Icarus cover
Icarus screenshot
Genre: Simulator, Adventure

Icarus

Icarus Week Eighty Update | Block animals from spawning with new item

Week Eighty is here and we’re introducing our newest items, the Creature Deterrents.

This is a creature spawn blocker, which allows you to create a radius of safety where creatures won’t roam, engage or spawn while you complete your tasks or try catch some needed rest.

We’ve also had a breakthrough on some of our most rare crashes thanks to the reporting done by you, the players, using our in-game reporting tool.

Finally, we’ve got some great videos of our team talking about Icarus' development with some content creators recently, so check those out.



Creature Spawn Blockers



We’ve added a new item to the game called a ‘Creature Deterrent’ with Tier 2, 3 and 4 variations.

When placed and connected to a power source (required for the higher tier versions), these will stop creatures spawning within that radius.

They also prevent creatures nearby from wandering into the radius.

However, they will not stop creatures which are already aggressively pursuing you, or creatures spawned by Thumpers, Scanners or other mission items that have been placed or activated.

While useful for protecting yourself and your team from predators, these also work on herbivores so be aware you will also not encounter any deer, pronghorn, rabbits, chamois or other animals in the radius.



In Game Error Reporting Tool



The in-game error reporting tool has been used to great effect by many of our players, and we’ve had a breakthrough in identifying some long-standing rare crashes that we were previously unable to replicate.

If you do ever experience a crash, please take the time to “Send and Close” on the Unreal Engine Crash Reporter window that pops up. Write a short message about what you were doing right before the crash, whether you were the host or client or on a dedicated server, and whether or not you’ve experienced this before. Then, Send and Close. You can also report weird issues in game by pressing Escape, and Report an Issue.

These reports give us valuable data and insight we otherwise struggle to find, because while a crash is always a big deal they can happen infrequently and the data generated when a crash happens is often unique. A big thank you to everyone who has submitted reports.

  • Fixed a crash relating to finding map components to display
  • Fixed a crash relating to player rotation in UE4 engine code
  • Fixed a crash relating to resource multipliers when crafting
  • Fixed a crash relating to updating the stamina bar
  • Fixed a crash where the crafting player has left the server and bench items created by the player complete processing




Jake chats with some creators



Our Project Lead, Jake (Exctoris) has been having some awesome chats and playalongs with some of our amazing content creators in recent weeks, and we wanted to share a couple here today.

https://www.youtube.com/watch?v=uEaRBzBPGRc
https://www.youtube.com/watch?v=L03ceyVPnfs
https://www.youtube.com/watch?v=BkGRVYZhgiU
https://www.youtube.com/watch?v=vQnX9H2ZFu0

Thanks to Fortizar, GameAdvisor, Late_Night_Stream and Splitsie for having us! We’ve got some more of these chats coming out with other creators in the coming weeks, so keep your eyes out on YouTube and Twitch for those.



Changelog v1.3.2.112248



New Content

  • Updated open world and mission terrain selection screens for better text legibility
  • Added text for spawn blockers of all tiers
  • Decorative Geode Lamps - added DMs
  • Removing additional mesh from spawn blocker T3 and adjusting sizes for T3/T4 spawn blockers
  • Unlocking T2/3/4 Spawn Blockers Receipes and Talents for release
  • Fixing Spawnblocker T4 preview mesh setup (it was using an incorrect mesh)
  • Adding t3 spawn blocker audio and loop event
  • Stop start loop behavior for spray spawn blocker
  • Updates to spawn blockers. Fixed missing file due to changing file location error. Added correct spawn sounds for spawn blockers
  • Adding t4 spawn blocker horn audio. Currently doesn't play in the right time / waiting for full BP setup to set in right place. Proof of concept idea for audio

Fixed

  • Fixed search for dedicated servers still running in the background when joining a server
  • Increased lure mesh density on the floatable component and increased the drag so the lure doesnt passively bob too heavily
  • Decreased amount of force applied to the lure when the reaction time occurs
  • Fix a crash reported in sentry relating to finding map components to display
  • Fix a crash reported in sentry relating to player rotation in UE4 engine code
  • Fix a crash reported in sentry relating to resource multipliers when crafting
  • Fix a crash reported in sentry relating to updating the stamina bar
  • Fix a crash reported in sentry where the crafting player has left the server and bench items created by the player complete proccessing

Future Content

  • Adjusted collision for SM_Breakable_Scoria_Node to fill in existing hole
  • Wood BLD Rework - added APEX meshes for RoofCorners and Inverted RoofCorners
  • Added icon to PRO Story5 device to ensure it shows on map and radar.
  • Updated dialogue priority and placement for PRO Story5 and 6
  • Updates to lava hunter egg lay event. Tidied end and volume and spacializer. Adjustment to lava slam earthquake event
  • Fixed metal crate having open sound when closing instead of close. This is used in the new missions
  • Added Tint and Metallic control to Mesh Mask on MA_ITM
  • Small adjustments to GL amb to randomize volumes of different layers to give a more varied feel. Helps it from feeling too static in volume after a while
  • Wood BLD Rework - Added SM_BLD_Roof_HalfPitch_Lower_Wood, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Adding obsidian tool set and projectiles, featured locked for new frontiers
  • Adding new stat and modifier ChanceAttacksCauseBurn_% which is an innate state on all obsidian weapons
  • Adding in First Person Bone Armo mesh and Item template entries for the armor set devlocked out
  • Merged in Epic's git dependencies fix to fix make setup
  • Added Sockets to the Stone Set for Buildable Rework
  • Fixed Collision Geo for SM_BLD_Roof_PyramidHip_Single_Inverted_Wood_R, SM_BLD_Roof_PyramidHip_Single_Wood_L, & SM_BLD_Roof_PyramidHip_Single_Wood_R for Buildable Rework Investigation
  • Add new fog hooks to WeatherActions DT for designers (future content)
  • Wood BLD Rework - added APEX meshes for walls, stairs, half pitch roof
  • Add new fog hooks to WeatherActions DT for designers (future content)
  • Added cliffs In a lake in the Grasslands and Landscape Sculpting, Green Quad, Prometheus
  • updating prometheus stage select to work with flavour text
  • Updated prometeus stage select in widget
  • Updated prometeus stage select in widget
  • Fixed bug where placing Rugs down would crash game in release builds.
  • Added editor asset validation to AActor classes containing GFur components, ensuring that the bAllowCPUAccess flag is enabled for StaticGrowMesh
  • Adding Cold Steel Tools, the items, stats, talents, recipes and setups
  • Adding Iron Wood Tools, the items, stats, talents, recipes and setups
  • Adding new Stats for AttacksCauseBurn, AttacksCauseFreeze, AttacksCauseMiasma as well as their resistance stats

Icarus Week Seventy Nine Update | Galileo fixes and our next named update

Welcome to Week Seventy Nine.

Following on from the incredibly successful launch of Galileo last week, we’re following it up with a bunch of bug fixes and UI improvements that slipped through the cracks or were picked up on by players as they tested out the new features.

