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Genre: Simulator, Adventure

Icarus

Icarus Week Eighty Nine Update | New Forge, Foundry and Gameplay Trailer

Week 89 is here and - with only one week until New Frontiers - we’ve decided to do a week of focusing on Quality of Life improvements and introducing some new benches that allow for all the new content to come next week.

A bunch of QoL improvements recommended by our community have been added, including new keybinds and adjustments to blueprints.

On top of this, we’ve added three new benches - a Tier 3 Masonry Bench, a Tier 3 Forge and a Tier 4 Foundry (which are the higher tier versions of the Tier 2 Anvil).

These provide a more streamlined progression for the items previously on the lower tier variations of these benches, and allow for simpler consolidation to save floor space as you progress through the levels.

Finally, the New Frontiers Gameplay Trailer premieres this weekend on YouTube, and you can sign up to watch with us at the link below.



New Frontiers: Gameplay Trailer



The New Frontiers Gameplay Trailer premieres on YouTube this weekend, Saturday the 19th at 6pm EDT.



Just like last week's ‘The Seeker’ premiere, we’ll be on Discord answering questions and watching along with you - so come join us!



Quality of Life



Before we launch New Frontiers, we wanted to spend this week making some QoL adjustments that the community has asked for.

  • We’ve added a ‘Loot All/Take All’ key-bind option for you to map in the controls menu
  • We removed XP debt upon death this also removes any outstanding XP debt that remained from a death before this change was implemented
  • The ‘drop’ keybind will now default to ‘unbound’ rather than Q, but can still be set manually. You can still drop items by dragging them to the drop box in your UI
  • Building pieces can now be unlocked as ‘Building Pack Kits’ rather than individual items. This will save your blueprint points for other unlocks, only requiring three per building tier now for three ‘packs’
  • If a blueprint provides multiple recipes, the UI will now show all the recipes that it will unlock
  • Farming and Harvesting XP have been added to the new farming system changes from last week
  • All T2 and above arrows now craft in packs of five and higher tiers of arrows have had their costs reduced to balance against this
  • Fur has received a balance, with the amount found on aggressive creatures reduced, and increased on passive creatures. This is because of the lack of recipes requiring fur, and the abundance of engagements with aggressive creatures leading to players stockpiling so much of it.
  • We’ve added an alternate ‘Steel Bloom’ recipe that uses charcoal
  • We’ve added more seed packets for seeds which were currently missing from the workshop pool



Forge, Foundry & Advanced Masonry Benches



This week we’ve added three new benches in preparation for the new content to come in New Frontiers, and also to provide a consolidation route for benches as you progress up the tiers.

These are the T3 Masonry Bench, The T3 Forge and T4 Foundry. The Forge and Foundry are the higher tier variations of the Anvil found in T2.

All of these benches contain the recipes of the previous benches so, as you build the new versions, you can deconstruct previous iterations to save room in your base. This also means we have shuffled some recipes around to make this more streamlined and easier to navigate.

The new tiers of benches are:

Tier 2 Masonry Bench → Tier 3 Masonry Bench

Tier 2 Anvil → Tier 3 ForgeTier 4 Foundry

The Tier 3 Masonry Bench will focus on brickwork, and while this week it only contains the recipes from the current Tier 2 bench, from next week it will include the brand new building items that come with New Frontiers. This means that once the Tier 3 Masonry Bench is built, you can scrap your Tier 2 variation as all recipes will be available on this option.

The Tier 3 Forge will now hold all the recipes for tools, shields, bows, crossbows, arrows and bolts that were unlockable at Tier 3 but craftable on the Tier 2 anvil. It will also have all the Tier 2 recipes, but the Tier 2 anvil will no longer have any recipe for an item that is above Tier 2.

The Tier 3 Forge requires coal or charcoal to fuel while you craft, and also needs to be placed outdoors to allow for ventilation.

The Tier 4 Foundry is the pinnacle of tool crafting on Icarus, and has all the Tier 2 and Tier 3 recipes of the Anvil and Forge, along with all the Tier 4 recipes that were previously available on the anvil also.

This is a large machine, and requires a lot of space. Because it requires electricity to run, it also needs to be placed inside, and a strong power source is necessary to keep it running.

This new system allows for you deconstruct lower tier benches as you craft the higher tier ones, alleviating any issues with the growing need for floor space, but also allowing for the evolution of items in your base as your level grows. Ideally, a base running high level electronics wouldn’t also be housing a basic anvil, and these new benches allow for that progression.

With the addition of these new benches, the blueprints tree has also been altered slightly to reflect the shift. You may notice some gaps, but these will be filled next week as all the New Frontiers content is added to the tech trees.



New Frontiers



We are now less than a week away from the New Frontiers expansion and the excitement in studio and among the community is palpable. For those of you who haven’t caught up on what’s to come, here’s our announcement blog to check out.

https://store.steampowered.com/news/app/1149460/view/3684558162502822183



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/2445280/Icarus_Interior_Decorations_Pack/
https://store.steampowered.com/app/1995690/Icarus_Styx_Map__Missions_Pack/



Changelog v1.3.11.114779



New Content
[expand type="details"]

  • Setting up T3 Masonary Bench, Assets, Talents, Recipes, Icons, Animations
  • T3 Masonary Bench Proxy Meshes Fixed Collision
  • Added T3 Masonary Bench Proxy Meshes, Textures & Material
  • Setting up T3/4 Anvil Benches, Assets, Talents, Recipes, Icons, Animations (Dev Locked for now)
  • T4 Anvil - fix and reimport of output proxies to correct position and avoid stacking
  • T4 Anvil - added destructible mesh
  • Adding Charcoal steel bloom alternate recipes
  • Adjusting all arrow and bolt recipes to craft 5 arrows or bolts, reducing recipes cost for the higher tier arrows and bolts
  • Removing Tool / Weapon Recipes from the Machining Bench and Fabricator and placing them on the T3/T4 anvil Benches
  • Removed unused references on T3 anvil destructable mesh
  • Adding T4 Anvil bench impact sound, start / loop / end event, BP imp and data table entry
  • Using parent class logic to replicate audio for anvil t3 instead of creating new logic. Simplified BP setup
  • Set up start / loop / stop event to play when Anvil T3 is activated. Set replication to play for clients
  • Added text for Forge, Foundry, and Masonry benches
  • Updated name of the T3 Masonry Bench to Advanced Masonry Bench to differentiate it from the T2 bench

[/expand]

Fixed/QoL
[expand type="details"]

  • Update normal shovel description and flavor text to match new Stone Shovel description and flavor text, which better communicates its uses
  • Updated the Supply and Demand talent to apply to crafted bolts as well as arrows
  • Updated credits page
  • Fur Rebalance: Significantly increased the amount of fur granted by passive creatures and significantly reduced the amount of fur granted by hostile creatures. This affects both skinning an the skinning bench. The aim is to allow players to gather fur earlier in the game easier, while reducing the abundance of fur as you progress through the tech tree
  • Large deer now have their own loot distinct from regular sized deer, yielding more leather, fur and increased chances of gamey meat
  • Adding in Additional Farming Seed Packets for thouse that weren't present in the workshop
  • Enabled recipe set view for blueprint tooltips
  • Cleaned up contents of blueprint tooltips
  • Adding XP events for planting, harvesting, watering and fertilizing crops
  • Combined building blueprints, refunding the existing blueprint points spent. Building sets are now split into 3 groups: Base, Advanced and Trim. Base Sets have beams, floors, walls, angled walls, ramps and doors. Advanced Sets have roof corners, half pitches and half pieces. Trim Sets have railing, trap doors, windows and ladders. All variants of the building piece type are now unlocked within the same building set
  • LIVEWIRE: Reduced the spawn rate of smaller creatures to help new players get used to the game
  • AGRICULTURE: Supply Stockpile has been renamed to ACCUMULATON
  • ACCUMULATION: Reduced resource requirements across all objectives, but particularly cooked meat
  • Fixed workshop gear with a large number of stats having parts of the tooltip UI not appear correctly
  • Tweaked building sets, moving items into trim sets if it makes sense for the set. Renamed some trim sets to better communicate their aesthetic
  • Removing Experience Debt, players no longer gain experience debt when they die, any existing debt is removed
  • Watering Can now only grants experience once per water action and only if a crop plot required water
  • Added new crop plot modifier icons
  • Added UI to the blueprint tooltip to show if the unlocked blueprint recipe shown is for multiple output (eg arrows and bolts)
  • Tweaked distribution of outside voxel resources, reducing salt and oxite, while increasing resources favored to each biome
  • Setting up carpet data entry that was missed for player footsteps. All rugs will now sound like carpet
  • Fixed Tomato and Potato decay setting to correctly grant spoiled plants
  • Drop Key is now unbound by default
  • Fixed Bean Seed Packet giving Squash
  • Fixed Typo in Fertlize Crop tooltip when viewing crops with fertilizer
  • Added action reminder when holding Fertilizer
  • Fixed Wild Coffee granting Cocoa seeds
  • Added to dynamic quest rewards: Shields, Seeds and Shovels
  • Updated existing farming related dynamic rewards to use seeds instead of grown plants

[/expand]

Future Content
[expand type="details"]

  • Lava Hunter Arena, Clean Up Landscape and Added Few Rocks in Purple Quad on Prometheus
  • Fix damage numbers and audio feedback sometimes incorrectly presenting damage as crit or hardened.
  • Spawn damage numbers function was re-checking crit status of hits for itself, and in some cases e.g. DOT effects would do this incorrectly - instead we now just pass it the crit area value from the damage packet which has already been calculated.
  • This change only has a cosmetic effect
  • Bulk commit of updated thatch buildables
  • Fixed Ground Collision in Swamp & Floating Rocks in Cave on Blue/Purple Quad, Prometheus
  • Adding Niagra system propogation to NPCTrailComponent,
  • Adding first pass WIP VFX for slug slime trail, updating NPCTrailComponent_Slug with correct niagra system reference
  • Updating mission communicator overlay for priority missions
  • ProStory5: Increase spawn rate of creatures during defense phase, added swamp slug
  • ProStory5: Fixed base being unable to be interacted with during final phase
  • Fixed priority mission overlay appearing while already on a mission
  • Added background blur to priority mission overlay to help separate it from the dynamic mission buttons behind it
  • Final pass on slug trail VFX, culling setup.l
  • Fixed issues with future collect and deliver item missions that require a stat on the item failing to find the correct item in the players or delivery targets inventories
  • Setting up App Ids and DLC Flags for Outposts 4, 6, 7, 8 and assigning to talents
  • Small update to subwave sound. Slightly less distortion
  • Adding sound of the suit subwave harmonic generator intermodulator to play before dialogue event so the dialogue feels like its reacting to it
  • Imprrovements to lava lake audio when in a cave
  • Smooth landscape near Lava Hunter Arena, Added Macro IMP Meshes to Artic & Fixed Grass Floating in the Grasslands on Green/Purple Quad, Prometheus
  • Adjusting displacement on slug trail material
  • Updated slug slime trail RAO texture with minor seam fixed
  • Adding the best sounding PM to the fortifications. Sounds less hollow than wood floor
  • Adding optional curve to control trail fade out in BP_NPCTrailComponent, will default to PercentageTimeLeft if bool unchecked. Adding curve for slug slime trail
  • Adding a more appropriate sounding PM to wood railing
  • Fixing narrative music looping issue
  • Adding gasfly explosion to play for clients
  • Fix search area isn't shrinking as clues are discovered on PRO_Story6_Traitor
  • Dialogue retiming for mission 6
  • Added the updated verisons of the stairs and half ramp thatch pieces
  • Fix shader parameter names, reversed normal map and highlighting for hunting trails
  • Adjustments and improvements to the orbital laser kaboom. Adding bwaaaaah
  • Lava Hunter Arena, Blended Rocks into landscape in Purple Quad on Prometheus
  • Orbital Strike vfx iteration
  • Added dev cheats for growing crops instantly
  • Added several Wall pieces for Thatch buildable rework
  • Fix hunting trails highlighting on clients and trails moving/resetting every save/load if entire quest objective not complete
  • Added several reworked thatch roof buildable pieces
  • Added several more wall pieces for Thatch Buildable Re-work
  • Adding Map Masks for the OW Selection Screen to tidy up the Drop Point Selection View
  • Added spawn rules to outposts to prevent multiple apex predators (such as bears or polar bears) from spawning in the area, the same as other play modes
  • Update gas flyer loot bag mesh
  • Fixing issue with texture groups for the Needler
  • File name correction of the Needler Statue - Stone
  • Resubmitting Komodo Variation textures and mesh due to wrong file names
  • Submitting Komodo Variation Statue - mesh and textures
  • Fixed bug where Slug's AimAssist sphere collider was including bounds of trail component.
  • MegaTreeAudioVolume collision is now configured in Constructor instead of PostInitializeComponents.
  • Slightly increased max spawn distance on Story5's swarm spawners.
  • Remove water-type navigation modifiers from North-East swamp area in PROM
  • Fixed Collision Near Mission Cave in the Grasslands on Green Quad, Prometheus
  • Added Outpost 006 Minimap Data and created new in game map for Outpost 006
  • Added Outpost 004 Minimap Data and Created New In Game Map for Outpost 004
  • added sk meshes, missing textures and materials for larkwell armour
  • Added new weather debuff icons
  • Replaced priority mission border background
  • Updated Prometheus In Game Map to reflect recent world changes, Prometheus
  • Renamed Polar Bear Pelt to Arctic Pelt in preparation for new creature releases with New Frontiers
  • Renamed Polar Bear Armor items, blueprints and talent to Arctic Armor
  • Small adjustment to subwave generator before dialogue
  • Adding additional BP imp to stop the G15 scanner from playing again if it's already activated. Also delay to dialogue line that interrupted important moment
  • Added Outpost 007 Minimap Data and Created New In Game Map for Outpost 007
  • Lowering the predator bird swoop whistle by 2db
  • Fixed item rewards from dried trees in the lava to ensure they grant a small amount of wood when harvested with an axe
  • Updating lava hunter event min max to be the same as the spacializers. Increased distance of roar spacial
  • Setting up Exploration Missions for Prometheus
  • Batch commit of thatch buildable rework assets
  • Add a large scale damage component for the oribital laser
  • Added the ability to spawn creatures with bonus levels as part of normal swarm logic
  • PRO_Story_5: Added additional levels to spawns, as this is in a lower level area, slightly reduced spawn rates
  • Adding in second version of the egg as well as materials and fixed main egg UV problem with a reimport of the correct UVSet mesh
  • PRO_Story_5: Tweaked spawning parameters to improve mission performance, minimal impact on gameplay
  • Added drop ship locations for Prometheus story missions
  • Enabled new particle effects for Lava Hunter's Earth Splitter attack.
  • Reduced base health of Lava Hunter, slightly increase per-player additional health.
  • Fixed Lava Hunter's hard points not working.
  • Cooldown between stumble anims caused when dealing damage to Lava Hunter in limping state increased.
  • Improved Lava Hunter navigation ability when target not on navmesh.
  • Increased damage of Lava Hunter ranged attack projectiles.
  • Increased max range of Lava Flyer explosion damage.
  • Fixed Lava Hunter eggs expanding infinitely for clients.
  • Added IK to BlueBack
  • Removed DropShip 6 from Outpost 008
  • Datawise missions are now opt in, you will need to make sure to setup the mission correctly for it to be triggered in open world
  • Updating prospect talent UI to display 'mission unavaible' if a mission is not triggerable on open world
  • Rewording Achievements to future proof
  • Prometheus: Update new canteen and oxygen tanks in the workshop to cost red exotics
  • Rebalance Larkwell Oxygen tank modifier to grant higher health regeneration and some exposure resist instead of movement speed
  • Adjusting Iceholm & Holdfast App Id's for DLC Flags
  • Added DM supports meshes INT wood For Buildable Rework
  • Removed Cliff Actors from persistant level, Readded the dropship spawns and Respawn Pods, Outpost 008
  • Adding Quest Marker for Swamp Construction Prometheus Quest
  • Ducking interior dropship sequence audio when dialogue is playing to allow clearer and more audible dialogue playback
  • Removed DM supports meshes with wrong names For Buildable Rework
  • Added RoofPeak_CapEnd_Thatch reworked buildable piece to project
  • Updating Cultivations to have a forceset functions for prebuild structure setup
  • Updating farm present in Story Mission 5 so it has grown plants
  • Added Outpost 008 Minimap Data and Created New In Game Map for Outpost 008
  • Added infographic icons to scoria building piece icons
  • Removed All Respawn DropShip from Outpost 008
  • Added infographics icons to scoria pitch buillding piece icons
  • Removed All DropShip from Outpost 008
  • Updating Feature Levels for the new outposts
  • Fixed a few typos in highlightable and st_umg
  • Replacing depreciated niagra modules on NS_WaterSplash. Adding NS_LavaSplash, hooked up in BP_PlayerEffectsComponent to play when jumping into lava. No longer plays water splash effect when jumping into lava
  • Adjusting the blueback footstep spacial curve to be a little more audible over longer distance to assist with mission location. Also adjusting dialogue for Daisy mission Fail
  • Fixed deployable preview for Organic Residue Cleanser
  • Updating Drop Locations for Prometheus Construction and Research Missions
  • Fixed Riverbanks & Cleanup on Green Quad, Prometheus
  • Dialogue timing adjustment and lowering broodling attack sounds and spacial slightly to avoid volumes becoming overwhelming when surrounded
  • Updated Blueprint Tooltip to prevent the Crafted At section from overlapping it's icon when the name is too long, this is both for future benches and translated text
  • Setting up Prometheus Construction mission and enabling for NF
  • Regenerated Visual Height Map Textures to fix blurry heightmaps, Prometheus
  • Added shadow geo for reworked thatch buildables
  • Added Outpost 008 Heightmap Data and Created New heightmap for the In Game Map for Outposts 008, 007, 006 and 004
  • Adding Quest Marker for Swamp Research Prometheus Quest
  • Added DM supports meshes Glass For Buildable Rework
  • Removed DM supports meshes with wrong names For Buildable Rework
  • Adding Notifiers for Extracted Item, Planted Seed and Crop Matured
  • Setting up and Unlocking Prometheis Extraction Mission
  • Fixing issue iwth being unable to unlock heavy obsidian armor
  • Refreshed out of date D_Ballistic data table
  • Adding in Quest Marker Locations for Arctic Extraction Mission
  • Adding new Prometheus Research Mission
  • Adding new crafting notifier subsystem
  • Added ability to disable recording of Ballistic Actors via bDisableRecorderComponent flag inside D_Ballistic. Lava Hunter spit particles and all other pooled ballistics are no longer recorded. Lava Flyer spawn count per egg now scales with nearby players. SpawnAIAtCursor cheat now takes in an optional AI level parameter. BTTask_PerformAction_SpitAttack now correctly pools ballistics if required. Movement during LavaHunter_RetreatAndPowerUp action should now handle areas with no navigation better. Fixed bug where Lava Hunter wasn't playing it's heavy hit react / power up action when entering it's second phase of combat
  • Fixed Cliff Actor sticking through cave in Lava Biome and Fixed Seams in Geothermal pools, Purple Quad, Prometheus
  • Further improvements to orbital laser destruction
  • Adding very small cooldown to transport pods to avoid double ups of playback on clients
  • Setting up Bone Armor Twitch Drops and unlocking bone armor
  • Added gasflyer statue stone static mesh, textures and material
  • Small DLC dialogue delay
  • Update story prospect names to match biomes the mission takes place in
  • Shorten duration of orbital laser damage
  • Fix Story mission faction selection and add datatable validation to ensure these do not play additional random dialogue
  • Added commenting into 'GetSeedRow' to show that if the stat is 0 then the seed has no type to it
  • Fixed Needler Alert Widget and Healthbar disappearing when attacking
  • Adding Extermination mission to prometheus
  • Adding common hunt mission
  • Fixed issue where abandoned missions would show as completed in the on-prospect mission board
  • Fixed a seam between landscape and geothermal pool and removed voxels in the pesistent level, Purple Quad, Prometheus
  • Changed name of exotic node spawn cheat to not conflict with other SpawnAI cheats in search box
  • Added cheat to spawn exotic nodes at cursor
  • Updated all cave Template on Prometheus
  • Added a keybinding to loot everything in an inventory (defaulted to Q)
  • Added SM_BLD_Wall_Windowframe_Glass, SM_BLD_Wall_Doorframe_Glass, SM_BLD_Wall_Win_DBL_Glass_L, SM_BLD_Wall_Win_DBL_Glass_R DM Meshes, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Landscape Sculpting, Cliff Pass and Updated in Game Map to reflect these changes, Outpost 008
  • Gate brambles overlap checks to server side only
  • Remove instanced foilage actor from persistent level
  • Adding time to prometheus missions
  • Fixed being able to drop items while using orbital loadout request
  • Adding rock dog explode attack audio and event. Not hooked up yet until new VFX are in
  • Recreate water spawning rule
  • Added art assets for ITM_Bio_Spray A-D
  • Replacing the placeholder projectiles on the StoneJaw spit attack with projectiles that spawn lava spots on the ground, added entries for the modifier used for the spots
  • Small adjustment / addition to increase the length of slug gas attack
  • Fixing issue where the red workshop knife and blue workshop knife stats where switched
  • Adjusted Burn, Electroshock, Miasma & Freeze modifier debuff stats, damage, descriptions
  • Added new spawn rule for spawning near water
  • Fixing Workshop Red Exotics text and image not appearring correctly when researching / purchasing items
  • Fixing the timing of orbital laser damage
  • Activating missing exotic nodes in prometheus
  • Very small adjustment to blueback idle spawn rate and spacial setting
  • Lava Hunter spawn count is now scaled by nearby alive players.
  • Lava Hunter will now stop laying eggs mid-way through lay action if maximum nearby children count is reached.
  • Un-hatched Lava Hunter eggs should now be counted in nearby children calculations.
  • Lava Hunter eggs are now valid AITargetables and can be attacked by nearby NPCs that are hostile to them
  • Fixed missing material reference in M_LavaBomber_Wings
  • Predator birds will no longer dive bomb players inside shelter. Fixed predator birds not correctly tracking target when diving. Predator bird's dive target is now cleared periodically instead of persisting. Increased Predator Bird's melee attack radius. Disabled debug drawing of spawn EQS in PROM Story 5 mission
  • Mark sickle only brambles as Resource_Node interactables
  • Added SM_BLD_Floor_Quarter_Glass, SM_BLD_Wall_Half_Glass, DM Meshes, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Fixing Solarpanel step, chemistry bench step and seamp creature step in prometheus research mission
  • Fixing up typo's in prometheus construction mission
  • Adding post process material. Added post process to BigBoom, Will apply PP when within orbital laser AOE
  • Added General Resorces PFS to Purple Quad Swamp to Allow Generation of Resources, Purple Quad, Prometheus
  • Adding the sound of watering and feeding mounts, events and BP entry
  • adjusting directional filtering for blueback footsteps for better clarity during mission
  • Swapped General Resorces PFS to Purple Quad to Allow Generation of Resources, Purple Quad and Green Quad, Prometheus
  • Landscape Sculpting, Cliff Pass and Decal Painting, Outpost 008
  • Rename Swamp Stryder to just Stryder, for better recognition and flow
  • Fix typo in Yes Chef! accolade
  • Submitting Crocodile Statue - Stone - mesh and textures
  • Bombers no longer agro untill attacked in Pro Story 6
  • Added a light source to G15 Camp in Pro Story 6
  • Adding additional quest steps to Pro Story 6
  • Adding loot items in various base locations in Pro Story 6
  • Updated Sledgehammer recipes, ensuring they use tier appropriate materials and consistent material costs
  • Added Miasmic Sickle to tech tree
  • PRO_Story_5: Remove duplicate crop plots from the prebuilt base
  • Correct rifle/pistol ammo payloads for cold steel and iron wood
  • Adding new modifier for the gas flyers, tweaking payload radius values and color for trail and explosion for use with the swamp variant

