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Genre: Simulator, Adventure

Icarus

Icarus Hypatia: Part I Update | 19 new Operations in Styx Open World to play

The first part of our Hypatia Update is here adding Operations ('Open World Missions') to the Styx Expansion



These have proven really popular in the Prometheus map of our New Frontiers expansion, so we’re excited to bring these to Styx - a map rich with challenging geography, unique missions and violent fauna.

Styx was released back in 2022 and has since undergone a major transformation, with 27 missions, unique fauna, fish species, SMPL3 quests, and more. If you’ve enjoyed New Frontiers, or even Olympus (the original Icarus map), then Styx provides a new challenge for you to sink your teeth into.

Notable Improvements



  • Mesh and Texture adjustments to most building tiers which will provide some performance benefits and allows us to cosmetically skin these in future
  • Fixed Longbow being unable to be crafted or repaired on the forge or foundry as it was supposed to be
  • Fixed some collision issues present on the Arcticus Outpost
  • General cleanup of many Styx and Olympus missions using new technology and replacing the tech from 2 years ago to provide a better mission experience


This Week: Hypatia: STYX OPERATIONS



Styx has now been completely overhauled adding Operations ('Open World Missions') to the Styx expansion. This updated functionality is free for everyone who already owns Styx.





https://store.steampowered.com/app/1995690/Icarus_Styx_Map__Missions_Pack/

These have proven really popular in the Prometheus map of our New Frontiers expansion and will be coming in the next few weeks to the Olympus map.

We’ve converted 19 Missions over to ‘Operations’, meaning they can now be launched and played from your Open World sessions rather than a session that resets itself. This really changes how you play and engage with Icarus.

Styx is a paid expansion, and if you already own it you don’t have to purchase it again to play the Operations. This included people who received Styx for free back when it was initially released.

While we have converted 19 Missions into Operations, we haven’t converted all of them. Some Missions, such as pure exploration ones or time-limit ones, are still best suited to a session-based experience. You can also still play all the Operations in their original Missions format if you prefer.

Extra Detail: Styx as a stepping stone in our development


[expand type="text"]The initial intention was for Styx to be a brand new map introducing new creatures and to provide more missions and to present a high quality map to players for free at the time as an apology for the poor quality of Icarus at launch. This was put out as we worked our way towards a more alien environment which we brought with New Frontiers. We learnt a lot in the development of Olympus and were able to implement a lot of these learnings to Styx which made it a much better map for gameplay and in a design sense.

Not only does it employ far better landscape design and points of interest it also broke up a lot of the linear pathing established with Olympus presenting a much more beautiful and interesting map that people wanted to explore. With the inclusion of operations Styx is now a fully formed expansion allowing for the persistent open world experience it was always meant to have.

- Dean Hall, CEO
[/expand]

Due to the conversion process of some Missions to Operations some existing prospect saves on Missions for Olympus & Styx may not be able to be completed in their old state. So we have provided a branch on steam that will keep the current build on before this week's patch so you can complete your Missions before switching over. Icarus[pre-hypatia] You can find the full details below.


Icarus[pre-hypatia] branch information



This Week: PERFORMANCE IMPROVEMENTS - Buildings



A couple of weeks ago, we made some improvements to the building system and asked for feedback, along with more suggestions of what you’d like to see. This week, we’re implementing many of those suggestions, which also lead to performance improvements.

  • Roof Corner pieces now allow placement of other Roof Corner pieces in the same location. This allows you to create your own roofing with two different materials in a V shape.
  • Half walls now have an upper half variation which can be placed in the same location as the lower half wall, allowing you to make walls from two materials with a horizontal split. Notably, you can make large windows by using glass half walls.

To improve the performance of buildings we’ve converted all building tiers to the kit-based asset system, similar to Stone and Brick tiers. This kit system means each building tier shares a base set of textures, with each piece being created from a kit of pieces that use those textures. This results in much lower graphical memory usage for building within the game.

As an example, the wood building tier has 26 assets with unique textures, that’s a total of 78 textures at 4k resolution. Each piece uses the base kit of 9 textures, plus some individual smaller textures, resulting in 17.25 textures, compared to the original 78.

These kit-based assets provide the best of both worlds - allowing us to use high-resolution textures while keeping the memory usage low. You’ll also be able to see some more of our upcoming building improvements in the future updates section of the patch notes!



Coming Soon: Hypatia Part II: OLYMPUS OPERATIONS



Hypatia Part II will focus on bringing Operations to the original Olympus map. This is making steady progress and we are in the phase of doing detailed testing on mission flow, player interactions and bug sweeping.

This update will also bring Open World Resource Respawning, and we are currently testing this feature. We’ll have more news on when to expect Hypatia Part II: Olympus Operations very soon.



Next Week: Tusker - New Styx Mount



Next week's update will bring a new mount, that will be exclusive to the Arctic region of Styx for now.

This is the Tusker, which is a large, formidable beast with a much higher resistance and health total. It also has a faster stamina regeneration and the highest carry capacity of any mount but is slightly slower compared to the buffalo.



Support our Project



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/app/1648532/Icarus_New_Frontiers/

https://store.steampowered.com/bundle/33813/Icarus_Complete_the_Set/

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

Changelog v2.1.0.116866



New Content/Hypatia
[expand type="details"]

  • Glass BLD rework - added assets to BPs and fixed DM material slot assignments, fixed materials on APEX meshes for Wall_HalfPitch_R upper and lower
  • Implimented all Iron Buildable asset meshes and materials for the Buildable rework
  • Concrete BLD rework - added assets to BPs and fixed material assignments, revised APEX mesh for roof piece (added more chunks)
  • Implimented all meshes for Wood Buildable Rework, as well as removed metalic mask parameter that wasn't needed for wood, scoria and stone buildable materials
  • Interior Wood BLD rework - Added assets to BPs, added missing support DM for Solid Wall
  • BLD concrete rework - fixed Roof piece destruction (set damage threshold to 0.1 in DM editor)
  • Hypatia Stream Merge
  • Unlocking Styx Operations
  • Initial branch of files from Trunk to HypatiaMissions
  • Fixed an issue where t3 and 4 communicators use only prometheus missions
  • Removed old map icon actor and replaced it with IcarusMapIconComponent.
  • Removed old drop pod and replaced it with Recieve Transport Pod
  • Transport ships now stop recording once theyve taken off as a sanity check.
  • Map icon now stays removed after reloading back into a mission with a deactivated icon.
  • Transport pod now doesnt stay if you relog while the trasnport ship is taking off
  • Removed the return to dropship mission on stockpile missions
  • Removed the mission 'travel to dropship' on Agriculture: stockpile mission
  • Big shot stockpile mission now cleans up wolf dens once the quest is completed
  • Removed the final travel mission from 'Preservation: Stockpile'
  • Removed the final travel mission from the remainder of the stockpile missions.
  • When the spawn crate quest is ended a 5 minute lifetime is set on the object to clean it up and the recording is stopped
  • Pay out on quest completion, removing the requirement to return to dropship for CONCEALMENT: Recovery
  • Payout on quest completion for CLEAN UP: Extermination
  • Set a 5 minute life time for the supply box and the laser on quest completion for 'Avalanche: Expedition'
  • Quest automatic clean up CARAPACE: Research
  • Cleanup quest DEEP VEIN: Extraction
  • Cleanup quest DRY RUN: Expedition
  • Changed the search area to be a component on 'Big Shot: Stockpile' mission
  • OMPHALOS: Expedition is now an Operation
  • OMPHALOS: Expedition - Cleaned up AI Spawners on mission end, players now collect beacons from a supply pod instead of their dropships, swapped out search area blueprints so the quest now uses the search area components
  • Fixing up some binaries that couldn't be automerged in the trunk merge
  • ZEPHYR: Expedition is now an Operation
  • Updating ZEPHYR: Expedition so the AI spawners cleanup, swapped out search area and map marker BP's for components, replaced dropship collection with supply pods
  • You can now request resupplies in ZEPHYR: Expedition
  • You can now request resupplies in OMPHALOS: Expedition
  • VERTIGO: Expedition is now an operation
  • VERTIGO: Expedition swapped out search area and map marker BP's for components, replaced dropship collection with supply pods, added resupply, adjusted map markers
  • OMPHALOS: Expedition added map icons to beacon deploy
  • RICOCHET: Expedition is now an operation
  • RICOCHET: Expedition swapped out search area and map marker BP's for components, replaced dropship collection with supply pods, added resupply, adjusted map markers, adjusted quest steps to be more decriptive
  • ALCAZAR: Construction is now an operation
  • ALCAZAR: Construction, Swapped over map icons and search areas to use components
  • HIGHRISE: Construction is now an operation
  • HIGHRISE: Construction, Swapped over map icons and search areas to use components
  • BALLISTIC: Extermination is now an operation
  • BALLISTIC: Extermination, Swapped over map icons and search areas to use components, stockpile ship is now a sinotai retrieval pod, supply ship is also a sinotai pod
  • ENCROACHMENT: Extermination is now an operation
  • ENCROACHMENT: Exterminationn, Swapped over map icons to new component
  • LUPINE: Extermination is now an operation
  • LUPINE: Extermination, A Supply pod now comes down instead of collection from dropship
  • Replaced the map marker with icarusMapIcon. All stockpile missions have replaced cargopods with transport pods
  • HALCYON: Extermination is now an operation
  • HALCYON: Extermination, swapped to use map icon components and removed boss spawner after mission complete
  • Replaced map markers with icarus map markers. Added 200 second lifespan to quest droppods when mission is completed
  • Adding in new map icons for plaving beacons
  • Added a resupply mission and changed setting lifespan to destroying actors
  • GOSSAMER: Research -On quest completion all nests are destroyed, map markers are now icarus map icons. Added new resupply mission
  • IRONCLAD: Research- 9 snap actors clean up after a delay
  • Opulence: Stockpile -Changed polar bear pelts name to Arctic Pelts in quest description
  • Crecendo:Surver -Added resupply. Changed search areas to be new bpq search areas. Deleted sandworm on mission completed
  • Removing return to dropship step from LUPINE
  • MAELSTROM is now an expedition
  • HUSK is now an expedition
  • OASIS: Angler is now an operation
  • OMPHALOS: Removing search area's and adding map marker instead
  • GOSSAMER: Fixed Map Marker not showing in the (explore the cave step), also adjusted the mission to it calls down a sinotai pod instead of requiring a dropship
  • GOSSAMER: Adjusted quest steps to make more sence
  • OMPHALOS: Fixing Resupply to provide beacons and not radars
  • Adjusting Olympus Prospect Tree so it works with Hypatia Open World
  • LIVEWIRE: Terrain Scan- Changed map marker to icarus map icons for all bpq_scan missions. Changed drop pod to new supply pod mission. Added resupply for radar
  • HOMESTEAD: Construction - Changed search area to new search area type
  • LIVE WIRE: Construction - Search area changed to new search type
  • Dry run: Expedition - Added resupply mission
  • ICESTORM: Expedition. - Added optional resupply mission
  • Crecendo: Survey. -Changed purple search area to use the beacon icon
  • HALCYON is now an Operation
  • Adjusted Bloodclaw spawning location in ANGLER and adjusted fishing icon size
  • Converting Search area in ZEPHYR to a map Icon
  • Flatline:Research - Fixed bug where drop pods wouldnt delete on quest complete
  • Waterfall: Expedition -Changed 3 map icons to be the new icarus map icons. Blockers now are destroyed on quest complete. Added Resupply (Portable_Beacon)
  • EL Camino: Expedition - All search areas switched to new search areas. Cleaned up debis. Cleaned up containers
  • Spirit Level: Survey - Removed return to dropship mission. Added resupply. Changed map markers to be new icarus map icons. Changed glacier mission resupply name to match the other missions
  • Migrating Sands: Survey - Sandworm cleanup on death. Map icon changed to new icarus map icons. Added resupply
  • Nightfall: Survey - 3 boss icons/SurveyDevice/Crystal have been changed to icarus map icons. Cleaned up 3 wolf dens/Scorpion arena/SurveyDevice/Crystal on mission complete (5 min timer). Sandworm/Scorpion Arena cleanup on death
  • Fieldtest: Recovery- Changed search area to be new search area. Cleaned up satellites on mission complete. Added resupply
  • Broken Arrow: Recovery - Cleaned up 3 satelites on quest complete (5 min delay). Removed return to dropship quest
  • MERIDIAN: Extraction - Added resupply optional mission
  • WETWORK: Extermination - Changed Search Areas to be new search area types. Removed return to dropship mission. Changed map icons to be icarus map icons. Destroy footprints clue on quest ended
  • UNEARTHED: Research - Clean up analyser on complete, Changed map icon to new icarus map icon
  • Kill list: Extermination: - Wolf dens/Clues clean up after 3 min. Switched search areas to be new search areas. Switched map icons to be new map icons
  • STRANGE HARVEST: Bio Research - Changed collect from dropship to supply pod pickup.Cleaned up flower/satelite/supply pod.changed search areas to be new search areas.Changed map icons to new icarus map icons

[/expand]

Fixed
[expand type="details"]

  • Fixed a typo in the health regen modifier
  • Fixed Thatch Inverted Right building pieces not being available to build
  • Adding unique events for scorpion large (arctic) for footsteps and vocals. Duplicating montage to be used for war cry so unique war cry can be used. Increase in volume and pitch to compensate for size
  • Adding alt surfaces to scorpion arctic footstep events to accomodate for snow etc
  • ABYSS: Fixed description text of the biome progress step to correctly show the biome name and percentage
  • Fix Thatch inverted wall right classification
  • Thatch BLD rework - added assets to BPs and fixed material slots, fixed some APEX and static mesh materials, adjusted rotation/offset of inverted triangle walls as they now use unique meshes
  • Adding surface check and adjustments to arctic scorpion and adding unique events for warcry vocal and attack and idle snip
  • Fixed no collision on Arcticus Outpost
  • Adding cooldown to take satellite inventory sound that plays on caches to avoid multiple sounds playing at once with large caches
  • Adding sound for when a mission type is selected in the communicator board
  • Delay the resolving of quest audio music condition changes. Attempts to fix situations where quest music can stop suddenly if quest logic is temporarily waiting between active subquests which contain quest music conditions, which was notably affecting the final music cue of Story6 mission
  • DEEP VEIN: Re-added dialogue to bonus quest objective, now updated to not mention returning exotics in the dropship
  • Fixed Ember Gar fishing journal icon
  • Fixed Clay Brick Beams having Clay Brick Frame durability, this will result in a slight loss of stability
  • Fixed Longbow being unable to be crafted or repaired on the forge or foundry
  • Added several extra validation points during Quest initialisation to help prevent cases where Quests may be getting setup before their relevant soft classes have been loaded
  • Fixed bug where building skin materials were being reverted when building pieces were damaged without 'cracking' beforehand (due to weight)

[/expand]

Future Content
[expand type="details"]