We also released our Interior Decorations DLC last week, a small package of mineral lamps and paintings for players who want to support our development and throw an extra few dollars our way.

Finally, we’ve got an update on the next named update and what to expect from that, along with progress on our first expansion New Frontiers.

Hop in and have a read.



Galileo Fixes



Following on from our Galileo update last week, we’re polishing up a few gameplay and UI bugs that slipped through the cracks or popped up as players checked out the new content.

  • Fixed some achievements and their trigger conditions which weren’t firing correctly
  • Enabled fishing in outposts
  • Fixed the ammo display in the UI which was not displaying the correct amount
  • Fixed some UI tooltips which were being cut off due to character constraints
  • Improved the fish movement visualization
  • Added more translations for Galileo and translated some missing UI texts
  • Fixed up creature corpses showing fur when they shouldn’t
  • Some fixes to buildings and deployables destructible meshes



Interior Decorations DLC



Last week we also released a small Interior Decorations DLC on Steam. This ended up being a day later than planned so this is a reminder for anyone who missed it the first time around.

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

This DLC will be instantly granted to all our Supporters Edition players, and anyone else can buy the pack on Steam.

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



Hypatia



Now that Galileo is finished, we’re moving on to our next named update. This update is named ‘Hypatia' (hai · pay · shuh), after the ancient Alexandrian mathematician, astronomer and philosopher.

The core features of this update will be the integration of the classic Icarus missions into Open World, allowing players to travel across the permanent map while activating missions during their session. It will also include improvements to missions, including more interaction between prospectors and the station while on the planet, and a new world boss.

Like Galileo, Hypatia is a free update that will take several weeks to polish. Our regular weekly updates will continue in the meantime.

New Frontiers, our first major expansion DLC, is also progressing in leaps and bounds and we hope to share some sneak peeks soon. New Frontiers will feature new biomes, creatures and missions and will be paid DLC.



Changelog v1.3.1.112034



Fixed

  • Fixed highlightable setup missing from beds
  • Datavalidation for Highlightable
  • Adding Unique Fishing Zones for Outpost Maps and adjusting fishspawnconfig data validaton
  • Revert changes to Waterfall FX which caused puffs of water to shoot off screen sporadically
  • Fix Strawberry LOD distances
  • Fix Strawberry filenames
  • Fix Strawberry Texture settings
  • Implement Asset Validation for filename prefixes
  • Aquarium VFX bubble tweaks area bubbles and setup
  • Fixing timing for 3RD person reel Anim to sync up with 1ST and Rod anim
  • Update fish and bestiary cheat to allow unlocking of every creature/fish at the same time
  • Disable shadow casting on planet meshes in atmo controller, even though they're hidden, they still error out when building worlds
  • Remove heightmap and generated level LODs as Outposts are too small for them to be used effectively and its wasting memory
  • Add culling distance volumes to Outpost002, 003 and 005
  • Add nav blocker volumes to exterior boundary areas of Outpost 002,003 and 005 to fix mission content thinking its a valid location
  • Fix WaterRVT error on Outpost005 due to scale being 0,0,0
  • Fix atmosphere controller on outpost002 by re-adding the actor
  • Disable Shadow Casting on WT_FrozenLake causing errors during world build due to size when shadow casting is not needed
  • Fix breakable rock texture settings
  • Fix breakable rock LOD settings
  • Add NoRVT material variation for final combined LOD
  • Added translatable strings for: Character customization options, achievement heading, search box, open world selection, alteration information, drop timers, solo talents and auto suggest settings button
  • Fixed fishing bench weight, increased to 20kg from 1kg
  • Allow localization of tacklebox inventory when within player inventory and attachment slot information
  • Update loading screen text to use translated string
  • Update paintings selection window to be translatable text
  • Update thumper UI progress bar text to be translatable
  • Fiber can now be placed in and grown in crop plots
  • Pass on LOD screensizes for various assets with low values
  • Add missing icons for newer items
  • Fixed several corpse BP setups causing problems with icon generation
  • Update settings for Generated sublevel LODs for Olympus
  • Removed caching on chat messages that was causing double line spacing to occur
  • Fixed caching issue for ammo count that was causing the value to be held for longer than it should
  • Fixed an error in the description for Titanium Plate
  • DYN_Tool: Update old cooked fish requirement to cooked fish chunks.
  • Update all fish spawn zones to ensure that arctic spawn zones are defined.
  • Add validation to fishing spawn zones to ensure each spawn zone is defined
  • Add flavor text to all fish food consumables
  • Add Shepherds Roll to Yes Chef achievement
  • Fixed issue where mount saddle camera could become attached to previous rider, making any other players that rode that mount have their view snapped to previous rider instead of mount
  • Removed some old debug logging when player equipment visibility changes (only affects development builds)
  • Removed debug logging used for death state camera bug
  • Fixed issue where Mount Tooltip interaction text was being clipped. Reorganised internal layout of UMG_InteractionPrompt in all widgets that referenced it
  • Fish inspect animation now stops correctly when switching off fishing rod and when changing lures
  • Fix a crash on clients when using a cupboard that has extra slots due to 'extra space' talents
  • Reduced movement easing when the fish is on the line so when the minigame is completed the fish should be at the players feet
  • Update Generated Level LOD tooling
  • Update Generated sublevel LOD assets for Olympus with revised settings for improved optimization, visuals and performance
  • Yet more checks around positioning loot bags on death so they don't end up underground
  • Fixed Melee Weapons, Firearms, and NPCs spawning their 'Hit' particle FX at the wrong angle.
  • Fixed bug with UMG_InteractionPrompt spamming log with errors when HitActor didn't have an InteractionComponent
  • Memory dependency cleanup of several UI elements, dev cheats, and deployables
  • Additional assets modified as part of dependency cleanup
  • Fixed River Plane that could be seen under a lake in L9, Yellow Quad, Olympus
  • Add more detail to the in game user issue submission popup
  • Remove SK Override Materials on some corpse BPs to fix issue with mesh switching
  • Add some missing content for corpse switches
  • Tag sentry elements in game user issue submission popup
  • Fixed initial ammo count showing broken text layout