[/expand]

Icarus Week Eighty Eight Update | Crop Plots and farming have been revamped

Week Eighty Eight is here and with the New Frontiers expansion only two weeks away we have a lot to talk about.

The feature of the week is the revamped farming system, following on from our community discussion a couple of weeks ago. This changes how you interact with crop plots, introduces a more robust early-game farming system and adds five new items to support these changes.

We’re also calling for feedback on a proposed ‘arachnophobia mode’, so if you are someone who suffers from this (or know someone who does), we want to hear your thoughts on our proposed ideas in the comments.

Finally, if you haven’t already heard, ‘The Seeker’ - the newest installment in our live action documentary series - premieres this weekend on YouTube so go sign up today.



Video Premiere: The Seeker



'The Seeker' is our newest chapter in the Icarus documentary series, and it premieres this Saturday August 12th at 6pm EDT. Come join us by signing up below.





Core Farming Changes



A few weeks back we asked for feedback on some proposed changes to the farming system, and this week we’re implementing them with some adjustments made.

The most impactful change is how players interact with crop plots, which previously had their own UI, but now are interacted with in-world just as you would any flora found in the ground.

This means that crops can now be harvested by sickle as well as by hand, allowing you to gain the boost provided when using this tool.

This new system requires the new ‘Seed’ item we’ve created for each plant which acts like a deployable item. You can place these into crop plots from your hotbar, along with fertilizer which can be applied the same way. Crop plots can still be watered as they were before, so this process hasn’t changed.

Farming Talents are also now applied at a different step in the process, no longer when crafting a crop plot but rather when you place a seed in your crop plot. Crop plots now also auto-reseed, allowing you to plant a seed once and then reap the harvest when it is fully grown, while not interrupting the growth cycle.

Existing Crop Plots will be converted to the new system, and will be seeded with anything that was growing. Power and Water connections will need to be reconnected. If you have farming talents you will want to reseed these to get the bonuses as talents no longer craft alterations on to the crop plot BUT instead apply when a farmer plants a seed. Any inventory items inside will be placed in bag on top of the crop plot to be retrieved.





New Farming Items



These farming changes come with a bunch of items to support the improved system.

Seeds - one for each of the different plant types which can be gathered when harvesting resources. The chance of these being gathered is improved when using a sickle.

Watering Can (T2) - This can be used to water multiple crop plots at the same time.

Stone Shovel (T1) - Shovels can be used on grass/dirt/mud to spawn a dirt mound. Dirt mounds are the T1 crop plot alternative so you can get into farming straight away (this also means you can put plants almost anywhere).

Metal Shovel (T2) - It's behavior has been adjusted so it can be used to spawn dirt mounds.

Aeroponic Crop Plot (Workshop) - This is a workshop version of the crop plot with extra farming bonuses.



Early Game Farming



Dirt Mounds are a new addition to the farming system which introduces a simple version to the early game, rather than requiring players to wait until Tier 2 to access crop plots.

These can be created using either the Stone Shovel at Tier 1 or Metal Shovel at Tier 2, and allow you to plant seeds directly into the ground.

Because the soil you’re planting into is ‘infertile soil’, this does reduce crop growth speeds by 50%, but it provides a valuable option for generating food early in the game or for decorating.

All farming talents are applied to Dirt Mounds just as they are crop plots, as the change to when talents are applied allows seeds being planted in Dirt Mounds to receive the same perks.

The most noticeable difference is these will not reseed such as crop plots will, and when harvested, will need to be re-dug to be planted again.



New Seed Recipes



With the new seeds, come new recipes.

We have five new food items you can create, three for consumption, one for animals, and one as a resource for other recipes.

Berry Bar - Craftable on character and requires any combination of seeds and berries. Long-lasting stamina based food modifier

Crackers - Stamina Based buff with ‘Tool-use’ stamina impact reduction

Seed Bread - Stamina Based buff with ‘Tool-use’ stamina impact reduction

Animal Feed - When fed to animals, this increases animal stamina and stamina recovery

Seed Oil - An intermediary resource that can be converted to biofuel or an alternative for the cured leather recipe



Arachnophobia Mode



We are currently looking at how we can introduce spiders and an arachnophobia mode into Icarus. The simplest way is to have a setting in the settings menu which allows for this to be toggled on and off. Below are some concepts of what the creatures could look like with this toggled ‘on’ (changing the character models into an alternative).

If you are someone who has any level of arachnophobia, or know someone who does, we’d love your thoughts on our proposed concepts. Feel free to leave your feedback in the comments below.



New Frontiers



We’re now under two weeks away from the New Frontiers expansion, and the response so far has been electric. If you haven’t caught up on everything that is coming with our first major expansion, click below to catch up:

https://store.steampowered.com/news/app/1149460/view/3684558162502822183

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



Support Our Development



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/2445280/Icarus_Interior_Decorations_Pack

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

Changelog v1.3.10.114532



New Content


[expand type="details"]

  • Reorganised datatables for farming and crop plots to specify number of cultivations per crop plot as well as if they auto reseed
  • Crop Plot and Farming logic is now done via Cultivations, it is now setup to allow for multiple cultivations per crop plot if required
  • Crop Plots no longer have an inventory and all interactions are performed in world
  • Crop Plots can now be harvested with a sickle or by hand
  • Crop Plots can be watered with canteens like before
  • Fertilizer is how used on crop plots by placing it in your hand and applying it to the crop pot, just like watering
  • Added Seeds for each fruit / vegetable which do not have a decay time
  • Seeds can be planted in crop plots or by themselves on the terrain (anywhere), when planting seeds outside of a crop plot they will take a 50% decreased growth and yeild penalty
  • Seeds that are planted in the ground will be destroyed upon harvesting and you will need to plant again
  • Crop Plots now automatically reseed after a crop is harvested
  • Decayed Crops will now stay in crop plots indefinatly until removed by player, via sickle or hand
  • Set up new recorder for new crop plots so crops and progress is saved correctly
  • Modified Crop Plot UI to leverage modifier system instead of bespoke modifier UI widgets
  • Seting up and adding new Workshop Crop plot and added a new Workshop Category for farming and shifted seed packs into
  • Updating item images for Cocoa, Coffee, Green Tea and Wild Tea as the images where not saved correctly in source control
  • Adding Seed images and .psd to future use
  • Adding upgrade logic for existing crop plots, they will convert to new crop plots, auto seed with whatever seed was inside and spawn a bag in world on top of the crop plot with anything that was in the inventory
  • When crafting crop plots you will now only be able to get the new ones, the old ones have been decremented
  • There is a 25% chance to get a seed when harvesting with your hand, 50% when using a sickle, and base 50% when growing as a crop
  • Workshop seed packs now award seeds instead of the fruit/vege/plant
  • Adding Correct Growth time to farming growth states and making sure decay time is increased by the player / crafted crop plot stats
  • Adding more appropriate deploy sound for crop seeds
  • Seeds are now one item that differ per stats
  • Adding ability to override item itemables and deployables based on tags and stats
  • Cleaned up old farming seed data and updated data tables
  • Adding a new Tool Stone Shovel (T1), new Blueprint and Recipe
  • Adding ability for shovels to spawn dirt mounds when using on dirt, mud or grass
  • Seeds now act as deployables and can be placed in crop plots or dirt mounds
  • Adding debuff on dirt mounds as they are grown in Impoverished Soil
  • Fixing interactibles on crop plots & dirt mounds so you can remove plants from crop plots and destroy dirt mounds
  • Player Talents Related to Farming are no longer crafted on crop plots but are now modifiers that are added to the crop plot at the moment of planting the seed
  • Adding new stats for seed related planting and a new seed modification data tabl
  • Fixed Issue where 2 seeds where being consumed when placing seeds in the crop plot
  • Fixed issues where you could not remove a plat from a crop plot once placed
  • Updating player Talents related to farming to display the modifier that will be applied when planting
  • Adding Seed related craftable items - Berry Bar, Crackers, Animal Feed and Seed Oil, setting up their modifiers and icons
  • Seed Oil can now be used to craft biofuel or cure leather currently
  • Rebalanced new seed food modifiers and food/health/water on consumption
  • Removed seed oil fuel from Wood Composter, as this does not make fuel typically
  • Animal Feed can now be fed to mounts and placed in food troughs
  • Fertalizer now requires to be placed in your hotbar and clicked to use
  • Added new context icons for fertilise plants, water plants, give food and give water
  • Crop Plots now properly convert themselves over to the new crop plots (seeded state included) and drop overflow bags with the items they had inside (plants / fertilizer etc)
  • Adding Watering Can Item and Talent
  • Adding Watering Can Mesh and setting up watering can to water multiple crop plots if able
  • Updating Crop plot sounds so they now work just like the old crop plot
  • Adding Watering Can Item Icon
  • Added new 'Inspect' UMG to crop plots, allowing player to see detailed growth progress and modifier information.
  • Fixed T3 & T4 Crop Plots not using correct Blueprint.
  • Lowered crop plot tooltip height to fixed location.
  • Fixed bug where calls to ServerPushClientDynamicWidget with bFocusCameraOnActor set to false wasn't actually skipping camera focus
  • Added water/power connections to new crop plots
  • Fixing issue where growth speed modifiers where not applying correct to the new crop plots, they now apply as intended
  • Fixing issue where items harvested from crop plot would not have their correct maximum spoil time when harvested, it now had the correct values
  • Adding Missed Item.Plant Tags on various growable items
  • Splitting out Speed-gro and Green-thumb to apply 2 different modifiers and adjusting the talent modifier text for seed related talents so the modifier effectiveness matches the modifier effectiveness value displayed in game
  • Fixing issue where reaping rewards where not applying to crops that where sickled in crop plots, and also fixed an issue where the new crop plots where doubling all rewards unintentially
  • Fixing potential Crash when interacting with Dirt Mounds
  • Reimporting seed icons so seed identifying images are larger
  • Watering can now has a Maximum unit count of 5000 and each 'water' action uses 1000 (anything within range of the water even will be watered)
  • Updated 'Crackers' modifier to be called 'Seed Cracker' matching item name
  • Updated 'Seeded Bread' modifier to be called 'Seed Bread' matching item name
  • Crop plot and Mounds soil now darkens when they have the wet modifier (parity with old crop plots)
  • Fixing the new T2 Crop plot from using the wrong mesh, it was using an older one which did not support the watering texture swamp correctly
  • Crop plots planted in sunlight provide 0% growth speed bonus, Crop plots in darkness recieve -50% growth speed modifier and crop plots in greenhouses recive a growth speed bonus based on the number of glass building pieces nearby making it parity with the old system
  • Updating Logic for adding and removing modifiers on crop plots for the Greenhouse / Sunlight / Darkness so that the modifiers only are added and removed when a change occurs and not everytime the check function runs
  • Fixing issue where Evergreen Talent was not properly being calculated and applied with New Crop Plots, it now does and seeds planted while players have the talent will not decay
  • Fixed bug where modifier tooltips in the Crop Plot inspection UMG would force refresh/close every second. IcarusActors now have an OnModifierStateUpdated delegate that is fired whenever a modifier state is added or removed to the Actor
  • Fixed bug where clients couldn't see a crop's current growth progress when inspecting
  • Adding Wooden Shovel Icon and fixing up recipes
  • Setting up Workshop Crop plot and adding stats so it correctly tierified
  • Setting up crop plots so they can only be harvested by sickles or hand, any other hits with weapon / tools will damage the crop plot
  • Updating mounds so they have the inspection UI
  • Seed Icons no longer glow which implying they had custom stats which they did not
  • Fixing up Infertile Soil modifier as it was providing a buff to growth speed instead of a debuff
  • Fixed a bug preventing animals from consuming food, both in hands and in trough
  • Enabled Modifier on Animal Feed when feeding to animals
  • Added hints to feeding mounts to raw food and Animal Feed
  • Removed unnecessary D_CraftingModifications rows now that crop alterations have been removed
  • Fixed bug where clients couldn't plant seeds in crop plot (was deploying dirt mounds instead)
  • Removed all old crop-related alterations. Fixed bug where plants in crop plots wouldn't be visible until their growth state updated
  • Removed durability from seeds, as this is no longer needed with the dirt mound implementation
  • Hooked up stone shovel 3d model
  • Update dirt mound name and flavor text presentation in-world
  • Added collision to mushroom crops
  • Fixed collision on Carrots and Corn crops
  • Fixed Berry crops preview showing as Strawberries
  • Added fiber seeds to most sources of fiber
  • Renamed Cocoa Seed to Cocoa, to avoid confusion with the new Cocoa Seed
  • Rebalanced seed yields from sickling wild plants and harvesting crop plots, now has a higher chance to gather seeds but reduced seeds per crop. This will allow more consistent entry point into farming and expansion of farming setups after the first seeds are acquired
  • Adding slightly more generic sound for watering crop plots that can be used for both watering can and waterskins
  • Farming plot upgrade code no longer transfers deployable alterations
  • Adding more descriptions and flavor text to seed items
  • Allowed watering can to use either left click or right click to water crop plots
  • Adding descriptions and flavor text to seed items
  • Adding crop plot unique deploy sound and data table entry for deploying all seeds
  • Adding description and flavor text to watering can
  • Improved collision on strawberry, carrot, reed flower, pumpkin and squash crops
  • Adding positive audio for shovels digging dirt. Added T1 shovel event and data table entry
  • Adding correct audio for dirt mounds being watered
  • Creating Montages for 3rd person watering can animations and hooking them up so prospectors hold watering cans and pour correctly in third person
  • Adding shovel sound on grass for both shovels
  • Reimporting watercan animations to the corred 3rd person skeleton
  • Adding in 3rd person animation set for the watering can ready for DT hookup
  • Fixing Workshop Crop Plot so it now wets it soil correctly
  • Fixing issue where the wooden shovel required the metal shovel recipe to craft
  • Creating Montages for 1st person watering can animations and hooking them up so prospectors hold watering cans and pour correctly in first person
  • Adding in watercan Equip, Idle and Pour anims for 1st Person
  • Updated missions that use crop plots to be compatible with new crop plots
  • Fixed crop plots unable to be watered by rain after having a water connection
  • Added a list deploy count, to handle multiple options of classes (such as crop plots, but not crop mounds, which are the same base class)
  • Fix fertilizer modifier typo
  • Reorganized farming and consumables workshop screens, removed requirement of carrot before unlocking additional seeds
  • Buffed the Larkwell Sickle to 175% harvesting yield
  • Updated Seed Deployable text to show error messages and red preview when trying to plant a seed over an existing plant
  • Sickles now cannot damage crop plots at any stage of the farming process
  • Fixing issue with the workshop crop plot where the growth speed modifier was not be applied correctly
  • Updated crop plot related talents to clarify that they now benefit when you plant the seeds, rather than when you craft the crop plot
  • Updated Fertilized modifier to clarify that it increases the duration of fertilizer modifiers
  • Fixed Watering Can being unable to be used when there is just enough for a single use
  • Add destroy audio cue to crop mound
  • Added a check in 'GetSeedRow' to return early if there is no seed type. This stops the UI from displaying 'Missing' when seeds are an ingredient in a recipe