  • Added Tusker lore to the bestiary
  • Added text for the Seed Pouch and Tusker carcasses
  • adding addition bat animations to assist with spawning from the nest, idle animation and flight from idle
  • Adding seed pouch audio for opening seed pouch. Not currently hooked up in BP
  • Add hooks for exotic deposit replenshing (gated/not called in game right now)
  • Add hooks for exotic deposit replenshing (gated/not called in game right now)
  • Added scorpion boss trophy asssets to the project
  • Added Tusker Bestiary traits and rewards
  • Added Bat Bestiary traits and rewards
  • Rebalanced Pronghorn and Chala Bestiary traits: Both give Collision resistance, Pronghorn now gives 5% at rank 1 (was 10%) and Chala now gives 10% at rank 2 (was 5%)
  • Added small sandworm trophy assets and adjusted position of large sandworm trophy
  • Updated collision on scorpion boss trophy
  • More debug hooks for open world exotics replenish (internal dev only)
  • Placed cliff meshes & painted deacls, Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Added SMs, Materails and textures for Brutalist Bookshelf, Coffee Table, and BedSingle
  • Creating bestiary input for tusk and juvi tusk. Adding event, audio and data table entry
  • Added attack animations for the Bat to choose when attacking the player
  • Adding bat nest cave and snow variants for spawning the bats, including material and textures
  • Added IMP & ice cliff meshes then blended in meshes, painted decals, Ice Sheet Yellow Quad on Prometheus
  • Added fixed placement rules for new building type
  • Added the remainder of the furniture pieces for the Brutalist Decorative set, including all SMs, textures and materials. DMs still need to be added after a Houdini pass by Ben
  • Fixed some skewed UV's for DCO_NightStand_Brutalist
  • Added tusker bestiary image and added it to the bestiary data table
  • Adding Missing Heads & Trophy Items
  • Resave child class
  • Additional placement rules for new building types
  • Added first implementation of bat nest and cave bat behaviour
  • Reimport of Bat Nest for the snow to include the base mesh underneath
  • Adding in missing D_Tames entry for the Juvie Tusker to make taming possible
  • Clean previous radar scans from map when replenishing world exotics
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Disabled the automatic replacement of placement markers swapping to the single dot when using block like placement type
  • Additional building progress on new pieces
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added Cave_AC_SML_006_NoFoilage, Cave_AC_SML_009_NoFoilage
  • Adding in Tusker Juvie variant texture and mesh, tweaked fur length and physics asset base pass, still need juvie specific bones and general bone texture for both variants
  • Adding seed pouch open logic and sound to BP. Audio to be adjusted
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added new functions and cheats to manually spawn World Bosses of type, Regenerate all World Bosses with given Prospect data, destroy all existing World Bosses
  • Added CAVE_AC_SML_011_NoFoilage, Cave_AC_MED_006_NoFoilage, Cave_AC_MED_009_NoFoilage, Cave_AC_MED_010_NoFoilage & Cave_AC_MED_011_NoFoilage for Ice Sheet
  • Adding unqiue cave bat wing audio
  • Modified conditions for logging Preparing Geometry issue as it was receiving a LOT of false positives
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added Cave_AC_MED_007_NoFoliage, Cave_AC_MED_011_NoFoilage, Cave_AC_MED_012_NoFoliage for Ice Sheet
  • Adjustments to cave bat audio, added disembark from wall / nest, adjustments to reverb, updated flying notifys and BP logic to play in Idle state right away
  • Added the Exotic Meteor art asset to the project
  • Adding cave bat idle audio, events and data table entries
  • Improvements to Tusker mount behaviour and setup. Increased size of Tusker mount to match naturally occuring NPC.
  • Added charge attack to Tusker (currently bound to right click).
  • Updated fur setup on Tusker Mount and Juvenile.
  • Tweaked health, damage, weight, mining radius of Tusker Mount/Juvenile.
  • Tusker now has a high chance to apply Bleeding debuff on attack
  • Removed unused and incomplete Iron Frame blueprint and related assets
  • Added Aluminium building tier durability setup, still uses the same settings but avoids any incorrect adjustment of other tiers in the future
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Submitting in progress developer assets
  • New building pieces: Addition of the rest of the base classes and stone tier pieces
  • Added Interior Wood building tier durability setup, still uses the same settings but avoids any incorrect adjustment of other tiers in the future
  • Initial blueprint and datatable setup for new frames, pillars, angled frames, roof peak connectors, and roof peak caps
  • Added cooking related stats to Chef's Backpack, future content
  • Adding attack voc notifys, reverb and spacial adjustments and fine tunes. general finessing of cave bats
  • Submitting Slug (reskin) with its texture
  • Added APEX meshes for Concrete/Brutalist furniture set
  • Added Half Wall Uppers
  • Added the ability to place Half Wall Lower and Half Wall Upper in the same position
  • Added the ability to place Roof Corners in the same location where applicable
  • Adding cave bat audio event and data table entry
  • Adding Tusker bone textures and hooking up to SK meshes for Tusker and Juvie
  • Fixed bug where Autonomous Spawn Behaviours were getting spawned more than once per type
  • Added Cave_AC_MED_008_NoFoliage, Cave_AC_MED_013_NoFoliage for Ice Sheet
  • Adding cave bat death and explode audio events
  • Added arctic bat nest.
  • Enabled autonomous spawning of arctic bat nests in several arctic zones.
  • Bats now return to nest if they travel too far away.
  • Autonomous spawners can now spawn IcarusActors instead of NPCs.
  • Improved async loading of autonomous spawners and their relevant behaviour / spawn classes.
  • Removed debug printing from BTTask_RandomFlight
  • Adding in bat insta gib when dying
  • Added SPR_IceMammoth_Melee and SPR_IceMammoth_Throwing
  • Added ITM_FishingRod_Scorpion
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added new function to reset World Bosses back to prospect default (for use with Operations on Open World Prospects). When World Bosses want to be cleaned up, they are no longer destroyed immediately, instead they wait until tile has been unloaded first (or prospect is reloaded)
  • Fixed bug where building skin materials were being reverted when building pieces were damaged without 'cracking' beforehand (due to weight)
  • Adjusting World Boss Spawns to match the prospect data for operations

[/expand]

Icarus Week Ninety Six Update | New Brown Bear Armor Set

Week Ninety-Six brings the Brown Bear Armor to Icarus, a new Tier 2 set crafted from the pelts of your favorite Icarus foe.

We’ve also got an update on Hypatia, and some news around our planned release for Part 1 - Styx Operations.

Thank you everyone for their feedback last week on the building system improvements, we’ve taken your ideas on board for future updates.

Jump in and have a read.

Notable Improvements



  • Increased Ashen Drake spawns in Lava Areas and added additional Spawn Zones
  • Small improvements to building placement logic to make it more intuitive
  • Orbital Exchange Pods when launched grant exotics to your account immediately rather than waiting till the end of the launch sequence
  • Adjustments to the Lava Hunter Broodling Creature so it targets correctly with its leap attack and reduced damage to take into account its burn modifier application




This Week: Brown Bear Armor



This week, we’ve added the new Brown Bear Armor at Tier 2 which is a ‘Berserker Set’ - meaning when all five items are used at once, players receive a Set Bonus of Attack Speed and Melee Resistance buffs.

This Armor Set requires you to hunt bears for their fur and leather. If you want to don the all-important headpiece you will need to use a taxidermy knife on a defeated bear to collect its head for crafting.

To balance the armor tiers with this new addition at Tier 2, the Bone Armor has been slightly adjusted and dropped to a Tier 1 Armor set which is craftable on the player, rather than requiring a bench.

The Obsidian & Heavy Obsidian Armors have had some adjustments lowering some stats but increasing others. While the Leather, Cured Leather and Composite armors have received health and stamina regeneration buffs. Changes can be seen in the patch notes below.



Coming Soon: Hypatia



Our work on the Hypatia is making substantial progress, and we’ve shifted our focus to refining, testing, and fine-tuning the balancing of add Operations to Styx. Meanwhile, the rest of the team is helping the team working on Olympus Operations and adding spawning exotics in Open World.

This is a large change and requires a considerable amount of game design input, so while simple in theory, we’re taking our time and care with implementing it to not break the balance and flow of the game loop.



Next Week: Hypatia Part 1: STYX OPERATIONS



We are currently on track to release Hypatia Part 1: Styx Operations next week, barring any large bugs or blockers. We’ll be deep in testing out all the different experiences, ensuring players can easily access the new UI and quest steps.

Our plan is to release Hypatia in a few parts, aiming to get the Styx Operations out first and then moving into Olympus Operations and exotic spawns in open world.

For those of you who don’t have Styx, you can get this on Steam and check out the new map, creatures and missions in advance of this update if you want to get familiar with the new landscape.

https://store.steampowered.com/app/1995690/Icarus_Styx_Map__Missions_Pack/

Support our Project



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/app/1648532/Icarus_New_Frontiers/

https://store.steampowered.com/bundle/33813/Icarus_Complete_the_Set/

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

Changelog v2.0.6.116557



New Content
[expand type="details"]

  • Unlocked Brown Bear Armor crafting recipes
  • Moved Bone Armor to Tier 1. It now has lower base stats but is unlocked earlier and crafted on your character, so can be repaired on character
  • Unlocked Brown Bear Armor. This armor is Tier 2, grants attack speed and melee damage resistance. Functionally it serves a similar purpose to the previous power level of Bone Armor
  • Heavy Obsidian Armor: Increased cold and heat resistance, lowered exposure resistance
  • Obsidian Armor: Lowered cold resistance, added generic exposure resistance, lowered volcanic exposure resistance set bonus (still more overall exposure resist in the volcanic region)
  • Leather, Cured Leather and Composite armor: Doubled the health and stamina regeneration provided by these set bonuses, as these are now a general all-rounder armor, with Bone and Brown Bear armor fulfilling the pure melee combat role
  • Removed New Frontiers feature level from Bone Armor, as it is accessible everywhere and has no relevance to the expansion

[/expand]

Fixed
[expand type="details"]

  • Increased number of spawn areas that contain Ashen Drake
  • Orbital exchange pods now grant their contents instantly when launched rather than waiting to reach high altitude. This fixes the issue with closing the game after launching the pod but before the rewards would have been given, resulting in never receiving the pod contents
  • Adding a more appropriate deploy sound for the rain reservoire
  • Added support for GFur on equipped armour pieces. Setup fur components for BrownBear armour
  • Added new map location icons
  • Fixed bug where WorldSpawn Lava Broodlings would try to leap attack from too far away, always missing target. Reduced WorldSpawn Lava Broodling melee damage by 50% to better represent their physical size and to reduce threat when paired with existing burn modifier
  • Update Patcher module descriptions to match the current increased inventory slot count
  • Fix for Coco Palm tree split logs meshes - removed splitting from segments, added new data table entry for unsplit trunk segment with 4x wood rewards
  • Fixing ambient creatures being audible through reverb send while in a cave. Also fixed Idle creatures being audible when in a cave. Additions to Tusk creature and Juvi
  • Fixed unusable placement offset when building a ramp off of another ramp using the alternate rotation. Now allows you to build a ramp in the opposite direction
  • Fixed bug where mounts weren't able to drink from swamp lakes in Prometheus. Slightly increased range at which mounts will automatically seek out nearby water bodies. Fixed bug where mounts would navigate to centre point of water bodies to drink instead of nearest point on water's edge

[/expand]

Future
[expand type="details"]

  • Placed cliff meshes & painted deacls, Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added landshark trophy assets to the project
  • Added new building piece greybox and placement rules
  • Added sandworm trophy assets to the project
  • Added new beam types to support new building pieces, pending placement rules of objects on these new beams
  • Fixed Stone Half Wall Angle Left Inverted not being able to be placed along side other half walls and beams
  • Ice BLDs - changes to MA_BLC_ICE and submaster materials to completely mask out supports
  • Added the concept of Bags. These are objects that have their own inventory that can be stored in the players pack
  • Inventories can now have a parent inventory. This is used to bubble up inventory changed events and weight updates
  • Bags now correctly propogate their weight to the parent inventory
  • Bags can now calculate their weight without needing a parent stat container
  • Added auto-pickup to Bag if an item is added to an inventory containing the appropriate Bag type
  • Added BagPriority table. This is used for dictating what items types should be sent to what Bag
  • Quick Move is now compatible with Bags
  • Repurposed the stack size display on inventory tiles containing Bags to instead show the number of items stored in the Bag (capped at 999)
  • Modified GetDynamicWidgetInventory to instead return a list of inventories that belong to the widget to prevent it from being locked to needing an InventoryComponent which isn't used by Bags (they use the InventoryContainers system). Also renamed the function to GetDynamicWidgetInventories for clarity
  • Updated variuous trophies' physical material and texture groups. Added all to the correct collection
  • New building pieces: Setup connector rotation, needs bypass blocking rules setup
  • Added attachment slots to Cloth armor pieces
  • Added textures, mats, FTs for decals derived from LC Cliffs, for use in Prometheus phase 3 area
  • Added IMP & ice cliff meshes then blended in meshes, Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added small deer trophy assets to the project
  • Create new base classes for additional building pieces
  • Fix center rotation to avoid weird placement in the center of new building pieces
  • Added small desert deer trophy assets to the project
  • Added large desert deer trophy assets to the project
  • Added crafting rate ui for drill display
  • Allow rotation of new building types, additional placement rules when placing existing buildings on new types
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Placed cliff meshes & Deacls, Ice Sheet Yellow Quad on Prometheus
  • Ice Building Tier - added meshes + materials for ice reskin of stone BLDs. Added emissive color tinting to master material and set emissive to be zero in caves
  • Committed missing GameplayTag edit
  • Updated polar bear trophy assets to match current model
  • Updated grizzly bear trophy assets
  • Updated Buffalo Trophy assets to match current model
  • Adding generic stomp audio to tusk and buffalo attacks and jump land. Also small spacial updates to stomps so they aren't as audible at very long distances
  • Cleaned up new persistent blocker logic
  • Adding heavy land audio and event to be used for various creatures moves including tusk. Removed reverbs from wrong places or added cave context to various creatures to stop random sounds in caves
  • Persistent blockers can now be respawned in OW if an Operation depends on them being active
  • Switch off Chromium Embedded Framework compile time option in Unreal
  • Setting correct vocal priority for death vocal on juvi tusk. Also spawn rate adjustments to idle
  • Fixup of formatting to fully exclude the ticket ID, as well as trailing whitespace
  • Adjusting the generated jira message that gets added on P4 Submit
  • Updated desert wolf trophy to match the current creature model
  • Adding base bat assets and anims, also a temp BP implementation on insta gib on death, waiting for a couple more anims to come through for full implementation, AI setup to follow
  • Assigning Tusker in AI setup
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added new mission icons
  • Added Sand bank meshes to cover up Mesh holes, Greens Quad on Prometheus
  • regeneration of sublevel and heightmap LODs for phase3 area, Prometheus (all done for now)
  • Additional placement rules for new building pieces
  • Adding tusk juvi flinch and death audio and idle and relax events and data table entries
  • Added IMP & ice cliff meshes then blended in meshes, Ice Sheet Yellow Quad on Prometheus
  • Added mesh variants and foliage types of LC Cliffs for use as ground cover in phase 3, Prometheus
  • Adding fur splines for Tusker and Juvie + Corpses, just need hookup to Mount BP when its free
  • WIP regeneration of sublevel LODs for phase3 area, Prometheus (x4_y2 - x5_y2)
  • Regeneration of heightmap LODs for phase3 area, Prometheus
  • Updated arctic mammoth trophy assets to correct size and matched Gfur to the creature asset
  • Added desert mammoth trophy assets to the project
  • Investigative prototype of rail snapping behaviour for dev testing
  • WIP regeneration of sublevel LODs for phase3 area, Prometheus (x0_y0 - x3_y2) (part 2)
  • WIP regeneration of sublevel LODs for phase3 area, Prometheus (x0_y0 - x3_y2)
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added Lava hunter trophy assets to the project
  • Added Komodo trophy assets to project
  • Added IMP & cliff meshes then blended in meshes, Ice Sheet Yellow Quad on Prometheus
  • Updates to tusk volume and spacial and teenager tuskallo
  • Adding prototype developer assets
  • Expose CookedFoodModifierEffectiveness/Duration player stats and associated ConsumedModifierEffectiveness/Duration stats for food items
  • Initial setup of new future ramp type, pending implementation of placement rules
  • Flinch and death audio for tusker
  • Seeds within the seed pouch now show the correct icon in the widget
  • Adding more Tusker vocals, attack and aggro events and adjustments to attack whoosh spacial and general attack notify improvements
  • Adding Tusk Idle and Relax event, data table entry etc
  • Removed datatable refrences to no longer required new building pieces

[/expand]

Icarus Week Ninety Five Update | New Lounge Suites to decorate your base with

This week's update features the third batch of Carved Wood Decorations, adding a complete lounge suite to craft and decorate your base with.

