bonus you will get access to the Zebra Rescue Mission - only available if you purchase the bundle.


https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

Welcome to week 124.

In the penultimate week before Laika, we’re introducing a new system for packing the game files so that future weekly updates download and patch quicker.

This means the update is out a day early, but hopefully will lead to fewer issues in future weeks.

We’ve also got a new Operation on Styx for you - GENESIS: Recovery.

Hop in and have a read.



This Week : NEW STYX OPERATION



This week we have a new Operation for you on Styx - GENESIS: Recovery.

This mission requires you to head to a small creature research station and take care of some local wildlife before hatching a strange new egg.

There also might be a new creature in this operation that you’re more likely to see on Icarus in greater numbers in the future.



This Week : Patching Optimizations



This week's core reason for this update being released earlier is our adjustments to the update patching process.

Note: If you wish to postpone this patching optimization you can do so through a temporary branch we have added on Steam called ‘2.1.26’. You can find instructions on how to switch branches here.

We have added a temporary branch to Steam if you wish to postpone this patching optimization. it is called ‘2.1.26’. See this post for how to switch branches.


As we mentioned last week, we’re rolling out a patch that our optimization team has been working on.

It involves a long-standing issue with patch times, due to the way Steam’s patching process works with UE4 games.

What we’ve done is adjust the way Icarus is packed and distributed during this process, intending for it to work more efficiently with Steam’s patching process.

This does mean that this week you’ll need to redownload the entire Icarus game as it’ll need to reorganize your files into the new system, but it also means that Icarus updates going forward will patch noticeably faster from week to week and the size on the disk will be reduced.

Because of the need to redownload the entire game, we’ve brought this patch out a day earlier so people can preload this before the weekend.



Next Week: The LAIKA Update



For those of you who possibly haven’t read our previous updates, here are some of the features to expect:

  • New Food Troughs, Water Troughs and Carts are being added
  • Animals now have a levelling system and their own talent trees
  • Animals now have a customs system in space and can be taken up into orbit and brought to other prospects just like workshop gear

We have even more we’re saving as a surprise for next week, so keep your eyes on our socials for more teasers.



Your support makes these updates possible.



https://store.steampowered.com/bundle/36462/Icarus_Architecture_Bundle/

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


Changelog v2.1.27.12153



New Content
[expand type=details]

  • Fixing Objectives which was breaking the build - GENESIS: Recovery
  • Committing First Pass of New Operation - GENESIS: Recovery
  • Added ability to fill tank via nearby deployables
  • Enable OodleData plugin. Turn on PAK file compression for test and release builds (not dev)
  • GENESIS: Recovery - Adding final mission tweaks & balance (Still missing mesh for egg)
  • Added the ability for quests to set relevant icarus character actors if needed
  • Fixed Dribbo Eating / Water Drinking so it effects their stats
  • Adding Quest Markers in level for GENESIS: Recovery
  • Added Missing Quest Recorder Logic
  • Adjusting Quest Steps for GENESIS
  • Fixing Alpha Spawn, Adjusting Snuffles Helath
  • Fixed Incubator Quest Steps
  • Adding in Strange Egg Icon and Mesh



Fixed
[expand type=details]

  • OFFENDER: Fixed map marker not appearing for clients
  • Fixed Antelope trophy saying it's from the arctic
  • Fixed naming of exotic debuff stats, then hid from player (as these will never be visible to the player anyway)
  • Checking for deployables now takes in a bed actor to get location rather than sometimes getting players location. Removed unneeded deployable caching
  • Fixed Flow Meter UI resource network disconnected message being unable to be translated
  • Fixed upgrade UI being unable to be translated
  • Fixed hammer controls UI being unable to be translated
  • Comfort system now takes in the stat containers for Corpses/Mounts+pets/deployables instead of just the deployable actors for the laika update
  • When a quest is trying to spawn a creature and the EQS fails and the fallback nav mesh check fails, do not spawn the creature
  • Update Ignari trophy and vestige to correct name
  • Fixed BaseWildHoneycombYield_+% granted by Bee Bestiary reward to grant multiplicitive reward rather than additive
  • Fix a rare crash when resuming a prospect (race condition applying materials to partially mined exotics)



Future Content
[expand type=details]