Adding correct audio for dirt mounds being watered[/expand]

Fixed


[expand type="details"]

  • Correctly hide the rewards UI from open world mission completion screen (or any other time there are no rewards) and hooked up base text to be translated by default
  • Hooked up translation for medals and ribbons accolades section text
  • Adjusting fridge sound location and also adding any missing or incorrect cupboard open / close sounds and adjusted locations to be better or correct
  • Update workshop UI tooltip to communicate that scroll wheel now pans the view rather than zooms
  • Add more hardware info and tags to sentry reports
  • Update a number of typos throughout the project
  • Added to the description for Exotics to mention using the Orbital Exchange Interface to send them to orbit
  • Fix an issue with stat replication for stats that use modifier effectiveness
  • Re saving fridge socket fix that was not committed correctly. Also reducing some excessively long audio events that play beyond the end of the sound
  • Fixed issue where all unlocked missions would show the completion check mark regardless of whether or not the mission was actually complete
  • Fixed mounts being able to be fed any food item, returned to only consumable plants and animal feed
  • Added availability indicators for outposts that are locked by DLC
  • Fixed availability indicators showing on the mission select screen

[/expand]

Future Content


[expand type="details"]

  • Adding in gas fly idle audio, event and BP implementation. Replacing all Gasfly projectile explosion sounds with a version with less 'fast whiz' pre explosion because that made them feel too fast
  • Replaced Old GL, AC, SW & LC Outside/Cave Pro Foilage Voxel with New GL, AC, SW & LC Outside/Cave Pro Foilage Voxel on Prometheus
  • Added icons for creature carcasses and industrial round table icon
  • Added new red exotic icon
  • Fine tune to acid rain eq and intensity to better match visuals in WL. Also reducing boombastic slightly
  • Added Rockdog statue mesh, material and textures
  • BLD Wood Interior rework - added APEX meshes for floors, ramps, walls, stairs
  • Remove landmine activation step from outpost spawning logic, as this is now handled by the landmines automatically
  • Fix race condition with departing pods and requesting new pods
  • Fixed a number of typos or references to internal names throughout the bestiary, stats, item descriptions and dialogue
  • Cleaned up cpp shield blocking code to put shared code into functions
  • When a player leaves the game their waypoint marker is now correctly cleaned up for all other players
  • Small adjustments to lava fly timing of vocal and explosion and vocal chance
  • Fix infrasonic relay device does not close UI when not powered
  • Updated PRO_STORY_1 to work with new cropplots
  • BLD Wood Interior rework - added APEX meshes for Angled Walls, Half Pitch Walls, DMs for beams
  • Replaced Old LC Cave Pro Foilage Voxel with New LC Cave Pro Foilage Voxel In Pro Cave Templates
  • Adding the correct sounds for the meta crate. Wood crate sounds were originally added in by mistake. Hooking up missiong animations into BP so it plays the audio correctly
  • Iron BLD rework - added APEX meshes for walls
  • Fixed bug where placing multiple T3 and T4 communicators could duplicate mission assets
  • Adding sound to communicator on / off / loop when the mission 5 is activated. No BP implementation yet
  • Replaced Old AC Cave Pro Foilage Voxel with New AC Cave Pro Foilage Voxel In Pro Cave Templates
  • Replaced Old GL Cave Pro Foilage Voxel with New GL Cave Pro Foilage Voxel In Pro Cave Templates
  • Adding static to newly separated out dialogue lines for mission 6
  • Replaced Old SW Cave Pro Foilage Voxel with New SW Cave Pro Foilage Voxel In Pro Cave Templates
  • Mission 1 now provides correct crop plot
  • Adding a separate audio event for the gas death explosion to the projectile explosion for better conntrol over intensity and volume. Reducing volume for death explode
  • Added Lighting to Illuminate the Central Space of Mission 2 Cave on Prometheus
  • Extended amount of time overlaps on slug trail are active
  • Added loot bags to gas flyers. Reduced amount of meat gas flyers drop
  • VFX polish for Gas Flyer projectile explosion
  • VFX polish for Gas Flyer Idle
  • Adjusted blueprint behavior of mission 5 communicator to not play start sound when interracted with and its already playing and to stop when power is interrupted
  • Updated foliage type and blueprints for bulbous Flax, Flax, Ponga, Bramble_A, Bramble_E and hanging cliff foliage to the new SM assets
  • Added IK to Lava Broodling. Improved Lava Hunter IK. Lava Hunter spawns are no longer flammable
  • Adding blueprint logic for mission 5 communicator to play when powered up
  • Adding mission 6 scanner device audio and event. Also adding correct crop sound for all seeds planted
  • Removed hunting setups from existing creatures. This was a little used system that was only applicable to a small subset of creatures and not applicable to most of the gameplay
  • Fixed bug where predator birds could get into a permanent state of circling corpses
  • Configured Prometheus region voxel distribution
  • Updated colors of Prometheus resource voxels in editor
  • Moved Lighting Plane & Added Cave Light to Illuminate the Central Space of Mission 2 Cave on Prometheus
  • Removing spacizlizer from custom static event playing that interrupts sol. It's a 2d event so this just meant it didnt' play which left an awkward silence between interactions
  • PRO_Story_5: Update landmine distribution, add outer defensive platforms and hedgehogs
  • Iron BLD rework - added DMs for beams
  • Added destructible mesh for T3 anvil bench to project
  • Adding first pass trail particles to Dreadwing dive
  • Audio and BP implementation for M6 scanner. BP imp to be adjusted for turning off
  • Fixed Acidic Glands being included on many creatures instead of Crystalized Miasma, some creatures drop both
  • Reduced the number of creatures that drop Pyritic items
  • Added specific loot setups for broodlings
  • Updated swamp slug to grant purple exotics, rather than red exotics (as that is exclusive to lava)
  • Added art assets for DEP_Bench_Anvil_T3 to the project
  • Iron BLD rework - added APEX meshes for floors, ramps, roofs, angled walls, halfpitch walls
  • Replaced LC Cave Voxel in GL part Transition cave with GL Cave Voxel in Purple Quad on Prometheus
  • Updated GasFlyer loot bag to it's own blueprint
  • Updated GasFlyer loot to include a small amount of oxite instead of meat
  • Fixed GasFlyer blueprint XP event to correctly link to the GasFlyer kill XP
  • Added mission failure state to mission history entries
  • Added mission failure system event
  • Handled a case with mission rewards that could be caused by a player being entered onto the list before a mission has started who then leaves the session and rejoins after the first mission starts, causing them to end up with an incorrect last mission id. This could then cause that player to not receive rewards for that mission as the host thinks that the player is currently on an invalid mission
  • Added Gas Flyer loot sack with materials and textures
  • Adding click audio for prospect select UI
  • Fixing mission 6 scanner audio to play one shot instead of loop. Fixed caves being silent by removing the cave gain within event. Update BP for mission 5 scanner to play on server. Adding occlusion to lava fly
  • Changed open world mission retry lockout timer to be permanent until individual mission timers have been setup, will be done for Hypatia
  • Update outpost selection to mention there are fewer enemies, not no enemies
  • Fixed bug where disarming landmine would cause it to explode
  • Updated collision on T3 anvil bench and added assets to collections
  • Added Saddle basic options for Normie_Horse, Wooly_Zebra and Swamp Bird
  • Trail particle polish for dreadwing dive
  • NPCs can now track the locations where their movement was recently blocked - used to better select new move locations.
  • Made improvements to AI fallback point selection in cases where movement is blocked for whatever reason.
  • Removed strong points from heads of the different broodlings.
  • Increased broodling step height/angle.
  • Enabled jump behaviour on broodlings.
  • Can now configure how long it takes for a move order to become a blocking failure on a per-NPC basis.
  • MoveToActor and MoveToVector BTs no longer project their 'MoveDirectlyToward' target location to navigation (was failing in some cases)
  • Dreadwing dive vfx culling setup
  • Small adjustment to the gasfly death explosion audio
  • Update dynamic missions to have fallback creature selection
  • Lava Broodlings now have less health and melee damage.
  • More fine tunes for hail when sheltered
  • Fixed dynamic quest decals appearing as error materials
  • Added a more granular version of the dynamic quest location, used for spawning decals currently
  • Fix cave volume coverage and entrance positioning for PRO_Story_6 cave
  • LavaHunter crit colliders are now hidden in game
  • Fixed issue where certain weather effects would not follow camera correctly when using Photo Mode
  • Adjustments to orbital strike ducking intensity
  • Fixed capitilization of Group 15 in dialogue
  • Added Outpost 8 drop zones and respawn points, added additional respawn points to Outpost 7
  • Lava Hunter Arena, Redesigned Traversable Area in Purple Quad on Prometheus
  • Expose prospect forecast updated to UI
  • Adjustments to slime trail material
  • added batdog statue stone material, static mesh and textures
  • Fixed some log errors that occured when predator birds skinned corpses
  • Predator Birds now have a higher location tolerance when diving corpses, should prevent them from getting into situations where they aren't able to reach their target corpse. IcarusCharacters can now specify overrides to the Radius/Height multipliers used internally during pathfinding
  • Adjustments and fine tunes to dialogue events. shortened longer gaps of silence to allow event to be slightly shorter which works better in the event
  • Polish pass on music and dialogue behaviour for PRO_Story6_Evidence quest
  • Speeding up mission 5 dialogue to allow room for the event to happen after the dialogue has been spoken
  • Added new alteration icons
  • Adding click sound when prospect is clicked on
  • Added ITM_WateringCan
  • Added ITM_Backpack_Farmer
  • Fixed swamp bird carcass not using correct Gfur setup
  • Added ITM_Backpack_Medic
  • Lava Hunter now emerges from ground correctly when spawned (starts dormant). Fixed bug in CircleFlight BTTask when circle target actor was destroyed during task
  • Pre VFX pass on slug slime trail. Spline mesh will no longer cast shadows. Still requires work to deal with displacement tearing between spline mesh sections
  • Adding more audible at a distance whistle layer for pred birds during their swoop attacks
  • Adding slime surface, PM and data table entries and fmod setup adjustments
  • Fixed Floating Rocks in Tecton Outpost
  • Adding event for footstep slime. Also adding slime surface param in fmod
  • Lava Hunter Arena, Set Dressing in Purple Quad on Prometheus
  • Updating mission communicator overlay for priority missions
  • Final tweaks to slug slime trail material, adding height map and re-enabling shadows
  • Added new borders for Dynamic mission board UI
  • Added height texture map to be used on the slug slime trail
  • Updating mission 6 scanner to continuously loop to avoid feeling like there was something wrong with the scanner. Updated BP logic
  • Story4: Populate crates with relevant resources
  • Add the ability to switch off mission complete sounds for specific quest steps. Apply to Story6 subquests where the audio cue is unnecessary and interfering with music or dialogue
  • Fixes for Mo dialogue, lowering backround noise
  • Added SK, material, textures for ITM_Shovel_T1
  • (New Frontiers) Added one-off consumable character level boosts. The prompt for this is shown on the difficulty warning popup when selecting either a Styx or Prometheus level (mission or open world) if your character is less than the level that you would be boosted to (Level 10 for Syx, 20 for Prometheus). This boost will bring the character up to the specified level and be consumed. You are given one boost per map for your account. This is designed for new players to be able to jump into these maps at an appropriate level, or help level a second character
  • Added a checkbox to hide the difficulty warning message when selecting Styx and Prometheus missions or open world. This can also be toggled on/off in the User Interface section of the Gameplay settings

[/expand]

Icarus Week Eighty Seven Update | Six new fur rugs to craft

Week Eighty Seven brings a new set of interior decorations to Icarus - rugs. Six variations have been included, with five animals to hunt down to gather the required materials. We’ve also just announced the upcoming premiere of the newest live action documentary in the Icarus saga ‘The Seeker’. You can sign up for the YouTube premiere below. Finally, for those who missed last week's announcement, you can read up on our upcoming expansion, New Frontiers, now only three weeks away.

Video Premier: The Seeker



‘The Seeker’ is the latest installment in our live action documentaries, and it’s premiering on YouTube on Saturday August 12th at 6pm EDT. There might even be an old friend, thought lost to Icarus, making an appearance…



Want to refresh your memory on the story so far?


Check out the first two chapters below, No Rescue and Fatal Sky.

https://www.youtube.com/watch?v=aZyd1e51YMo&t
https://www.youtube.com/watch?v=SIz-6-w_fxY

New Content: Rugs



This week brings another community requested feature, decorative rugs.



We’ve added six new rugs to the Tier 2 Textiles Bench in Wolf, Cougar, Deer, Desert Wolf and Snow Wolf varieties. All of these will require an animal head which can be gathered using the Taxidermy Knife, along with 20 fur, 10 leather and 20 fiber.

There is also one rug available that doesn’t require animal fur or animal heads - the Thick Woven Rug - which requires 10 leather but 100 fiber.

One notable fix that may help you in collecting all the required ingredients to craft all six variations, is that radars will now spawn a variety of creatures based on the biome you’re in. This will make them more interesting and varied to use, but will also increase the difficulty as you contend with different predators.

Expansion: New Frontiers



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



If you missed our announcement last week, our first expansion ‘New Frontiers’ is releasing on August 24th.



We’ve been blown away by the incredible reception so far, and can’t wait to show you more. ‘The Seeker’ is the first reveal and keep your eyes peeled for a gameplay trailer to follow.

More detail is in our previous annoucement


https://store.steampowered.com/news/app/1149460/view/3684558162502822183



Support our Development


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/2445280/Icarus_Interior_Decorations_Pack

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

Changelog v1.3.9.114091



New Content/QoL


[expand="details"]

  • Adding Tech Level Requirements Indicator on Prospects in the Mission Selection UI, so players can know before selecting a mission what level of tech will be required for completion
  • Updated prospect data to include the required tech level for each prospect
  • Unlocked Basic Rug Set for players
  • Added rug blueprint sets, updated rug recipes

Fixed

  • Assigned correct material for shengong suit 3rd person
  • added 1st person arms for shengong suit
  • Fixed issue with Kea trying to land too close to campfires when hungry.
  • Reduced likelihood of Kea setting themselves on fire when trying to eat from Campfires.

[/expand]

Future Content


[Expand]