We’ve also adjusted our building placement system, adding more options and variations to expand the creative options for builds. This will be an ongoing piece of work for us, so we’re looking for your feedback on it.

Finally, we’ve got an update on Hypatia and next week’s content.

Notable Improvements



  • Fishing traps and other water deployables no longer work in lava rivers, only real rivers
  • You can now right-click food buffs to remove them
  • Fixed a bug where sprinting while swimming in the water would not use stamina
  • Fixed a bug in Cactus and Everbank outposts where aluminum shells sometimes spawned over top of voxels



This Week: Carved Wood Decorations



This week's update features the third and final installment in the Carved Wood Decorations series, adding a lounge suite for players to craft and place around their bases.

This includes a Living Room Chair, Two-Seater Couch, Three-Seater Couch, Seated Bench, Stool, Bookshelf, and Coffee Table.

All of these items will be automatically unlocked as blueprints, and won’t require investing any new points if you already have the Decorations Bench.



This Week: Building Placement Adjustments



We’ve made some improvements and additions to the building placement system that give you more options for unique build designs.

Additions:

  • Half and Quarter floor pieces can now go in the gaps left by the other half and quarter pieces. This allows you to create split floors or narrow walkways around corners (L-shapes).
  • Angled Wall pieces can now go in the gaps left by other angled wall pieces, allowing a complete split wall.
  • Angled Wall pieces can now have diagonal beams placed on their center edge. With the above change, you can have two angled wall pieces and a beam in between, all in the same space as a single wall.

Coming next week:

  • Ramps built off of other ramps using the alternate rotation are now placed opposite the current ramp, allowing you to build a new ramp in the opposite direction. Previously these would be placed at a large offset and be unusable. Notably, this is pretty handy for creating paths up the side of buildings or mountains.

The building system is an ever-evolving element of the game, and if you’d like to see more tweaks or changes, feel free to leave them in the comments below or post them in Feature Upvote.

These are some of the most commonly requested features from our community, but we’re up for considering more. We’ll be interested to see how people use this week's changes in their bases.



Coming Soon: Hypatia



We have now completed converting 17 of the Styx Missions over to the new Operations system that is coming in Hypatia Part 1. This will let you play them in Open World mode without leaving the planet's surface. We’ll have even more converted by this Friday and potentially will be doing a closed testing phase with a few community members.

As mentioned last week, Hypatia will be split into two parts, with Styx missions being converted over first. If you haven’t got Styx yet, you can grab it on Steam and get accustomed to the new map and new creatures before Hypatia comes out.

https://store.steampowered.com/app/1995690/Icarus_Styx_Map__Missions_Pack/



Next Week: Bear Armor



Next week, we’re bringing a new armor set that may cause PTSD for some players: Bear Armor.

This will be positioned in Tier 2, and as a result, we’ll be reducing Bone Armor to Tier 1 and making some adjustments.



Support our Project



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/app/1648532/Icarus_New_Frontiers/
https://store.steampowered.com/bundle/33813/Icarus_Complete_the_Set/
https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

Changelog v2.0.5.116433



New Content
[expand type="details"]

  • Added ability to remove food buff modifiers when you right click on the icon in the inventory. Also added a bool to ModifierStates that will allow other modifiers to be opted into being removable
  • Rustic Decoration Bench had been renamed to Decorations Bench
  • Unlocking Remainder of the Carved Wood Decorations

[/expand]

Fixed
[expand type="details"]

  • Fix to volcanic rain and acid rain events lower velocities cutting off instantly. Added 8 second adsr fade out to account for weather event stopping quickly - smoother sounding audio. Also adding some scatter wind howls
  • Tonal adjustments to the lava scatter wind and adding a few more variations
  • Adding spot event for lava broodling so players know when they are being attacked by one (initially they were part of the lava boss so one wasn't assigned)
  • Add a map check helper utility for level builders to check ore locations
  • Small reduction in volume and spacial distance to broodling general movement sound. Was a bit too loud in comparison to its size and footsteps etc causing it to feel a touch out of place in open world
  • Adding slug aggro state event, data table entries.Adds More vocal nuances between attacks
  • Fixed a typo in Iron Ore resource supply pack
  • Improvements and adjustments to the event used by the normal horse when eating food from food trough. Better realism and slightly more subtle. Also tiny reduction to repair tool hitting thatch surface type to bring in line with other volumes
  • Removing mention of dropship in extraction mission. Adjusting dialogue data table
  • Fixed a bug where sprinting while in the water would not use stamina
  • Adding occlusion param tick to horse shake head notify and small spacial adjustments so its heard at a mroe believable distance (closer rather than far away). Helps prevent overuse of sound on anim
  • Replaced green dlc / talent 'owned' tick with easier to understand icons
  • CELEBRITY CHEF: Updated Fish Fillet Pie objective to use correct item name, Fish Pie
  • Adding outpost links so if unpurchased players can click and be directly linked to the store page
  • Added Pickupable Stones and Oxite to Tundra Region of Arcticus Outpost
  • Further collision sockets added for better fall impact triggering
  • Adding additional collision bones to horse and other creatures who aren't falling and causing impact sounds consistently or effectively
  • Updated crop plots to allow re-fertilization (resetting timer) when fertilizer has less than 5 minutes remaining
  • Added icon that represents inventory/bag open
  • Fixed lava rivers being valid placement locations for fishing traps and other water deployables
  • Swamp Bird mount now supports standard saddle, fixed Swamp Bird mount not playing jump montage correctly

[/expand]

Future Content
[expand type="details"]

  • Made light bulbs thicker to match the ceiling mounted light fixture
  • Changed icon size for bow class
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Added initial setup for new building pieces
  • Inaris Sickle - added SKs, materials and textures for default look + variations (SK_ITM_Sickle_Inaris)
  • Finishing Setup for New Animal trophies - currently feature locked out
  • Glass BLD rework - added APEX meshes for walls
  • Added ITM_Backpack_Hunter
  • Enabled category for new building pieces placement, initial setup of placement support
  • Adding set bonuses for Larkwell White & Black Armors
  • Adding Larkwell White & Black Armors, Feature Locked out for now
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added Ubis trophy assets to the project
  • Added Terrenus trophy assets to the project
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Added Stryder trophy assets to the project
  • Added text for shrouded lights and ceiling spotlight
  • Added text for Rustic signs and lamp items
  • Adding T3/T4 Smoker item setup, talents and processing, feature locked out for now
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Fixing up bad itemable merge
  • Added boar trophy assets to the project
  • Added Zebra trophy assets to the project
  • Added text for lava viscid corpse
  • Added text for new animal head trophies
  • Added text for animal vestiges
  • Adjusted GGHostLogo size to 512*512
  • Added text for new backpacks
  • Added text for Inaris canteen
  • Added text for bear armor
  • Added text for new LM armor sets
  • Added BPHV Inspector tool to Persistent Level and Removed Duplicated Voxels In Purple Quad and Green Quad, Prometheus
  • Glass BLD rework - added APEX meshes for floors, roofs, angled+halfpitch walls, beams
  • Adding Aura for Health Regen and Assigning to the Medic's Backpack
  • Adding Hunters backpack to workshop, feature locking out for now
  • Adding Cold Steel, Obsidian and Miasmic Shotgun Shells, Feature locked out for now
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added missing buildable piece, BLD_Roof_Halfpitch_Glass, with all meshes and materials
  • Additional support for new building pieces placement
  • Adding item icons for terrenus, ubis, boar, zebra and stryder trophies
  • Adding New Biomass items, currency and new unique world boss associated drops for the biolab, feature locked out for now
  • Added new Hubble feature level
  • Glass BLD rework - added APEX mesh for HalfPitch roof
  • Adding smoker bench audio. Crafting is recipe based so no current assignments as the recipes also use the drying rack
  • Fixing Inaris Envirosuit first person mesh and 3rd person decals
  • Thatch BLD Rework - added APEX meshes for walls+ angled walls
  • Added IMP meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Added cliff meshes, blended them in & added cavve actorto caves in Ice Sheet Yellow Quad on Prometheus
  • Thatch BLD Rework - added APEX meshes for floors, roofs, ramps, beams, stairs
  • Added shaggy zebra trophy assets to the project
  • Updated experience row handle on Tusker NPC character. Added new AnimBP for Tusker. Added new D_Saddles row to enable support for standard saddle on Tusker
  • Fixing Seed Pouch Item so it has an inventory
  • Adding Seed Pouch in which you can store seeds, feature locked out for now
  • Swapped out cave floor meshes NAV enabled ones in Ice Sheet Yellow Quad on Prometheus
  • Added text for new smoker devices
  • Setup for Cave & Arctic Bat, Bestiary, Stats, Experience Events, Goap and Growth
  • Added text for new shotgun ammo
  • Updated naming for LM armor and backpacks
  • Adding Bestiary Entry, Loot Table, Spawn and Bestiary Stats and Experience Events for the Tusker
  • added navmesh enabled versions of GL cavefloor meshes (SM_ROCK_GL_CaveFloor_xx_NAV)
  • Submitting missing MRO texture for the Tusker that was skipped due to validation error
  • adjustments to player damage cue from creatures. Allowing gore to be played for lower level damage
  • Adjusted dreadwing trophy static mesh position
  • Added arctic scorpion trophy assets to the project
  • Added dreadwing trophy assets to the project
  • Added scorpion trophy assets to the project
  • Added setup for Tusker including mount and Juvie, all relavent DT entries apart from bestiary and growth is currently using bison values, bones missing correct texture which needs to be exported from Painter files, Physics asset needs tweak and a gfur groom to make it fluffier
  • Commit datatable to resolve build error
  • Additional support for new building pieces
  • Added support for building pieces to ignore blocking lines, currently only for new building pieces
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Adding Industrial Decoration Item Pack and All Items and Talents Associated, Feature locked out for now
  • Added Tusker trophy assets to the project
  • IcarusCharacters and IcarusPawns now implement IGameplayTagAssetInterface. Lava Slug slime trail now ignites player which cross it
  • Added IMP meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Adding in Lava Slug Slime Trail, Swamp Trail Mesh / Modifier and effects to use new particles, adding new NPC Tag
  • Updated Brutalist decorations fabric textures
  • Fixed a typo in the Pygmy Lop trophy text
  • Updated Arid Viscid naming to Ignari (carcass)
  • Updated Arid Viscid name to Ignari
  • Added text for Industrial decor set
  • Thatch BLD Rework - added APEX meshes for roofpeak cap, halfpitch walls
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Resave uasset file
  • Halfpiece floor halves and quarters can now be placed within the gaps left by each other, this allows you to make L shaped corners. Half piece floor pieces now focus the current tile when targetting the center of a floor piece, with the left rotating the piece 90 degrees and right placing in the same direction
  • Horizontal Beams can now be flipped 180 degrees by using the rotate key
  • Additional work for new building pieces
  • Tier 1 water purifier - Can place purifier in water and it will fill with water if charcoal is being used. Can craft if in crafting bench with 1 stick

[/expand]

Icarus Week Ninety Four Update | C0NT4CT device and improvements to patching

Week Ninety Four brings the new C0NT4CT device to Icarus, merging the Short Range Radio, Infrasonic Relay Device and Encrypted Satellite into a single device.

This is a big step towards our Hypatia update, where we’ll be adding Operations (missions you can complete from your Open World session) to both the Styx and Olympus maps so they can be activated from your Open World sessions, just like in our New Frontiers expansion.

We’ve also added a new pop up which will allow you to check your file state after each patch, which aims to reduce bugs or crashes caused by outdated and leftover files from Steam’s patching process.

Jump in and have a read.

Notable Improvements



  • A checksum file check has been added which shows a message on the title screen if you have mods installed or your pak files from the patch are in a bad state. This will be helpful in figuring out if Steam’s patching process has accidentally corrupted the project.
  • Fixed an issue where fully mined voxels would sometimes not respawn after being thumped with the Thumper
  • Fixed an issue where fully mined voxels would reappear and disappear when hit once, not providing resources
  • Fixed an issue where mission rewards weren't being given to players who hadn't completed the pre-requisite missions
  • Fixed missing Ren reward for the "Hidden Cache" SMPL3 mission types




This Week: C0NT4CT Device



With the new approach to Operations and Missions in the New Frontiers expansion, and upcoming changes to missions on Styx and Olympus, we’ve added a new mission device which replaces the trio of the Short Range Radio, Infrasonic Relay Device and Encrypted Satellite.

This device is called the ‘C0NT4CT Device’ and acts as a base item with upgrade slots for two parts to replace the Infrasonic Relay Device and Encrypted Satellite that unlocked encoded and encrypted Operations.

The C0NT4CT Device is craftable at Tier 2 on the crafting bench, and will be the primary source for SMPL3 Quests and Operations while you are on the surface in Open World games and Outposts.

This comes with changes to the UI, such as when you are looking at the mission screen for a prospect, Operations are now shown with an Operation UI element and separated into colors for normal, encoded or encrypted Operations.

Any existing mission devices you may have on an active Open World game or Outpost will be converted into a C0NT4CT device with this update, and for either the Infrasonic Relay or Encrypted Satellite, they’ll come with their respective upgrade pre-installed.

The New Frontiers Operations have been updated also, to reduce some of the grind that was caused by the multiple device requirements. Instead, these will provide the upgrade parts for the C0N4CT device as part of your objectives.

The C0NT4CT device not only streamlines objective selection while on planet, it also provides a transition to the new system coming with Hypatia, which should be simpler for people to understand and use.