  • Adding mini hippo jump attack audio and adjusted attack footsteps / jump / lands
  • Fixed dog bowl having incorrect parent. Added color picking umg to the inventory umg for food bowls. Removed automatically color picking the first value when interacting with the bowl
  • Adding reaver idle audio and event and data table entry
  • Jake added rep notify bool for audio implementation
  • Initial check in of german shepard and lab assets and custom dog anims, corpse setup and minor weight tweaks to follow
  • Added BLD_Roof_Peak_Connector_Wood. Still need to add APEX DM
  • Added BLD_Roof_Peak_Connector_Thatch. Still need to add APEX DM
  • Adding cat meow purr
  • Adding dog idle event and audio
  • Adjustment to audio location for food trough 4 and also small adjustments to start / loop playback
  • Adding dog eat loop event, dog drink loop event and dog death RIP
  • Adding quick gate so the boolean for running is only set when needed, fixes the T4 food trough
  • Adding audio BP for food trough playing. Needs gate put in to notify if its already set or not
  • Adding snare trap set and activate audio, events and notify's
  • Updated talent tooltip to hide dividers for mount central talent node
  • Splitting out Cats / Dogs / Horses into seperate AISetup Rows so their rewards / vestiages / trophies are all seperate items rather than a dog of one breed being able to craft a trophy of another
  • Retook all Icons of All Cats / Dogs / Horses their Vestiges / Carcacasses / Workshop and Trophies
  • Adding Boar / Wolf / Hyena Bait Items / Icons / Recipes
  • Duplicating eating anim montage and anim to be used for wolf drinking - dogs drinking. Added drinking audio
  • Adding dog bark for dogs A,B,C,D. Adding data table entries etc
  • Adding dog snore and cat purr events, footstep notifys and other adjustments and fine tunes
  • Added labrador trophy to the project
  • Added german shepherd trophy to the project
  • Added BLD_Roof_Peak_Connector_Glass. Still need to add APEX DM
  • Small adjustments to watering cart and harvesting cart. Also recolouring all fmod events that had colour that didn't make sense with the event
  • Adding watering cart event and audio
  • Instanced levels prototype WIP
  • Improved shader quality for horse hair
  • Fix an issue with UAT where if the OodleData Kraken compression level is set to 0 (for debug builds) it instead defaults to 4
  • Added isvalid check on inventory component for mounts that dont have one
  • Added creature talent icons
  • Adding various dog and cat movement audio
  • Setting up Labrador and German Shepherd Trophies and Item Icons
  • Added BLD_Roof_Peak_Connector_Iron. Still need to add APEX DM
  • Added dogs bestiary image to the project and updated dogs bestiary entry with the new image
  • Added the ability to toggle the farming carts on and off
  • Added BLD_Roof_Peak_Connector_Concrete. Still need to add APEX DM
  • Adding seed plough cart audio and event and data table entry
  • Added SM_BLD_Stairs_Half_Wood_INT. Still need to add APEX DM
  • Adding ghost croc vocalisations to data table ready for implementation
  • Adding ghost croc to data table
  • Added BLD_Stairs_Half_Wood. Still need to add APEX DM
  • Ghost crocodile implementation. -Normal crocodile but will dive and teleport close to player
  • Cleanup on Horse weighting to address leg movement in animation, further weighting pass incoming
  • Added BLD_Stairs_Half_Thatch art assets to the project

[TAG-130]

Icarus Week 123 Update | New MXC Cot in the Orbital Workshop

Warning: Next week we are planning on rolling out a patch that our optimization team has been hard at work on. It involves a long standing issue with patch times. Due to the way steam's patching process works with UE4 games there has been issues in the past with some people experiencing long download and patching times. What we are doing is adjusting the way Icarus is being packed and distributed to work better with steams patching process.

This means that next week you will need to redownload the entire Icarus game but it also means that Icarus updates going forward will patch noticeably faster from week to week and the size on disk will be reduced.

This update will not effect your save files, all progress will be maintained.

Due to this we plan on rolling out next weeks patch a day early as to not interrupt anyone's regular weekend play time.


Week 123 is here and we’re adding the new MXC Cot, a great introductory bed for players to bring down from the Orbital Workshop to start new prospects on the surface.

We’ve also got a refresher about how to pass on feedback to us, a sneak peek at some content to come in Laika, and some news on next week’s rather different update.

Jump in and have a read.


Notable Improvements:



  • Updated many more decorations to have coziness bonus
  • When upgrading building pieces but having insufficient resources, or selecting the same material, the swing animation will not play and an error message and sound will play.
  • Improved localization display of longer stat names
  • Added many additional translatable strings




This week: MXC Cot



This week we’re adding a new Orbital Workshop item - the MXC Cot.

This will cost 100 Ren to unlock and then a subsequent 75 Ren to purchase.

The MXC Cot acts as a normal bed, providing a place to sleep, set your respawn and rest in. It has a base of 110% sleep effectiveness and 800-second duration, with a +14 coziness bonus.

The 800-second duration is longer than other beds - but this is for good reason. This longer duration at the start is better for players with less established bases which will have a low coziness bonus. This gives them a good way to get guaranteed quality sleep and a respawn point, however, it will ultimately be outclassed by higher tier beds crafted on the planet that will provide a higher base sleep effectiveness and coziness bonus once you’ve established yourself on the surface.




Coming Soon: Free Laika Update



We're not going to say too much this week, just leave you with this image:



A new taming system is coming to Icarus. While some creatures have to be captured as juveniles, other creatures are going to require a little more creativity to capture and tame.


Next Week: Patch Optimization & A New Operation



Next week’s update is a two-parter - focusing on Patch Optimization and a new Operation.

We will be patching a day early next week - to introduce the Patch Optimization. This does mean you will need to redownload the entire Icarus game next week but the changes implemented will mean Icarus updates going forward will patch noticeably faster from week to week and the size on disk will be reduced.

We will also be adding a new Operation where players have to investigate a creature research station that has recently been attacked.