  • Adding quest movement Replication
  • Cleaning up Mission Selection UI as the implementation was messy and added ability to easily colour the UI where appropriate, added new white prospect selection outline which can be coloured programatically
  • Updated Encrypted Mission UI Colours based on the new concept
  • Updated Ordering of Feature Levels so Hypatia and New Frontiers are ordered correctly based on proposed releases
  • Updated Mission Reward UI displayed below missions so its now dynamic rather than hard set, NF resources are now feature locked out
  • Updated Terrain Selections so Prometheus is correctly locked out via the steam flag as well as the feature level
  • Allowing Dehumidifer Modifier to Clean the air in the surrounding area preventing the Ash-Clogging modifier which reduces crafting speed
  • Update lighting in mission 6 cave
  • Adding new World Spawn Lava Broodlings which will take the place of low level predator in lava biomes so rockdogs can be placed as the larger basic predators in the volcanic biomes
  • Adding in higher fidelity animations and green varaint of the gas flyer
  • Updated Story Mission 6 cave assets to enable loading in-game
  • When clogging deployables with weather events halve the effectiveness for sheltered deployables
  • Setting up dialogue for PRO_STORY_0
  • Adding clay trap door open and close, windows open and close and missing metal trap door open and close
  • Rework tagged weather damage to be fairer to players (no longer blanket damage)
  • Fixing issue from previous commit which accidently removed the lock Icon from prospects that you have not completed
  • Fixing Nomad dialogue line refering to organic transport
  • Replace biome heatmap texture used by Outposts 004 and 007 so that the player biome is set correctly at runtime
  • Adding Lava Broodling Corpse and Anim BP so it can be skinned and items collected
  • Added SM_DEP_Bench_Masonry_T3, M_DEP_Bench_Masonry_T3, Bench_Masonry_T3 Textures & DM Meshes
  • Shifted PRO_STORY_6 G15 Camp Location so it is present on top of the ground and not underneath
  • Adding new quest step to PRO_STORY_6 to travelling to the cave before progressing through
  • Adjusting all map markers and search area's in PRO_STORY_6 to be red
  • Adding description for viscid corpse
  • Adding clay door open and close audio and events and notifys
  • Updated Outpost_007, Added Cave Voids and Fish Volumes
  • Autonomously spawned NPCs are now tagged as such. AISpawner's NPC count around players is no longer affected by autonomously spawned NPCs (Kea, Pred Bird, Gas Flyer)
  • Added data validation for AICreatureType data table
  • Updated skinning and kill XP event names for the Ashen Drake
  • Removed dithering effect on alpha mask to reduce smearing artifacts on toi toi
  • Removed colission from CF_CaveRootsHangingA variants
  • Updated Outpost_004, Added Cave Volumes, Voids and Cave Entrance to Manual Cave
  • Updated Outpost_006, moved fish volume down & fixed floating fish
  • Fixed typos and pluralization throughout dialogue, experience events and creature stats
  • Added slime trail art assets for the slug creature
  • Decreased predator bird hostile target radius around selected corpse.
  • Added a small minimum delay between when a corpse is spawned in the world and when a predator bird can select it as a target.
  • EnvQueryGenerator_RecentDamageCausers can now filter by relationship type.
  • Fixed bug where buffalo mounts would become a valid attack targets for other mounts if they accidentally damaged owning player during charge attack.
  • Mounts will no longer attack NPCs or Players that have a Neutral or Friendly relationship type
  • replacing gas flyer float fast sounds with less whooshy version
  • Updated Outpost_004, Generated Edge Splines Along Rivers
  • Lots of tweaks and adjustments to gas flyer velocity audio. Adding sludgy movement in and other adjustments
  • Fix landscape collision physical materials in outposts 4, 6, 7, 8 - ensures correct footsteps, impact effects etc. are used
  • Fixed a warning by adding an isvalid check for when a creature dies so it doesnt try to get the players stat container when a creature dies but not by a players hand
  • Updated Outpost_008, Landscape Painting, Added New Prefab Cave, Voxel Pass and Foliage Pass
  • Updated Outpost_007, Voxel & Foilage Pass
  • Adding velocity based footstep notifiers for the new gasfly movement sounds now that they have been updated to speed up their movement dramatically at times
  • Rotated CRE_Slug slime trail meshs 180 degrees
  • Fixed a broken reference trying to compare items instead of comparing tags
  • Update exposure modifiers to use dynamic audio data to play exposure vocalisations where appropriate
  • Updated new WorldSpawn variant of LavaBroodling's locomotion BS to better suit smaller world scale
  • Fixed bug where Photo Mode post process effects could blend in and out when the camera moved.
  • Fixed bug where Photo Mode mouse scroll function checkboxes weren't saving their state correctly for each preset
  • Updated Outpost_008, Added Nav Modifer Volumes, Landscape Sculpting, Foliage Pass and Removed Duplicate PFS
  • Removed Sylvan Range from open world spawn zone selection options
  • Added Jagged Crater to open world spawn zone selection options
  • Lowered Jagged Crater spawn level slightly, as it was an outlier in the grasslands region
  • Updated Prometheus Open World selection images to their higher resolution versions
  • Fixed feature flag icon clipping issue on long item tooltips. Fixed ResourcePrompt UMG clipping issue for long item names. Added a new footer to UMG_ItemPopup that describes related feature flag requirement of item (if applicable). Slightly reduced opacity of FeatureLevelIcon image
  • Removing Big Boom delay from start of event (for testing purposes)
  • Added a version 2 of the ponga, bulbous flax, flax, bramble A, bramble E, and hanging cliff foliage with double sided goemetry turned off. Improved textures on Bramble E and removed shader tinting on the ponga, adding the colour into the texture file instead, removing the colour difference in the billboard
  • Fixed new pistol and rifle rounds granting the wrong item when crafted
  • Added validation to ItemTemplate, currently unhooked (dev only)
  • Dialogue fix for Prom open world story mission 0
  • Prevented exotic plant from spawning on persistant missions (same as other exotic spawn requirements)
  • Removed Foliage and FLOD Items from the Persistent Level, Prometheus
  • Prevented weather clog from being applied to non-processing deployables (no functional change, as this only impacted processing speeds)
  • Reduced maxiumum clog amount to 90% instead of 100%
  • Updated Gas Flyer's anim curves to match higher fidelity idle/vent anims.
  • Slightly lowered max anim playback rate of Gas Flyer and increased bob height to better suit larger size
  • Added orbital laser BP small change that was missed in last commit
  • Update Outpost selection UI, currently unhooked for further visual pass
  • Fixed the workshop UI showing a tick next to the First Cohort Envirosuit even when it is unavailable
  • Added Pickup interactable stones around swamp megatree roots, Blue Quad, Prometheus
  • Further balance to tagged damage weather events
  • Added Pickup interactable stones around swamp megatree roots, Purple Quad, Prometheus
  • Second pass of orbital laser explosion audio and build up
  • Adding v2 material for Lava Hunter broodling world spawn, also hooked up skinned state for the world spawn corpse
  • Added SK_CRE_LavaBroodling_Carcass, with material and textures
  • First pass on big boom laser build up and shoot audio and BP implementation. More fine tuning and balance to go
  • Fixed bug where Blueback AI would freeze when it tried to charge attack. Increased blueback health
  • Fixed NPC Trail segments projecting on top of foliage
  • Fixed item setup for potato and tomato to allow feeding to mounts
  • Fixed some bugs where segments of Swamp Slug's trail would disappear or become opaque when they were supposed to be fading out.
  • Added temporal dithering to slug trail material
  • Adding a question mark to a dialogue line
  • Delaying dialogue line after orbital strike. Making it come after all the explosions happen
  • More adjustments and improvements to orbital strike. Adding tremolo, volume and spacial adjustments, and snapshot which removes music and reduces ambiences during event
  • Update open world drop information to highlight wood and rock availability in swamp and lava biomes
  • First pass VFX for Gas Flyer Idle
  • Add dynamic music and dialogue triggers to PRO_Story6_Evidence quest
  • Replaced Old Volcanic Outside Pro Foilage Voxel with New Volcanic Outside Pro Foilage Voxel on Prometheus
  • Fixed Swamp and Volcanic biomes not using correct diorama. Fixed GetCurrentProspectLocation not giving correct return values for newest atmosphere types (Swamp, Volcanic)
  • Loadout list is now correctly refreshed after deleting a loadout
  • Fixed incorrect check state when moving inventory items causing a crash
  • Adding names, descriptions and flavor text to new meta envirosuits
  • Revert previous commit causing crash
  • Replaced Incorrect Voxel Blueprints with Pro Version on Prometheus
  • Changed lava biome dried saplings to grant a small amount of wood instead of fibre to increase wood availability throughout the lava biomes
  • Adding more urgency to dialogue lines by reducing large gaps between lines. This helps clear the audio for the mission laser and adds a more frantic feel. For dispatch mission.Also adding small delay to allow sound of laser start to play just before dialogue
  • VFX polish for Gas Flyer Idle
  • DEP_Bench_Anvil_T4 - meshes, textures, materials and animation added
  • Fixed scorch decal appearing at the start of orbital laser effect. Small tidy up of BP BigBoom
  • Added ability to research, purchase, and request new workshop equipment via the Orbital Exchange Interface while on a prospect (for New Frontiers update)
  • Added ability to return loadout items via exotic delivery pods
  • Added ability to return other players' loadout items either by pods or drop ship. Players who aren't currently in game will receive the items next time they join that prospect. Take care when leaving a mission prospect as the hosting player, as the prospect can't be resumed for other players to be able to join to be given their items back
  • Fixed issue where having an older settled loadout for a prospect could be deleted when returning from the prospect with a second loadout
  • Submitting Swamp Slug Statue - Stone - mesh and textures
  • Swamp Roat will now attempt to steal food from nearby containers like the Kea

Icarus Week Eighty Six Update | Two new shields - Bone and Steel Heater

Week Eighty Six is here, and adds two new shields to Icarus for you to craft and wear.

On top of adding Bone and Steel Heater Shields, we’ve added the ability to equip these on your back in the utility (G) slot - giving you protection against unexpected attacks from behind and a new way to accessorize.

Finally, this morning we announced our biggest news since launch - the upcoming release of our first major expansion, Icarus: New Frontiers. Have a look at all the details in the links below.

New Frontiers



If you missed it earlier - we have announced the launch date of our first major expansion - Icarus: New Frontiers! Wishlist now to stay up to date with the latest news.

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

You can read all the details about this here - https://store.steampowered.com/news/app/1149460/view/3684558162502822183

Bone and Steel Shields



We’ve added two new shields this week at lower tiers that are accessible for newer players early into your prospects when you’ve yet to establish a base.

The Bone Shield at Tier 1 is an entry-level shield option requiring limited materials, and providing some basic protection early in the game. Its unique look makes it worth crafting, even if shields aren’t normally your thing.

The Steel Heater Shield is a high Tier 2 option, which provides a much greater angle of protection and has a more classic look.

This now gives you wood, bone, and steel shield options. What material would you like to see next? Leave your ideas in the comments and we’ll make sure to add them to our discussion list for next week's team catch-up!



Back Damage Mitigation



Shields this week have also received a new feature, thanks to a great community suggestion.

Shields can now be equipped in place of a backpack in the utility slot. While in this slot, they’ll provide protection from attacks from behind, giving you a chance to respond.

On top of this, they add a new way to decorate your prospector and carry your equipment on cross-map missions.

Keep sending us suggestions on featureupvote and leaving them in the Steam comments - you never know when one might make it into the game!



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/2445280/Icarus_Interior_Decorations_Pack

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

Changelog v1.3.8.113865



New Content

  • Adding in ability for players to equip shields in the 'G' Slot and show on their back
  • Added the ability to block damage while the shield is unequipped on your utility slot
  • Fixed a bug where if you had a shield in your utility slot and equipped it, it would be both on your arm and on your back. It now correctly removes itself from the players back

Fixed

  • Adjusting Fishing Quest Starting Location & Fixing Progression blocker for mission
  • 1.4.0 Fixed Cliff Actors Poking Through Caves, Fixed Floating Cliff Actors, Red, Green and Quads, Styx
  • Removed duplicate wolf entry from Gotta Catch Them All accolade
  • Fixing issue where carved wood bed was not providing as much of a buff as was intended, it now provides a better sleeping bonus than rustic wood beds, wood beds and bed rolls
  • Fixed kill experience event for Komodo to correctly grant Komodo kill experience
  • Linked translated text to inventory armor slots, as they were unable to be translated

Future Content

  • Polish pass on NS_OrbitalTracking Niagra System
  • Added KNI_IronWood
  • WIP polish pass across orbital strike VFX. Decal and lighting pass. Still more work to do
  • Added ARR_IronWood
  • Added BLT_IronWood
  • Added new weather events to light weather pool ready for use on Prometheus missions
  • Fixing Desync of Transport Pods on Clients, Fixing Desync od prebuilt structures on Clients
  • Fixing Map Icons for Prebuild Structures not appearing on clients, enabling questmovement replication and transportpod movement replication
  • Added new creature skinning bench recipes, and updated rewards on a few creatures
  • General balance and adjustments to gas flyer
  • Fixing Missing Search Area on Clients in PRO_Story_1
  • Removed restriction on swapping roof corner type without the recipe, if you already have a crafted roof corner piece
  • Fixed new Scoria Brick trap door unlock requirement
  • Adding bestiary audio for new creatures gasfly and slug
  • Fixing Obsidian & Cold Steel Knife Ballistics assets so they use the correct collision when thrown
  • Adding IronWood Meshes to DT and Setting up Item Icons and Ballisitic Assets
  • Fixing Roat Skinned Mesh and Bones
  • Adjustments to slug footstep audio and other small tweaks. Added water to footstep surface layer
  • Removed biome filter on sulfur weather event, this currently has no impact as weather is across the entire biome
  • Adding Iron Wood Ammo Icons
  • Updated bulbous flax and swamp flax destructable meshs with soft normals to remove hard edges when harvesting
  • Adding collision event to gas flyer in data table
  • Fix predator bird continuing to make wing flap sounds during death ragdoll by bypassing pose evaluation in anim BP if in ragdoll state
  • Added Weather event icons
  • Added SPR_IronWood
  • Fixed bad merge of weather actions datatable
  • Rasied landscape along rivers to prevent small seams, Green Quad, Prometheus
  • Small adjustments to the hail weather event
  • Updating PRO_STORY_6 quest steps and structure spawn locations, adjusted awol quest steps
  • Added animation when the weather forecast changes due to new mission selection
  • Small delay and adjustment to timing of VO when daisy is murdered so it doesn't play immediately
  • Lots of audio tweaks to the hail on buildings. Added all missing audio components for windows and roofs and floors to play the correct audio
  • Added miasmatic item icon
  • Small Adjustment to dialogue timing
  • Added PRP_Alien_Hovel_A and PRP_Alien_Hovel_B for testing on CAVE_AlienFossil_MED_002
  • Updated SM's, destructibles and APEX for Brick tier Roof assets
  • WIP orbital strike Impact VFX. Proof of concept, more work required. Hooked up system to event BP
  • Added missing IsServer check to previous landmine on-killed explosion fix
  • Fixed bug where landmine wouldn't explode when damaged if that first instance of damage was enough to destroy the mine
  • Fixed Striker foot sliding when walking
  • Updating Story 6 to include new creatures and a new scanner
  • Updating Travel quests to not have their colliders effect creature navigation
  • Added an industrial round dining table, currently feature locked
  • Reducing the ducking for the acid rain sizzle sounds in the rain
  • Fixing repeated line in Mission 1 in DLC. Also added distant creature call to later on VO line to make more sense
  • Added new Character and Corpse BPs for Komodo variant
  • Landscape changes to prevent seams in cliffs and removed foliage sticking out from tops of cliffs, Purple and Green Quad, Prometheus
  • Minor grammar fix in dialogue
  • Fixed Striker corpse setups
  • Added recipies for all the rugs on the rustic decoration bench, Feature locked out for now
  • Added new weather names and descriptions
  • Added new weather modifier names, descriptions and icons
  • Fixed some weather icons which were out of order after merge
  • Adding hail to all building weather sheltered events and fixed some glass pieces using incorrect weather shelter roof event
  • Updating PRO_STORY_1 Farming steps so it is clearer what needs to be done and added additional quest steps, any tomoato will now work as long as it was grown by the prospector
  • Fixed an issue preventing weather modifiers of different effectiveness being applied to players
  • Replaced cliff actors and Added new cliff in Lava Crater to prevent collision issues, Purple and Green Quad, Prometheus
  • Fixed FLOD Mesh Issue,Red Quad, Olympus
  • Gas Flyers now perform an overlap check before spawning around an existing flyer, should prevent issue with flyers spawning inside rocks
  • Fixed Cliff Actors Poking Through Caves, Fixed Floating Cliff Actors and Prevented the ability for players to become submerged when in the back of a cave in E3, Red, Green and Yellow Quads, Olympus
  • Fixed batdog fur not being cleaned up correctly when skinning the corpse
  • Added validation for deployable navigation affect setting
  • Updated deployable navigation effect on very small or very large deployables, notably the drying rack, dehumidifiers and bronze statues
  • Update player modifier audio and vocalisation systems to handle weather exposure modifiers being scaled using modifier effectiveness rather than discrete modifiers for different intensities. Now have the option to either set a modifier effectiveness parameter on modifier audio loops, or to specify an effectiveness threshold below which exposure vocalisations won't be applied. Has some issues with modifier replication which I'll follow up on
  • Adding unique lava biome acid rain and additional acid rain layer for wetlands
  • NPC Trail Components can now randomly select a different Static Mesh asset for each new spline mesh segment. NPC Trail Components can now report touch events when overlapped by a player. Added new BP-accessible ReportTouchEvent function to AISense_Touch
  • Adjusted AI target location of G15 Mission Device. Increased attack radius of both Lava Broodling and Lava Bomber from 150->250
  • Added lava blueblack statue stone static mesh, material and textures
  • Adjustments to acid rain weather event. More filtering based on sheltered amount, and adjusting so sizzle is not audible when sheltered
  • Adding appropriate Iron Wood Tools audio data table setup
  • More rework of story 6
  • Deleting old profilers. Adjusting hail for open windows and doors and minor hail overall balance
  • Update ModifierStateComponent to broadcast event when replicated modifier effectiveness value is updated. Audio systems using exposure modifiers now bind to this event on modifiers that they care about, and can update audio behaviour correctly when the effectiveness value is initialised late or dynamically updated
  • Orbital Strike vfx iteration
  • Lots of adjustments and improvements to the hail and weather audio while inside / outside. Also added missing occlusion ticks for all creatures eating so they aren't too loud when player is inside during storm etc
  • Adding in rabbit variant meshes and textures, setup relevant DT entries in Meshable and Itemable along with Corpse setup
  • Removed Development-only feature flag from Fiber Itemable
  • Plugged holes in CAVE_DC_SML_001
  • Adding Icons for Alien Fossils and Pottery
  • Adding in IronWood Spear, Javilin and Icons, setting up ballistic physics assets where needed
  • Adding new Story 6 prebuild structure and adding nav modifiers around + adjusting macro static mesh to allow for proper AI navigation
  • Orbital Strike vfx iteration. Adding post beam decal and adding buildup particles
  • Adjustments and improvements to lava acid rain event
  • Adding lots of additional roat idle audio sounds and replacing death sound. Adding footstep notifiers to Roat and adjusting distancing and EQ of footsteps
  • Committing .PSD for weather cards
  • Adding in New Weather Card Images for Swamp, Volcanic and Grasslands Biomes
  • Orbital Strike vfx iteration. Removed debris and damage hooks from BigBoom until vanguard pass
  • Cleaning up the ending of story mission 6
  • Added Sleeping and Eating, and Drinking behaviours to Slug.
  • Slugs now perceive touch events.
  • Actors implementing IAITargetable can now manually override whether or not a normally Neutral target is considered Hostile.
  • Slightly adjusted timing of Slug's poison cloud attack
  • Adjustment to mission dialogue delay. Also changing hedgehog PM to tree instead of wood to play a more appropriate footstep sound if walked on
  • Updated Outpost_008, Updated and Resimulated PFS, Added TU Bushes, Driftwood and Landscape Painting
  • Adjusting iron wood ballistic damage event
  • Delaying dialogue that comes in after defeating the boss so it doesn't overlap with the death animation and gives some breathing room
  • Updated Outpost_007, Added Geysers, Manual Cave Setup, Fish Volumes & Organized Folders
  • Adding descriptions and flavor text for all prometheus creatures, small bestiary adjustments to match
  • Added missing file from last commit, the Deveolper file, Purple Quad
  • Submitting Needler Statue - Stone mesh and textures
  • Added completed rework of Story Mission 6 cave, including replacing the prefab on Prometheus, Purple Quad
  • Small tweak to dialogue timing
  • Lots of updates and additions for the hail and acid rain weather audio. Adding both to open windows and doors and inside all buildables to play correct rain on roof sounds etc. Updated all missing glass buidlable PM's to be correct
  • Setting up outposts #4 #6 #7 #8, spawn configs, weather, talents, flag locks etc
  • Updated Outpost_006, Added Geysers, Voxel Pass, Manual Cave Setup, Foliage, Fish Volumes & NavBlockers
  • Updated Outpost_004, Added Geysers, Voxel Pass, Manual Cave Setup, Foliage and Fish Volumes
  • Adding Claybrick Trapdoor hatch item / recipe / talent etc


New Frontiers | Releasing August 24th

Our first major expansion for Icarus is coming. Icarus: New Frontiers launches August 24th and brings with it a new map, with all new biomes, mutated alien creatures, narrative missions, craftables, exotics, and more.

Icarus' First Cohort was dropped 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 - such as searingly hot volcanic regions, murky swamplands and eerie alien grasslands.

New technology also means you’ll be able to stay on the planet in Open World mode for consecutive Missions, so you better get comfortable with your new home away from home.

Jump in and have a read of all the details of what’s to come.



Icarus: New Frontiers



New Frontiers comes packed with new content. Regardless of how you like to play, there will be something for you and your team to jump into.

  • A brand new map, with three new biomes - the searingly hot volcanic region, murky swamplands and eerie alien grasslands
  • New extreme weather events for each biome, reflective of the atmospheric conditions of each environment
  • 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
  • Six new narrative missions that play out in a sequenced story, leading you on a gradually darkening journey
  • New mission logic and technology, allowing you to launch any mission, big or small, from your Open World (this will be added to the base game too, 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
  • Native and exclusive to this new zone of Icarus are the new Red Exotics, found in exotic flora found around the map
  • 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

This is just the content coming at launch - as with all RocketWerkz games, we’ll continue to drop regular updates with more content, fixes, tweaks, improvements, and features. We’re done 85 consecutive weekly updates with Icarus so far, and we’re not stopping now.



Launching on 24 August



New Frontiers will launch on Steam on August 24th (EDT). Visit the Store Page to check pricing and timing in your region, and to Wishlist so you’re reminded when it launches.

As our first major expansion, this is the largest content and game update since launch, hence the version number will officially reach 2.0 with this update. Our ongoing weekly updates and larger content patches (Hypatia is next) will continue to add content to the base game as well as the new expansion, so even if you don’t have the expansion Icarus will continue to grow.

In the coming weeks we’ll reveal more details including screenshots and gameplay footage, so keep your eyes peeled.

If you don’t own New Frontiers, but someone in your gaming group does, you’ll be able to join and play in their hosted sessions without needing to own the expansion yourself. The only limitation is you can’t host the session, otherwise, you won’t be restricted. You’ll also be able to join Dedicated Server sessions of New Frontiers even if you don’t have it yourself, so there many ways to play if you aren’t sure about buying it yet.