This week: Patching checksum



Sometimes our frequent weekly updates cause issues for how Steam updates games, so we’ve added a tool to help you check for any issues.

Some players have figured out (thanks our Discord community) that after some updates, Steam doesn’t always delete files that are no longer needed. For example, this can lead to out-of-date .pak files containing game data that conflicts with the latest version of the game. This can often explain weird behaviour and crashes.

So, we have added a message on the title screen to tell you if you have mods installed or your .pak files from the patch are in a bad state. This will be helpful when troubleshooting crashes or to see if Steam’s patching process has caused conflicts.

If you want to switch this message off, we have added two command line arguments

-NoCheckSumPopup

Suppresses the popup notification of the checksum but still shows the status on the title screen. This will also detect any mods.

-NoCheckSum

Suppresses both the popup and title screen message



Coming Soon: Hypatia



Hypatia is making leaps and bounds, and we know you’re keen for more Operations (missions you can complete from Open World mode). So we’ve made the decision to split it into two parts and bring the upgraded Operations mission systems to Styx first, and then Olympus a little later.

There is no ETA on when these will both be ready, but by splitting this into two, you can expect we will have Hypatia Part 1: Styx Operations out sooner than originally planned.

For those of you who are new and haven’t yet purchased Styx, you can jump in and play 27 missions now, along with the 64sqkm map and several unique animals. Many of these Missions will be adapted to become Operations, playable in Styx Open World world, when the Hypatia update drops.



Next Week: Carved Wood Decorations



Next week's work is split into two parts internally, with the core of the game design team working on the Hypatia Operations changes, while the art team are bringing the remainder of the carved wood decorations set that they have been working on. This will complete the entire set, with 20 items in total across all 3 bundles, not including their variations.



Support our Project



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/app/1648532/Icarus_New_Frontiers/

https://store.steampowered.com/bundle/33813/Icarus_Complete_the_Set/

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

Changelog v2.0.4.116269



New Content

[expand type="details"]

  • Adding Simple Collision to T2Communication Device Mesh
  • Added a modifier to corpses that indicate other creatures will be attracted to it
  • Added a new icon that better resembles creatures are going to be attracted to the corpses
  • Added T4 Communication Device with animations
  • Missions requiring the 'Infrasonic Relay Upgrade' are 'Encoded', missions requiring the 'Encrypted Sattelite Upgrade' are 'Encrypted' the UI has been updated to reflect these stats with icons / colours / descriptions and error messages
  • Tweaked mission device UI visuals
  • Adding new Upgradable Mission Device 'C0NT4CT Device' and Meshes
  • Adding new UI for Upgradable Mission Device
  • Current T2/3/4 Mission Communicators will be converted to the new device on load
  • Converting T3/T4 Mission Communicators to be upgrade items and not deployables
  • Converting ProStory1 quest to require a 'C0NT4CT Device'
  • Converting ProStory2 quest to provide a 'Infrasonic Relay Upgrade' and adjusted quest steps to place the item in the upgrade slot in the 'C0NT4CT Device'
  • Converting ProStory3 quest to provide a 'Encrypted Sattelite Upgrade' and adjusted quest steps to place the item in the upgrade slot in the 'C0NT4CT Device'
  • Adding audio to mission device BP
  • Dialogue adjustments to fix any conflict with the new communicator upgrade path
  • Fix upgradeable communicator state changes by binding to events on the correct inventory ID
  • Adding low mechanical rumble of large T4 communicator device. Adding in upgrade click in sound to each upgrade when slotted. Spacial adjustments for better in world realism. Minor volume tweaks
  • Fixing issue where previous mission devices where not upgrades correctly and disappearred instead of swapping to new device
  • Fixing issue where as part of the mission device upgrade process the mission device upgrades where not placed in the correct inventory
  • Fixing UI for C0NT4CT device as it was incorrectly labelling missions and not available and setting the wrong mission availability status
  • Updated SMPL3 Quest Dynamic Queries to use the new Upgradable Mission Device as the query context
  • Updated visuals for communication Upgrade UI
  • Fixed UI which was blocking interaction on Upgradable mission device
  • Adding error text to take into account having a T4 upgrade but not a T3 for the upgradable mission device
  • Add a command line arg -NoCheckSumPopup to suppress pak file meta check popups (only), add a copy to clipboard button for pak file meta detail
  • Problems identified in pak file meta checks are now a popup on the title screen, mod users can elect to suppress with the command line arg -NoCheckSum

[/expand]

Fixed

[expand type="details"]

  • Small adjustments to the distance curve of dead prospectors beeping so it can be audible at a longer distance but not too loud
  • Adding pick up canteen to be used for inaris and all other canteens. Also added pick up jerrycan item audio and events and data table entry
  • Added Terrenus bestiary traits
  • Adjustment to a specific storm in the volcanic biome that uses a small amount of acid rain. The acid rain visuals did not match the audio at all
  • Update Frozen Ore yield stat description to match new effect, scaling off of resources gained
  • Change Cold Steel frozen ore reward behaviour to round rewards up
  • Fixed issue with fully mined voxels reappearing after reloading prospect twice. Voxels that reappeared would disappear after being hit as they are still counted as being mined out
  • Fixed issue with fully mined voxels not respawning after being thumped
  • Fixed issue where mission rewards weren't being given to players who hadn't completed the pre-requisite missions
  • Fixed missing Ren reward for Cache SMPL3 mission types
  • Add basic pak file meta checks, present any issue to users on title screen, log for dedi servers
  • Fixed a crash when leaving a prospect
  • Fix exotic plants are not reloading correctly
  • Fix a rare crash reported in Sentry related to race conditions when joining server
  • Fix a rare crash reported in sentry relating to AI targeting

[/expand]

Future Content

[expand type="details"]

  • Ice Building Tier prototyping - adjustments to high poly mesh and normal map for Kit_A
  • Submitting in progress developer assets
  • Adding the setup for Oxite, Salt, Stone, Titanium, Platinum, Clay, Scoria, Obsidian deep ore viens, currently not set up to spawn
  • Added larkwell armor reskins - white, materials and sk meshes. Also updated larkwell 3rd person envirosuit to match with other envirosuits
  • Added larkwell armor reskins - black, materials and sk meshes
  • Added ashen drake trophy assets to the project
  • Added kea trophy assets to the project
  • Added teenage caveworm trophy assets to the project
  • Added elephant trophy assets to the project
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Adding newly recorded foley sounds for larkwell armor set. Also has been applied to composite and carbone armor to greatly improve existing one high velocity one shots
  • Updated backpack skeletons
  • Added On state material for DEP_Wall_Light_Shroud, called M_DEP_Wall_Light_Shroud_On
  • Setting up Shroud Ceiling and wall lights, Spotlight tripod, and Ceiling spotlight, feature locked out for now
  • Volume adjustments to the larkwell armor set
  • Adjusted colour and intensity of ON material to more closely match the cieling version of this light
  • color changes for larkwell armor reskins- black
  • Initial stat pass on new backpacks, pending new stat additions
  • Added 'BaseLavaSlugExtraDamage_+%' and 'BaseLavaSlugExtraDamageResistance_+%' progressive stats to the lava slug
  • Added redback trophy assets to the project
  • Adding All Animal Head / Vestiges for new items collected with the taxidermy knife, feature locked out for now
  • Added lava viscid trophy assets to the project
  • Added swamp viscid trophy assets to the project
  • Added stats to Brown Bear Armor and rebalanced Larkwell Armor, for future release
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Added lava hunter broodling trophy asset to the project
  • Added rabbit, arctic rabbit, and pygmy lop trophies to the project
  • Added needler trophy assets to the project
  • Added moa trophy assets to the project
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Small adjustments to PB armor to accomodate for BB armor
  • adding shroud light unique on off audio events and adding to BP
  • Adding generic desk lamp on / off event and to BP. Adjustments to industrial type lamp on / off for shroud and spotlights and tripod lights etc
  • Added electroshock icons to bestiary modifier icons
  • Fixed internal spelling of Pygmy Lop trophy and vestiges
  • Added placeholder trophy to fix build
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Partial Setup for 35+ new Animal Trophies, Feature locked out for now
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus

[/expand]



ICARUS DLSS 3 Update Available Now

Icarus has always been a good-looking but deadly environment, but now it will kill you faster.

Working with our friends at NVIDIA we have upgraded Icarus to support DLSS 3.0. The result was a 2.6X on average increase in performance enabling max setting, ray-traced gameplay on many GeForce RTX 40 Series systems.

If you are running Icarus in Direct X 12 mode and have a GeForce RTX 40 Series GPU, turn on Frame Generation in the Graphics Settings to take advantage of the improved frame rate.



Benchmarking in NVIDIA’s labs found a that DLSS 3 boosted Icarus’ performance by 2.6X on average.


When we were developing ICARUS we reached out to many publishers, manufacturers, and platform owners but were unable to really get any traction with nearly everyone... except NVIDIA.

Despite being a massive company, every time we have wanted to meet or discuss with them - they have met us. They also let us try out new technology and take the time to run our game through their profiling to make it work the best it can.

I can't stress enough how important it is for game developers for card manufacturers for driver support and so that is why I am thrilled NVIDIA continue to support us directly, and often. Before our launch we entered into our beta weekends as the first game to support RTX Global Illumination, and then onto DLSS 2 and now DLSS 3.

I hope people realize that for developers - one thing that matters most to us is good relationships. I'm proud to say that NVIDIA have never made us feel tiny, despite the massive differences in size. As consumers - make sure game technology companies are supporting your favorite developers! And if you are an NVIDIA customer check out the DLSS 3 technology in NVIDIA's post below:
-Dean Hall, Game runner



To find our more about DLSS visit https://www.nvidia.com/en-sg/geforce/news/dlss-3-icarus-dlss-2-ad-infinitum/

Icarus Week Ninety Three Update | Outpost: Resource Packs, SMPL3 Quests & Shield

This week’s update sees some love for Outpost mode, although these new features (such as Shields and Resource Packs) are also useful in every game mode.

Notable Improvements



  • Added a fix to prevent prospectors falling through the terrain around crevasses in arctic biomes
  • Exotic Resource spawning has changed. Now at least one Red Exotic Vein is always guaranteed on Prometheus
  • Fixed an issue which was causing giant or tiny prospectors after interacting with the Terrenus mount
  • SMPL3 Quests now grant some Ren as a reward
  • SMPL3 Quests are now triggerable on Outposts



This Week: Outpost SMPL3 Quests & Ren Rewards


One part of the launch of our Icarus: New Frontiers expansion we’ve been pleasantly surprised about is the popularity of Outposts. Outposts are smaller custom maps with fewer threats and regenerating resources that are ideal for building bases in or simply a more chilled game experience. We added several new Outpost maps when we launched New Frontiers and are adding a new one, Arcticus, today.

To give you even more to do on Outposts, you can now do SMPL3 Quests from the Outpost game mode. As always, you can do them in Open World mode too.

Furthermore, SMPL3 Quests now provide anyone online at the time of completion a Ren reward, to spend in the orbital workshop. Prospectors will receive 10 Ren for easy, 20 Ren for medium and 30 Ren for hard quests.

This applies in both Open World and Outpost modes.


This Week: UDA Resource Supply Drops


Want to get a head start on resource gathering?

The UDA have added UDA Resource Supply Drops to the Workshop, so you can buy a pack of resources with Ren and bring them down to the planet in your loadout with you or call them down using the Orbital Exchange Interface.

They’re perfect for getting resources sooner on Outposts, but are available in any game mode. Wood, Stone, Oxite, Sulfur, Silica, Platinum, Titanium and Coal Resource Supply Drops are available. They may be pricey, but provide quick access to resources if you have the Ren.


New Content: The ARCTICUS Outpost


One of our Outposts we released wasn't ready in time for the New Frontiers launch but it has been finished and added this week, this time featuring the Tundra biome introduced in the Prometheus map.

https://store.steampowered.com/app/2536390/Icarus_Arcticus_Outpost/

The Arcticus Outpost is a handcrafted 1x1km tundra map with lots of great spots for a base. Its scenic landscape of slopes gently downward into a large valley with deep crevasses and lightly snow-dusted forests. Looking up, you'll find an imposing mountain that overlooks the spacious valley below which is home to an impressive number of caves.

You can buy it as DLC separately or as part of the Outposts Bundle.

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/


This Week: Two New Shields


Higher tier shields that protect you during more challenging encounters are here.

The Carbon Fiber shield, available at Tier 3, is strong but agile. Its strength blocks up to 90% of enemy damage while still having a decent block radius (90%).

The large Composite Tactical Shield, available at Tier 4, has a wide block radius (200%) and the same strength as the Steel Shield (a 75% block percentage).

Coming Soon: Hypatia


Some of this week’s changes prepare things for our next big free update, named Hypatia.

Hypatia will let you trigger Operations on Open World mode in every map. Operations in Prometheus' Open World mode have proven very popular, so we’re adding them to the Olympus and Styx maps. This is a big step that essentially combines the focus and rewards of Icarus' Missions with an Open World where you can keep your base permanently.

This week’s changes to the SMPL3 Quests being able to earn Ren and be triggered from any game mode allow us to start implementing Operations on every map.


Next Week: One Upgradable Mission Device (C0NT4CT)



We will soon have SMPL3 Quests, Operations and Missions available for every map. To keep things simple we’re introducing a single device (C0NT4CT) that you can upgrade to access each of them. As you upgrade C0NT4CT, it will become your one-stop shop for Operations and Quests and to access Missions from the surface too. You’ll only need one mission device instead of three.