Your support makes these updates possible



https://store.steampowered.com/bundle/36462/Icarus_Architecture_Bundle/

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


Changelog v2.1.26.121209



New Content
[expand type=details]

  • Reduced weight of MXC Cot slightly
  • Increased price of MXC Cot, and unlocked item
  • Unlocking Workshop Bed



Fixed
[expand type=details]

  • Fixed sort in device inventory showing on top of device name
  • Updated many more decorations to have coziness bonus
  • Fixed seed switch statement providing wrong seed data.
  • Fixed UI Jumping when seed cultivation stage changed
  • Rewrote most of the UMG logic (umg used to just take the time it takes for stage 4 instead of the time from all cultivation stages/also it was incorrectly calculating the current time the seed has been growing)
  • Update waterskin description and flavor text to reflect that it no longer leaks
  • Added coziness bonus to wall torch
  • Update player stat display to show better when using long stat names (localization)
  • Added translatable text entries for chat messages for player connect and disconnect, and mount deaths
  • Added translatable strings for quest rewards, crop plot title, network info and in-world building durability
  • Allow wood halfpieces and beams to be crafted at carpentry bench
  • Prevented playing swing animation when not upgrading building piece
  • Added warning when attempting to upgrade the same type of material or missing upgrade piece
  • Moved duplicate logic into shared native function library and removed unnecessary memory allocation



Future Content
[expand type=details]

  • Turret balance pass: Recipes, angles, fire rates, talents, descriptions, brownout modifier
  • Adding lots more reaver attack movement sounds. Adding footsteps and other movements
  • Adding reaver dive ground impact audio and event and timing - also emerge fast event. Adding dog bowl data table entry to deploy audio sound
  • Added a fillable to the cart. Cart BP now removes x amount of water from the fillable whenever it interacts with an unwatered dirt mound
  • Setting up new food / animal feed / wool recipes / Laika items itemable and icons
  • Setup dialogue for Ashlands and Icesheet missions
  • RELOCATED: Setup dialogue
  • Updated texture for CHAC_Hunting Rifle Ammo
  • Added new GUN_HuntingRifle_CHAC_Repeater version
  • Fixed minor typos in quest steps and upcoming Laika content
  • Added destructible mesh for the animal bench
  • Added Animal bench art assets to the project
  • Preparing Labrador & German Shepherd Animal Companions
  • Adding Dogs / Cats / Horses Bestiary enteries and setting up AI rows for correct loot, names, rewards etc
  • Adding new Dogs / Cats / Horses to the workshop
  • Adding new animal companion colour stat variation
  • More reaver additions and adjustments
  • Adding in additional cat colors and hooked up to AI setup DTs, still waiting on corpse items to be able to setup the dead item data table entry, bones and carcass etc, added in additional animations for IC-25490 as well
  • Added art assets for the horse trophy and alternative materials for the different coloured horses
  • Added Cat trophy art assets to the project with alternative materials for the different coloured cats
  • Adding reaver roar audio event, data table setup and animation notify
  • Added PNGs for the beastiary images to the Icarus source art folder
  • Adding reaver attack vocalisations, events and animation notifiers
  • Added sheep trophy art assets to the project
  • Added text for hitching post and rope
  • Added missing string table entry. Cleaned up blueprints for pet bowls
  • Adding more cat idle layers and adjusting time until cat purrs when player is close by
  • More updates and layers for the mini hippo. Attack, adjusted idle sounds, spot etc
  • Added text for snare trap
  • Added text for T3 biomass cleaning device
  • Fixed a few descriptions for laika food items
  • Updated DEP_Trap_Snare animations
  • Added bestiary images for the sheep, cat, and horse and added images to data table with the MED and LRG workshop background images
  • Added Wool recipes
  • Fixed typos in new Laika items
  • Updated DEP_Trap_Snare
  • Added new Animal Feed items, modifiers and recipes
  • Adding Itemable descriptions for various Laika Items
  • Setting up Cat Corpse and new pet interactable option so you don't need to skin cats / dogs
  • Added UI for changing pet bowl colours. Reparented bowls to a new pet_bowl_base
  • Added egg and chicken recipes
  • Adding animal bench crafted audio and adding dog bowl deploy audio and animal crafted recipes to correct crafted audio
  • Added seup for MED and LRG creature bestiary screenshots with the HAB background
  • Added bestiary ttext for the Kiwi
  • Adding cat idle, death and purr audio and events and data table setup
  • Added bestiary ttext for the Horse
  • Updated exotic ground deposits with colour emissive colour and lighting adjusted to match the exotic item asset
  • Added DLC Package Flags for Animal Companions, Zebra Rescue and Creature Comforts
  • Adding reaver flinch audio, event and data table setup
  • RE: Hadley - Stops hanging setup of engine files. We don't need to install prereqs because we have already done it. This step requires user input and hangs the build process
  • Setting up Cat / Sheep / Horse Trophies and added missing icons for various items in the itemable table
  • Added kiwi trophy and bestiary image and updated bestiary data table
  • Adding reaver death audio, event and data table entry
  • Adding hitch rope to wood sound and event


Icarus Week 122 Update | New Coziness system for a good night's sleep

Week 122 is here and it is all about sleep.

We’re introducing a new Coziness system, which incorporates your home decor into the quality and duration of your sleep, giving you a boost if you’ve invested time and effort into making your home more cozy.

We’ve also got some more information on Laika and the new Talent Trees for Mounts/Tames, and an exciting update on space travel customs relaxing their restrictions on traveling with your furry friends.

Jump in and have a read.