Future Content

  • Move DM checker tooling onto separate function so its not attempted to be run in a normal game
  • Added SM_BLD_Wall_Door_DBL_Wood_INT_L, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Fixed Collision and Seam Issues in Arctic and Grasslands prefab caves where players could get blocked by Macro Cliffs, Blue Quad and Green Quad, Prometheus
  • Concrete BLD rework - added SMs, materials, mask textures for roof pieces
  • Update open world selection UI to reference the DLC datatable for name and URL of DLCs, and created entry for Prometheus Open World description text in the relevant string table
  • Update mission map selection UI to reference the DLC datatable for name and URL of DLCs
  • Concrete BLD rework - added SM + DM support meshes for all pieces
  • Submitting in progress developer assets
  • Concrete BLD rework - added DM meshes for beams, material for fractured surfaces
  • Added SM_BLD_Wall_Door_DBL_Wood_INT_R, SM_BLD_Wall_Half_Wood_INT, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Fixed Caveworms Spawning in Walls in Alien Fossil Cave and Fixed Collision and Seam Issues in Grasslands prefab caves where players could get blocked by Macro Cliffs, Green Quad, Prometheus
  • Added more controls to MeshMask Function to be able to control dirt, edge color and metallic
  • added textures and mesh segments for LavaHunter fissure VFX
  • Lava Hunter Fissure Attack Material
  • LavaHunter fissure VFX - rotated meshes to face +X
  • Removing DFL and adding material to Fissure Splines
  • scaled up mesh segments 2x for LavaHunter fissure VFX
  • LavaHunter fissure VFX - splitting longer segments in half for better spline behavior
  • Added SM_BLD_Wall_Windowframe_Wood_INT, SM_BLD_Wall_Win_DBL_Wood_INT_L, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Added new Cave Entrance BP's to manual caves and validated them across all quads, prometheus
  • Moved cliff actor sticking through the back of a prefab cave in O7, Green Quad, Styx
  • Adding Recipes for Armor Piercing Ammo (Feature Locked out)
  • Adding Platinum Sheath and Titanium Plate items, talents, recipes etc (Feature Locked out)
  • Adding Hypatia Feature Level to lock out Hypatia Content
  • Concrete BLD rework - fixed naming on some DMs, added APEX meshes for all pieces
  • Added several wall pieces for Iron Buildable rework
  • SM_BLD_Wall_Win_DBL_Wood_INT_L Updated, Added SM_BLD_Wall_Win_DBL_Wood_INT_R, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Tweaks to Parallax Occlusion and Firssure texture setup
  • Updated open world card description for PROM
  • Added Cave Volume and Cave Entrance BP to Prom Story 2 Cave, Green Quad, Prometheus and Fixed Cliff Actor Inside Prefab Cave, Red Quad, Olympus
  • Added a simple Dev-Only AI Target Dummy. Lava hunter now attacks for hostile Actors instead of just hostile Pawns
  • Added DM_BLD_Wall_Win_DBL_Wood_INT_L, Added SM_BLD_Ramp_Half_Wood_INT, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Added prototype for backpack info widget, dev locked
  • Adding in initial implementation for Bone Armor, base Items static setup and Armor setup, needs recipe and Icons + Descriptions and Design pass, part 2 coming with First person mesh and Pack Mesh for D_Meshable
  • Adding the Skeletal Meshes for the Bone Armor Implementation
  • LavaHunter Fissure VFX - texture fixes and polish to make the smaller segments tile correctly
  • Disabled triplanar, adjusted tiling of secondary normal map on SW cliffs
  • Fixed Collision Geo for SM_BLD_Floor_Wood_INT, SM_BLD_Floor_Half_Wood_INT, SM_BLD_Floor_Quarter_Wood_INT & SM_BLD_Floor_Trapdoor_Wood_INT for Buildable Rework Investigation
  • Stone BLD rework - added apex mesh for RoofPeak_CapEnd
  • Update encumberance UI to show backpack slots and show orange when nearing full
  • Gave turret a rotation rate (so it doesn't snap to targets) and an aim tolerance setup so it doesn't fire if its aim is too far off
  • Gave turret concept of inventory, ammo and consuming ammo on fire
  • Setup Turret AI Relationship data and interface
  • Fixed Turret meshable and deployable setup data
  • Add Jade Caveworm material variant mesh
  • Fixed issue with breakable rocks falling into node mesh temporarily by adding a box collider in centre of node, pending reimport of better collision geo. Tweaked timing of montage notifies for sledgehammer
  • Fixed Collision Geo for SM_BLD_Wall_Door_DBL_Wood_INT_R, SM_BLD_Wall_Door_DBL_Wood_INT_L, SM_BLD_Wall_Solid_Wood_INT & SM_BLD_Ramp_Wood_INT for Buildable Rework Investigation
  • Wood BLD rework - added APEX meshes for floors, ramps, roofs
  • Fixed issue where player was incorrectly getting prompt to drink water through terrain (especially noticible in swamp biome)
  • Added tracked stats for completing dynamic missions on different maps
  • Fixed slot text being removed from encumberance bar
  • Added icon to encumberance bar slot indicator

Icarus Galileo Update | Fishing, Bestiary, Achievements



Galileo is finally here.

Our first named update in our new cadence brings the long-awaited fishing system, with 53 species, 3 rods, 23 lures and so much more. Catch, record, display and fillet a range of marine life, with their own mini-game and dedicated fishing book.

The Bestiary is your one-stop-shop guide to all of Icarus’ fauna, giving unique lore, perks, unlocks and advantages as you hunt, kill, skin and display your conquests.

Finally, Steam Achievements, Trading Cards, Badges, Backgrounds and Emoticons have all been added for you to complete, trade, unlock and display on your Steam profiles.

We’ve also made balance changes to address all this new content, and included a small decorative DLC for people who wish to decorate their base with mineral lamps or artwork, and support our continued development of Icarus.

Jump in, enjoy, and we’ll see you out on the water.

Fishing



Fishing provides a new way to engage with Icarus that’s not focused on combat. With enough challenge to keep you engaged and the serenity of a peaceful evening by the lakeside, the time just flies by as you cast your line.

Let’s start with the numbers.

There are 53 species of fish to catch in Icarus and they can be found in any body of water. From lakes and rivers, to babbling brooks and raging waterfalls, the world is your oyster.



There are three different fishing rods to use, from basic wooden rods to more advanced versions. The better the quality of your rod, the easier it is to catch the rarer species.

There are 23 lures you can craft and attach to your rod. Each lure is unique, with its own design and advantages for catching different fish species. Experimenting with different lures, fishing spots and rods gives you the best chance of catching all 53 species. Each catch will unlock more information in the fishing book, giving you tips and tricks to employ on your next expedition.



There are also two different fishing traps you can place in any body of water, that will catch fish native to that area of the map. These will also slowly fill up with trash as the water current flows through them so they require a little maintenance to keep them effective.



You can also craft and bring a tackle box that functions as a storage container, which is suitable for keeping your fish fresh when you're away from your base. It can also serve your lures and rods keeping them organized in one place.

You also have the option to display your impressive catches with three new wall mounts or keep a selection of fish in two new aquariums. Choose whichever suits your preference.



Finally, the new Fishing Bench is your hub for all things fishing. The left side of the bench is your workspace for crafting rods, lures, and traps. The right side is for filleting your catches into saltwater or freshwater fillets to be used in a range of new recipes to prepare for you and your fellow prospectors.

Fishing Mechanics

With all this content, we’ve spent considerable time working on the gameplay mechanics to create a unique experience that feels different from other parts of Icarus. To catch fish, players need to snag one on their hook, and then battle them in a mini-game as you wrestle to reel them in. If successful, you’ll then be able to admire your catch and check out its stats.



There are 53 different species of fish, each with varying weights and lengths. They come in four different rarities and have unique quality rankings. Additionally, fish can be found in either saltwater or freshwater.