Support our Project



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/app/1648532/Icarus_New_Frontiers/

https://store.steampowered.com/bundle/33813/Icarus_Complete_the_Set/

Changelog v2.0.3.116006



New Content
[expand]

  • Adding new UDA Resource Supply Packs in the workshop
  • Adding ability to do SMPL3 Quests on Outposts
  • Updated recipes and stats for all new shields, unlocked Composite and Carbon Fiber shields
  • Update durability on new shields
  • SMPL3 Missions can now reward Ren
  • Added new SMPL3 Mission Complete popup that tells you how much Experience and Ren were earnt by completing the mission
  • Set SMPL3 mission Ren rewards to 10/20/30 for easy/normal/hard difficulties
  • Adjusting the Names and Weights on the UDA Resource Packs
  • Added mission completion exp icon
  • Adding Ren Reward UI element to the Dynamic Quest Selection Display
  • SMPL3 Quests are triggerable on Outposts & Open Worlds but not Mission Mode
  • Fixed SMPL3 mission Ren reward being scaled by mission difficulty twice
[/expand]

Fixed
[expand]

  • Adjusted Drac carry animation to better line up with the players hands, needs investigation as to why the legs no longer move with locomotion anims while being carried
  • Adding saddle creak clink audio for riding saddled mount. Audio and event, no current implementation
  • Update the current storm weather warning to show the current storm tier icon
  • Added time on prospect to inventory screen, so players on persistant prospects can know their time on that prospect. Works for all game modes
  • Fix creature vocalisations not playing for clients if AISetup row hasn't been set to a default in the creature character blueprint. Tweaked AIVocalisationComponent initialisation flow so that it works more reliably for both server and clients
  • Fixed fishing in prometheus arctic (Adjusted the spawn config colour json to match the actual colours in the heightmap for prometheus arctic biome)
  • Added Salt based Gunpowder recipe, requiring 1 salt, 1 charcoal and 1 spoiled plant
  • Added refund for Inert Volatile Substance to grant 1 salt
  • Added RefundOnly recipe set to be used to allow refunds but no crafts
  • Applied correct textures for Acidic Gland material
  • Fixed Frozen Ore using Fiber drop mesh
  • Update names of Obsidian, Cold Steel and Miasmic Throwing Spears to be correctly named Javelin
  • Added half pitch icons to clay brick half item icons
  • Added data table validation function to throw a warning when colors in the spawn map are mismatched with the spawn zones colors
  • Added Platinum and Titanium Deep Mining Ore Materials and Textures
  • Adding biome specific grasslands rain event which automates based on intensity giving a better feel for storms and more appropriate for the biome
  • Fix Caves Not Listed In Prometheus Bestiary
  • Lowered Miasmic Arrow break chance to 10% from 20%
  • Fixed Obsidian and Cold Steel Arrows break chance from 90% to 15/10%
  • Added attachment slots to all Sledgehammers
  • Quests now only call the event 'QuestAbandoned' when actually abandoned instead of also when quest ends normally.
  • Mission 6 clean up (Both traitors, 3 cave icons, G15 device, 5 blood clues) all get deleted when their parent quest gets deleted.
  • G15 camp and base now persist after mission is completed but destroy after you abandon the quest
  • Level clean up of painted foliage ore (developer purple)
  • Removed duplicate lava voxels from cave in Purple dev quad. Added new utility widget to aid in tracking down foliage instances that are placed in the same world location
  • Removed more duplicate voxel foliage from Developer quads Blue, Green, Purple
  • Fixed mounts not eating from food troughs with only Animal Feed in them
  • Exotic node spawn locations no longer have to be authored in each D_ProspectList row; an absence of defined spawns will mean that all in-bounds meta spawn locations are selected from. In the case where all meta spawns are valid, at least one red exotic is guaranteed on Prometheus terrain
  • Fix an editor utility that has broken the build
  • Fix an issue where players would grow after mounting a horse
  • Swapped Left and Right window icons for new building pieces, as they were flipped
  • Fixed Larkwell Ballistic Bolt having 0 break chance
  • Fixed Miasmic Throwing Knife showing as Titanium Throwing Knife
  • Fixed a crash case when leaving a prospect via dropship
  • Prevented voxel rebuilds of fully mined voxels during loading of map tiles
  • Stone voxels that are fully mined are no longer saved as they can't be regenerated by a Thumper later
  • Prevented retaining recorders triggering an async flush due to renaming
  • Removed invalid pins in W_EditorUtility_QuickSelect to fix build validation
  • Fixed issue with nav jump links for crevasses causing contained level to never get properly garbage collected
  • Moved level garbage collection check from game state to game instance
  • Temporarily disabled jump links on crevasses as it was causing the map tile to not be able to be garbage collected after unloading. This was then causing map tiles with cravasses to not be able to stream back in correctly if returned to, resulting instead in only the LoD for that map tile being shown (which has no collision)
  • Adjusting Costs for UDA Resource Packs
  • Adding new WorldStat IsOutpost for quick lookup
  • Un-flipped weather icon of current weather event. Icon now correctly shows the same orientation as expected
  • Prometheus: Fixed Exploration missions using Beachday weather pattern, now correctly use MidPeak to have varied weather
  • PRO_Story_1: Updated weather to use MostlyMild, slightly more varied than Beachday (adds an extra +1 tier storm)
  • PRO_Story_2: Updated weather to MidPeak instead of Beachday, to bridge the gap between mission 1 and 3
  • MAGMATIC: Updated weather to Suprise_Mild, notably this adds a +2 tier storm
[/expand]

Future Content
[expand]

  • Added lava hunter stone statue material, textures and static mesh
  • Rotated a Cave in C1 to prevent players being stuck in the underwater animation and Fixed a Seam between the landscape and a Cave, Tecton
  • Updated Equix trophy with mesh masks and improved Gfur LODs
  • Updated blueback trophy with mesh masks and improved Gfur LODs
  • Added art assets and blueprint for Drac trophy
  • Added art assets and blueprint for Stonejaw trophy
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass and Fixed a Seam between cliffs and landscape, Purple Quad and Red Quad, Prometheus
  • Small improvements and adjustments to spear and arrow impacts after velocity removal. Created generic throw event to be used if necessary to improve throw intensity. Not currently in use
  • LC Macros - tweaks to snow materials, added mesh variants of macros with snow materials
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass and Fixed a Seam between cliffs and landscape, Purple Quad and Red Quad, Prometheus
  • Adding non-voxel versions of SML and MED LC rocks for Phase 3 prototyping and testing
  • Added chala trophy to the project
  • Added chamois trophy to the project
  • Added roat trophy to the project
  • Added cave worm trophy to the project
  • Added pronghorn trophy to the project
  • Ice Building Tier prototyping - added MA_BLD_ICE, WIP replacement textures for stone wall kit
  • Submitting in progress developer assets
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Log a hash of pak file detail on the title screen
  • Updated naming of the proghorn trophy shaders to correct naming
  • Change the way hashing is generated for meta pak details (use UTF-8 string encoding)
  • Submitting in progress developer assets
  • Added arid striker trophy to the project
  • Added snow striker trophy to the project
  • Added crocodile trophy to the project
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass, Added New NOVOX PFS, Adjusted The Rock Values and Cliff Pass, Red Quad, Prometheus
  • Setting up and Adding Larkwell Armor Alpha (current stat setup is fall damage mitigation, stamina regen and overencumbrance penalty reduction, subject to change), feature locked out
  • Adding Item Icons for the Larkwell Alpha Armor Set and adjusting talents
  • Added DEP_T2_Communication_Device with animations
  • Adding Workshop 'MXC Cot' adjusting stats and adding workshop talent and price, feature locked for now
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Adding Rustic / Raw Wood Lamp
  • Adding Rustic Signs and their 3 variations, feature locked out for now
  • Added brutalist living chair to the project
  • added brown bear armor, BP for gfur, 1st and 3rd peson sk meshes, materials and textures
  • Added Brutalist bed and brutalist base materials and textures to the project
  • Adding Brown Bear Armor, Feature locking out for now
  • Replaced brown bear armor 1st person arms with correct rig
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Adding Inaris Canteen, feature locking out
  • Adding Chefs Backpack, Farmers Backpack, Explorers Backpack, Icebox Backpack, Medic Backpack and Tech Backpack Items and Workshop Talents, Feature Locking out
  • Added Deep Mining Ore materials and textures for Oxite, Salt, Stone, Clay, Scoria, and Obsidian
[/expand]



Icarus Week Ninety Two Update | New Mount, Bone Armor & Fixes

Week Ninety Two is here and brings the Terrenus mount to Icarus. Slotting in between the existing mounts (Moa and Buffalo) in terms of utility, the Terrenus can be found across all three maps and tamed just like its predecessors.

We’ve also released the Bone Armor Set. This was originally set aside for a Twitch Drops campaign, but we decided to let everyone have it rather than keep it in reserve. We’ve also added DLSS 3 support for those playing with DX12.

On top of this, we have updates on Hypatia, some changes to modules and a performance improvement that was supposed to be included last week.

See the full details below.

Notable Improvements



  • The Dynamic Nav Mesh was re-enabled. The lack of this was causing poor creature pathing and preventing Creature Deterrents from working.
  • Fixed a case where players would not get mission rewards if they weren't present for the start of a mission after they had previously completed one on the same prospect (i.e. open world).
  • Wind turbines can now be placed closer together
  • Prospectors are now prevented getting sprains or broken legs from falling if their fall resistance is capped
  • Improved the mission complete popup to include the name of the mission that the reward is for, whether the mission is the current one or a previous one, and are now showing the actual reward




Bonus Content: Bone Armor Released



We had hoped to run a Twitch Drops campaign alongside the release of New Frontiers in which we were going to provide the Bone Armor Set you may have seen devs playing with on streams. Unfortunately, we ran into some issues with timely approvals so have decided we would release this week to everyone for free as a way to say thanks for the New Frontiers reception and support.

If you have been enjoying Icarus and New Frontiers please consider leaving a review on Steam, you can leave a review on the base game and any DLC separately. It really does make a massive difference and helps the studio out.





This Week: A Brand New Mount



This week's biggest feature is our new mount, the Terrenus. This is a horse-like creature that spawns on all three maps, Olympus, Styx and Prometheus in the forest or grasslands biomes. This is the first of several new mounts which will make their way into the game.

This mount slots in between the Moa and the Buffalo in terms of utility. It has 10% more speed than the Moa currently has, so as a result we have increased the Moa movement speed by 38%. The Buffalo’s speed has also been increased by 8% to balance out the changes.

The Terrenus can be equipped with a standard saddle, and just like the Moa and Buffalo, requires you to nurture a foal and raise it for you to be able to use it as a mount.



Modules Buffs & Diminishing Returns



Last week's update included a change with the module system, which now grant diminishing returns when stacked in your envirosuit. This was supposed to be paired with a buff to some modules but this was accidentally left out. We’re now including those buffs this week.

Modules aim to massively increase the diversity of builds, but not provide a way to get buffs which break the game's balance. Buffing modules without diminishing returns would cause these game breaking numbers, but implementing diminishing returns without the buffs would cause what happened in the last week, a massive nerf that many players noticed.

We have now buffed the modules to their correct values to match the diminishing returns. Here are a couple of examples:

Movement Speed Module Stacking
[table noborder="1"]
[tr]
[td]Old modules, with flat stacking[/td]
[td]5%[/td]
[td]10%[/td]
[td]15%[/td]
[td]20%[/td]
[/tr]
[tr]
[td]New modules, with diminishing returns[/td]
[td]10%[/td]
[td]15%[/td]
[td]18%[/td]
[td]20%[/td]
[/tr]
[/table]
Fall resistance Module Stacking
[table noborder="1"]
[tr]
[td]Old modules, with flat stacking[/td]
[td]25%[/td]
[td]50%[/td]
[td]75%[/td]
[/tr]
[tr]
[td]New modules, with diminishing returns[/td]
[td]40%[/td]
[td]60%[/td]
[td]70%[/td]
[/tr]
[/table]


This will mean that modules will provide better rewards for less investments in modules, but these will slowly become less valuable as you stack more and more. However, you are still able to get close to the old level if you wish in most cases.



DLSS 3.0 Support


Working with our friends at NVIDIA we have added support for DLSS 3.0. Powered by AI rendering technology and dedicated Tensor Core AI processors on GeForce RTX GPUs, DLSS speeds up frame rates while still providing image quality similar to native resolution. If you are running Icarus in Direct X 12 mode and have an RTX enabled NVIDIA card, turn on Frame Generation in the Graphics Settings to take advantage of the performance boost.



Coming Soon: Hypatia


Now that we’ve completed New Frontiers and have addressed some of the larger bugs and balance fixes that players have requested, we’re jumping back into putting the majority of our effort towards the free Hypatia update.

We’ve already selected the base set of missions we are planning on converting to operations, and work is beginning next week on these. You can see us testing the initial converted operations in our Twitch streams over the coming weeks.

We are also working on adjusting the mission requirements for some of the Prometheus missions and adjusting the mission flow. This will include centralizing all the mission launch interactions with one device that you upgrade, rather than three separate devices for each tier of operation. More information on this next week.

Next Week: UDA Resource Supply Packs


Next week for sale in the workshop will be a collection of UDA Resource Supply Packs. These can be unlocked for Ren and will allow for the delivery of some planetary resources directly to you thanks to the Orbital Exchange Interface.

In addition SMPL3 missions will be available on Outposts and will also grant you a small amount of Ren upon completion.

Support our Project



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/app/1648532/Icarus_New_Frontiers/

https://store.steampowered.com/bundle/33813/Icarus_Complete_the_Set/

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

Changelog v2.0.2.115842



New Content
[expand]

  • Adjusting Default Terranus Names
  • fixing weighting of the Horse saddle to better follow spine bones
  • Matching horse gravel footsteps with moa and buffalo. Added more texture to vary surfaces
  • Adding Horse and Juvenile Spawning On Oly, Styx and Pro
  • Adding audio for mounting saddled creatures
  • Added text for the Terranus to bestiary, itemable
  • Fixing normal horse being resized in two different places which caused it to be a different size to the horse mount
  • Set up for remaining mount footstep VFX
  • Fixing Horse audio not replicating to clients by adding the horse to the behavior dropdown in the NPC BP
  • Adding Terranus name to Experience Events and Stats, removing feature level lock from bestiary data
  • Adding in variant mesh for the Horse Juvenile creature to further provide visual difference between the two
  • Duplicating Horse Idle anims and montages so unique vocalisations can be added for Horse and Juvi
  • Updates to Horse, Horse Mount, and Horse Juvenile locomotion BSs to mitigate foot sliding.
  • Fixed Horse GOAP not being able to move.
  • Switched Horse BPs over to new bespoke idle montage.
  • Horse GOAP can now attack forward and backwards.
  • Fixed Horse juvenile / mount never completing their eating action.
  • Horse no longer immediately halts when completing it's move order (unless attacking).
  • Reduced Horse Mount's turn rate.
  • Horse Juvenile now uses updated mesh
  • Unlocking Bone Armor for all players to have as the twitch drop's campaign fell through
  • Fixed build validation by removing old anim ref.
  • Reduced attack range of horse mount, shifted attack source location forwards.
  • Fixed incorrectly positioned head blocking collider on horse mount
  • Fixed Mount Horse inventory preview character not copying owner's skin.
  • Slowed down juvenile horse.
  • Horse mounts can now attack
  • Tidy up of BP for audio when mounting saddles
  • Renamed Terrenus
  • Added Bestiary trait to Terrenus
  • Adjusted collider size on horse mount to allow moving through doorframes.
  • Horse/Horse Mount mesh is now scaled to preferred size instead of default root scale
  • Increased Horse Mount's damage, gave it its own damage curve asset
  • Increased Terrenus Max Stamina (300 -> 350)
  • Increased Terrenus Weight Capacity (100 -> 200)
  • Adding horse attack sounds, aggro event, stomp and anim notifys and data table entrys
  • Lots of small improvements and adjustments to the horse mount audio.
  • Adjusted attack volume and stomp volume.
  • Vocal spacial to be more directional and added jump whoosh to animation, less nieghs in jump idle animation so it doesn't become annoying
  • Lots of small improvements and adjustments to the horse mount audio. Adjusted attack volume and stomp volume.
  • Merging in changes from NvidiaDLSS branch, adding support for DLSS3 / Frame Generation
  • Renaming 'Terranus' -> 'Terrenus'
  • Added terranus bestiary image
  • DLSS-G should no longer activate until settings UI has been closed when enabling on prospect
  • Reduced aggression range of Horse. Attacking while mounted on horse should now play correct attack montage (forward attack instead of rear). Increased Horse health, mass, and melee damage. Increased follow speed of juvenile horses. Adjusted location of Horse's head blocker collider
  • Fixed misname in Terrenus Bestiary and Carcass items
  • Fixed bug where horse would flicker between swimming and not swimming when submerged in water, causing glitchy looking swimming animations. Disabled overlaps on BP_Mount_Base's head collider. Fixed bug where FloatableComponent wasn't correctly keeping track of multiple overlaps with the same WaterBody
  • Removed some DLSS-related dlls from gitdependencies xml as version in p4 depot is newer
  • Disabled r.ShaderDevelopmentMode by default
  • Shaved Juvenile Horses legs
  • Disabled debug traces on seatbase
  • Added a small offset to seat exit collision checking to hopefully fix issue where players on dedicated servers can't dismount when standing on building floors
  • Adjusting vocalisation attack notify timing for horse on main attack
  • Hooked up new horse/zebra idle and turn-in-place montages
[/expand]