Notable Improvements:



  • Optimizations in tree stumps and building base, drastically reducing memory usage of these assets which are some of the most common assets in the game
  • Update tree fall audio check to cast instead of tag query (to avoid any issues with reloading or incorrect tagging), reducing hard references and reducing memory footprint
  • Added the ability to sleep near an active Air Conditioner, Heater or Dehumidifier (shown as climate control in UI) rather than just a fireplace or campfire
  • Allow steel-barred building pieces to be crafted at Fabricator




This week: Coziness



Last week we called this ‘homeliness’ but it seems that the UK and US have very different meanings for the word ‘homely’, the former being positive and the later being negative. So we decided to rename the system to ‘coziness’ to avoid confusion.



We’re introducing a new system this week that gives your home decoration talent some purpose.

Items such as trophies, rugs, decorations and furniture now have an additional stat - the Coziness bonus. These will impact your character's sleep quality and duration by adding a summarised impact to your sleep duration and quality, incorporating all objects surrounding your bed.

These don’t need to be circling your bed like a sacrifice circle, all decorations within a wide area will be counted and this will all be displayed when looking at your bed with your character and in the sleep screen.



Future: Laika - Animal Skill Trees



We wanted to chat a bit more this week about a key feature in our upcoming Laika update - Animal Skill Trees for tamed animals.

Laika will introduce individual skill trees for each mount or tame you own, as they will now earn their own XP, level up, and earn skill points you can invest.

These skill trees will have a mix of base stat boosts and unique perks, allowing you to invest in them to gain strength, speed, agility, health and more. Some of the special perks include:

  • Buffalo: Extra carry slots (including an extra cargo slot)
  • Moa: Faster walking while in water (they’re also able to walk in deeper water than before!)
  • Terrenus: Significantly increased movement speed, in exchange for carrying slots
  • Tusker: Reduced inventory spoil rate

With this new depth to mounts, keeping them permanently planetside feels wrong. But this is no longer the case, as Mounts and Tames will now be able to be shipped to space and then taken down to other prospects, allowing you to move them from mission to mission, base to base.



Next Week: Workshop Cot



Following on from this week's Coziness update, we’ll be adding a new bed for purchase in the orbital workshop - the Workshop Cot.

This will have its own perks and buffs for the ultimate sleep hygiene and quality.

If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.



https://store.steampowered.com/bundle/36462/Icarus_Architecture_Bundle/

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

Changelog v2.1.25.121153



New Content
[expand type=details]

  • Adding comfort bonus stat to additional deployables
  • Added gameplay config for comfort level range, removing hard coded 1000 range
  • UI pass on new comfort level
  • Update sleep screen and bed tooltip UI
  • Adjusting Stat name from comfort -> homeliness
  • Added homeliness bonus to trophies
  • Changing Homeliness -> Coziness
  • Added the ability to sleep near an active Air Conditioner, Heater or Dehumidifier (shown as climate control in UI)
  • Changed Homliness to Comfiness in string table, Effectiveness curve now takes in comfort level/sleep quality of bed and player instead of just comfort level. Duration now doesn't just add the comfort in seconds but now a %. Added missing 's' and '%' to duration and effectiveness values
  • Allow steel-barred building pieces to be crafted at Fabricator
  • Added new comfort value colour changes to the sleep screen. Removed feature level from function library and bed base
  • Changed how the calculation for coziness works. % values now correctly work as percent rather than adding as if it was an additive stat


Fixed
[expand type=details]

  • Removed unnecessary hard references in tree stumps and building base, reducing memory usage of these assets
  • Update tree fall audio check to cast instead of tag query (to avoid any issues with reloading or incorrect tagging)
  • Fixing accidentally deleting text component


Future Content
[expand type=details]

  • Fixing croc exit water anim to fix root bone movement for ghost croc
  • Adding base pass on horse rig and physics asset and hooked up to horse character, missing textures and dead item assets - to follow
  • Added SK_ITM_Cart_Harvesting, Watering and Seed_Plough variations
  • Added DEP_Snare_Trap
  • Adjusting water trough T4 audio and BP event. To be adjusted by Jake for updated requirements
  • Fixing T4 Food Trough so it stops trying to churn food when there is no space in its inventory
  • Added SM_DEP_Cat_Bowl
  • Added SM_DEP_Dog_Bowl
  • Adding Icons for New Saddles and Carts
  • Removed DNT from Exotic Affliction entries
  • Submitting black, orange and grey cat only. There's no carcass and bones yet
  • Added Translatable strings for alteration bench confirmation buttons, attachment lists and shelter warning on processors
  • Added Exotic Affliction modifier and escalations
  • Added arctic explorer saddle art assets for the buffalo, moa, and terranus
  • Adding food trough T4 loop event and adjustments to water trough BP to play audio loop
  • Added art assets for the animal hitching post and a material for a tileable rope
  • Added comfort bonus stats to all decorations
  • Adding Cat and Dog Bowls and their setups
  • Removing auto restart on the water trough and adjusting filling logic
  • Adjusted position of armoured and desert saddle static meshes. Updated LODs on Delix leather and bear hide saddle static meshes
  • Added DM for hitching post asset
  • Setup functionality for different child classes of seat_mount to be used, d_saddles now has a blueprint override. Base functionality for watering cart
  • Added textures and materials to Horse
  • Adding reaver bite attack movement audio and event and notify
  • Adding Skeletal mesh asset to the cat character, missing corpse and bones so no dead item yet for it
  • Adding Missing Sockets on the Carts as they were causing issues with the build validation
  • Added text for cat and dog bowls
  • Added Exotic Debuff Icons
  • Seed plough cart functionality added. Digs 3 dirt mounds at intervals determined by gameplay config and plants a seed if it has any in its inventory
  • Adding lots more reaver attack movements and whooshes and whips etc audio and notifies
  • Adding various reaver attacks and movements to animations
  • Added dialogue lines for RELOCATED mission
  • Added dialogue lines for Null Sector missions
  • Adding movement sounds and events for reaver to be used when creature is moving. Fast and medium movements
  • Changed the skeleton on the Watering cart/Seed plough to match the wood cart to allow for same anim/control rig to play. Also initial creation of seed plough saddle bp
  • Adding reaver double slam attack audio and events and notify
  • Added functionality for the harvesting cart, made the harvesting code more generic (no longer requires a player but now an actor). Removed Debug spheres from water cart and harvesting cart
  • Small balance tweaks to chac hunting rifle
  • Adding all dialogue lines for Null Sector
  • Changed Exotic Debuff icons
  • Adding deploy dog bowl audio and event
  • Added 2 texture variants for the horse, as well as fixed the normal map
  • Changed colours of value and sleep text as per UI Pass