Freshwater fish are more commonly found in the Forest and Arctic environments, while the desert is more likely to be home to saltwater varieties. To find all 53 species, you’ll have to get exploring, as some rarer species are only found in some of the more remote locations of Icarus.



The quality ranking of the fish determines how much resource it provides you, and how difficult reeling it in will be. The closer to a 100% quality ranking, the larger and heavier the fish will be. Heavier fish will provide more fillets or chunks if filleted, and be far more visually impressive when mounted on your wall or placed in your aquarium.

Finding high-quality versions of the rare species is incredibly challenging, so unlocking clues will be critical. Thankfully, the more fishing you do, and the more fish you catch, the more information you will unlock in your fishing book. This can give you clues as to locations, the type of lures that prove more effective, and other tips and tricks.



Traps also provide an opportunity to catch these rare species, however, they act far more passively and require more patience to return results. If you prefer to set and forget rather than casting out a line and waiting for a bite though, then these will be your best friend. Move your traps around, try different locations, and figure out your luckiest spots for catching all the fish you need.



Bestiary



The Bestiary is the all-in-one guidebook for all of Icarus’ creatures, earth-like or exotic.

When players kill, skin, fall victim to, or craft trophies of different creatures, they’ll increase their knowledge about the species and increase progress in the Bestiary.



Increasing your Bestiary progress unlocks knowledge about the species, lore about their creation, traits and weaknesses for players to exploit, and perks for when you encounter them.

Here’s your guide for what you will unlock as you progress through the Bestiary:

  • 1% The creature's name and habitat
  • 10% Lore about the creature
  • 20% Creature traits: weaknesses, strengths and unique behavior
  • 30% Additional Lore about the creature
  • 40% Gain a perk related to the creature
  • 60% The creature's unique loot table
  • 80% Additional Lore about the creature
  • 100% Another perk related to the creature

Additionally, every 20% progress provides 1% extra damage and 1% damage reduction against the creature.



Steam Achievements and Trading Cards



Steam Achievements and Trading Cards are here.

40 Steam Achievements have been added. Some of these are easy to accomplish and will be completed just by playing the game like normal. Others will require you to complete unique objectives and tackle challenges that you may not have faced before.



The achievements all boast hand-drawn pieces by our art team. The inspiration for many came from our community. We wanted the achievements to feel native to Icarus, and reflect the experience that so many of you have had in the millions of hours invested into the game.

Some achievements will automatically be granted or gain a percentage of completion when they go live, as they retrospectively look at your previous play time. Others will start fresh, giving you the chance to earn them from day one.

You can find these in-game under the Accolades menu where your progress is tracked.



Steam Trading Cards and Emoticons have also been added to the Steam Workshop.

There are nine Steam Trading Cards to collect, all drawn in-house by our incredible concept art team (you may recognize the style from our weekly blog posts and game art).



Each of these can be earned for completing an hour of playtime in-game, but you’ll only be able to collect half through this method and will need to trade with other players if you want to complete the set.

There are also four profile backgrounds to collect, an Icarus Steam Badge to craft, and eight emoticons.



By collecting a set of trading cards, you can craft an Icarus Steam Badge, an Icarus background, and an emoticon to use across Steam. The more you play, the more you collect, and the more you’ll unlock.


Like what we're doing?



It has been a big two weeks for updates on Icarus! Last week's performance patch received awesome feedback, and we were able to push out a hotfix in under 24 hours too for a multiplayer issue caused by Steam Presence. This week is our first big update in the new cadence, and as you can see, it’s been a lot of work, love, and effort to bring it to life.

If you are enjoying Icarus, and liking the progress our team is making with our weekly and larger updates, please consider leaving us a review on Steam. It can make a big difference to the project, so we can keep bringing you new content, improvements, balances, and bears.



Balance Changes



All this new content means we need to review our level cap and point allocation for your characters.

Last week we made the increase of talent points from 60 to 75 per character, by adjusting how many points were allocated at odd and even-numbered levels.

This week, we’re also increasing the level cap to 60. This will mean 15 more talent points (90 total) and 5 more solo talent points will be available to earn and spend, allowing you to enjoy the new content without having to skimp on other areas of your character's development.

We’ll keep reviewing these numbers closely as we add more content, and make adjustments where necessary to find the balance between over-saturation and point starvation.

Interior Decorations DLC



The final piece of this update, is a small decorative DLC we’re releasing for a few dollars on Steam.

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

This includes some fun decorative content for your bases, including 12 mineral lamps in Copper, Gold and Oxite, and six painting frames with a range of our concept art team's creations to display around your base.



This will be instantly granted to all our Supporters Edition players, and anyone else can buy the pack on Steam.