Fixed
[expand]

  • Added a small offset to seat exit collision checking to hopefully fix issue where players on dedicated servers can't dismount when standing on building floors
  • Fixed a bug where when missions cleanup it calls abandon on every quest and subquest. Now only calls if you press the abandon button
  • DLSS Frame Generation no longer shows 'ON' in settings menu if it was turned on previously and is no longer supported
  • Adding GL biome option to Niagara Dynamic Input Script, pass over Niagara systems effected by this change
  • Fixing assets, related to change 115406
  • Fixed fallback selection for localized animal swarms in volcanic areas selecting Hyena ocassionally
  • Fixed typo in Miasma modifier
  • Adding unique audio for picking up arrows. Adding event, audio and data table entrys
  • Fixed a bug where if you had more than 6 ingredients in a recipe, the UI would overflow onto the 'craft' button
  • Adding new metal spear impact event and removing unused velocity behavior from arrows and spears and fine tuning events to be appropriate without unused volume automation curves.
  • Added correct spear impacts to ballistic impact events etc
  • Initial refactor for mount movement VFX propagation, Effects now play off appropriate socket location. Requires setup in mount BP and footstep notify. Initial Setup for Buffalo, Moa, Swamp_Bird and Swamp_Bird
  • Processors now attempt to stack items on inventory overflow (prevents composters from causing performance issues)
  • Mounts no longer attempt to drink from lava lakes. Mounts no longer navigate to middle of water bodies when drinking
  • Module Stacking is now set to Ceil instead of round, favouring the player, this means that a dimishing return value of 1.2 rounds up to 2
  • Buffed Movement Speed Module (5% -> 10%) making it achieve the same if not higher values when stacked with diminishing returns
  • Buffed Fall Damage Module (25% -> 40%) taking into account dimishing returns on stacking
  • Buffed Consumption Module (10% -> 15%)
  • Buffed Inventory Slot Increase Modules (2 -> 3), (5 ->6). These do not have diminishing returns when stacking
  • Buffed Carry Weight Module (5% -> 15%) taking into account dimishing returns on stacking
  • Debuffed Fishing Module (25% -> 10%) as the Fish Caught Quality was too high, chance to catch unique was unchanged at 200%
  • Debuffed Taming Module (Stamina 100% -> 50%) speed was unchanged
  • Agent bodies and communicator in Prometh mission 4 now clean up once mission is completed
  • Updating Equippable Data so the Diminishing Returns on Modules etc is off by default
  • MAGMATIC: Updated rewards to grant red exotics instead of purple exotics
  • SHADOWED: Rebalanced spawn rates of creatures, notably first and third zones have reduced creature count
  • DISPATCH: Reduced difficulty of creatures in the defense phase
  • Hid log spam about invalid voxels being skipped during level streaming
  • Removed unecessary voxel warning message during build cooking
  • Removed error message from dedicated server lobby start up caused by trying to resolve active prospect while in lobby
  • Fixed a case where players would not get mission rewards if they weren't present for the start of a mission after they had previously completed one on the same prospect (i.e. open world)
  • Improved the mission complete popup to include the name of the mission that the reward is for, whether the mission is the current one or a previous one, and are now showing the actual awarded resource values as they were previously calculated separately
  • Reducing the Wind Turbine Collision Range to be 2 tiles instead of 4
  • When highlighting the wind turbine all collision areas will show from all turbines
  • The Icebox, Refrigirator and Deep Freeze can now store Ice
  • The Arctic Head Armor not longer requires Arctic Pelts but instead requires one Polar Bear Head
  • Fixed Navmesh not being active in game.
  • Removed invalid loading screen video
  • At capped Fall damage resistance, prevented prospectors from getting sprains or broken legs from falling
  • Fixing Blueprint / Workshop Talent trees from unintentially displaying 1% for all their item stats
  • Reducing the Wind Turbine Collision Range to be be slightly smaller again
  • Fixed issue that was preventing voxels from finding their save data quickly. Has now been changed to cache by the voxels location as the names were still unstable
  • Removed recorder fast paths for GUID and actor name path due to stability issues
  • Updated Obsidian Pickaxe to enable gathering of all ores
  • Updated Obsidian tools to use Obsidian rather than Shaped Obsidian
  • Obsidian tools now correctly use shaped obsidian again
  • Heavy Obsidian armor now uses raw obsidian to repair as intended
  • Refridgerator can now store Ice as intended
  • Potential fix for voxel material streaming crash
  • Fix an issue with partially mined breakable rocks on save/load
[/expand]

Future Content
[expand]

  • Adding Niagara system for testing creature footstep VFX
  • Added cliff meshes & blended in cave entrances in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Ashlands, Red Quad, Prometheus
  • Added equix trophy art assets and blueprint to the project
  • Added blueback trophy art assets and blueprint to the project
  • Added cliff meshes & blended in cave entrances in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass and Fixed a Seam in Macro Impassable, Purple Quad and Red Quad, Prometheus
[/expand]

Icarus Week Ninety One Update | Fixes for hitching, stutters + new wind turbines

This weeks update we release the work we have been doing towards performance improvements. We have been working on these improvements for some time, and they represent a major change in how a number of assets and parts of the map are loaded. Most specifically these are targeted to address hitching and stutters caused by level streaming and asset loading when moving across the ma, but in many cases they also give modest general FPS improvements as well.

We’ve done a big write up to explain the changes we’ve made and our logic for it also, to give you an idea of the background work that’s going in to improving the experience for all players as we add more content to the game in the future.

This week also brings the long awaited wind power system, with new wind turbines giving you a third sustainable power source, and a sneak peek at our next improvement to the electricity system, batteries.

We’ve also got an update on Hypatia, our next big free update, and even a look at what is coming next week to Icarus.

Jump in and have a read.



Important Fixes



  • Fixes to outposts so they all spawn creatures as intended
  • Fixes to voxel mining audio which was causing a machinegun like sound effect that would not stop
  • Fix for Deployable Destructible not being cleaned up unless the host / server restarted
  • Fixed an issue where Weather effects were played inside caves
  • Fixed issues where the Weather effects would appear incorrectly when mounted
  • Fixed issues where Ice Borers could not be snapped and deployed
  • Fixed issue where minerals and ores would sometimes revert to un-mineable grey chunks
  • Frozen ore is now scaled based on ore gained not chance per hit, providing more overall frozen ore
  • Fixed issues on Prometheus where Unstuck would place players outside of the map bounds
  • Fixed issue where you couldn't upgrade buildings to Scoria Brick

Major Performance Improvements



This weeks update has a number of performance improvements that we’ve been testing out in our experimental build for the past few days. These are focused around reducing stutters and hitches caused by ‘level streaming’ (which is when a map tile is loaded into the world as you move into the area). The key areas include:

Improved load times for a number of in-game objects such as voxels

Changing ‘navmesh’ loading to a background thread

Changing the garbage collector to only run whenever important map tiles are streamed in our out

There’s a couple of core concepts that are tricky to understand, which are important to get the full picture of our improvements this week.

Threading:



Threads are pieces of work that are split up and run on different cores in your CPU at the same time.

Think of of this like queues at a bank. A single threaded game would be like having a single queue for a single bank teller (who represents a CPU core). In this scenario, only one customer can be served at a time (or one piece of work completed in-game on the CPU):



Multi-threading would be having multiple tellers and multiple queues, allowing for you to get through all of the people in the queue faster:



In theory, this means everything would run faster and smoother as the CPU cores could process more work, faster and more efficiently. But in reality, there is a problem on the other side of the bank counter. In order for the teller to process the customers job (the CPU to process the job) they have to go to the banks one and only ledger containing all the customers information (your RAM) in order to read and write the customers data.

In a single teller scenario this is perfectly fine, but once there are multiple tellers trying to do this at the same time, it’s chaos; numbers get overwritten, delays happen, and your bank crashes with weird error messages:



So what’s the solution to this? All modern game engines use a single “main thread” (also known as a “game thread”) to do most of the work. This puts a lot of strain on your CPU as it’s only able to use a single core for this work, resulting in your CPU utilisation showing something like 15% when the game is running poorly. Some work is still done multi-threaded, but it is a case by case basis as not everything is even suitable for it.

To return to the bank analogy, imagine the single queue, single teller setup, but this time we have a special second teller whose job it is to process forms.

  1. The customers who need a form processed will join the main queue until they get to main teller.
  2. The main teller then sees that the customer is trying to get a form processed. The teller then gets all the information from the ledger that the form needs and attaches it, then sends the customer over to the special teller for that form to get processed.
  3. The main teller then continues processing the main queue while the other customer is getting their form processed at the special teller. The special teller doesn’t need to use the ledger because all of the relevant information to get that form processed has been attached, removing the issues from the original multi-threading scenario.
  4. Once the form has been processed the customer rejoins the main queue to hand the completed form to the main teller who puts the results into the ledger.



This is an example of using ‘worker threads’ to offload work from the main thread.

The main thread has to prepare the data that the worker thread needs to do its work, and when the worker thread is done ,the main thread has to apply the results back to the game.

This is used in a few places in Icarus, PhysX runs on a thread, as do things like voxel updates when you mine them. The important thing to know here is that threading is a tool can solve some problems but not all.

Time Slicing



Another such tool is “Time Slicing”. Time slicing is used to process a little bit of data each frame up to a certain time limit or number of items.

This smooths out a big spike of work over multiple frames, removing hitches at the cost of a slightly higher frame times while the work is going on.

This method is good for processing things that don’t need the results immediately and aren’t suitable to be threaded because they need access to the game data.

Start up times



When a map tile finishes streaming in, all of the objects on that tile need to start up on the same frame.

Icarus has both a lot of objects on its map tiles, and specifically objects that take a long time to start up, the combination of which led to a significant 'hitch'. While there isn’t a good way to reduce the number of objects on the tiles, a lot of the objects have now had their start up times shortened or spread out over multiple frames.

One major example of this is the voxels. There are roughly 800 to 1000 voxels per map tile, so everything they do during startup is magnified massively.

Voxels now have a lot of their setup done in the assets themselves instead of during their startup scripts.

'Loading their resource type' and 'registering with the shelter subsystem' have both been time sliced over multiple frames. Loading the voxel save data has been given a fast path that can quickly find the matching data without the slow search through all of save data.

In the test scenario these changes reduced the tile start up hitch from about 100ms to 18ms.

Navmesh loading



Navmesh (Navigation Mesh) is used by the AI to know where they can and can’t go.

Icarus being an open world game has a lot of navmesh to cover that surface area, as well as having to update that mesh when buildings are built on top of it. A previous engine update now allows us to use async navmesh loading, which is carried out on another thread. This completely removes navmesh loading hitches.

Garbage Collector



When a map tile streams in or out the engine forces a garbage collection.

This is to ensure that all unused objects get removed from memory and keeps the RAM usage as low as it can be. While this is good for reducing memory usage spikes, it takes a long time to complete a collection.

Garbage collection was happening even for distant tiles changing their LoD’s, resulting in a lot more than expected. We’ve disabled the default garbage collection during level streaming in favour of only doing them when streaming out the main level tiles. This massively reduces the amount of hitching during regular gameplay at a very slight memory usage increase from time to time.

Future work



While these changes have a big impact on the number of streaming hitches there are still some remaining, such as removing objects from a tile when it streams out, and high density foliage loading in (on both CPU and GPU). The remaining hitches are currently being worked on and we will have a patch addressing those in future.



New Content: Wind Power



Wind Power is finally in Icarus.

We’ve added the long-awaited Wind Turbine this week, giving you another way to generate electricity to power your Tier 3 and 4 deployables.

The Turbine requires a fair amount of space around the propellor, so these need to be spread out to be activated. When placing these or hovering over them, you’ll be able to see the range required to be free of any obstructions. The range required around these objects can be seen when highlighting over them (this will not be shown if the ‘Show Item Highlights’ setting is off).

The Wind Turbine is a Tier 4 item, crafted at the new Fabricator. Unlike solar panels, wind turbines will work around the clock, and don’t require cleaning such as water wheels do. This makes them the most efficient and easiest system to deploy and use, which is balanced by their lower power output and cost.

Batteries



With Wind Turbines being our third sustainable power source added to Icarus, providing a storage source for power is something we are actively working towards.

The initial implementation of resource networks doesn’t allow for batteries in the traditional sense. The way we developed these systems, is with machines registering themselves on the network and controlling their own on/off state, rather than it processing within the network itself.

To add batteries, we’ll need to modify this system to allow for them to exist and function as intended. This will allow for proper resource flow control, allowing for brownouts and variable energy flow rates.

Once these changes to the network have been made, the priority will be getting batteries added, so keep an eye out for these in the future.



Coming Soon: Hypatia



Now that New Frontiers has been released, our core development focus is shifting to our next major update, Hypatia.

We have a few more bugs that have been discovered in New Frontiers and other areas of the game that we will be working on, but the majority of the team's effort now moves towards this upcoming milestone.

Because of the massive hit Operations have been in New Frontiers (for those still unclear on what these are, this is the new system that allows for full missions to be triggerable from Open World), we have decided to focus our efforts fully on the Open World Operations in Olympus and Styx, rather than wait for the Biolab feature to be completed, which is still in the early stages of development.

This means that Hypatia with the Operations added to Styx and Olympus can be brought to you sooner, and our timelines will adjust to incorporate the Biolab into a future update.

At the same time, expect our regular, weekly updates with bug fixes, new content and quality of life to continue as they always have.



Next Week: New Mount



Speaking of new content, next week will be bringing some new friends to adventure with. New Mounts are coming to Olympus, Styx, and Prometheus as our free Week 92 update.