Icarus Week 121 Update | QoL pass and new workshop water purification tablet

Welcome to Week 121.

You'll notice that this update is coming to you a day early, that is because we have the Easter holiday period here in NZ. So tomorrow our staff will be on a well deserved break.

This week we’re giving the game a QoL pass, focusing on improving the UI and adding a few new small features that will add a new layer of depth.

These include consolidating the recipes on the Crafting Bench → Machining Bench → Fabricator so that each tier hosts the previous tier's recipes, and a new water purifying tablet in the orbital workshop.

We’ve also got an update on some of the content you can expect in the upcoming Laika update.

Jump in and have a read.

Notable Improvements:



  • Added prospect name to open world operations UI
  • Add Pyritic Crust for Stone and Salt
  • Added tag query for mission items, so players can filter to only show mission items
  • Fixed many recipes not being refundable, notably statues, carved furniture and industrial furniture
  • Reduced respawn delay time to 10 seconds from 20 seconds
  • Added right click context option to empty water containers




This week: Crafting Consolidation



We’re introducing a crafting consolidation quality of life pass this week, which aims to simplify the bench progression between tiers.

This will allow recipes crafted on the Crafting Bench to be crafted at the Machining Bench or Fabricator. It will also allow recipes crafted at the Machining Bench to be crafted on the Fabricator. This will naturally allow each tiers bench to replace it’s previous counterpart.

We’ve previously done this with all other upgradable benches (such as the Textiles Bench, Masonry Bench and Forge), and this week will mean core benches also operate the same.

Our ultimate intention with these changes is to reduce the clutter in bases and simplify your operations room. A secondary benefit is that higher tier benches craft much quicker, so recipe time is reduced as you level up.

This week: Xigo Puri-tab & Water Treatment Pill



Following on from last week’s water revamp, we’re adding a workshop item to complete the system - the Xigo Puri-tab.

This can be bought in the Orbital Workshop and taken down to the planet, where it can be added to canteens to purify water from Tainted or Rain to Treated.

In addition there is a new craftable pill at T3 crafted on the kitchen or chemistry bench which will convert Tained or Rain water in Filtered water.

Both of these items make it ideal for quick filtration on the go, while you are out exploring. Though for the best quality water you will still need the T3 / T4 Purifiers.



Future: Laika



Our upcoming Laika update is making progress, and we wanted to talk about one of the features this week - chickens.

You’ll now be able to raise your own flock of fowl and harvest eggs in the chicken coop. Eggs will be added to existing recipes and will feature in new ones, and chickens, just like on Earth, will have to be well cared for and protected from natural predators… like bears.

We’ve got more content coming to Laika and our Creature Comforts DLC, so keep your eyes peeled over the next couple of weeks.



Next Week: Homeliness



Next week we’ll be improving the sleep system, adding a new dynamic that improves the quality of your sleep based on your base aesthetics and homeliness. A prospector will now sleep better in a well-built, decorated home, rather than a makeshift shack. This will be provided not only by animal trophies but also rugs and other decorations.

We’ll have more details for you next week.