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



Changelog v1.3.0.111847



New/Galileo/DLC

  • Fixing FishData pointing to the incorrect fish causing double ups in the fishing records
  • Fixing issue where Fish that have not been added to the game where being displayed in the bestiary
  • Adjusting FishData table validation to show issues where fish have / haven't been added to the game
  • Colour adjustments to saltwater fish
  • Bestiary landing page image adjusted
  • Adjust the Fish Quaility and catch rate equation to balance out the quaility of catches for both low end rods & talents to high end rods and talents
  • Added pronghorn creatures to PFG/Bestiary
  • D_BestiaryData updated
  • Fixed the scale of dark paintings so the image fits the frame
  • Landshark added to bestiary images
  • D_Bestiary updated with new creature images
  • saving bestiary scenes
  • Changed painting scale to fix protruding pictures from the frames
  • Greatly increased the effectiveness of lures.
  • Fixed some lure stats.
  • Rebalanced recipes on lures, ensuring lures of a similar tier have similar costs, and lower tier lures cost less.
  • Reorganized lures so they show in order of tier and stat
  • Removed the bonus fish quality provided by the base fishing rod.
  • Reduced the fish quality provided by rare fish lures but greatly increased the rare fish chance.
  • Lowered the fish quality provided by talents
  • Changed inspect to stop inspecting once you press left or right mouse button rather than after a short delay
  • Updating Fish Utility Widget for Zone counts so it displays percentages next to zones and all terrains now have their own column
  • Fixed missing fishing zone data for Olympus and Styx
  • Add editor debugging for fishing zones in Lakes and Rivers
  • Standardized Fishing Zone Quality values to 0.3, 0.5 and 0.7
  • Added a small build up to the unlock bestiary sound since the visuals start earlier. This ties in better to the UI
  • Fix Fish03_Var2 pointing to Var1 icon
  • Update fish spawn zones to ensure that each fish is in at least 1 mid or high quality zone
  • Removed 2 extra still frames on first person reel anim
  • Changed the animation blend float on the rod to match arm reel anims
  • Slowed the fishing rod reel animation to match the speed of the arms
  • Adding Pronghorn bestiary cre event and data table entry
  • Added missing material function used for fishing line
  • Increase all 0.5 fish zone quality to 0.6 per balance tweaks
  • Increased fishing max_quality_roll constexpr to 135 from 120. When calculating upper range limit when rolling fish quality, values above 100 are now reduced by 90% (150 becomes 105)
  • Readded timer event time based on fishing rod (was removed for debugging purposes)
  • Added VFX for Fishing, LureHit, LureGrab and Thrashing
  • Updated Decorations pack PackageData row to use correct Steam Package ID
  • Adjusted the timing of the Rod Reeling animation to match up with the hand while reeling in, still needs somm position reset in between casts to ensure consistent timing throughout
  • Deleted old fish recipes. - ADVANCED ORDER: Updated quest requirements to instead be a new fish recipe
  • Updated task-list accolades to use an Icarus font for list items, also made completed items more readable and gave them a strike-through. Accolade task-list items now scale down to prevent text items clipping
  • Added art icons for fishing talent tree
  • Updates and improvements to fishing audio based on new vfx
  • adding prometheus image to stage select screen
  • adding prometheus image to stage select screen
  • Added text "Press J to open Field Guide." for when a creature or fish is unlocked
  • Reeling anim now auto sets back to its original position when reinitializing a reel animation so the fishing rod always syncs up with the hand
  • Fixed Fish_13_Var4 D_FishData entry to correctly point to the Fish_13_Var4 fish item
  • Fix Bestiary Images using the uncompressed UI texture setting
  • Delete unused FieldGuideBackground texture
  • Disabled the ability to reel while still in the 'release' animation so that the rod reel animation doesnt become disjointed from the arm reel animation
  • Updated AllTalentsInTreeAccolade to only count talents that aren't blocked behind required flags. This means that the Blueprint Tree Accolades should no longer count Blueprints that require a specific player talent
  • Item icons optimization
  • Updated Fish Finder to say Low, Med or High for quality, including colored text.
  • Updated Fish Finder fish list to always be ordered by the type of fish
  • Small balance adjustments to fishing to better reflect vfx pass
  • Reduced sizes of individual entries in field guide.
  • Fixed highlight being stuck when hovering over bestiary entries on the stat screen.
  • Added additional spacing for bestiary traits
  • Removed Cave biome requirement from biome visiting achievement requirement, as players can not visit a biome listed as Cave
  • Edited fish descriptions slightly to better match colour variations
  • Re-added Pronghorn's desert Bestiary data, as they can spawn in the desert
  • Fish thrashing particle effects are now only active when there is a valid fish on the line. Made MULTI_OnBobLure a reliable multicast
  • Added skeletal mesh with start, loop, and stop animation for the T2 communication device
  • Change the way creature images fade in as percent unlock increases to a basic black to color (Galileo feature level locked)
  • Fix incorrect fish mesh assignment
  • Fixing skeleton weighting for the T2 fishing rod to match the others during the bend forward animation
  • Upping player max level to 60 for Galileo, and adjusting talent growth for both player & solo talent point growth
  • Fixing up values in Accolades and adjusting Steam Values to reflect proper values
  • Unlocking Paints, Painting Frames & Geode Lamps for their release with Galileo
  • Removing Fish Dish and Crumbed Fish Fillet (Old Fish Recipes) from 'Yes Chef' Accolade
  • Fixing Arctic Scorpions Carcass Description
  • Swapping Fish Mounts Variation 1 & 2 because 2 looks visually better
  • Readding animation and delay for opening the field guide to match the audio that is played when opened
  • Updated Arctic Scorpion to differentiate themselves more from desert versions, they now have more health and projectile resistance, but are slower by default and enrage when hit.
  • Arctic Scorpions now grant slightly more bones when harvested.
  • Slightly increased critical area on scorpions
  • Change fishing reset sound to only play if resetting a previously cast line
  • Added Bestiary trait icons
  • Update references to biomes not using text which can be translated
  • Update fishing lure splash VFX implementation to replicate correctly
  • Adding Fishing Lure attach audio event
  • Fixing stretched bestiary image popup when unlocking
  • Fixing 'Yes Chef' Achievement to remove New Frontiers Food
  • Added manual invalidation to text boxes on UMG_AccoladePopup after initialisation, also added a scale box to title to make sure title doesn't ever obstruct accolade image
  • Fix a crash when clients exit when a tackle box has been placed in the world (experimental build only)
  • Field guide open animation fix
  • Fish wall mounts are now correctly destroyed at 0 durability
  • Update bestiary trait text for AP and explosive weakness to better communicate that it is a weakness.
  • Disable creature audio button if bestiary record has not been unlocked.
  • Fix bestiary trait icon being scaled incorrectly.
  • Fix bestiary stat unlock listing unlock requirement as 80 instead of 100%
  • Items crafted at the fishing bench can now correcly be destroyed to return resources
  • Tackleboxes will now only drop items in an overflow bag when destroyed, not when picked up
  • Fixed spelling mistake in Large Advanced Aquarium flavour text
  • Fixed geode lamps not saving their enabled state between prospect reloads
  • Widget invalidation is now temporarily disabled on UMG_AccoladePopup when widget is visible on screen, should fix issues where longer Accolade titles/descriptions clip or have incorrect spacing

Fixed

  • Fixing Carved Wood decorations to be called 'Carved' and not 'Caved'
  • Fix Large Desert Antelope bones mesh receiving incorrect material assignment after refactor
  • Fix ice/heat affect can jam onscreen when mounting/unmounting with afflications
  • Various fixes to Stats data, descriptions, symbols, etc
  • Formatted DataValidation event graph to be more readable
  • Cull Distance on Waterfall BPs
  • Improve constraint setup on Mammoth
  • Move LightShadows option to be beside PlayerLightShadows option under Settings > Display and grey out PlayerLightShadows option when LightShadows are off
  • Fixed enzyme geysers not loading state. This was being caused by attempting to match save data to geysers using UId's which were failing to match up. Have disabled UId matching in favour of instance name matching, as the geysers are static fixed objects which have reliable names
  • Fix LC stalags referencing the same material twice on an invalid slot
  • Extra safety checks for alterations benches to prevent a possible crash
  • Cave culling distance settings optimizations
  • Add culling distance override support to Lakes
  • Culling settings on Caveworm BPs
  • Delete faulty cave light setups
  • Fix an issue with cooking some cave prefabs that was preventing all materials from being correctly applied
  • Fix various edge cases with being mounted (or not) when entering/exiting/being in caves and lighting
  • Fixing Dialogue line spacing being way to big which wass an issue caused by the last patch
  • Fixed bug where mission boards didn't have their mission list updated when another board was interacted with.
  • Fixed bug where drop pod dynamic lights weren't functioning correctly if the pod hadn't landed before (was spawned on ground by mission)
  • Preserve tackle box contents (inventory) when the tackle box is destroyed
  • Fixed quest objectives panel not appearing for clients
  • Fixed environment temperature not updating on HUD for clients
  • Fixed weight stat being visible on envirosuit loadout selection UI. Stats can now be flagged to be hidden in various UI elements via the D_Stats table
  • Added source file changes related to previous UI stat hiding changes
  • Added additional logging for failure to create unreal session error (error 005)
  • Removed some caching of text from the chat box as it was causing messages to not show correctly
  • Removed some caching with the displayed weight on the encumberance bar on the HUD as it was showing old values until animating out
  • Fixed picking up a partial stack of items not triggering an inventory weight recalculation
  • Fixed issue with pickup animation not selecting the right animation to play in certain situations
  • Picking up items with both hands empty will now randomly select a hand to play the pick up animation with
  • D_Atmosphere names are now FText instead of FName (so can be localized)
  • Put some more bullet proofing around context interaction and entering/leaving photo mode
  • Upping map level clamp to 60 in rich presence
  • Removed spoilage from Pickled Freshwater Fillets
  • The time remaning for resources (biofuel/water/oxygen) will now display correctly in the fuel inventory just like when burning wood in the campfire
  • Fixed crash caused by the chat box once messages move beyond the top of the window
  • Restored some caching to chat messages
  • Fixed mammoth carcass fur not being cleaned up correctly.
  • Fixed mammoth carcass not using correct carcass mesh.
  • Dampened physics setup for mammoth's trunk