Icarus Week Eighty Five Update | New fishing mission OASIS: Angler

Week Eighty Five brings a new mission for the fishers and anglers amongst you. You’ve been tasked to go catch some endemic species to the oasis, so get your rods and go cast your line.

We’ve also got an update on Hypatia and our ongoing work into the new mission system and performance elements.

Finally, we’ve got a sneak peek at a future patch for crop plots, and would love your thoughts on our proposed changes.

Hop in and have a read.



New Mission: OASIS: Angler



This week's mission is for the fishers and anglers among you. You’re tasked with building a fishing hut and catching some species endemic to the oasis of the desert biomes of Styx. Your briefing is as follows:

// OPERATOR: SINOTAI
// BIOME: OASIS, Styx map
// BACKGROUND: A VIP is requesting to have a taste of what Styx has to offer.
// MISSION: Setup a fishing hut and use the provided equipment to catch and prepare fish for delivery.
// TERMS: Deployment locations will be provided as suitable launch locations arise.



Hypatia Update



Our next large content update after Galileo is Hypatia, which we are working on at the same time as regular weekly updates and our upcoming New Frontiers expansion.

Hypatia’s first major feature is Open World Missions, the ability to launch and complete missions from within an existing Open World without having to leave the planet and start a new prospect separately (However, you can still do this if you wish). This is the most popular request on the Icarus Feature Upvote page and integrates our two most popular game modes into one coherent experience.

This is a huge undertaking as we have well over 80 missions, many of which have been here since the launch of Icarus, which requires a lot of work to transition. We are making good progress, however, and are also taking this opportunity to tweak and improve many of the missions.

Alongside this work, we are actively looking into the performance of level streaming and object loading that is responsible for the vast majority of hitches players encounter when travelling the map. We are testing out some solutions internally at the moment, and while a fix may be a while off due to the sheer size of the task at hand, we are optimistic with some of these changes and feel we are on the right track.



Crop Plot Revamp



An upcoming project we have been working on is a crop plot revamp. The biggest changes we’re proposing are potentially removing the crop plot inventory entirely, and allowing in-world planting and harvesting with a sickle, without needing to open up any UI to access your fruits and vegetables.

If you have any suggestions or thoughts on this system, leave them in the comments below, and we’ll go through and have a read while we tinker with the system.



Changelog v1.3.7.113609



New Content

  • Basic outline for new fishing mission
  • Finishing off the Fishing Quest
  • Adding Quest Tag to Styx Oasis lake so the fishing spot for the quest can be marked
  • Adding prospect difficulty adjustments for number of fish required to catch
  • Added Ren/Exotic rewards for completion of fishing mission
  • Unlocking Fishing Mission
  • Adjusting completion fishing broadcast so it is called after catching the fish and not when hooked on the line, relevant to new mission
  • Adding Fishing Mission Images and Modifying Mission Name
  • Removing feature lock from feather lures

Fixed

  • Updated credits section
  • Updated 'additional thanks' section under credits
  • Drop ships now atomize overlapping foliage during descent
  • Some more timing and logic tweaks on Smoke Grenade
  • Improve Smoke Grenade visual effects (converted to Niagara)
  • Smoke Grenades will now obstruct creature vision
  • Increase Smoke Grenade throwing range
  • Decrease Grenade throw charge time 1.5 to 1.25s
  • Update Metal Oxite Dissolver to use new V2 mesh
  • Hook up custom logic to rotate dials for each oxygen slot and fuel slot (large dial)
  • Fixed incorrect Komodo mesh
  • Reordered Hyenas above Alpha Hyena to grant credit for Hyena Trophy to Hyena bestiary entry
  • Fixed Inverted Left Concrete Roof missing from radial selection menu

Future Content

  • Added modifier states for all new weather types, linked to base testing events
  • Resaving WeatherPools data table to resolve build error
  • Added AXE_IronWood
  • Added bestiary text for Arid Striker and Redback
  • Setting up quest variables for Daisy to replicate
  • Adjusted Dialogue locations for PRO_Story_1
  • Adding new Icon for the 'UDA Communicator Upgrade'
  • Timer for PRO_STORY_1 now starts AFTER the tomato is planted
  • Adjusting V2PromNomadEvent8.7 to have a lower priority than V2PromNomadEvent7 so dialogue interruption does not occur
  • Add BoundsMap texture mask for Prometheus visual map to only show north portion of map
  • Added 50 second delay before starting objectives in PRO_Story_1 so dialogue can play to completion
  • Adjusting dialogue for entering area's Alpha, Beta & Delta so the dialogue plays only once instead of each time you enter the area
  • Updating PRO_STORY4 weather forecast, also preventing natural spawns of arctic area's during the phase where you are tracking down an Group 15 agent
  • Fixed skinning for heavy obsidian chest armor male and female
  • Hooked weather visual effects for all new weather types, tweaked modifier values
  • Adding slug spot audio event and notif
  • Updated visual map textures for Prometheus, reduced textures size, reset MipGenSettings and Changed texture group to UI
  • Importing Desert Striker assets and setup character and carcass + bones assets and relavent DTs
  • Adding cave specific river audio to play when in the cave river.Adding event and BP entry
  • Add creature threat audio settings to swamp slug so that it triggers combat music correctly
  • Adding direction eq and distance eq and reverb to slug movement layers
  • Adjusted collision on SM_BLD_Wall_Solid_Stone so that picture frames should no longer clip into the wall
  • Adding in slug carcass assets and Lava slug assets + carcass assets, updated character etc and Corpse characters
  • Made Sulfur reaction effects more customizable to suit different scenarios
  • Repositioned in-world actors
  • Adding komodo variant mesh along with carcass state, updated character BP, Corpse BP and D_Meshable entries
  • Added new Gas Flyer creature alongside first pass of behaviour set.
  • BallisticData now supports Niagara trail particles.
  • NPCs can now override GetSightPerceptionOrigin in Blueprint to specify an arbitrary location/rotation for sight traces to originate from.
  • Improved Swamp Slug's slime trail material and spline generation
  • Updating PRO_STORY4 body3 search area, as the body was outside the area
  • Adding Caught Fishing Notifiers and FishingNotification Subsystem
  • Added new weather events, tiers and modifiers. Still requires additional tweaking of exposure rates, and tierified visual effects
  • New entries added to Bestiary Data for lore text entry
  • Update swamp wind modifier to communicate that it makes creatures see you easier
  • Update temperature modifiers of weather events to offset new weather modifiers
  • Update many weather events visual communication, fixing many linked curves and values
  • Scaled AcidFog damage to reasonable levels
  • Resaved WeatherPools to resolve build issue, again
  • Adding slug flinch audio, event and data table entry
  • Adding grasslands track Icarus_25 to Music data
  • Adding music asset for grasslands
  • Adding slug attack vocals and adjustments to notifier timings
  • Added Lava Slug variant setup to AI Setup and Item static for the corpse
  • Added translatable entry for the mount following indicator
  • Added lore text for remaining creatures in the bestiary
  • Update ModifierCosmetic BP to support new approach for SulfurGas (missing from 113273)
  • Optimized existing Sulfur effect
  • Added Missing Source Files for adjustments to the Aura component manager and fishing functionlibrary
  • Removed debug print from PerformAction_SpitAttack
  • Adding Aura distance overrides on modifiers so the sulfur actor pools can spawn their effects and aura's dynamically and to the correct size
  • NPCs using the 'Spit Attack' BTTask can now specify a delay in seconds when spawning multiple projectiles to spread out construction cost over time, default delay is a single frame
  • Added roat carcass sk mesh, material and textures
  • Added swamp bird bones skeletal mesh and textures. Updated Swamp bird corpse BP to include the new bone asset
  • Added noise and additional blending to slug trail material. NPCTrailComponent can now be given a socket to use as origin when generating new spline points
  • Added validation for new weather types, fixed some bugs found due to this
  • Fixed ticking modifier scaling effectiveness which caused damage over time effects to do no damage (dev only)
  • Adding slug death audio and small adjustments to embers storm based on new length and speed
  • PRO_A_Stockpile: Updated to remove the return to dropship objective
  • Adjustments and improvements to the gas flyer
  • Rasied terrain to prevent gaps between landscape and cliffs, Purple Quad, Prometheus
  • Adding gas flyer horn audio, shoot ballistic audio and BP logic to play explosive sound when corpse blows up
  • Updated building damage tag effect for storms to not completely destroy buildings, instead leaving the building fully stripped like other storm damage
  • Reduced AcidRain damage
  • Added smoke effects to acid fog storms, to emphasise the increased fog
  • Scaled player item damage of the toxic gasses storms
  • Increased exposure for Prometheus lower tier storms
  • Creature images added
  • Creature images added
  • Creature images added
  • Creature images added
  • Creature images added
  • Creature images added
  • Adding sounds to all new slug animations
  • Added additional weather action validation and scaled temperature effects by weather tier
  • Add Weapons Utility widget which shows damage output
  • Flushed Grass on Blue & Yellow Quad, DLC Map
  • Lots of adjustments and improvements to the gas flyer projectile sounds
  • Daisy Death Dialogue no longer players when escort is complete in PRO_STORY_1
  • Flushed Grass to fix grass patches, Green Quad and Purple Quad, Prometheus
  • Fixing up bestiary & AI setup for the lava slug so it has different behaviours, stats, growth, loot tables from that of the swamp slug
  • Added music timing hooks and validation to new weather events, minor fixes to timing for other weather events
  • Fixing dialogue timing PromOffender5. Added 4 second start delay
  • Add swamp minimap material for generating LODs/minimaps
  • Added PIC_IronWood
  • Removed damage from new weather events that have damage within the modifier
  • Added debug CVar to disable shelter traces for performance testing
  • Adding gas flyer audio events and data table entrys for the ballistics
  • Reduced damage of Swamp Slug.
  • Dampened Swamp Slug's Physics Asset. Swamp Slug's trail now lasts 40s
  • Adding outstanding slug animations, eat, sleep and a few extra attacks
  • Added randomised spawn scale to gas flyers
  • When performing weather tagged damage, add a basic two trace shelter check for building pieces as these have no shelter component
  • Added footstep particles to Lava Hunter.
  • Lava Hunter now creates small patches of fire when walking during it's powered up state.
  • UE4 PlayMontage function now gives reference to AnimNotify asset when triggered along with the usual Name.
  • Added new AnimNotify which can be used to specify an override damage source location.
  • Fixed missing 'CanFinish' node build validation error
  • Added Macro cliffs to prevent lighting issues and fixed a hole in the roof of AC_MED_008, Blue Quad, Prometheus
  • Adding dialogue fix for Prometheus Story 5 Event 9, Adjusting quest events to reflect dialogue timer reference
  • Fix forprometheus mission 1 smpl3 dialogue, replaced phrase spoken incorrectly
  • Adding decal showing AOE for orbital laser event
  • Setting up Remaining 2.0.0 bestiary setup / images / etc
  • Setting up Roat Skinned State and Corpse description
  • Reworking elements of Story Mission 6 so it supports reloading, adding in new prebuilt structures as well as ajusting quest steps
  • Added ITM_Sickle_IronWood
  • Proof of concept pass of decal showing AOE for orbital laser event - currently not connected
  • Added SK_ITM_Sledgehammer_IronWood
  • Fixed Lava Flyers not damaging players on detonation
  • Updated needler bones skeletal mesh with new model and added new textures
  • Updates to the gas flyer. Adding floating movement audio and general tweaks and adjustments
  • Adjustment to gas flyer shoot sound
  • Additional attack slam for the slug.
  • Not currently hooked up.
  • Adjustments and improvements to gas flyer.
  • Also lowered predator bird attack sounds and spacialiser slightly. was a bit intense before
  • Fixing decal opacity for Orbital laser event
  • Removing extra projectile resistance from Bloodclaw in fishing mission & fixing carcass text
  • Added swamp roat bones sk mesh, material and textures
  • Adding moew prebuilt structure jsons
  • More work on Story Mission 6, now playable up to Group15 camp
  • Fixed Scoria Brick missing skin in BuildingPieces Datatable
  • Adding new prebuild structures for Story Mission 6
  • Expanded floating foliage checker tool
  • Exotics Checker tool expansion
  • Added swamp bird carcass assets to project. Updated swamp bird corpse blueprint with these new assets

Icarus Week Eighty Four Update | Dining Suites and carved wood decor

Week Eighty Four is here, and brings our second batch of Carved Wood Decorations to Icarus, with six new items to craft.

We’ve also updated and improved photo mode, tweaking and improving the ranges of different settings and the control players have in setting specific parameters to get the perfect shot.

You may have noticed we’ve published this week’s update one day early. In New Zealand, where RocketWerkz is based, we have a public holiday this Friday to celebrate Matariki, the Māori New Year. Enjoy this week’s update while our team enjoy our holiday weekend.



Carved Wood Decorations



We’ve added a second batch of Carved Wood Decorations this week, adding six new items to the set for you to craft and decorate your base with.

Included are three tables - a Round Table, a Six-Seater Dining Table, and a Ten-Seater Dining Table to suit any sized prospecting crew.

There is also the new Carved Wood Dining Chair for you to craft and adorn your new dining suite with.

For your walls there is the Carved Wood Wall Shelf, along with the Carved Wood Candle and Carved Wood Desk Lamp to place around your base.

Our art team is always working on new assets and items to personalize your Icarus experience, so suggest any items or designs you’d like to decorate your base in the comments!



Photo Mode



Photo mode has received a pass with new features and improvements to make taking the perfect snap even easier.

The big one of these is we’ve increased the tether distance to allow players a bit more width and depth when taking photos of their character models in different settings.

Alongside this, we’ve also changed the photo mode parameters so that most of them can now be manually set outside the standard slider range, smoothed out the FOV mouse scrolling, and added the ability to change the movement speed of the camera smoothly while in motion.

We’re keen to see your best photos, so make sure you keep sharing them in Steam, Discord and on socials. You can access photo mode with numpad 7 or set it to any key you choose in the settings.

Matariki



You may have noticed we have pushed out our weekly patch a day early, as tomorrow in New Zealand we are celebrating Matariki, a public holiday that falls on our usual patch day.

Traditionally Matariki was a time to acknowledge the dead and to release their spirits to become stars. It was also a time to reflect, to be thankful to the gods for the harvest, to feast and to share the bounty of the harvest with family and friends.



Changelog v1.3.6.113408



New Content

  • Unlocking next set of carved wood decorations
  • Increase maximum Photo Mode tether distance
  • Settings values in Photo Mode can now be manually edited by interacting with the number, this allows values outside of slider range
  • Fixed issue where Photo Mode cursor would persist after hiding UI if options panel was visible
  • Hiding UI while in Photo Mode automatically enables flying movement of camera
  • Adjustments to FOV in Photo Mode via mouse wheel are now smoothed (with option to change smoothness)
  • Added ability to switch mouse scroll in Photo Mode to adjust movement speed instead of FOV
  • Adjusted min/max values of several Photo Mode setting sliders
  • Adjusted scale and units for Photo Mode DOF settings
  • Can no longer take a photo while Photo Mode preset name box has keyboard focus
  • Fixed bug where Photo Mode presets sometimes wouldn't apply when first entering the mode

Fixes

  • Put light items into the light slot by default
  • Remove custom user descriptions from TagQueries DT which hides the actual queries
  • Added translation text to radar screens and exotic item tooltips
  • Hooked up translated text for Storm Incoming! prompt on weather timeline
  • Update handling of unlock flag presentation for talents and workshop items, to ensure the required talent or DLC flag is shown