If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.



https://store.steampowered.com/bundle/36462/Icarus_Architecture_Bundle/

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

Changelog v2.1.24.120925



New Content
[expand type=details]

  • Added Water Purification Tablet that can be purchased from the workshop and will clean rain water / tainted water
  • Added Pyritic Crust for Stone and Salt, to ensure Miasmic Pick does not lose ore when gathering those resources
  • Adding new T3 Water Treatment Pill, that when added to Tainted / Rain water can convert it into Filtered Water on your character
  • Added text guide to hold when emptying water containers
  • Added a new usable called 'Consume_Empty' which adds a new context menu option to empty containers



Fixed
[expand type=details]

  • Fixed many recipes not being refundable, notably statues, carved furniture and industrial furniture
  • Added Pyritic Crust for Stone and Salt, to ensure Miasmic Pick does not lose ore when gathering those resources
  • Fixed UI scaling on weather events to not overlap card in other languages
  • Fixed Death Screen cutting off control text in other languages
  • Reduced respawn delay time to 10 seconds from 20 seconds
  • Fixed consume stack missing on many foods
  • Fixed More Stats close button missing not using translation strings
  • Updated Trophy Bench to 5 queue slots
  • Fixed Trench Shotgun being repairable with Steel instead of Titanium
  • Fixed Uniao typos in item names
  • Fixed accidental double full stop, instead of single full stops
  • Added prospect name to open world operations UI
  • Added tag query for mission items, so players can filter to only show mission items
  • Allow recipes crafted in Crafting Bench to be crafted at Machining Bench or Fabricator
  • Allow recipes crafted in Machining Bench to be crafted at Fabricator
  • Fixed typo in Highlight alteration name
  • Fixed water speed modifier not being translatable (on applicable crafting benches with an optional water connection)
  • Fixed a typo in the Graffitied Shield text
  • Fixing issues where you couldn't fill your canteen from water bodies on client
  • Fixing issue where ice water crafted on player was providing the rain water modifier, also reduced recipe cost from 50 ice to 10
  • Adding Animal Bench and setting up crafting recipes
  • Fixing some animal bed recipes which were crafting the wrong things
  • Fixing T4 Water trough so it run correctly
  • Fixed a typo in the beehive extractor text
  • Added a new usable called 'Consume_Empty' which adds a new context menu option to empty containers
  • Adding new T3 Water Treatment Pill, that when added to Tainted / Rain water can convert it into Filtered Water on your character
  • Added text guide to hold when emptying water containers
  • Update mission tags on items to correctly show applicable items when filtered
  • Water containers now require a short hold before being emptied when pressing right click
  • Fixed T4 Shotgun not using correct durability and repair row
  • Fixed T4 Food Trough to convert any food into a new Item - high quality animal feed
  • Added Water Purification Tablet that can be purchased from the workshop and will clean rain water / tainted water
  • Fixed Issue where alterations which are applied upon crafting where not being applied (Beeswax reinforced wood for example)
  • Fixed T4 Shotgun not using correct durability and repair row
  • Fixed missions/operations/quest status UI showing incorrectly for clients
  • Water purifier t1 ground/water now stop their generators when fillable is full and the ground purifier stops its generator when without rainfall



Future Content
[expand type=details]

  • Added bestiary text for Sheep
  • Added some DT rows for Laika tames. Updated NPCCreator wizard to fix crash when AnimBP asset already existed for selected SK mesh
  • Added DEP_Tropjy_BlackWolf_Howling, Guarding and Running
  • Added text for animal beds
  • Adding new CHAC rifle equip audio - adding item data notfy event, adding new load bullet and data table notify entry etc
  • Adding Chac rifle to items static table
  • Adding chac hunting rifle fire close, fire tail, lever in, mech, lever out audio events and data table setup
  • Adding Animal Bed icons
  • Adding workshop Dogs/Cats/Horses
  • Adding unique CHAC pistol fire body, mech and tail audio, event and data table setup. Waiting for new reload anims before I approach that
  • Adding mini hippo idle events, audio and data table setup. WIP
  • Updated Animal Bed size adjustments and Feeding and Water trough size adjustments
  • Fixed typo in Field Guide Exotic acquisition methods
  • Added spawning/damage/resistance stats for ghost crocodile
  • Adding mini hippo flinch and death audio and events. Adjustments to boar animations to not play stray vocalisations which overwrite the Mippo events. Data Table entries
  • Add spawn map for Prometheus expansion area
  • Adding more mini hippo layers Aggro states and breaths

[TAG-107]

Icarus Week 120 Update | New water quality and purification process

Week 120 brings a new layer of depth to the water quality system and three new water purifiers.

We’ve also adjusted the modifiers applied by different drinking vessels, so hot drinks can be sipped on rather than consumed all at once.

We’ve also got an update on Laika, our upcoming creature-themed update, and the new paid DLC that is to be paired with it.

Jump in and have a read.

Notable Improvements:



  • Wind turbines will no longer take damage when the selected difficulty is easy
  • Wolves no longer howl every time they play their idle animation, this will now only happen ~1/3 of the time
  • Wild Beehives now grant XP and Bestiary progress toward Bees
  • Landshark now grants relevant XP and loot. Fixed killed Landsharks not being destroyed on death (was being hidden)
  • Waterskins have been buffed to no longer leak water



This week: Water Quality & Purification



This week's big new feature is Water Quality & Purification.

Water will now have different levels of quality, so the purity of your source will matter when filling up your canteen.

Tainted Water:

  • This will be any water source that isn’t purified, such as lakes or rivers
  • These sources provide a 15% chance of getting dysentery (regardless if drunk from the source or a container)

Rain Water:

  • This can be caught using rain catchers and is of a higher quality than water from rivers or lakes
  • This gives a 5% chance of getting dysentery

Filtered Water:

  • This is water that is filtered using charcoal, which eliminates any chance of dysentery but provides no extra buff/benefit

Treated Water:

  • Treated Water is water that has been through a plumbing and charcoal filtration process on the Tier 3 Purifier (more info below)
  • This provides a -10% in water consumption and a -10% decrease in stamina consumption so both last longer

Purified Water:

  • This is water that is purified using plumbed water and an electrical process, on the Tier 4 Purifier (more info below)
  • This provides a -15% in water consumption and a -15% in stamina consumption

With the new Filtered Water, Treated Water, and Purified Water variations come three new purifiers to achieve these states.