Future Content

  • General clean up, polished around megatree manual cave, foliage, resources and decals, Purple Quad, DLC
  • Fixed a few typos discovered by the localization team in item and accolade text
  • Adding broodling flinch audio and event and data table entry
  • Adding first pass audio for Landmine
  • Adding painting deploy audio and event and data entry. Also fixed some wooden items not having the small wood item deploy sound
  • Setup for landmine audio, altered landmine item description, landmine will no longer auto trigger when creature enters proximity if player is within proximity. Optimized landmine VFX
  • Deleting normie horsie static meshes
  • Adding Normie Horsie skeletal meshes and variants 2 & 3
  • Updates to the collision audio event. BP has been shelved until we can test further
  • Aligned Prometheus Prefab Cave Entrances To Ensure the Player Overlap Modifers Happen at the same time
  • Added art assets and updated BP for Rug_Jaguar
  • Added art assets and updated BP for Rug_Cougar
  • Added art assets and updated BP for Rug_SnowLeopard
  • Fixed issue with recent ducking used which caused the crit hit sound to be slightly too loud with the increase of ducking other audio
  • Added hanging ferns and roots/vines to manual cave and added rock formations to manual cave, Purple Quad, DLC
  • Adding chamois variant flinch sound, adding pronghorn data table entry and adjustments and added missing reverb on flee audio and fixed flee using a loop state instead of a one shot flee event sound.
  • Updating logic of lava flyers to play on event begin play and stop on detonation. Fixes issues with multiple lava flyers not triggering the audio and removes hack to stop audio when destroyed
  • Enabled 2-sided DF generation on all MAC and IMP meshes, increased DF self shadow bias to 50 on all Cliff, CanyonWall and CaveEntrance meshes (GL, TU, SW, LC)
  • 2 sided DF generation on MTN, Macro, DC CanyonWall meshes, increased DF self shadow bias to 50 on CF, DC cliffs (OLY and STYX)
  • ADDING Lava flyer death and flinch audio event and data table entry
  • adding male & female heavy obsidian armor skeletal meshes
  • Added SM_BLD_Floor_Half_Wood_INT & set up Materials for Buildable Rework Investigation
  • Increased the size of the bear rug and adjusted the shape
  • Added art assets for Polar bear rug and updated the BP
  • Fixed Collision Issues in prefab caves where players could get blocked by Macro Cliffs, Purple Quad, Prometheus
  • Concrete BLD rework - added SMs, material, mask texture for Railing + RailingStairs
  • General clean up of cave tunnels, decals and vines in Grasslands, Green Quad, DLC
  • Added BLD_Stairs_Wood and BLD_Beams_Wood
  • Added art assets for buffalo rug and updated BP
  • Setting up test event for bramble foliage setup
  • Adjustments to bramble loop volume and eq. Also lowered top end in footstep mud as it was too different next to dirt
  • Adjustments and improvements to bramble audio. Added 1 shot with a cooldown at beginning of event. Added bramble tag and UE BP data
  • Added art assets for desert wolf rug and updated BP
  • Replaced Mask Textures for INT Wood Meshes & Updated Materials for Buildable Rework Investigation
  • adjustments to bramble scratch audio and volumes
  • adding male and female obsidian armor skeletal meshes
  • General clean up around lava biome, on cliffs, resources and geothermal pools, Purple Quad, DLC
  • Fixed Collision Issues in prefab caves where players could get blocked by Macro Cliffs, Purple Quad, Prometheus
  • Update world generation to enable bespoke caves in Prometheus:
  • Additional world gen step which combines in-world cave actors and any connected prefabs into cave groups which are deserialized as cave instances
  • Updated cave prefab deserialization to ignore some components if they're part of a combined cave - flags can be applied to override this on a case-by-case basis
  • Added editor widget function to assist world builders in initial required setup of cave entrances
  • Improved the tear sound of bramble and also updated the creature collision audio for better balancing. Adjustments to both events
  • rescaled prom image to pow2
  • Creating new needler 'attack vocal' for ballistic whip so it can be controlled more. Also adjustments to tail whip volume based on amount being played to stop sounds being too much when multiple needlers are spawned
  • Remove Vehicle Scale reference from RWVisualDebugger as indexing was getting stuck on it, and we have no need for it
  • Adding lava hunter hatched egg audio loop and hatch audio and BP implimentation
  • Fixed Collision and Seam Issues in swamp prefab caves where players could get blocked by Macro Cliffs, Purple Quad, Prometheus
  • Updated Deer rug asset with more thickness, lower polycount, and normals fixed
  • removed collision from deer rug fur mesh
  • Updated cougar rug to match size and colour of the regular cougar instead of the alpha cougar
  • Tweaked colour on dessert wolf rug
  • Added snow wolf rug art assets to DCO folder and updated BP
  • Added updated Alpha wolf rug art assets to DCO folder and updated BP
  • Added updated conifer wolf rug art assets to DCO folder and updated BP
  • Improve DF settings on several assets
  • Improve collision on AlienBoneFossil meshes
  • Disable RVTs on LOD materials
  • General clean up, polished around manual cave, foliage and added cliff formations, Purple Quad, DLC
  • Balance tweaks to the lava hunter hatched egg audio
  • Added SM_BLD_Roof_PyramidHip_Single_Inverted_Wood_R, T_BLD_Roof_PyramidHip_Single_Inverted_Wood_R_Masks_AO & SM_BLD_Ramp_Half_Wood, T_BLD_Ramp_Half_Wood_Masks_AO
  • Added fisrt pass of Iron Kit Assets as well as a test of BLD_Wall_Iron
  • Small audio adjustment to brambles event. Also shortened the mushroom harvest audio slightly to accomodate better for the bigger tree mushrooms as well. Removed unused assets
  • Updated polar bear rug to fix minor texture issue
  • Fixed Collision and Seam Issues in Arctic prefab caves where players could get blocked by Macro Cliffs, Blue Quad, Prometheus
  • General clean up of cave tunnels, decals and vines in Grasslands, Green Quad, DLC
  • Fix manually lake spline generation editor button in WT_Lake which wasn't generating edge splines correctly. It now calls the existing generic spline creation function on the edge spline itself
  • Added SM_BLD_Floor_TrapDoor_Wood_INT, SM_BLD_Wall_Doorframe_Wood_INT & Set Up Materials for Buildable Rework Investigation
  • Concrete BLD rework - added SMs, materials, mask textures for window walls, angled + half pitch walls
  • Fixed issue with predator bird idle audio sounds cutting off abruptly when crossing over various distant thresholds
  • Cave Polish in Blue Quad Swamp and Regenerated Edge Splines in Prefab Caves LC_MED_004, 005 and SML_004, 005 , Prometheus

Icarus Week Seventy Seven | Performance Improvements for all

Week Seventy Seven is here, and it’s a big one.