Future Content

  • PRO_Story_4: Setup map marker for cache, added offset to spawn location to ensure creature does not spawn within collision unable to move
  • Setting Progressive Stats for New Creature Types into the AICreatureType table so players can recieve the damage bonus / defence bonus from the bestiary for the New Creatures
  • Added missing enteries to the Creature types table and split out exisiting variants where it made sence (Komodos, Roats, Bluebacks)
  • Did a pass over Experience and Skinning Events for all new creatures and added appropriate experience events were nessessary
  • Added new Tags for the new creatures so they can be classified correctly where needed
  • Deactivated interactable component on foliage types that are unable to be hand gathered, this prevents them trying to set their interactable elements to none
  • Updated highlight text on foliage types that require sickle or axe, to ensure they mention that they require a sickle or axe
  • Added a validation step before interactable rows are updated on FLOD instances, ensuring that if it is unset it will not try to set the row to none
  • PRO_Story_3: Updated dialogue triggers for scans, added icon to base location objective
  • Resave quest datatable as final change was missed
  • PRO_Story_3: Added dialogue data to quest logic
  • PRO_Story_2: Fix trigger bounds on initial area audio, ensuring it matches player location. Fixed trigger bounds on cave found audio, added worms dialogue
  • Updated thatch buildable wall, roof and foor with new reduced geometry
  • Adding Icons for Cold Steel Tools / Weapons / Projectiles
  • Adding Cold Steel Tools / Weapons / Projectiles and Fur into the game and hooking up to their item instances
  • Added proper materials to D_BuildingSkins Data Table for Scoria Brick Building pieces
  • Fixing spelling mistake in stat names for Variant Creatures
  • Added dioramas for grasslands, lava, and swamp bestiary image generation
  • Quest search areas compass icon now resembles the search area on the map with a similar image and colour
  • Adding additional hail layer
  • cFixing formatting error in Virtual stats which would break the build
  • added fish 19 variant 2,3,4 sk meshes, materials and textures
  • Added BLD_Door_Brick and animations
  • Added BLD_Window_Brick and animations
  • Adding in Missing Clay Brick Deployables, Icons, Recipes and Item Setup (Window, Door, Railings)
  • Adding Icons for the Alien Conch & Pottery
  • Fixing formatting error in Virtual stats which would break the build (again)
  • Quick pass of resistances on new 2.0.0 creatures
  • Adding new AIGrowth Setups for new 2.0.0 creatures that did not have unique ones
  • Switching 'Daisys' Corpse so it is no longer a buffalo
  • Breakble Rock Nodes can now not be affected by the obsidian, ironwood or coldsteel damaging modifier effects
  • Adding Fish 15-19 Fish Meshes, Images and Recipes
  • Reworking PRO_Story1 to include add new Dialogue and make sure the various end conditions where all achieveable
  • Removing Daisys Saddle Slot
  • Adding Modifier to players when they are carrying specific resources that are gained when harvesting / skinning / mining when using the Ironwood toolset
  • Equippable modifiers now have an inventory bypass if required
  • Added missing sockets to several Brick buildable assets
  • Further fine tune to obsidian leg and arms armor. Better balance between legs and arms / running vs weapon use etc. Also fine tune and adjustment to the latest hail audio addition
  • Added SKs, textures, materials for Cold Steel Bolt (SK_BLT_ColdSteel)
  • Added names for PROM fish
  • Fixed two typos in mission objectives for PROMstory6
  • Fixed a typo in the highlightable for the body in FRACTURE mission
  • Fix LOD settings on various assets
  • Delete Creature SMs
  • Add LODs to T019 Shadow Geo meshes
  • Delete unused experiemtnal T019 merged render meshes
  • Pass on collision for Prometheus rocks/cliffs/caves/impassables. Setup correct lod levels to generate collision from. Changed multiple cliffs to use complex collision as simple
  • Small update Cold Steel sickle
  • Adding blue steel pickaxe and axe layers and additions and balance against other axes. Fixed steel knife throw pointing to spear audio
  • Update grasslands biome effects, increasing the color and opacity of the fog while reducing the post processing impact, resulting in close objects appearing closer to their original color with minimal impact to the biome's overall palatte
  • Update prometheus conifer biomes to use grasslands atmosphere
  • Added text for new meta items
  • Updating the BLT & ARR physical meshes for cold steel so they now use their correcty collisions while flying through the air
  • Added NonInteractable interact row, for explicit override to non-interactable
  • Added highlight text for spiked brambles, to differentiate from non-spiked brambles
  • Fixed non-spiked brambles setup to ensure they are only harvestable by sickle
  • ColdSteel Arrow - added BallisticPhysicsAsset
  • ColdSteel Bolt - added BallisticPhysicsAsset
  • Updated the grasslands, lava, arctic and cave diorama for the new bestiary screenshots
  • PRO_Story_6: Fix progress blockers, add map icons, add dialogue to initial quest steps
  • Adding Cold steel impact event, equip sound and unique whoosh audio
  • PRO_STORY_2, Moved Caveworm locations to prevent clipping issues, Prometheus
  • Frozen ore can now be placed into fireplaces, campfires, firepits, ovens, furnaces to defrost and be awared with a random ore
  • Added new template function for selecting a random element from a TArray
  • Added text for FRACTURE cave set dressing items
  • Fixed LOD group and reimported Cliff_13 mesh (GL, TU, SW variants)
  • Added dev-only option to disable Photo Mode tethering entirely
  • Add AOE Damage Aura For Sulfur Pools
  • Added wooly zebra bones skeletal mesh and textures
  • Add shallow water modifier state which is applied when overlapping water but not swimming. Doesn't currently have any stat effects, requires a design pass. Refactored swimming component a little in order to set this up
  • Added 3 standard and 3 wall mounted signs for the Rustic Decorative Tier, including DMs
  • Adding conch deploy audio and event and data table
  • Updating Fish and Bestiary Images for 2.0.0 to use the UI texture group
  • Fixed a bug where the basic fishing rod would destroy lures if you selected it in the context menu. Fishing rods now check for an inventory component and only open if the object has one
  • Fix a bug with weather clog when there is more than on deployable in the affected biome (early return)
  • Added extra lines for Offender and Shadowed mission dialogue edits
  • Adding sickle into grass layer for harvesting grass bushes
  • Fishing, bestiary and atmos data tables updates with bestiary images
  • Adding fish images for fishing log
  • Adding creature images for bestiary
  • Adding creature images for bestiary
  • Adding creature images for bestiary
  • Adding creature images for bestiary
  • Setting up Encrypted Missions that Require the T4 Communicator to Access, adjusting UI on planet to mention that Encrypted Missions must be accessed via a T4 Communicator when attempting to access in other ways
  • Updating Mission Selection UI to visually distinguish encrypted missions from regular missions and updating general Prometheus Mission Flow
  • The T4 communicator now requires an active power connection to work
  • Show active modifers on deployable UI
  • Adding Bestiary background images
  • Search Area Compass icon now disappears when within the search area and a same coloured border now appears to signify that you are within the search bounds
  • Change PM to Bush on aspen seedling master material to fix sickle impact audio parameters
  • Fixed obsidian rock var 2 incorrectly using the var 1 mesh in its foliage type setup. This was causing the mesh to visibly change when activated
  • Added missing auto generated LODs to all Aspen Tree chopped pieces, as well as removed RVT's from the trunks as we are no longer using them on trees
  • Adding fixes for Offender and Shadowed mission dialogue
  • Spit particles mesh scaling based on projectile speed is now correctly oriented towards current velocity
  • Tweaked Lava Hunter Spit Attack, is now longer range and rains down from the sky rather than being directly targeted at Player.
  • Increased size of Lava Hunter Spit projectiles.
  • Added new SequenceLoop_Scaled BTComposite which allows sequence loop count to be automatically scaled using new scaling system.
  • Fixed a couple of access none errors in BP_BallisticBehaviour_Base.
  • Instead of breaking to lay a single egg before attacking again, Lava Hunter now lays several eggs in succession, with the number of eggs scaling with nearby player count
  • Added physics and overlap influence range adjuster to FLOD Debug Overlay
  • Added FLOD physics body counters to FLOD Debug Overlay
  • Added mission lockout time for missions activated from open worlds. This prevents repeating the same mission within the lockout time
  • Added debug command to dump the mission history to log and screen
  • Adding first layer of Slug footsteps
  • Updated grammar in some quest steps for NOMAD mission
  • Adding swamp slug Idle audio sounds, event and data table entries
  • Made slight adjustments to some dialogue subtitles in NOMAD mission
  • Fix DT merge clashes again
  • Hooks for weather dealing damage to armor or focused player item
  • Added weather setups and modifiers for all biomes for Prometheus
  • Adjusted Batdog bones skeletal mesh skinning
  • Adding in images for feature levels and setting all feature levels on new horizons items, images will now appear on blueprints, items, workshop gear and associated tooltips
  • Removing old feature level widgets
  • Adding in Swamp Slug to Swamp Spawn List
  • Adding Spawn Rules so Snow/Desert Strikers do no spawn more than 2 at a time, and do not spawn close to dropship landing locations
  • Adding in Gas flyer skeletal mesh and anim assets, also second variation of the material for use in the swamp and grasslands
  • Updated Batdog bones to correct skeletal mesh
  • Setting up Wooly Zebra Bones
  • Adjusting modifier state electroshock so it deals electric damage and not physical
  • added deer variant bones sk mesh, material and textures
  • Added outstanding behavior and implementation notes on the creatures for 2.0.0 in D_AiSetup
  • Added BLD_TrapDoorHatch_Brick and animations
  • Fixing Prometheus World Data so it is feature locked to NewFrontiers and not Development
  • Further bias out non flat areas when selecting a player spawn point to prevent landing with door open to vertical cliffs on Prometheus
  • Fix DT whitespace after merge
  • Creating new 'Transgenic Tomato' and setting up various seed states
  • Adding new Mission step for PRO_STORY_1 where prospectors are now given a a crop plot and tomato
  • Updated STORY_1 Collection quest trigger so the retrival pod and creature can be seen from further away
  • Updated STORY_1 to fix the tomato praise and reward audio from SMPL3
  • Fixing STORY_1 Daisy Quest end steps so looting is optional
  • Fix LODs on various SK meshes
  • Fix texture settings on new creatures
  • Updated AI spawn config for Prometheus lava zones to ensure creatures spawn at the correct level
  • Added Moss VFX to Cypress Trees the first time they get hit
  • Fix sometimes custom quality label is not translated in graphics setting drop down
  • First commit for Blueback fur fix, setting up new splines
  • Fixed bug where suit straps would disappear when equipping obsidian arm armour, all obsidian and heavy obsidian armour pieces now use the correct type
  • Fixed buildings not propogating fire anymore
  • Adding slug slow medium and fast loop audio and events, updating all slug vocal sounds to be a little more unique but still fitting in the same sloppy vibe
  • Updating Weather actions and events to add a sulfur pools event and adding a cosmetic attachment to the sulfur pools aura
  • Added actors in the persistant map that would reciece the sulfur pools aura when the event triggers
  • Add an effectiveness variable to WeatherActions modifiers
  • Setting up new Fish to work on the same skeletons as fish01 and adjusting hook socket locations
  • WIP Environment VFX
  • Tweaks to Geyser VFX
  • Moss VFX for Mangrove Trees getting chopped
  • Setting up the bones for the Plains Equix in engine
  • Lava Hunter Fissure Attack Protoype BP and VFXs
  • Add Texture validation which detects when World/WorldNormals Texture Group is used (defaults that should be changed)
  • Updated BLD_Railing DM
  • Added first pass of Swamp Slug behaviour set and animations.
  • Added new component that can be used to generate a visible SplineMesh path behind owner that fades out over time.
  • Added new property bUseMeshBoundsAsSelfGoalRadius to IcarusNPCCharacter to allow NPCs to use their mesh bounds when determining if they've reached move target (instead of normal collision cylinder).
  • Dev-only AI Target Dummy now starts moving automatically when simulating in editor
  • Second commit for Blueback variants fur clipping issues and carcass settings, still one outstanding bug in the lava variant with wrong material assigning for the bones, fixed on next commit
  • Lots of additions to the slug audio
  • Fixed missing materials on DM_BLD_Door_Brick, DM_BLD_Railing_Stairs_Brick, DM_BLD_TrapDoorHatch_Brick, and DM_BLD_Window_Brick
  • Fixed materials on DM_BLD_Railin_Brick
  • Adding new Functions to Storms can damage players Armor and Inventory Items if required
  • Tweaks to Lava Hunter fissure attack and comments
  • Adding slug sniff, slug shake ear and shake adjustments to animation notifiers
  • Fix up log output for Talent unlock debugging
  • Updated WeatherPool to use new AcidFog name
  • Updated SulfurPoolsReaction weather action to only apply to the biome the weather is active in
  • Updated Fog to Acid Fog
  • Updating Names of Redbacks, Arid Strikers and Ashen Drakes to match throughout bestiary, creature type and carcasses
  • Adding lots of slug attack movement sounds and anim notifs
  • Updating Chala, Viscid and Arid Blueback names
  • Update Enzyme Geyser eruption effects to use new mesh-based system
  • Fixing material override for Chala Bones
  • Hooking up Bones for the Chala Corpse
  • Balance adjustments to slug attacks
  • added Chamois Variant Bones sk mesh, material and textures
  • Adding Swamp Roat Physics asset as it was referenceing an old ones where the skeletal mesh bones did not match
  • Fix a UI display issue where modifier effectiveness is not displayed if the modified has no lifetime
  • Adding Icons for the Scoria Brick Building Tier
  • Adding slug whoosh attack and big swirl swoosh attack audio and anim cues
  • The icon editor will now save item icon images with a T_ prefix
  • Adding Icons for the Scoria Building Tier
  • Fixed Lava Blueback skeleton material override on skinned state and container empty by setting the override to 0 to retain default material
  • Disambiguate epic creatures and boss creatures when awarding bestiary points

Icarus Week Eighty Three Update | Armor Piercing bullets are here

Week Eighty Three features two revamps of existing in-game systems, alongside the addition of a new type of ammo for firearms.

Armor Piercing Ammo has been added, and we’ve paired this with an overhaul of the Hardened Point Damage System, providing a more scalable and effective process for calculating the impact of stats when targeting different Hard Points on different creatures.

The Orbital Workshop has also received a UI pass, aiming to make it easier to navigate to make room for new items in the future.

Jump in and have a read.



Armor Piercing Ammo



This week we’re adding a new ammo variation, Armor Piercing. This will be available for firearms, while crossbows already have this perk innately.

Armor Piercing Bullets for firearms come with the Hardened Point Penetration stat, essentially bypassing the hardened hitbox areas of animals, allowing you a little more success if your accuracy isn’t up to par.

Armor Piercing Bolts have also had their stats adjusted, in most cases replacing the Hardened Point Damage perk with Hardened Point Penetration, although in some cases Hardened Point Damage still exists.



Armor Piercing Changes



We’re using this update to provide a rebalance for the stats around hardened point damage and perks related to combat.

With our Week 36 update, we introduced more detailed hitboxes on creatures that included weakened and strengthened zones on their body. To achieve these, we used a stat called Hardened Point Damage to increase or decrease the damage done to the hardened points on creatures such as horns, tusks, shells, skulls, etc.

All creatures started with a value of -75, meaning that the player's damage was reduced by 75% for the toughest hard point zones, and regular hard point zones started at -37.5 (a 37.5% reduction).

On Crossbows we had stats that would reduce this value (move it closer to a 0% reduction), for example, a +75% improvement which meant that even when hitting the toughest hard point, you would deal 100% of the possible damage.

The issue, however, with this approach was that you would also receive the buff when hitting regular hard point zones, which only received a 37.5% reduction. This meant that players would end up delivering 37.5% MORE damage than intended (-37.5%+75%= +37.5% excess), an unintentional buff that broke the balance of the system.

We have reworked the damage alongside introducing the new Hardened Point Penetration stat, giving us three stats we can interchange to provide the right balance:

  • HardenedPointPenetration
  • HardendPointDamage
  • HardendPointProtection

The new Hardened Point Zone damage modification stat works as follows:

Creatures start with a 75% reduction in damage (HardendPointProtection)

HardenedPointPenetration is a percentage value between 0-100 on weapons and ammo that reduces that -75% closer to 0%. A 0% HardenedPointPenetration means -75% damage reduction, and a 100% HardenedPointPenetration means a 0% damage reduction.

When and only if HardenedPointPenetration reaches 100% (0% damage reduction) do we apply the HardenedPointDamage Stat.

Here’s an example scenario to consider:

Crossbows have an innate HardenedPointPenetration of 100%, meaning all their shots, will bypass hardened points (the damage reduction of -75% is reduced to 0%).
So using Metal Bolts (81-90) with Basic Crossbow (0% projectile damage increase)

- Normal: 81-90
- Hardpoint 81-90
- Extra Hard Point 81-90

With the Notch attachment, Crossbows do +25% damage if hitting a hardened point if the penetration is 100% (which in this case it is). This is the HardenedPointDamage stat coming into play.

Metal Bolts (81-90) with Basic Crossbow (0% projectile damage increase) with prototype Notch (+25% Projectile Damage, +25% HardPointDamage)

- Normal: 102 - 113
- Hardpoint 126 - 140
- Extra Hard Point 113 - 127





Workshop Revamp



The Orbital Workshop has received a UI revamp, designing it to be more like the blueprint trees on-planet, utilizing multiple smaller trees rather than one large tree.

This change provides a cleaner experience and helps us balance each branch individually and provide a singular path focused on specific tools and items.

The revamp will make it cleaner to add lots more Orbital Workshop items in the future. As some of you have seen in our patch notes we’ve been working on new items as part of our next major expansion New Frontiers and the current layout was getting a bit crowded.

With this change, some items are now locked behind an increased number of lower-tier items, while others will be easier to access. One important thing to note is this does not change any of your workshop progress and anything you have unlocked in the past will still be unlocked, regardless if it has moved in the UI or not.



Changelog v1.3.5.113110



New Content

  • Tweaking of Workshop so it is now aligned into separate categories
  • Enabling Armor Piercing Bullets, Blueprints and Recipes
  • Swapping BaseHardenedPointDamage to BaseHardenedPointPenetration on various items as it represents more what we wanted the stat to do design wise, negation of hardened point zones rather than a damage buff

Fixed

  • Added many more translatable strings, notably close buttons, mount commands, unloading ammo, and the sort button
  • Made DescriptionText member of D_Uses an FText to support translation (was previously FName)
  • The 'Press any key to skip' text shown during loading screen cinematic now supports localization
  • Updated translatable text row for character deletion to correctly allow translation.
  • Updated Out of Bounds warning to correctly allow translation
  • Combining lantern start / loop / end audio into one event, and combining wood rag torch start / loop / stop into one event for Craigs torch BP cleanup logic
  • Fix lantern audio desynced after entering water bug
  • Refactored audio behaviour on all light skeletal items to simplify this fix
  • Re-separated wood rag torch oneshots out from loop event to enable context-specific ignite and douse behaviour
  • Applied a fix to audio component play state library function to allow fading out audio components to continue to respond to positional updates correctly
  • Fixed a few typos and edited descriptions to better reflect the nature of an item
  • Update Blueprint tooltip widget to remove black space when item description is too long
  • Updated deployable modifier widget to have 2 columns for alterations if exceeding 4 alterations, notably this prevents other parts of the widget being hidden (and mainly on crop plots)
  • Updated Crop Plot Fertilizer widget to show the text for fertilizer stats larger
  • Updated Resource Connections widget to allow translation of the requires and provides summary
  • Very small adjustment to OES pod volume so its not quite as intense. This is to account for when pods are coming up and down in similar times
  • Damage numbers no longer generate overlap events or affect navigation
  • Fixed durability setup on dehumidifiers, ensuring they correctly break on 0 durability