Support our Project



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/app/1648532/Icarus_New_Frontiers/

https://store.steampowered.com/bundle/33813/Icarus_Complete_the_Set/

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

Changelog v2.0.1.115492



New Content

[expand type="details"]

  • Unlocking Wind Turbine and adding new UI to show Turbine State
  • Removing DNT from Wind Turbine & Damaged Audio Logs
  • Adjusting wind turbine recipe and adding 'clear zone' visualistion which can be seen when highlighted, this zone must be kept clear for the turbine to keep running
  • Adding first pass turbine audio and event and BP imp
  • Adjustments to the wind turbine audio. Removed unnecessary layers and updated sound and spacial
  • Added text for the wind turbine item
  • Effects of equippable modifiers are now reduced when stacked (1 = 100%, 2 = 50%, 3 = 25%)
  • Adjusted Module Stacking to only apply dimishing returns to specific modules
  • Added icon and tooltip text to let player know if modules are affected by diminishing stat values when duplicate modules are stacked together

[/expand]
Fixed

[expand type="details"]

  • Fixed issue where some voxels were not receiving their material after they start being mined
  • Shifted a voxel log from Error->Warning
  • Fixed Larkwell Martinez Piercing Bolt not colliding with enemies.
  • Fixed workshop item name typo.
  • Celebrity Chef: Fixed mission pod not being cleaned up on mission abandon.
  • Reduced the cost and output of the Wind Turbine. This allows the device to be a lower entry cost to power, while massive power output is better suited to other devices (or careful base design).
  • Added missing roat bestiary event and corrected some bestiary data table entries that were not allocated the right sound. Added roat specific Audio Data Table entry
  • Remove DNT on rain exposure modifier
  • Fixed a few typos in ST_UMG
  • Adjusting gasfly ballistic travel sound to be appropriate for faster travel speed
  • Fixed bug where Swamp Bird didn't have an animation set for use with corpse eating action. Removed debug print from BTTask_RandomFlight
  • Adding cooldown to gasfly explosion to stop double up of sound occasionally playing
  • Fix possibility of infinite final hits on voxels when using multi-damage pickaxes. If a fully mined voxel resource tries to clean itself up on tick while remaining reinitialisable, explicitly turn tick off again, as cleanup function is not guaranteed to do this, potentially resulting in the final hit event getting spammed each tick. Also add a check to final hit events to only fire if the previous state was not fully mined
  • Adjusting Cold Steel Arrows to be on Par with Steel arrow
  • Noxious Crust now provides resource when cleaned
  • Fixing workshop bolt sets providing the wrong bolts when consumed
  • Adjusting Obsidian sickle stat description to mention crops and not just fruit or veges
  • Clay brick building piece recipes have been adjusted to account for size
  • Ice Borers no longer fall through the terrain when dropped
  • Fixed typo in game mode info pop up
  • Added a bone blacklist so the killcam doesnt target specific bones that protrude out of the AI mesh and makes the arrow float in mid air
  • Enable custom weather for quests
  • PRO_Story_3: Removed extra purple search area
  • AI Spawned via BP_AISpawner now have their spawn locations offset by half their capsule height to prevent them from spawning inside the ground
  • NPCSplineTrailComponent now correctly removes spline points as they are cleaned up
  • forgot to add data structure change for blacklist bones
  • Resaving AI Setup DT to fix build validation error
  • Fixed New-Game Tutorial Popup string not being picked up by localized content generation
  • Fixed duplicate spawn map color preventing creatures from spawning in a small area of the grasslands
  • Removed Cave_SW_SML_004 as it was a duplicate version of Cave_SW_SML_003 and Swapped all 004 prefab caves to 003, Prometheus
  • Added Tool Action helpers to the B.E.A.S.T meta item and all fertilizer items
  • Rock Dog's lava spots now apply correct modifier and spawn when hitting landscape, or anything with the landscape collision profile
  • Fixed a bug where if you drag the shield out of the utility slot the backpack stays invisible
  • Fixed normals on all Shengong Bows and Axes
  • Removed debugging text in 'on focus item'
  • Rebalanced Miasmic tools to use Refined Wood in addition to Carbon Fiber
  • Rebalanced Cold Steel tools to use variable amounts of Refined Wood per piece
  • Rebalanced Obsidian tools to use Refined Wood across all pieces, rather than just the sledehammer. Removed Fur from Obsidian Sledgehammer and replaced with Leather
  • Fixed various ammo recipes across the new toolsets not using the correct resources
  • Fixed item setups for Acidic Glands, Infected Bark, Noxious Crust, Crystalized Miasma and Distilled Miasmic Coating directing to incorrect drop mesh, added representitive placeholders
  • PRO_Story_3: Fixed wrong dialogue line being played when collecting recipe at end of mission
  • Switched a number of lava cave voxels over to using the correct BPHV foliage type (conifer -> volcanic)
  • Replaced Voxels in CAVE_AlienFossil_MED_001 to Pro_Volcanic_Cave_2, Prometheus
  • Disabled shadow casting on slug slime trail
  • Fixed bug where client was incorrectly applying slug slime modifier as well as server which was resulting in the modifier never disappearing from the list for clients.
  • Slime trail particles are now properly cleaned up when their owning segment is removed.
  • Slime trail particles are no longer spawned for dedicated server
  • More datatable validation on FLOD Descriptions
  • Added additional logic forcing Grasslands Crocodiles to spawn only near water
  • Intersecting the slugs slime trail will now only cause a reaction if overlapping actor is a valid AI target
  • Slightly increase melee distance of sickle, make some brambles simple collision
  • Fixed seams between cliff actors and the landscape, moved deep ore deposit and fixed streched textures on a macro cliff, Purple and Green Quad, Prometheus
  • Added new cheat function and dedi server command 'PrintAIDebug' to print useful debug information regarding currently active AI and relevant spawn blockers
  • PRO_Story_3: Fixed base pieces being on low durability / destroyed state on reload
  • Prometheus: Added descriptions for exploration missions
  • Fixing iron window playing the closing animation for opening and closing the windows. Also added more surfaces to my test level
  • Match the hit behaviour of new elemental pickaxes to that of existing pickaxes
  • Submitting Bear Cub carcass mesh and textures
  • Fixed Miasmic Ammo set being named Iron Wood Ammo
  • Clamping att resistances to 99%
  • Fixed new workshop crossbow bolts having incorrect collision
  • Fixed new workshop crossbow bolt break chance to match workshop arrows at 100%
  • Reordered workshop crossbow bolts, allowing the advanced bolt options to be unlocked in any order
  • Tweaked placement of many workshop items for visual consistency between groups
  • Swapped the item name, description, icon and mesh of workshop pickaxes, axes, spears and arrows that did not match their color scheme to their damage type
  • Fix an issue where buildings cannot be damaged by weapons (due to prior commit)
  • Updating my test level to include more buildable pieces for quick testing
  • Addin Roat head shake audio to animation
  • General polish pass across Drifter VFX, Effects will now be an appropriate color depending on biome. This fixes VFX for the swamp drifter
  • Fixed floating tree in Grasslands & fixed hole in Swamp cave on Green/Yellow Quad, Prometheus
  • Reset static mesh locations for geothermal pools and fixed some cliff seams in Red Quad and Purple Quad, Prometheus
  • Drifter VFX polish
  • Changed IMP Meshes & Removed Sea Grass on Land on Green/Yellow Quad, Prometheus
  • Macro Cliff pass, Landscape Sculpting pass and Lava Lake placement, Red Quad and Purple Quad, Prometheus
  • Fix issues with the fish finder scanning forever
  • Removed all vehicle related code and dependant assets to free up linker library items
  • Removed IcarusPhysXVehicle plugin to free up linker library items
  • Made a number of assets static
  • Made spawn point helper mesh components all editor only so they will be deleted from cooked builds
  • Removed overlap checks from environment spline meshes
  • Removed actor gathering from actor recorders that aren't using the gathered list
  • Optionally removed transform reloads from recorders that don't need them
  • Added recorder fast path for actor path names and guids (currently disabled)
  • Time sliced shelter modifier initialisation
  • Time sliced voxel initialisation
  • Multiple tweaks to voxels to get their start up time (when a map tile streams in) as low as possible to reduce hitching
  • Enabled async lazy navmesh rebuilds to reduce hitches
  • Disabled garbage collection during level streaming to minimise hitches
  • Offline processed voxels to reduce the amount of operations they perform on startup
  • Disabled pre-loading of quests. This should reduce RAM usage by about 1 gb in some cases
  • Added async loading of quests during missions
  • Added proper PMs to Mangrove Roots and Fallen trunks
  • fixed hands for shengong suit 3rd person
  • Fixing snow wolf carcass and bones by creating a snow wolf carcass mat and overriding the relavent functions in the Corpse BP to match the other carcass flow
  • Fixed missing materials for brick beams
  • Re-enabled GC after main map tiles stream out. Not having this on was causing some bugs due to old actors being reused if the tile was streamed back in before they could be properly deleted. This will cause some hitches, but has been changed from original behaviour to only occur after main map tiles stream out, not just any map tiles streaming out. So it should still be significantly better
  • Re-enabled fast actor path name lookups for voxel reloading. This reduces the time for voxels to find and load their data when they stream in. This behaviour is now only disabled for FLOD based voxels (i.e. stone)
  • Removed context menu from loadout screen in OEI as it could be used to drop items on the ground directly from the inventory instead of putting them in a dropship for request. This would cause them to not be checked out in a loadout
  • Fixed being able to start Prometheus missions /open worlds using the UI on dedicated servers if the launching player doesn't own the New Frontiers DLC
  • Fixed Prometheus not appearing at all on the mission / open world screens if the DLC isn't owned (should show up as locked)
  • Fixed Redback being unable to be crit and not having an armoured shell
  • Slightly increased head crit area on Blueback and Redback
  • Prometheus Shadow Geo - fixed mesh in D4 (arctic) to correct shadows
  • Fixed walls not being able to be upgraded to Scoria Brick
  • Removing streaming setting from some SFX, and adjusting preferences auto streaming setting
  • Fixed Ice-Borer not attaching to super cooled ice nodes
  • Fixed Scoria Brick wall angle right inverted from being unable to be upgraded to using the hammer
  • Added additional validation to building piece lookup table
  • Removed spawn overrides from outpost prospects
  • Updated Everbark difficulty to use Forest outpost difficulty settings
  • Prebuilt structures now save and load their spawned actor references so they can be referenced and interacted with after the first spawn
  • Fixing repair hammer not making sound on fortifications. Also adding cooldown to mission update UI sound
  • Change Cold Steel frozen ore reward behaviour (roll chance => percent of rewards paid)
  • Remove resupply quest start dialogue which caused incorrect dialogue replay on PRO_Story_3 quest reload
  • Improved Batdog physics asset.
  • Adjusted drop location of Batdog corpse when placed on skinning bench.
  • Added new ISlotableItem interface that can be implemented to adjust the actor spawn location when placed in a slot.
  • Added an extra ragdoll-blocking collider to skinning bench to prevent corpses falling off right side
  • Adding footsteps for mount on lava and slime
  • Fixed animals not spawning on three new outpost maps
  • Predator birds no longer target alive players/creatures/mounts within active spawn blocker/deterrent radius
  • Slightly lowered armor paperdoll so it does not overlap build number
  • Fixed visibility bugs with the shield and the backpack being invisible or both visible at the same time
  • Missions 2,3,4,5,6 prebuilt structures are now destoryed when you abandon the quest
  • Ensure unstuck respects out of bounds checks in Prometheus
  • Fix abandoning a quest causing multiple quest dialogues to play. Dialogue trigger suppression is now applied during quest cleanup in all scenarios (previously it was only scoped to end-of-mission cleanup)
  • Arctic Outposts: Added Deer to allow easy difficulty more sources of fur
  • Desert Outposts: Added Scorpions, added spawn difficulty rules
  • Prometheus: Increased likelyhood of Ashen Drake spawns in their areas
  • Fixed stone voxels not reloading their mined state correctly
  • Weather effects are now correctly attached to camera when sitting on mounts/other seats. Fixed screen damage post process effect overriding weather effect particle visibility when pulsed
  • T4 Anvil Bench - adjusted position of output proxies in blueprint to line up correctly with the rack
  • Reimport of swamp bird base mesh to fix bind pose with mouth open
  • Changed frozen ore processor recipe to output 'Unknown Ore' rather than 'Metal Ore' so it shows the ore is random
  • Fixed bug where wind/rain/other weather effects were appearing in caves
  • Fixed broken deployable debris not cleaning up correctly
  • Updated credits
  • Created DMs for Bramble_A bushes in preparation for fixing this bug where brable bushes DMs are incorrect model
  • Added proper Bramble DMs to Bramble BPs
  • Fix quest dialogue replaying when resuming a prospect. Quest start dialogue entries defined in quest DT are now not played if the quest was reloaded
  • Fixed issue where voxels receiving a resource type when loading in could fail
  • Fixed Frozen Ore granting Aluminium Ingot instead Aluminium Ore
  • PRO_Story_5: Updated tech level required to correctly mention Tier 4
  • Adjusting Bounds Mask for Prometheus to Fix out of Bounds Zones
  • Fixed the IRD showing an unsheltered warning when placed in a prospect you would never be able to accept a mission from it anyway
  • Improved the effectiveness of elemental weapon effects on most creatures, notably Prometheus creatures.
  • Arctic creatures typically take double damge from Poison, half damage from Frost. Swamp creatures typically take double damage from Fire, half damage from Poison.
  • Lava creatures typically take double damage from Frost, half damage from Fire.
  • Desert creatures typically take double damage from Frost.
  • Some creatures have additional resistances, or slightly different resistances than the rest of their biome counterparts
  • Removed the ability for the Electroshock modifier to stack
  • Adjusting tree sap and expoxy item icons so they are visually distinct
  • Being wet now increases Electric and Frost damage taken by 50%
  • Increased the frequency that swamp water checks to infest you with parasites
  • Reverted previous change due to metal ore not being able to be randomized. Added an itemable rowhandle to the processor recipes for when there are random outputs to use as an image
  • Fixed Hail weather events incorrectly not filling water reservoir or watering crops
  • Switched mobility of cave weather blocking volumes from Static->Stationary to ensure they render correctly onto RT_Shelter
  • Pieces of destroyed deployables and buildings now fade out instead of popping when actor is destroyed
  • Updated the building upgrade radial menu to show the New Frontiers icon on applicable building tiers
  • Joining a Styx/Prometheus prospect will now show the difficulty warning popup and level boost option (was previously only shown when creating a prospect)
  • Prometheus: Lava boss now takes +200% damage from Frost, -40% damage from Fire
  • Added new higher resolution image for the random ore image
  • Changed processorrecipes to take in itemdata to use as an image rather than the outputted item for when we want random outputs
  • Frozen ore now shows 'Unknown Ore' when placed in a heat source

[/expand]

Hotfix v2.0.0.115258 | Fixes for two New Frontiers Missions

This is an urgent hotfix we are deploying to fix two issues with missions in New Frontiers. Please do read below, we have to be very careful doing hotfixes as we know they are disruptive and steam downloads are occasionally corrupting for some users. We apologize for the inconvenience for triggering these downloads on launch weekend, but we didn't want to wait on these are they are progression blockers for players.

Steam Download Issues causing crashes


Over the last two years we have noticed a number of users experiencing crashes related to steam downloads. Sometimes the game files are becoming corrupted when steam downloads the files, and this causes very unstable results ranging from crashes during startup, through to crashing opening chests or other things.

Note that we can't do anything to fix this directly, as it is a mixture of how steam downloads work and sometimes compounded by leftover mod files. We no longer recommend using the "verify files" for solving this as we have noticed steam appears to have changed how this works.