We’ve got a ton of performance improvements, with weeks of the team's hard work on lighting, shadows, UI, meshes, and more to share.

Based on your community feedback, we also have a bunch of early-game QoL improvements, increases to talent points and new creatures in Olympus and Styx.

Finally, we’ve dropped a video explaining the new features in the big upcoming Galileo patch plus a sneaky release date announcement for those who reach the bottom of this blog.

Jump in and have a read.



Performance - Lighting and Shadows



Light Shadows

Our performance team has been actively working on a few pain points we identified for AMD GPUs and lower-end nVidia GPUs caused by point/spot light shadows. This week, we’re bringing you some fixes that we hope will address this performance bottleneck.

Light shadows can be incredibly impactful on performance, sometimes up to double-digit FPS numbers, and our testing on GPUs internally confirmed this.

Additionally, we also looked at the render distances for both shadow and light distances in outlier assets, which were hindering performance without much actual gain for the experience.

Therefore we’ve added a new setting called ‘Light Shadows’ to the graphics menu to toggle dynamic shadows from light sources. This will be preset to ‘off’ for AMD GPUs and can be turned off by nVidia users manually.

Volumetric Skybox Detail

Our skyboxes generally occupy a third of each frame so we’ve added a setting to reduce the complexity of these, at the cost of some visual fidelity.

Setting this to ‘low’ in the graphics menu can provide a small FPS boost for certain graphics cards, per our internal testing.

Static Mesh Distance Fields

Icarus has a substantially larger number of assets than most games, which causes a large strain on our systems to render these meshes. So, we’ve reduced the Distance Field (DF) resolution and improved the settings across thousands of meshes, which should limit the sporadic issues and lower-quality visuals that occur on some meshes intermittently.

A sweeping, project-wide optimization pass freed up a ton of ‘system budget’ which means that systems that rely on DF can operate correctly. A more optimized DF allocation should also equate to a decrease in hitching when loading sub-levels, and we would love to hear your feedback on any noticeable difference in the frequency of hitching after this update.



Performance - UI



On top of our improvements to assets and lighting, we’re also introducing improvements to our user interface to address its impact on performance.

Why is UI so impactful on performance you might ask?

The UI is processed on the CPU (not the GPU) at the end of every frame before being rendered on top of the final image. This creates a bottleneck at the point of UI generation, as if this runs slowly, the whole game must wait for this to finish processing before it can render the final frame.

We’ve noticed a small amount of performance degradation as new UI elements have been added over the last six months. We also did a general clean up of some parts of the UI, which haven’t been running as well as they could be.

Internal benchmarks from our testing have shown that the UI cost is as high as 3.8 milliseconds while standing idle on a prospect. With today’s optimizations, this time has been reduced to about 1.3 milliseconds, a saving of 2.5 milliseconds, depending on machine specs.

We have achieved this reduction by doing a pass on the main Heads Up Display (HUD):

  • Removing old, unused UI elements
  • Simplifying layouts
  • Moving ‘performance expensive’ UI logic code where possible
  • Removing or minimizing UI element ‘ticking’
  • Caching text and UI element layouts

Caching text provided a big boost to our UI 'pre-pass' time investment, where the sizes of UI elements need to be calculated. Text in particular is expensive to calculate the size of, as the system needs to work out the sizes of each individual letter in a piece of text based on the current font, font size, style, and more. Caching all of the UI text alone saves almost 1 millisecond of time on our benchmarking machines.

Many elements on the main HUD also used a ‘retainer box’ which renders the UI elements inside it to a temporary texture (a ‘render target’), which effects are then added to. For example, this is used for creating drop shadows on iconography and text in the UI, helping it stand out against different backgrounds. The way 'retainer boxes' normally work does not allow reuse of the render target, so once it has been used to draw the drop shadow, that entire part of the HUD would then need to be drawn a second time to display the actual UI over the top of the shadow. With some engine modifications, we can now reuse the render target to draw the actual UI on top of the shadow in a single pass, effectively halving the time required to draw the effect.

The compass was also running slower than we wanted. When investigated we found that it was actually updating a ton of markers that weren’t visible to players. These markers were for objects in the world that required certain stats to be set in order to be visible, however, the marker would be added to the UI and continue to update whether it was visible yet or not. This has now been changed so that markers are only added to the compass and map screen when the marker is actually visible. As a side effect, this has also provided a considerable boost to the frame rate while viewing the map screen.

It is worth noting that the UI changes from this patch have focused mainly on the performance of the in-game HUD, not the inventory/crafting/talent/map/accolade screens. These will be looked at in the future, but the general in-game frame rate was the priority of this UI pass.



Feedback & Balance



Alongside our optimization fixes for this week, our design team focused on the quality of life and community suggestions that have been provided across our Discord, Feature Upvote and other channels. We’ve also added a couple of new friends to Olympus and Styx for you to meet, greet and eat.

Our first balancing pass was done on the new player experience, aiming to provide a more intuitive experience and increase the options for players throughout the early game.

Players are now granted four blueprint points and one talent point on ‘odd’ levels, and three blueprint points and two talent points on even levels.

Alongside this, we’re also increasing the maximum number of talent points for a character from 60 to 75.

(note - players who were granted additional talent points incorrectly or outside of the game systems, may not receive the extra 15 points)

We’ve also made balance changes to a range of other in-game systems, focused on improving player progression and providing variety in playstyles.

  • Rebalanced the Skinning Bench to provide more XP per skinned animal
  • Updated Talent View to have spacing between the ranks of talents
  • Steam Rich Presence now supports friend grouping
  • Coal weight has been reduced
  • Deep Ore Drills are now faster
  • Pills weight have been drastically reduced
  • Bread Dough can now be placed in fridges/iceboxes etc
  • Short Range Radio, Orbital Exchange Interface and Radar now require being outside

(Note: The ‘outside’ requirements added to these devices are due to them requiring either orbital uplink or the ability to scan the local area, but this also aims to prevent the strategy of scanning from inside caves to avoid any wildlife retaliation)

Lastly, we have added two additional creatures to Olympus and Styx.

  • Pronghorn: A relative of the Chamois, slightly larger and with bigger horns. These are found anywhere Chamois are found on Olympus.
  • Arctic Scorpion: A much larger cousin of the Scorpion, as the name suggests these are located in arctic areas, on both Olympus and Styx.

As always, we appreciate all the feedback and discussions on Discord and Feature Upvote.