Future Content

  • Blueprint setup for ENV audio effects Volcanic Embers
  • Added SM_BLD_Wall_Solid_Glass, SM_BLD_Floor_Glass, DM Meashes, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Added several assets for the Iron Buildable rework
  • Refined mission descriptions, changed the amount of items required for progression and added gameplay tag to swamp questmarker, Prometheus
  • Added SKs, textures, materials for Cold Steel Axe (SK_AXE_ColdSteel)
  • Reimported enzyme cannon skeletal mesh with correct normal setting
  • Adding volcano audio for ember storm. Adding BP logic to connect audio parameter. Adjusting levels of base amb during storm
  • Improved behaviour of Lava Fliers, they now explode on death.
  • Fixed Lava Flier physics asset.
  • Added new decorator BT_DoOnce which allows a BT node and it's children to only be executed once per instance.
  • Lava hunter eggs can now be destroyed to prevent spawning.
  • Increased LavaHunter health and damage, assigned unique health/damage curves
  • Added new stat for FrozenOreChance%
  • Changed cold_steel_sledgehammer item template from coldsteel pickaxe to coldsteel sledgehammer
  • Added FrozenOreChance to Pickaxe and Sledgehammer
  • Cold Steel Sledgehammer now has a chance to give 1 frozen ore when a resource is spawned
  • Cold_steel pickaxe now has a chance to provide 1 frozen ore when an ore resource is mined
  • Removed accidental key press in a random location that would break the build
  • Lots of improvements and updates to the ember volcanic storm audio
  • Replaced Pots and Conch's with BP versions and fixed some floating cliffs, Pometheus
  • Added dropzones throughout Prometheus, labelled some of these as open world drop zones
  • Adding parameter for ash weather event and adjustments to embers event. Subtle reduction in clarity of SFX based on full ember amount to give sense of depth to the weather
  • AI can now specify a default critical hit area which is used whenever another area collider isn't hit - useful for making an entire creature 'Hardened'. Lava Hunter's default crit area is now hardened, with it's underbelly taking normal damage
  • Add a new weather damage type that includes a tag query for deployables/buildings
  • Added PyramidHip Iron Buildable pieces for Buildable revamp, as well as several materials that needed to have proper PMs applied
  • Update lava hunter audio state logic, and add Fleeing audio state for retreat
  • Update world cave generation commandlet script to throw exceptions on badly formed caves now that Prometheus map caves are in a good state
  • Adding new Larkwell Heated Canteen Workshop item and provides a modifier when they drink
  • Adding new Larkwell Oxygen Tank Workshop item that provides cleaner air and applies a modifier to players when they inhale
  • Adding 2x Variations of the new Larkwell Envirosuit to the workshop, one focused on module & backpack slots, the other on temperature
  • Adding 3x New Arrow sets to the Workshop focusing on new elemental effects and affliction chances
  • Adding 3x New Bolt sets to the Workshop focusing on Electoshock, Explosions and a hard hitting piercing ammo
  • Adding 6x New Modules to the Workshop (Temperature, Caving, Extreme Affliction Resistances, Fishing, Tamed Creatures and Wound Resistances)
  • Adding Icons for the Inaris Arrow Sets
  • Adding New Icon Scenes with the size of 512, for icon editor configuration, so icons can be captured on wide screens
  • Adding Missing Icons for New 2.0.0 Workshop Items
  • Setting up 4 new Tool sets for (Axes, Pickaxes, Knives & Spears) including new stats and effects
  • Adding 2x New Workshop Bows and 2x New Workshop Crossbows, item setup, basic stats and effects
  • Setting up New Talent trees, and talents for all new workshop equipment, including prices
  • Modifying Weapon Damage at the top of Item stat descriptions to display additional damage stats in this section and removed these from the remainder stats list
  • Adding new tags for Crossbows, throwing knives and throwing spears for quick icon editor image taking automation
  • Setting up 3x New Arrow Sets for purchase in the Workshop
  • Fixing Stat description for Frost damage +% as its description was incorrectly 'fire damage +%'
  • Fixing Processor recipes for Obsidian Spear and Knife as their outputs where incorrectly set to metal spear and metal knife
  • Added EquipArmour cheat script to instantly equip a full set of specified armour
  • Added SM_BLD_Roof_Glass, SM_BLD_RoofPeak_Glass, SM_BLD_Floor_Half_Glass, DM Meshes, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Adding BP data for volcanic ash. Adjusting audio event to suit ash weather event
  • Added SKs, textures, materials for Cold Steel Arrow (SK_ARR_ColdSteel)
  • Added Sockets to the Wood Set for Buildable Rework
  • Updates and imrpovements to volcanic embers and ash events. Added flaming whooshes for embers
  • Added new stat for Hardened point penetration (stat that mitigates hardened point damage reduction). D_CriticalHitAreas can now each specify a 'MitigatingStat' that can be used to reduce the strength of their 'EffectiveStat'
  • Adding dialogue source assets for Prometheus re-records
  • Updating LOD Generated settings for Prometheus
  • PRO_Story_6: Added pointlight assets to mission spawn, updated some static meshes to blueprints, updated list of blueprints to spawn as part of mission
  • Adding new Creature Scanning Device which scans a nearby creature, adds a debuff which causes them to take extra damage and increases the users bestiary progress (can be done once per creature instance)
  • Setting up creature scanning device in the workshop and feature locking to New Frontiers
  • Expose duty cycle on tagged weather damage events
  • Ensure that WeatherActions are correctly stopped when using cheats (internal dev only)
  • Fixed bug where NPCs that had the 'DamageReturned_%' stat were returning damage to player's weapon instead of the player
  • Adding in Missing Bestiary Rows for Prometheus
  • Adding in missing Carcass loot for new animals that where missing
  • Feature locking AI & Bestiary Rows to New Frontiers instead of Development
  • Stockpile: Refined flavor text and adjusted mission rewards, Prometheus
  • Added Sockets to the Iron Set for Buildable Rework
  • Cold Steel Axe - texture/material fixes
  • Added SKs, textures, materials for Cold Steel Pickaxe (SK_PIC_ColdSteel)
  • Adding volcanic wind gust after boom and adjustments to scatter audio during storm
  • Added Sockets to the Concrete Set for Buildable Rework & Adjusted Wood INT Master Dirt Mult
  • Adjustments to ember scatter distance and times and wind levels and tonality curves for the volcanic storm
  • Moved Cave volume sticking out of cliff and fixed floating obsidion ores in manual cave, Purple Quad and Green Quad, Prometheus
  • Added Sockets to the Wood INT Set for Buildable Rework
  • fixed skinning issue for heavy obsidian armor arms
  • Lava Hunter now has increased health regen when recovering in lava pools.
  • Lava Hunter now enters an temporarily boosted state after recovering in lava, receiving less projectile damage, returning some melee damage, and setting melee attackers on fire.
  • Added bestiary text for Viscid
  • Adding wetlands acid rain sizzle, adjustments to timing of embers storm based on test event which is closer to the real event
  • Added new SMPL3 lines to dialogue table
  • Added rerecorded Sol lines to dialogue table
  • Setting up basic Prometheus creature loot tables, adding in special drops for most creatures
  • Added new 'Quest' collision object type, along with two new collision pofiles 'QuestQuery' and 'PlayerCapsule', used to standardise collision profiles used in those two cases
  • Adding dialogue events for Open World intro missions
  • Ensured EQS queries ignore quest actors, as these should not have anything preventing queries of that type
  • Added art assets for Fish 18 variant 1
  • Rasied terrrain to prevent landscape clipping, Green Quad, Prometheus
  • Adding in new fish map for Prometheus and setting up fish zones and new fish (17/18/19 and variations)
  • Setting up Fishing Book for new Fish & Adding Fish to Spawn Zones for Prometheus
  • Added SKs, textures, materials for Cold Steel Sickle (SK_ITM_Sickle_ColdSteel)
  • Stockpile: Changed Required Meals and Adjusted How many are Required, Prometheus
  • Added text for scoria building pieces
  • Added text for bone armor pieces
  • Added text for Scoria buildables
  • Added missing bestiary stats for new creatures
  • Fixed item rewards for multiplicitive arctic pelts stat
  • Changed Drac Hemorrhage modifier to Minor Hemorrhage and lowered chance
  • Added text for standard and heavy obsidian armor pieces
  • Adding dialogue events for NOMAD v2
  • Adjustments to the grasslands hail storm event and intensity. Adjusted eq of wind based on intensity
  • Adding in Missing Animation Blueprint for the Exotic Harvester, animations now players upon deploy and its active state
  • Wire heavy ash to provide a clogged modifier to all processors in the same biome as the weather event
  • Removed rouge cave volume at story cave one, Green Quad, Prometheus
  • PRO_A_Stockpile: Updated Location of Swamp Quest Marker and Updating Quest Marker Gameplay Tags, Prometheus
  • Adding new parameter for hail storm and also adjustments and fine tune to volcanic storm based on playtest
  • PRO_A_Stockpile: Updated Cooked Soy Bean name to match in-game name, Soy Bean Stir-fry
  • Unlocked the Crunchy Soy Bean recipe, craftable at the Campfire
  • Adding fmod events for prometheus mission one dialogue to table
  • Adjustments to exotic harvester now the anims are hooked up. Lowered volume, adjustments to spacializer and added tree snap when picked and directional EQ
  • Added in all updated Brick Tier Buildables with new APEX, DM's and mask materials
  • Updates to obsidian armor. Lowered intensity and small adjustments
  • Stockpile: Changed Required Items and Adjusted How many are Required, Renamed BP's to have A instead of C and Renamed Quest Markers, Prometheus
  • Small adjustments to dialogue lines to give more definition between characters (by adding a shorter static burst) and also adjusting some longer pauses for dramatic effect
  • Added Fish 18 variant 2, 3, and 4 art assets. Tweaked colour and LODs on variant 1
  • Added subtitles for new voice lines in prom missions
  • ColdSteel Pickaxe - tweaks to mesh and textures
  • Added SKs, textures, materials for Cold Steel Sledgehammer (SK_ITM_Sledgehammer_ColdSteel)
  • Wire heavy ash to provide a clogged modifier to all generators in the same biome as the weather event
  • PRO_A_Stockpile: Update Berry Jam quest step to use in-game name
  • Added all Scoria Brick materials and textures for the Brick Building Tier
  • Obsidian, Heavy Obsidian, and Bone armour sets now use the correct 1st person arms mesh, preventing them from being invisible in first-person perspective
  • PRO_Story_2: Ensured cave marker shows on compass
  • Updated cave entrance markers to have a Cave_Entrance_Cheat and Cave_Entrance, dev locked the cheat version, this ensures that the marker isn't used in-game and is only used in development
  • Added final lines and subtitles for Nomad mission
  • Added new Lava Bomber additional spawn for Lava Hunter.
  • Lava Hunter now gets extra health regen when 'powering up' in lava.
  • Tweaked Flyer, Broodling, Bomber AI behaviours to better match design document.
  • Lava Fliers now slightly lead target and no longer slow down before reaching
  • All tree prefabs can now specify specific meshes to immediately detatch on first hit (previously only worked for snow trees). Vines on Cypress trees are now correctly removed when first hitting the tree
  • Added Beam Assets for Iron Buildable rework
  • Cold steel Knife now has a chance to apply the 'Chilled' alteration on meat when skinning
  • Adding positive ice pickaxe hits for new ice cave walls
  • Added skeletal mesh for fish 19
  • Fixing Generated Stat name that would have broken the build
  • Committed missed Virtual Stats File which means the new bestiary progressive stats where not being calculated correctly (does not effect any stats on the live build)
  • Adding new Progressive Stats for each new creature in New Frontiers (and some other future ones) so we can finish setting up the bestiary, added stats, descriptions, virtual stats and calculations
  • Added bone, obsidian and heavy obsidian armor icons
  • Committing Missing Buildable Table Missed in last commit and fixing up Ramp & Floor Piece references which was breaking the build
  • modified Fish19 static mesh
  • Adding in Reaver base assets, rig, material and all animations
  • Updating buildable to now use a new table BuildingPieces & BuildingLookup to coalesce building piece information into a new table and data is not hidden in arrays, this will also make it easier for adding new building tiers and skins in future
  • Fixing issue with the building upgrade tool (hammer) when attempting to upgrade scoria, claybrick and scoria brick building pieces
  • Adding a new editor utility widget for developers that runs datatable operations in engine rather than requiring a bespoke python script
  • Using the cold steel axe now has a chance to provide the 'frosted' alteration which increases the energy (burn time) of sticks/fiber/wood
  • Further adjustments to master ADSR for smoother transitions between biomes. Much more seamless now with less noticeable gap and change
  • Regenerate Prometheus Generated LODs
  • Added several assets for the Iron Buildable rework
  • PRO_A_Stockpile: Updated PRO_A_Stockpile_Food1 Discription text to match correct item
  • Removing double ups of ADSR fades on main ambience tracks to allow master fader ADSR to be the one that determines the fade. This allows for smoother transitions
  • added Fish 19 variant1, static mesh, material and textures
  • Updated old data table row references inside NPCCreator
  • Fixed invalid decayable entry in new lava bomber carcass item static
  • Adding obsidian pickaxe dud hit to indicate when hitting a rock that is not mineable
  • REMNANT: Update mission steps to prevent mission progress being blocked if you send exotics up before reaching that mission step, now will give the Send Exotics step when starting extraction, but still require fully mining a node before mission completion
  • Increase Sinotai Crate albedo textures to 2k
  • Added bestiary text and item text for new Prom fish
  • Added BLD_Railing_Brick and BLD_Railing_Stairs_Brick
  • Decrease Small Texture Group resolution to 512px
  • Decrease Medium Texture Group resolution to 1024px
  • Added bestiary data for Arid komodo, Lava hunter and broodlings
  • Cold Steel Tools - texture polish
  • Added all DCO_MetalGlass decorative assets
  • Adding hail to the BP environmental audio. Adding hail to tundra and grasslands event and adjusting distortion based on intensity
  • Change new Ash and Ember effects to be WorldSpace so the effect doesn't follow the player
  • Tweak Ash/Ember visuals to account for change in setup
  • Remove duplicate 'test' weather event entries
  • Fixed an occasional crash caused by a function trying to get the players stat container when the player was null. Now checks to see if it is valid

Icarus Week Eighty Two Update | Customize your map markers with icons and colors

Week Eighty Two brings improvements to Player Beacons as well as the Creature Deterrents we added last week. New Beacon customization options gives you the ability to be more specific with your map markers, and we also have a sneak peek at next week's quality of life pass on the Orbital Workshop.

Hop in and have a read.



Player Beacons



In last week's update, we reduced Beacons from Tier 4 to Tier 3, and this week we’ve followed on from that update with more balancing and improvements to the item.

The crafting cost has received a rebalance, moving from 25 → 10 Steel Ingots and from 25 → 20 Platinum Sheath.

We have also removed the requirement for sunlight for these to function.

To make Beacons more useful, we’ve also added interactable customization, letting you add icons and specific colors for each Beacon.

This adds many layers of personalization. You can set beacons for caves, waypoints, lakes, particular resources, or directions teammates should take when traversing difficult expanses.



T2 Creature Deterrent



Last week's Creature Deterrents have also received a pass, fixing a couple of minor issues and adding some new UI.

  • The Tier 2 Creature Deterrent was accidentally released without a cost to run it. This has now been fixed and it will require spoiled meat or spoiled plants to keep active (spoiled meat lasts 15 minutes, spoiled plants last 10 minutes)
  • The Tier 2 and Tier 3 Creature Deterrents have both had their interactions improved, as they are both supposed to operate as automatic machines without the ability to manually turn off (without removing fuel or disconnecting power).
  • We have added new UI to the Tier 2, Tier 3 and Tier 4 versions of the Creature Deterrent, so they will display their active status and radius when you interact with them



Additional Fixes



We’ve made a few more small fixes and tweaks this week. Thanks to our community for pointing these out and sharing them with us in Feature Upvote.

  • Updated steel tools (Tier 2) to use Iron Nails instead of Steel Screws so they can be crafted correctly at Tier 2 without the machining bench
  • 'Cooked Soy Beans Recipe' adds a basic cooking option for soybeans
  • Fixed the Yes Chef Achievement
  • Adjusted Enzyme item rewards for the Enzyme Geysers so prospectors will receive more enzymes, and they will scale according to difficulty



Next Week Teaser



Next week we have a QoL pass on the workshop coming, which provides a much cleaner way to research and create equipment as well as enabling prospectors (in some cases) to get to some equipment far easier than before.

There will be no new workshop items added next week, but If you look carefully in the image below you may see some future content from New Frontiers that will be available when released.



Changelog v1.3.4.112906



New Content

  • Added option to customise Portable Beacon icon and colour.
  • Added temporary icon and colour selections to BP_Portable_Beacon Portable Beacons no longer require solar power to run, but must still be un-sheltered.
  • FLinearColour now supported by AIcarusActor SaveGame flag in BP.
  • MapIconComponents can now be deactiavted/activated to hide/show icons on map/compass.
  • ServerPushClientDynamicWidget can now request that camera focus doesn't switch to actor we're interacting with
  • Added map beacon icons
  • Beacons now do not require light to work and have an internal battery that lasts indefinatly
  • Beacons can now be interacted with and prospectors can now select from a list of icons and colours which the beacon which will be displated on the map & compass
  • T2 Spawn blockers (creature deterrents) now require spoiled meat or spoiled vegetables to operate, they are no longer completely free for their operation
  • Adding in scaling for the enzyme geysers (base reward is now 5-10, this scales based on selected prospect difficulty)

Fixed

  • Fix typo in Rustic Decoration Bench recipe set name
  • Add translatable strings to crop plot water status
  • Adjusting T3 Blueprint Tree Layout
  • Updated 'loading...' loading screen text to be translatable.
  • Update end mission prompt on dropship to be translatable
  • Fixed a bug that allowed animal fat to be placed in fuel slots that are unable to use animal fat as a fuel source.
  • Added a Item.Fuel.Combustible tag to better label fiber, sticks, wood, coal etc
  • Fix a bug allowing you to remove your envirosuit while on planet.
  • Added a camera component to Portable Beacons to prevent clipping through the floor when editing their color and icon
  • Adjusting Spawnblockers so they have a new widget which shows active status
  • Updating Spawnblocker interactables so they no longer turn it on and off with no feedback, they are all supposed to be auto-activate, removing their resources to turn off
  • Fixed bug where Landshark and Sandworm kill accolades weren't triggering
  • Fixed crash that occured when RollChanceStat was called without a valid StatContainer

Future Content

  • Adding lava hunter pained / flee state vocalisations and event and data table entry. Currently not hooked up in BP
  • Added SM_BLD_Wall_Angle_Wood_INT_L, SM_BLD_Wall_Angle_Wood_INT_L, SM_BLD_Stairs_Wood_INT, SM_BLD_RoofPeak_CapEnd_Wood_INT, DM Meashes, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Replaced the 'IsColdChilledItem_?' stat to a new % based stat 'HarvestChilledChance_%''
  • Wire MiningSmeltChance stat for obsidian pickaxe (future content)
  • Fixed Floating Deep Ore Deposits and Floating Obsidion Ore, Green Quad and Purple Quad, Prometheus
  • Updating lava hunter wounded with different move sound that's more appropriate
  • Changed cold steel sickle to use the new % stat rather than the boolean stat and applied the new stat to the sickle
  • DEV: Added proof of concept highlighting to blueprint tree. Currently unhooked.
  • Setting up new Stats for the New Frontiers Bestiary Creatures
  • Adding the loot reward row for the Stonejaw and setting in the AISetup Table
  • Adding Creature Spawning and attacking of 'Daisy' in PRO Story 1
  • Wire ShatterSmeltChance stat for obsidian sledgehammer (future content)
  • Added additional translatable strings to mission end screen
  • Increased 'Daisys' Health to 1500 for PRO_Story_1
  • Added optimised solid wall, floor and roof thatch buildables
  • Fixed routing of fmod event
  • Moved Prefab Cave Away from Lava Lake to prevent player being killed by lava, Purple Quad, Prometheus
  • Setting up FMOD acid rain event and BP acid rain implimentation. Also adding to WL and GL rain and wind events
  • Adding Heavy Obsidian Armor Items, Recipes, Talents, Setup
  • Adding Obsidian Armor, Items, Recipes, Talents, Setup
  • Bone Armor Fixes & Stat Assignment and Set Bonus Assignment
  • Adding new Stat for being present in Lava as well as FireResistanceWhileInLava_% and setting on lava modifier so the stat can be applied correctly while the player is in lava
  • Adding acid rain param and rain adjustments to WL
  • Wire FellingScorchChance and FellingScorchConversion to Obsidian Axe (future content)
  • Added scraping tool to collect cave BPs that are not spawned via default templates.
  • PRO_Story_6: Linked cave content spawning to blocker removal, to ensure cave contents are spawned if the mission has been complete, once per prospect
  • Adding Obsidian Armor Meshes for the Obsidian Armor
  • Fixing the Heavy Obsidian Armor Set Bonus
  • Adding hail audio and adjusting rain for new biomes
  • Fixed a bug where when adding a alteration that increases an items spoil time it would not update the current spoil time to match the maximum resulting in items looking like they are half way to spoiling
  • Raised terrain to prevent the edge of a lake plane being seen above ground, Green Quad, Prometheus
  • Added fish 17 art assets project with Variant 1 textures and material
  • Swapping over Stone Buildings to use new Stone Kitset
  • Setting up Scoria Building Skin for Stone Kitset
  • Setting up new Scoria Building Pieces, Items, Blueprints, Recipes
  • Committing missing D_Stats.json file which would break the build
  • Added SKs, textures, materials for Cold Steel Knife (SK_KNI_ColdSteel)
  • Adding obsidian armor data table change and adjustments to acid rain event to make it more intense
  • Fixing a texture issue with Scoria_Ramp_Half building pieces which was causing the textures to be placed in incorrect slots
  • Fixing a texture issue with Scoria_Right_Half_Pitch building pieces which was causing the textures to be placed in incorrect slots
  • Added Scoria Brick building tier, talents, items, recipes etc
  • Adding Scoria brick item, recipes and icon
  • Adding obsidian armor event parameter, 1 shot audio and loop
  • Assinged correct textures for the Scoria materials for BLD_Wall_Windowframe_Stone, as well as assigned the correct Physical Material for materials for all the Stone Buildable pieces
  • Provide datatable editing tools and sanitization step to prevent JSON corruption due to use of non-ASCII characters in text fields
  • PRO_Story_6: Added craftable versions of cave assets, unlocked upon completion of the mission
  • Obsidian armor pitch adjustments that changes based on velocity
  • PRO_Story_6: Fix persistant blocker to correctly hide the mesh and remove collision when accepting the mission
  • Update conch position, add small conch, remove conch interact
  • Added multiple new FLOD debug tools and exposed FLOD streaming values to allow for future performance tuning of FLOD streaming
  • Added colour variants 2, 3, and 4 for fish 17. Duplicated static mesh and skeletal mesh for each variant
  • Adding obsidian armour audio and leg events and data table entries
  • Added new Value Scaling Subsystem and Function Library to consistently scale floats, ints, and stats by defined scaling rulesets (D_ScalingRules)
  • Adding arctic blueback bones proper mesh and rigged asset as well as placeholder in destress anim BP for custom behavior
  • Oreantation reimport of Blueback Bones to match source
  • Re-enable tick on BP_Seat_Mount to fix broken cart audio and other mount saddle tick functions which had been unintentionally disabled
  • Updates and adjustements to the obsidian armour sounds. balance changes to legs and arms
  • Prevent obsidian tool buffs from potentially crafting disabled recipies (future content)
  • Adding in missing mission steps for PRO_STORY_1
  • Fixing T2 Commnicator to show the start of the prometheus mission chain correctly when placed outside
  • Added inital setup for stockpile faction mission, Prometheus
  • Adding new Item Entries for new Inaris, Shengong and Larkwell Workshop Items
  • Adjusted joshua trees to not use bush foliage sounds
  • Creating new parameter for volcanic embers to be used to adjust the audio

Icarus Week Eighty One Update | Recipe rebalances and reduced costs

Week Eighty One brings a refresh and rebalance of our blueprint tree, and improvements to Tier 3 and 4 recipes.