Tier 1 Purifiers:

  • These run on charcoal and provide ‘filtered water’
  • There are two variations, one that can be placed in water (rivers or lakes) and one that can be placed in open space to act as a rain catcher
  • When provided with charcoal as a fuel, these will produce filtered water

Tier 3 Purifier:

  • This runs on charcoal and plumbed water, and will provide ‘Treated Water’
  • Plumbing requires connecting up a water network using pipes from a water source (lakes, rivers, or rain catchers) to the Purifier
  • This machine has internal storage for filling and will fill water vessels when placed into the machine's distribution slots
  • This machine also requires charcoal for the purification process as a fuel source, and the combination of the two will provide Treated Water

Tier 4 Purifier:

  • This runs off a combination of plumbed water and electricity, and will provide ‘Purified Water’
  • As mentioned above, plumbing requires a water pipe system, but this machine will also require an electrical source to operate
  • This Purifier will fill up a vessel that is placed in its inventory when provided with the required electricity and plumbed water, before moving to an idle state when the vessel is filled/removed
  • The Purifier will sit in an idle state unless actively filling a vessel
  • Water produced by this machine will be the highest possible quality, ‘purified’



This week: Water Vessels



To pair with the new Water Purifiers, all Water Vessels like waterskins, canteens and thermoses have all received an upgrade.

Water Vessels will now attach two modifiers when being drunk from, one based on water quality and one based on the liquid property.

Water Quality - As defined above, either Tainted, Rain, Filtered, Treated or Purified

Liquid Property - Varies depending on the liquid, i.e ‘contains cool water’ which grants the ‘Drinking’ modifier or ‘tea’ modifier when the vessel is filled with tea

This change means that items such as tea or cocoa are no longer single-use items. When placed in a vessel these can now be sipped or consumed over time, rather than all at once. This also means that vessels containing them can be placed in the water slot in your envirosuit and consumed over time.

Because of this, the modifiers for any liquid inside a vessel have been standardized to 300 seconds. If a device contains a liquid such as tea or cocoa, the modifier can go substantially longer than this as every sip resets the counter.

The change to water quality does mean however you have to be conscious of the quality of water you are filling your vessel with. A vessel will always default to the lowest quality water applied, so if a device has Purified Water but you top it up with treated water, that vessel will now have the Treated Water modifier applied.

You can always remove all the liquid from a vessel by right-clicking the item, and clicking ‘empty’ or focusing on it in your hotbar and right-clicking it.

In addition, due to the changes to water, players will no longer drink or fill up canteens while swimming.



Future: Laika



Last week, we started talking about our big upcoming free update, Laika. This included the various features that are coming along with it, and if you want to read up on those, check out last week's post here. We’ll also be detailing some of these over the coming weeks.

Alongside Laika, we will also be releasing our Creature Comfort DLC. This is for those who want to support us in our ongoing development of Icarus, and will feature a variety of new items for your mounts and tamed creatures, and some more content we can’t wait to share with you.

If you want to wishlist the DLC, you can do so now over on the store page.

https://store.steampowered.com/app/2790990/Icarus_Creature_Comforts_Pack/



Next Week: QoL



Next week we are planning to do a QoL pass, headlined by our bench consolidation improvements.

This will include doing a pass on all benches at each tier and making sure the Tier 4 variation of a bench can fully replace its Tier 3 counterpart.

If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.



https://store.steampowered.com/bundle/36462/Icarus_Architecture_Bundle/

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

Changelog v2.1.23.120788



New Content
[expand type=details]