If you experience these issues, you should:

  • Open the directory where steam has installed the game
  • Uninstall the game via steam
  • Take note of any files leftover, and let us know what these files are either in the forums, or on discord, or email our CEO (dean.hall@rocketwerkz.com).
  • Delete any files leftover in the install folder
  • Reinstall the game


Experimental Beta Branch contains hitching/stuttering fixes


We are trialing some major, but very complex, performance fixes targeting many of the causes of stuttering/hitching while moving around. This is an opt-in beta branch you can select in steam that will trigger a new download. Please try this out and let us know how it goes on the discord or on the forums. It has made a major difference for those of us internally who experience this problem, and we want to get player feedback in addition to our own testing before deploying to main branch.

Returning to Icarus?


A lot has changed if you haven't been keeping up with Icarus, here are some basic recommendations to make your journey start well:

  • If you haven't played in the last nine months your original character may be missing. At the end of last year we migrated all character data to your local PC. We provided a migration service for several months but if you missed this window you may have to start again. To help out, when you begin Prometheus for the first time we've provided an option to start at Level 20, and at Level 10 on the Styx map.
  • Dead bodies attract carnivores, so cleanup your kill quickly before it is attacked by hungry animals. This is especially true in areas where carnivores find it difficult to find other animals to eat.
  • Animals will sometimes attack other animals. This can be useful, but it also might mean a panicking animal runs a dangerous enemy into you.
  • Don't forget you can use the repair hammer to automatically upgrade stuff instead of having to pick it up first.
  • If you have a steam cloud conflict that won't go away when you click the try again option, try starting the game. Often that completes the steam cloud synchronization and solves the issue.
  • If your camera ends up in a weird position when you get on your mount, remove the saddle and add it back on to reset the camera position.
  • Aluminum building tier has been fixed so that it is correctly equivalent to the stone tier, but much lighter to carry. Perfect for the arctic.
  • Make sure you update your drivers to the latest, as Nvidia released a new driver specifically to support the New Frontiers launch.
  • If you plan on hosting a game with more than two players in total, consider running a dedicated server especially if you are streaming or your computer is struggling. There is a lot of data going on with the game, so offloading some of the work to the dedicated server can help a great deal.
  • If you want to try out our fixes for "hitching" or "stuttering" during gameplay, try out the build on experimental branch but be aware this branch may update often so it is not appropriate for those with slow download or download problems.


Known Issues


There are additional known issues that we are working on fixing ASAP. We apologize for these are we are working hard to get these and other bugs fixed as soon as we can. We are trying to balance doing hotfixes with disrupting players as well.

Some of the major ones include:

  • Animals on outposts
  • Voxel mining on dedicated servers sometimes stopping [WORKAROUND: Restart server]
  • Some animals/players become floating in the air when a client on dedicated server. This requires us to change a few map files for maps and trigger a new build, so we will deploy this after the weekend
  • Stuttering/hitching when moving around or rotating the camera [FIX: Try Experimental Beta Branch]


Changelog v2.0.0.115258


These fixes have been applied to both the main game and the experimental beta branch

  • Fixed 'FRACTURE: MANHUNT' when you kill the boss, the quest step does not complete
  • Fixed 'NOMAD: EXPLORATION' if you tell 'Daisy' to wait she will sometimes get stuck and will not move (you can kill her to skip the escort quest step)

Icarus Week Ninety Update | New Frontiers

Icarus: New Frontiers, the first expansion of the Icarus experience, has landed. It brings with it a new map, with all new biomes, mutated alien creatures, narrative missions (known as Operations) that further unveil the story and can are integrated into your Open World game, craftables, exotics, and more.



New Frontiers Expansion


Icarus: First Cohort dropped prospectors into safe Earth-like terraformed zones. Icarus: New Frontiers will take you deep into new regions of Icarus where alien creatures and habitats survived but were altered by the terraforming process.


https://store.steampowered.com/app/1648532/Icarus_New_Frontiers/

You may need to restart steam or verify files to trigger the New Frontiers update.

New Frontiers comes packed with new content and a few surprises to discover:

  • A brand new map PROMETHEUS, with three new biomes - the searingly hot volcanic region, murky swamplands and eerie alien grasslands
  • 10+ mutated alien creatures. The terraforming process drastically impacted the local wildlife, and while it didn’t kill the creatures as it did in other zones, it terribly mutated them into the species you face now. Dreadwings, Lava Hunters, Needlers, Dracs, Drifters - their nicknames only tell half the story
  • Exclusive to this new zone of Icarus are the new Red Exotics, found in exotic flora around the map
  • A New series of Operations (narrative missions) play out in a sequenced story, leading you on a gradually darkening mystery. See below for details on how these compliment your Open World experience
  • New mission logic and technology, allowing you to launch any mission, big or small, from your Open World. This will be retrofitted to some of the Olympus and Styx map missions in our future Hypatia update
  • 100+ new items to craft, deploy and use across Icarus, along with five new raw resources generating a range of new recipes and tiers: Obsidian, Scoria, Crystalised Miasma, and more
  • With this new currency come 30+ new items in the orbital workshop for you to purchase and a new system which allows you to purchase these from the surface via cargo pods
  • New extreme weather events for each biome, reflective of the atmospheric conditions of each environment

Continuing with the trend we’ve maintained for almost two years now, we’ll continue to update both the base game and the New Frontiers expansion with content, fixes and new areas to explore.




New Frontiers is a paid expansion. Check out the Icarus sale page for launch discounts and bundles - including a discount on the Icarus base game if you want to invite friends to take on Icarus with you.

Combining Open World and Missions


Icarus originally launched only with time-limited ‘session-based' missions where you could earn exotics currency to spend in the orbital Workshop. Then, by popular demand, we added Open World mode that allowed for permanent bases and full map exploration. We also added simpler, dynamic 'SMPL3’ missions to Open World mode.



Beginning with New Frontiers, we are combing the best of both game modes. These will also be added to the base game in the upcoming Hypatia update.

For the first time, our new map PROMETHEUS allows players to follow a storyline through a chained series of missions in the Open World mode. We are calling these 'Operations' and all can be embarked on from your permanent Open World base. Rewards are earned without having to return to orbit in your dropship.



Some game modes allow you to mine and earn rare exotics, that allow you to research and craft unique gear in the orbital Workshop.

Currently, on Prometheus in Open World you can earn exotics by completing operations. You can also gain exotics the old way by launching missions from Orbit and going through the normal extraction process. In the upcoming patch (the Hypatia patch) we will add a way to extract exotics in Open World mode on all maps.



You can still choose to play the Operations as one-off timed Missions if you like.

In addition to all this, there is also the Outposts game mode where you can purchase small scale persistent worlds without mission content, exotics or threats where you can focus on building.

Performance Improvements


Icarus can be a fairly demanding game. We have made many performance optimizations to the game since launch, and this work is an ongoing priority.



A known issue frequently mentioned by players is occasional stuttering or hitching as you move through the world. This is caused by things such as caves and voxels loading and unloading in the background as you enter new areas.

This is not a simple problem to solve and takes many small adjustments to see sometimes negligible gains - but as the result of many weeks of work we believe the stuttering situation has been vastly improved in many circumstances. However, given the scope of some of these changes we want to make sure it is thoroughly tested before making it part of an update distributed to everyone.

We already have fixed some of the related hitching issues and we have a build deployed on experimental branch that you can try out, if you would like to see how it runs for you. You can access this in the builds, under experimental. Please backup your data before doing this. We will deploy this to main branch once it has received more extensive testing and it is confirmed stable.




Regular Future Updates


We do several types of game update: free weekly updates (we’ve done 90 weeks in row so far!), occasional bigger named updates (like the previous Galileo and upcoming Hypatia update), and paid expansions (like New Frontiers).



For example, you’ll see the Prometheus map still includes some zones the UDA and Group 15 still have to unlock in future Operations.

The upcoming free Hypatia update delivers on more of the features in our roadmap, including reworking some of the missions on our current Olympus and Styx maps to work in Open World mode, an Orbital Exchange system for your gear and new items in a Biolab Research Lab. These apply to the base game as well as New Frontiers.



Next week’s regular weekly update will add a Metal Wind Turbine and wind power, plus any fixes and updates for the Prometheus map.

For players who experience hitching and want to help us evaluate our progress, we have made the latest build available on a separate Experimental Branch in Steam. To access the Experimental Branch, in your Steam Library, right-click on Icarus, select Betas and Experimental. While every effort is made to make this version of the game as stable as the default one, the changes are very cutting-edge and may not yet have had thorough testing so there is added risk you may encounter issues.



Your Guide to New Frontiers


There is a lot to learn in New Frontiers, so join our Discord to share experiences and ask questions.

If you’re returning to Icarus after a while, check out this helpful guide from one of our regular community content creators Fortizar.



Returning to Icarus?



A lot has changed if you haven't been keeping up with Icarus, here are some basic recommendations to make your journey start well:

  • Dead bodies attract carnivores, so cleanup your kill quickly before it is attacked by hungry animals. This is especially true in areas where carnivores find it difficult to find other animals to eat.
  • Animals will sometimes attack other animals. This can be useful, but it also might mean a panicking animal runs a dangerous enemy into you.
  • Don't forget you can use the repair hammer to automatically upgrade stuff instead of having to pick it up first.
  • If you have a steam cloud conflict that won't go away when you click the try again option, try starting the game. Often that completes the steam cloud synchronization and solves the issue.
  • If your camera ends up in a weird position when you get on your mount, remove the saddle and add it back on to reset the camera position.
  • Aluminum building tier has been fixed so that it is correctly equivalent to the stone tier, but much lighter to carry. Perfect for the arctic.
  • Make sure you update your drivers to the latest, as Nvidia released a new driver specifically to support the New Frontiers launch.
  • If you plan on hosting a game with more than two players in total, consider running a dedicated server especially if you are streaming or your computer is struggling. There is a lot of data going on with the game, so offloading some of the work to the dedicated server can help a great deal.
  • If you want to try out our fixes for "hitching" or "stuttering" during gameplay, try out the build on experimental branch but be aware this branch may update often so it is not appropriate for those with slow download or download problems.


Migrating Prospects from local to dedicated servers


We have prepared a guide that you can download to go through how to move your prospect from being locally hosted, to being hosted a dedicated server. This will dramatically improve performance. Note there is still some fixes to come for dedicated servers.

The Bone Armor Saga


We had planned on a very cool Twitch drop, allowing you to earn a full set of an exclusive bone armor by supporting your favorite streamers. Unfortunately, Valve told us they could not allow us to have Steam keys to give away on another site unless we also give them away to Steam customers. As Steam customers are 100% of our customers, that would mean everyone would get a key. We aren't really sure what to do, but instead we will be crowd-sourcing ideas about how to give this away instead on our Discord. So hop in there and let us know. Maybe we might just give them away to everyone if we can beat our max Twitch viewer count on steamdb?

Changelog Version 2.0.0.115212



[expand type="details"]
note: This list simply includes the commits from the last week, changes that are part of New Frontiers have not been included.

  • Fixing Quest Typo
  • Adjusting Miasmic Modifier so it doesn't get added every few seconds
  • Fixed T3 Masonry bench not having the T3 Masonry Bench recipe set, preventing crafting of new Brick building sets.
  • Fixing up Frozen Ore UI
  • Added specific dynamic quest rewards for the unique fruit and vegetables, rather than a single reward for both.
  • Fixed Electroshock being 10x as much damage as other elemental effects, due to high tick rate but same damage. Have reduced tick rate and damage to do the same overall dps.
  • Fixed water bodies not receiving the correct network settings.
  • FAdded validation to rep policy table to warn if policies target classes don't have bReplicates set as it can potentially cause issues with the policy not propagating to child classes.
  • Adding Seeker Trailer to Title Screen
  • Fixed floating voxels and foliage across purple and green quads and moved floating deep ore deposit, prometheus
  • Fixed Obsidian Arm armor being the same as it's chest armor, setup stats for the arm armor.
  • Disable custom weather for quests in open world
  • Added extra icons to the different 'New Game' buttons and map selection buttons to show what kind of content is available. Added one-time popup when clicking on 'New Game' button that describes new 'Outpost' mechanics introduced in New Frontiers. Added bold text on top right corner of screen making it more obvious if the player is currently selecting 'Open World', 'Missions', or 'Outposts'
  • Enabled CPU Access flag on the various SlimeTrail static meshes
  • Fix orbital laser strike effects are not correctly replicating to clients
  • Swapping Map Icon from mission object to quest, as the icon was being culled due to relvency settings
  • PRO_Story_6: Fixed replication on non-deployable cave assets, respawned cave assets that are unable to have replication added easily
  • PRO_Story_6: Fixed decal orientation, and decal and light respawning on reload.
  • Shifted Story6s cave lights and decals into a separate IcarusActor so it reloads and replicates correctly. Increased lighting intensity values for some of Story6s cave lights so they show up better in the darkness
  • Adding RepGraph Policy for Orbital Lazer and setting up replicated variables so the effect plays correctly on clients
  • Fixed player reward records not reloading previously received red exotics counts
  • Adding Collision to bone armor packaged mesh
  • Fixed reloading preventing miasmic debuff not removing on death.
  • Reduced the titanium cost of the Encrypted Satellite Communcator, added some electronics to be representitive of the device's tech level.
  • Adding fixes for mission 4 & 6 mission blockers, after spawning AI and logging out, missions become uncompleteable
  • Rebalanced in-world exotics availability.
  • Red exotic collectables have reduced rewards (harvested exotics have the same rewards).
  • Reduced chance of red exotics collectables to appear to 20% from 25%.
  • Cleaning raw red exotics now grants 2 red exotics. With the above changes this means that harvesting exotics yields twice as many rewards, while other sources provide the same amount.
  • Noxious Crust that grants exotics of either kind now grant 5 instead of 10 (universal 5 across all resources per Noxious Crust).
  • Increased spawn rate of Purple Exotic voxels, now spawns at 10% chance rather than a flat 10 per mission.
  • Doubled yield of Exotics from Purple Exotic voxels.
  • Fixed game mode using the wrong value when checking if exotic plants had been spawned on startup. This was causing exotic plants to be duplicated each time the prospect was reloaded.
  • Fixed issue where researching new workshop items through the OEI would fail
  • Increased Aluminum building tier to match Stone, causing it to only take damage in the same storms as stone buildings.
  • Red Exotic Plants suffer from fatigue and their growth rate decreases every harvest by 100%
  • Generating Enum based on farming seeds row to use rows in code correctly
  • Tomatoes and Beans are no longer rotated so that their stakes are off the ground when planted in Crop Plots. D_FarmingSeeds rows can now specify the kind of random rotation they'd like to apply to visible mesh when planted
  • Adding in a plant fatigue for all plants, each harvest will increase the effectiveness of the plant fatigue modifier by 10% for all normal plants and 100% for exotics, the fatigue modifier reduces plant growth and yeild, making it beneficial to replant plants every 4 or so harvests
  • Bump the recommended nVidia driver version to 537.13 Game Ready
  • Adding in new map images for the Prometheus Map

[/expand]