As the game has evolved, certain items have either become more valuable, or declined in their value, so we’ve shuffled where they’re unlocked and their recipe costs to make them more balanced in the current state of the game.

We’ve also fixed a couple of long-standing bugs and an update on Styx.

Jump in and have a read.



QoL & Fixes



The blueprint tree has received a complete rework and shuffle, with our intention to better group together related items and even adjust some tiers, to reflect their value to the game at this stage of its lifecycle.

This re-arrange will mean that certain pathways and familiarity will be lost, so it’s worth spending a couple of minutes having a look at the new design to acclimatize yourself. Don’t worry about your purchased blueprints, none have been lost as a result of these changes.

For example, the placeable beacon that provides map markers has received a recipe cost rebalance, and shifted to Tier 3, to better reflect the value it offers in the current state of the game.

We’ve also made some other quality of life adjustments and fixes:

  • Many fruit and vegetables that have previously only been harvestable by hand can now be harvested by the Sickle (including Carrots, Pumpkin, Watermelon, Mushrooms) and will benefit from the Sickle's harvest stat
  • The Lantern present at Tier 2 on the blueprint tree, which was powered by Biofuel is now instead powered by Animal Fat, when the item breaks it can be repaired with animal fat at the crafting bench. Making this a refillable device for lighting your way. It also no longer requires glass (a Tier 3 material) to craft.
  • We now have warnings and icons shown on the map selection screen for Missions and Open World to reflect the increased difficulty that Styx presents, and to direct new players towards Olympus for an easier introduction to the game
  • The Solar Panel was accidentally indestructible, it will now take damage like other devices



Tier 3 and 4 Recipe Balance



Part of our process for rebalancing recipes is to break down the required resources into intermediary resources, to give us more flexibility in tiering and scaling our costs.

These new intermediary items in general focus on breaking down Ingots, and are as follows:

1 Gold Ingot → 5 Gold Wire
1 Copper Ingot → 5 Copper Wire
1 Platinum Ingot → 4 Platinum Sheath
3 Titanium Ingot → 1 Titanium Plate


We have also adjusted the output of Refined Wood as follows:

Refined Wood
OLD: 1 Wood → 10 Refined Wood
NEW:1 Wood to → 5 Refined Wood


We’ve also made the following adjustments to improve recipes and provide a simpler and more cost effective experience when crafting items:

  • The Cured Leather recipe has been added to the Advanced & Electric Armor Benches
  • Many Tier 3 or Tier 4 recipes will now be adjusted to use the new intermediary items that are derived from raw Ingots. This is part of our focus on reducing the amount of raw Ingots used in recipes, and to be able to correctly scale crafting bonuses now and in future
  • Another change is Tier 3 and Tier 4 recipes previously requiring Raw Leather and Wood have been updated to now required Cured Leather and Refined Wood as these items better fit their tier
  • Steel is now also craftable in Stone Furnaces as it establishes itself as a high Tier 2 ingredient, making room for the other metals in Tiers 3 & 4



Styx is now paid



As mentioned in Week 77, the Styx Map and Missions Pack has moved to being a paid DLC after being free for over a year.

This change will not impact anyone who already owned Styx (effectively, anyone who had bought Icarus before last week), and will only impact new players in the future.

What’s more, in multiplayer games anyone who does own Styx can launch any Styx Mission, Outpost or Open World and invite anyone else with Icarus to play with them - even if that person doesn’t own Styx. The only restrictions are the ability to host, not play in general. This approach to sharing will be the same for our future paid expansions too.

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

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/2445280/Icarus_Interior_Decorations_Pack

Changelog v1.3.3.112540



New Content/Adjustments

  • Blueprint Tree rework so that items are in more natural collections and links are better represented
  • Shifted some elements around to make better sence of their tiering
  • Adding editor utility widgets for quick look up of recipes, items, and their unlock tiers and devices
  • Adjusting Blueprint tree layout so items names are no longer clipped on the bottom
  • Adjusting Recipes for T3/T4 for the inclusion of Copper Wire, Gold Wire, Platinium Sheath, Titanium Plate, (deployables mostly effected, tools still use ingots)
  • Adjusting T3/T4 Recipes to use Refined Wood & Cured Leather instead of basic wood and leather so the deployables reflect their tier
  • Adjusting T4 portable beacon so it is now T3 and adjusted recipe cost accordingly
  • Add data and assets for AlphaWolf, Bear, Buffalo, ConiferWolf, Cougar, Deer, Jaguar, PolarBear, SnowWolf and SnowLeopard decoration rugs
  • Adjusting Recipes: 1 Wood=5 Refined Wood
  • Adjusting Recipes: 1 Gold Ingot = 5 Gold Wire
  • Adjusting Recipes: 1 Copper Ingot = 5 Copper Wire
  • Adjusting Recipes: 1 Platinum Ingot = 4 Platinum Sheath
  • Adjusting Recipes: 3 Titanium Ingot = 1 Titanium Plate
  • Adding new Recipes to Advanced&Electric Armor Bench for Cured Leather
  • Basic Wall Lights & Basic Ceiling Lights are now craftable on the fabricator and have been shifted to T4 as they require electricity
  • Recipe Adjustment: Beacons now at T3 instead of T4
  • Recipe Adjustment: [Wood -> x5 Refined wood] instead of 10 like before
  • Small tweaks and reroute node fixes to bleurpint tree
  • Recipe Alteration: Steel is now craftable in the stone furnace
  • Updating T3 blueprint tree to shift concrete mixer right at the front as it is required for a lot of T3 recipes
  • Reorgnaize T3 blueprint tree to have all recipes requiring concrete behind the concrete mixer
  • T2 Lantern is now crafted with Epoxy rather than glass
  • T2 Lantern is now powered by Animal fat, when turned on, it will take durability damage and when it breaks it can be repaired with animal fat, it should last around 45 minutes of real time when on
  • Updated platinum weave recipe to use 2 platinum weave, instead of 1 platinum ingot (50% cost reduction, slightly more processing).

Fixed

  • RE adding the correct spawn blocker deploy audio sound for T2
  • Fix modifier audio to update correctly if modifier states change while player is mounted. Fixes bug where exposure vocalisations could continue to play indefinitely if player hopped on a mount during a storm, and other similar scenarios
  • Prevent wood rag torch audio from playing movement-driven whooshes when it's equipped in the L slot
  • Fixed only the last damaging player receiving accolade progress for killing animals and bosses. Any player that damaged the creature will now receive progress
  • Added logging whenever new UI elements push pop or clear the input stack
  • Reduced points required for Kea bestiary unlocks.
  • Corrected typo in Burning modifier description
  • Fix broken wood rag torch audio logic which was preventing douse sounds from playing when equipped in the L slot
  • Updated spawn blocker descriptions to better fit with in-game language
  • Fix mission completed UI audio cue not playing by adding missing FMOD event ref to player feedback audio component
  • Fixed bug where picking up freshly cut wood would recalculate the amount of wood rewarded, causing it to not match the amount of wood shown on the tooltip. The recalculated amount was using the HarvestingRewards stat instead of the FellingRewards stat, resulting in potentially lower rolls depending on the item held
  • Fixed the solar panel not having a durable setup, resulting in it being immune to all damage (now has 2500 hp)
  • Added datatable validation on items static durability.
  • Added durability to Water Pump (2000) and Portable Beacon (5000)
  • Fixed chilled modifier from applying to non-spoilable items
  • Adding Skull Difficulty indicator to Open World and Mission Select Terrian Selection Widgets
  • Mark various vege types as harvestable with the sickle
  • Added a bit more flavour text for some fish food items
  • Added small, medium and large carcass rewards, allowing scaling of item rewards based on the size of the carcass.
  • Added data table validation to ensure carcass rewards match the carcass' defined size.
  • Added polar bear cub carcass description and flavor text
  • Add item rewards to plants newly harvestable via sickle

Future Content

  • Fixed some more rugs that were crashing game due to lack of CPUAccess on StaticMesh
  • Adjustments to the landmine audio. Added more debris, close mid and distant layers and finessed volumes against original audio
  • Adding Recipes for Remaining Iron Wood Tool set as well as the ability to Craft Refined Iron Wood, Cold Steel Ingots and Shaped Obsidian
  • Obsidian, Cold Steel and Iron Wood Ammo can now be placed in bows, crossbows, and firearms
  • Adding Images for Obsidian Tools and Cold Steel / Iron Wood Resources
  • Hide the close button on the bestiary in space (use the return button instead)
  • Adding landmine deploy audio and event, and adjustments to the spawn blockers audio volumes
  • Adding obsidian axe and pickaxe to data table and volume and other adjustments to the events
  • Adding Thorned, Frosted and Chilled Alterations for the new Cold Steel and Iron Wood special tool interactions
  • Adding Pyrritic Crust, Frozen Ore, Infected Bark, Acidic Glands and recipes to clean them for their final resources
  • Added new Cave Entrance BP's and Cave Volumes to manual caves across green quad, prometheus
  • Adding obsidian whoosh event and audio and fine tunes to whoosh notify placement
  • Fix issues with Ingame Weatherman, double application of LC biome, update CurrentBiome text, fix default Fog values and slider min/max
  • Added first pass Prometheus creature bestiary unlocks
  • Adding Confirmation Prompts for Styx and Prometheus Terrain Selections which let players know they are tougher enviroments and Olympus is recommended for new players
  • Updated obsidian whoohs sound, adding ricochet sound to project for landmine and adjustments to obsidian tool sets audio and fixed a data table entry pointing to old spelling
  • Removing caveworms from PRO_Story_6 Cave
  • Added new Cave Entrance BP's and Cave Volumes to manual caves across green and purple quad, prometheus
  • Adding the wounded anims for phase 3 for the Lava hunter as well as the splash attack for use in both the geyser attack and the Lava Bath
  • Adding Icons for Acidic Glands, Frozen Ore, Infected Bark & Pyritic Crust
  • Add new Prometheus Weather events: HeavyAsh, AcidRain, Embers, Hail, SwampWinds
  • Update Atmosphere Controller to better support custom FogExtinction values from Weather
  • Add new Prometheus Weather functions and events to WeatherAction Base
  • Update WeatherAction Base to better support debug info since Data table refactor
  • Remove unused WeatherPool and OG debug WeatherEvent entries
  • Tidied blueprint layouts for readability and future expansion
  • Added bestiary lore for PROM creatures
  • Hooking up Freeze & Miasma Stat Afflictions so they trigger when the appropriate stats are present
  • Added ricochet layer to landmines and adjusted reverb over distance to match the rolloff of the distance curves
  • Added SM_BLD_Wall_HalfPitch_Upper_Wood_INT_L, SM_BLD_Wall_HalfPitch_Upper_Wood_INT_R, DM Meashes, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Added new Cave Entrance BP's and Cave Volumes to manual caves across Green, Blue and Yellow Quads, prometheus
  • Added functionality for recipe sets to be shown within blueprint tooltips, dev locked pending review and optimization
  • Initial pass on lighting mission cave. Will need to re-evaluate once in context
  • Moved Macro cliffs blocking manual caves and Adding new cliffs, Purple Quad, Prometheus
  • Added Master Materaials for Scoria infused Stone Kit as well as Materials and Mask textures for several pieces
  • Revamped mission select buttons, added difficulty and replaced 'missions' with an icon instead
  • Add LOD material for Shrund assets with RVT disabled in final LOD
  • Add nonRVT LOD material for Creek meshes
  • Added new Lava Hunter ability to retreat into nearby lava lakes to heal and power up, added new wounded walk & wounded idle animations
  • Adding new material function that better aligns decal sparkle textures for less decal stretching. Applied that MF to Decal master material, Confirmed this only effects appropriate decals. Adjusted prometheus decals for visibility, added emmissive. Will need more work once scene is correctly setup
  • Add more helpful logging to world cave generation in commandlet to help track down incomplete world caves in Prom
  • Adding unique obsidian knife slash sound and data table entries
  • Updated name of Exotic Processor to Organic Residue Cleanser
  • Replaced Story Cave 6 Cave Entrance With BP Cave Entrance and Added Mesh Blocker, Purple Quad, Prometheus
  • PRO_Story_5: Add leadup tick damage prior to final destruction event.
  • PRO_Story_5: Increase initial damage to deployed fortifications.
  • PRO_Story_5: Add fallback mine explosion.
  • Animal Swams: Added temporary spawn rate multiplier tool, to allow spawning of bursts of enemies.
  • PRO_Story_5: Added bursts of enemies periodically throughout defense steps
  • Adding bone armor data table setup to trigger audio
  • Initial implementation of building skin system - allows building BPs to swap out Base/Frame materials per their D_BuildingSkin entry for each D_Buildable variation
  • Resave assets using swarm components
  • Optimizing Decal Sparkles Material Function, Adjusted use to compensate for change. Will complete final pass once scene is setup correctly
  • Deleted two cave volumes in manual ice cave, Blue Quad, Prometheus
  • Collision fixes on some LC and GL/TU/SW Cliffs that were causing navmesh issues
  • Add new stats for obsidian weapons not wired yet (future content)
  • Added Ballistic Asset for SK_KNI_Obsidian
  • Fixed incorrect stat names in Iron Wood Sickle and Axe
  • Added stats for Iron Wood tool effects
  • Fixed Iron Wood tools item templates pointing at Obsidian tools
  • Implemented Pyritic Crust and Acidic Gland tool stat effects (Sledge/Pick/Knife)
  • Adding first pass of revamp of PRO_STORY_1 with the new quests steps, mission icons, prebuilt structures and mount
  • Updates and adjustments to the one armor audio. WIP
  • Added SM_BLD_Wall_HalfPitch_Lower_Wood_INT_L, SM_BLD_Wall_HalfPitch_Lower_Wood_INT_R, DM Meashes, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Add Impassable Bounds mask for Prometheus
  • Change the EQS query used in various Prometheus quests (future content)
  • Added New Persistent Blocker BP and Placed it in Story Cave 6 with appropriate flags, Purple Quad, Prometheus
  • Removed empty 'OLYMPUS.' prompt when selecting OLY via UMG_OpenWorldSelection
  • PRO_Story_6: Cleaned up blocker, ensure blocker is removed on mission start
  • Fixed typo in shadow cascades setting description, calulate to calculate
  • Added SM_BLD_BeamVertical_Wood_INT, SM_BLD_BeamHorizontal_Wood_INT, SM_BLD_BeamDiagonal_Wood_INT, DM Meashes, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Fix whitespace in the stats table (internal build validation)
  • Adding bone armor 1 shots, bone armor leg event and adjustments to curves. Also adding exotic tree device correct deploy audio
  • Added a new stat IsColdSteel_?
  • Coldsteel sickle now applies the 'chilled' alteration onto everything it harvests which gives +100% to its spoil time
  • Minor GL color correction tweaks
  • Added dev feature to show if talents are dev locked within the in-game UI with an icon
  • Added Control Rig IK for Lava Hunter
  • Added Several Materials and mask textures for the Scoria infused Stone tier of buildables
  • Changed Story Cave 6 Entrance from BP to Regular Static Mesh Actor
  • Added base materials for the thatch buildable kit
  • Adjustments to the meta tree loop to be more subtle. Duplicated event and made tonal adjustments etc. Applied to ET BP
  • Wire obsidian knife stat - chance to cook when skinning (future content)
  • Added materials and mask textures for a number of Stone Scoria biulding pieces
  • Added ITM_Sledgehammer_Obsidian
  • Implemented Iron Wood Axe behaviour
  • Fixed Miasma damaging objects
  • Fixed feature level on Obsidian_Ammo, now correctly locked with DLC content
  • Minor fix to dev feature to show if talents are DLC locked withing the in-game UI with an icon
  • Added dev feature to show if talents are DLC locked withing the in-game UI with an icon
  • Small updates to the obsidian knife sound. Currently plays at the same time as hit indicator which may need to be adjusted based on proximity
  • Added drifter lore to bestiary
  • Fixed sickle harvesting rounding harvested amount down instead of up
  • More additions and updates to lava hunter audio. Added splash in lava audio and event. Duplicated animation for lava hunter out to be used for separate montage and corrected the audio. Other adjustments
  • Fixing up Obsidian/Ironwood/coldsteel arrows so they can be stacked to the correct amount
  • Fixing obsidian bolt damage as it was doing way to much for its place in the tech tree, as well as Ironwood and Cold_Steel
  • Adding Missing Ammo Item images to internal source control so they can be modified if needed
  • Added text for NF weapon/tool resources
  • Create a lighter version of Hail weather event for use in the Grasslands
  • Added SKs, textures, materials for Cold Steel Spear (SK_SPR_ColdSteel)
  • Hooking up Obsidian Knife Ballisitics Component so it can be thrown correctly
  • Wire obsidian sickle stat, requires some rework about what should be harvestable with sickle (future content)
  • Adding Icons for Sledgehammers
  • Setting up Obsidian Sledgehammer mesh in game
  • Implemented Iron Wood Sickle behaviour
  • Adding Icons for the cold steel and obsidian rifle and pistol ammo
  • Added text for Miasmic/Iron wood tools
  • Added text for Cold Steel items
  • Added text for Obsidian tool set
  • Adding bone armor bone pack for D_Meshable context
  • Adding Lava hunter wounded walk notifiers and adjustment to spacializer for vocals
  • Fixing the Ice Borer Recipe to provide an ice borer item when crafting completes and not a deep mining drill
  • Fixing the Exotic Harvester Recipe