  • Water merge to trunk
  • Fixed issues with t4 stopping build/unsaved energy/water json
  • Water Trough now visually fills (water plane goes up and down with fill amount)
  • T1 purifier now has to be placed outdoors and will provide purified water buff
  • Rain reservoir t3 now applies rain water to containers
  • Adjusting location of audio for water trough T4. lowering volume
  • T2 purifier now works as intended. Removed the processing component because it wasnt needed. Fixed generator init
  • Fix deployable camera rotation was not sticking for host
  • Added a camera to t2 purifier for interact positioning
  • Adding BP data to play audio on T4 purifier and adding kiwi bestiary event to be added to data table
  • Removed stats off water alterations so players dont get stats by holding container. May replace this with new visualization.
  • Changed t1 purifier fillable to be smaller to match design suggestions
  • Updating audio behavior for purifiers T2 - 4 to be consistent. Not currently working as expected - to be checked if generator state is working.
  • Fixing niagra effects being in wrong place on T2
  • Correcting deploy audio cues for water purifiers
  • t4 purifier now fills containers based on the flow rate of the purifier and water flow will become idle if there are no objects for the purifier to fill
  • Updating the way that actors in world can be filled up with the new water alteration system
  • Unlocked water purifiers
  • Split T1 water purifier to ground and water as seperate deployables, rather than single deployable with variations. Slight tweak for recipes
  • Added water plane to T1 ground water purifier
  • Fixed 'Fill Container With Alteration' nodes from having an old item data that is no longer used
  • Split functionality of drinking and filling containers from water source to 2 seperate interactables
  • Updated Honey Tea to new water consumables system
  • Moved UMG_purifier_t4 to deployables folder instead of base content folder. Water in the water slot now applies temp modifier to player
  • Removed Cooling Modifiers from being hard coded on all canteens
  • Added Display of Alterating causing Modifier for Water
  • Fixing Priority alteration replacement code (as it wasn't replacing the old alterations so you could have a coffee/cocoa/honey alterations all in one drink)
  • When adding water to canteens the Cooling Drink alteration is now added, this is replaced when tea / coco etc is added via crafting
  • Fixing issues where alterations on items where restricted unintentionally to only applying one modifier instead of many
  • Drinking water from the suit slot now applies the correct effectiveness number to the modifier
  • Adjusting water purifier t2 granted alterations
  • Adjusting flow rates for purifiers
  • Tea / cocoa etc now last 300s but the item is not longer one use
  • On Easy difficulty: Removed damage from wind turbines, negative weather effects from generators and water devices, clogging from waterwheels. Halved negative weather effects from Solar Panels
  • T4 Water purifier now goes into an idle state when not filling canteens
  • Drinking from water bodies now grants the cooling buff for 300 seconds
  • t2 purifier now only fills fillable component through generator. the fillable component now fills containers. Reparented purifier to match t4
  • Kitchen Sink now provides the correct alterations when filling containers
  • T2 water input is now done by the last resource flow rate rather than inputting the desired water as an input. This stops empty network filling fillable
  • T2 Water Purifier now only activates its generator and water network when required to fill itself up
  • T2 Water Purifier now fills up its containers with water without needing to be 'on'
  • Fixed T1 Water Purifiers being unable to be picked up
  • Your player will no longer always drink while swimming


Fixed
[expand type=details]

  • Fix a race condition crash when showing tooltips, which would cause crashes
  • Tidy up OLY_Forest_Scan, OLY_Forest_Research where quest EQS was failing and performing fallback
  • Landshark now grants relevant XP and loot. Fixed killed Landsharks not being destroyed on death (was being hidden)
  • Wolves no longer howl every time they play their idle animation, now only happens ~1/3 of the time
  • GOAP NPCs now show an icon above their head when eating or drinking (similar to alert icon)
  • Adding in fur culling masks to clean up Tusker and Zebra Saddles, only applied to the basic saddle at the moment
  • Item tooltips now use a single shared tooltip
  • Added step to bottom of concrete stairs to match other stairs assets, mainly to prevent a gap in certain instances
  • Deep cleanup of API exports to free up linker objects
  • Wild Beehives now grant XP and Bestiary progress towards Bees
  • Wait until at least one player has landed before beginning quest setup on missions (as opposed to operations)
  • Added the option to set resource storage devices as in flow only
  • Reduced importance of wolf howl vocalisation to default rather than important to prioritize flinch and death higher than howl
  • Fix a rare crash reported in Sentry related to Flammable async tasks and sampling the environment temperature
  • Fixed DT not saving
  • Fix a rare crash reported in Sentry retrieving quest description
  • Dependency cleanup
  • Fix a rare crash reported in Sentry relating to the CompassWidget ticking
  • Wire tree restore protoype to clean up cut branches as well as burnt cut branches. Fix an autocomplete typo
  • Fallback to any drop ship group when a group cannot be found
  • Fix drop ship fallback fix is preventing resume when dead


Future Content
[expand type=details]

  • Changed processor inputs to match the recipe provided in jira ticket
  • Added racing saddle art assets to the project
  • Fixed item tags on egg and wool
  • FieldGuide - add open in field guide context menu to inventory items
  • ICESHEET Story 1: Fixed description node to fix build error
  • ICESHEET Story1: Added initial quest setup
  • Adding kiwi idle nip, whoosh and attack audio and events and animation notifiers
  • Setting up Racing and Desert Tracker Saddles
  • Added health level scaling for chicken and sheep
  • Adding Cryogenically Frozen Chicken and Sheep Workshop Enteries, when deployed these will spawn a chicken at that location
  • Adding in extra spawn zones for the extended Prom map including 2 new alpha zones for spawning control
  • Added Snare Trap, Hitching Post, and Hitching Rope items to Trunk for localisation
  • Adding correct kiwi montages to kiwi BP instead of the Moa ones
  • Icesheet Story: Updated final quest step to allow a bit more player freedom and mystery. Added quest markers for other quest steps
  • Icesheet Story: Added outpost base and spawning
  • Added SK_GUN_HuntingRifle_CHAC
  • Added SK_GUN_Pistol_CHAC
  • Adding kiwi flinch and bestiary data.
  • Setup spawn map texture assignments for Prometheus expansion
  • Added companion talent icons and companion modifier icons
  • Fixing Kiwi creature type and corpse AI setup to point to correct entry
  • Added eating and attraction icons for creatures
  • Added Chicken bestiary stats, cleaned other in development creatures stats to ensure none are copy pastes on release
  • Setup Bestiary data for 7 new creatures
  • Setting up CHAC Shotgun & Rifle