Styx is going paid



The Styx map was released one year ago. It was initially free but was always intended to be a paid DLC in the future. Back in December, we mentioned this would be happening in the coming months, so this is a reminder of that coming soon.

We are now waiting on Valve to make this change, so it could happen at any time in the coming weeks.

People who already have Styx will not have it removed retroactively, but new players in the future will need to buy it.

If one player in your party has Styx, however, any prospect or Open World they host or launch will still be playable by anyone they invite, regardless of their ownership status.



Galileo is Coming



Finally, the wait is very much, almost over. Check out our preview for the Galileo patch below.

P.S. It’s releasing next week.



Changelog Version: 1.2.52.111515



Community Feedback/Optimisation

  • Switch out all Item and Deployable actors with Shadow Casting Lights to utilize new Icarus Light component. This component will listen to the new 'Light Shadows' Graphics Setting and enable/disable shadows on the light as per the setting. Given the large number of actors with lights that could be on scene at any given time and the expensive nature of casting shadows, this could yield big performance gains, at the cost of visual fidelity
  • Add editor utility to print out Item/Deployables with shadow casting lights that aren't Icarus Lights
  • Adding new Recipe on Mortar&Pestle and Material Processor [1 Wood] -> [2 Sap]
  • Adding new Recipe Mortar&Pestle and Material Processor [2 Spoiled Meat] + [1 Sap] -> [100 Units Biofuel]
  • Add new Controls Setting 'Crouch Ledge Safety' to toggle the ability to crouch walk off a ledge if disabled
  • Disable Setting LightShadows (on deployable light sources) by default for AMD and low tier cards (GTX1060/1070 et al.)
  • Hook up new Crouch Ledge Safety setting to Player Character
  • Cleaned up BeginPlay logic a bit as it was getting pretty messy and difficult to add new events to
  • Slightly increased blueprint growth rate, granting 3 points per level plus 1 per odd level (total of 4 at level 1, 7 at level 2, 11 at level 3 and so on)
  • Increased the xp granted by the skinning bench by 9x. Predators will now grant slightly more xp when skinned on a bench compared to in the wild, passive wildlife will grant 4-5x more xp when skinned on a bench compared to in the wild
  • Reduced Coal Weight from 600 -> 500 to make it slightly easier to carry
  • Reduced Weight of pills from 250 -> 10 to make a bit more sence in terms of carry weight being a T4 medicine
  • Modifying player talent point caluclation to provide 15 extra talent points at level 50 (1 talent point per level, +1 per 2 levels on even levels as opposed to 3 blueprints per level, +1 per 5 levels)
  • Increased speed of all deep ore deposit mining (except the special node on ABYSS) by 37.5%, increased speed of electric drill to 33% from 25% and increased slots to 20
  • Fix a rare crash retrieving and saving the weather forecast
  • Improved performance with regards to inventory operations and stat containers on items that are still in item form (i.e. in the backpack). Item stat containers are now cached so that subsequent access can use relevant old cached versions of the container. This is beneficial as during the item creation process the stats were being accessed approximately 12 times, which could lead to a small hitch as the container would previously have to be rebuilt each time it was requested. Item access has also been changed where possible to reduce internal copies of items being created while performing operations on items (e.g. moving an item, updating stats, etc)
  • Large pass on main game HUD to improve performance
  • Cached text layout on a large number of elements. This improves frame time by reducing the need to recalculate text size each frame
  • Removed old unused UI elements
  • Cleaned up UI layouts to remove unwanted layout elements
  • Changed Inventory Item slots to only redraw when the contained item changes
  • Modified remaining mission time system to only update when the time changes by a visible amount
  • Rebased several frequently updating widgets to native code to improve performance
  • Modified Retainer Box's AlsoRenderContent functionality to reuse the render texture for the second draw pass. This prevents the elements using this option from having to fully tick and render a second time each update
  • Improved performance of the Compass element on the main UI. This was previously ticking a number of debug markers that weren't visible, but still carried a cost
  • Compass markers now no longer tick and instead have their positions updated by the compass itself in a single batch
  • The compass and map screen will now only add markers when they are visible. Previously they could have multiple hidden markers on them which would cost time to update their positions
  • Marked deep vein ore deposit markers as being development only so they will be stripped out from cooked builds entirely (These were being used internally to help devs find deposits for testing)
  • Improved performance of temperature and survival states (food, water, oxygen gauges) on the UI
  • Removed multiple unused layout elements
  • Rebased the temperature gauge and survival gauges to native code to improve performance
  • Changed survival gauges to only update when their underlysing values are updated
  • Added current player validation to Steam Rich Presence, should prevent issues where a character of level 0 was being reported

Fixed

  • Remove obsolete Cloud BP actors from Olympus which were producing errors
  • Duplicate and delete original cliff mesh from Olympus which produced an error during build
  • Recompile Sand FX shader to hopefully fix shader compilation error during build
  • Fixed a typo in an extermination quest
  • Readding Firearm and Bow Stat Value retrieval from the correct components, this was inadvertantly removed, missing this data resulted on firarms and bows being unable to be fired or reloaded, this is now fixed
  • Fix Wildboar carcass/bones mesh having material override applied incorrectly
  • Fixed bug where clients would see the 'Press F to Harvest' on animal carcasses that had become a skeleton already
  • ForceNoPrecomputedLighting enabled on IcarusStartMap to match all other levels and get rid of cooked package error
  • Remove deprecated RecursiveBuildingSearch function from BP_Grid_Base as its causing warnings to appear in logs and hasnt been utilized in a long time
  • Fix numerous processor recipes with no audio assigned which plays when crafting
  • Add DT validation to pick up on processor recipe rows with no audio assigned
  • Add an option to reduce skybox detail and default to low on AMD GPU and low tier cards (GTX1060/1070 et al.)
  • Default to FSR Performance on AMD GPU
  • Completely removed stat container and actor state from the Inventory Manager. This fixes the managers stat container overriding the stats on the inventories that use the manager. Notably the stat that disables inventory spoiling
  • Fix a shimmering issue with reduced skybox detail + resolution scaling when looking at thin branches against white clouds and fall back to normal quality by default for all GPU
  • Update sun position every 10ms instead of 200ms to fix issue with solar panel not being able to line trace it periodically
  • Update crop plot UI to show the correct greenhouse effect amount within the greenhouse tooltip
  • Reimplement slowtick optimizations on atmo controller
  • Change solar panel trace logic to classify no hit as success for enabling power, for the instances where the trace misses the sun
  • Fixed equipment and survival slots on inventory screen not updating. This was caused by them not being registered for inventory updates with the new faster inventory UI callbacks
  • Fixed focused item UI binding to wrong focused item changed event, causing it to not update when the item changes
  • Disabled new fast inventory mode for space inventories (loadouts/meta item storage) as the event bindings do not currently exist outside of survival. This was causing items to not be visible when purchasing new items or moving items to/from a loadout
  • Fixed alteration bench incorrectly using newer inventory item UI elements
  • Fixed not being able to drop inventory items by dragging them out of the UI. (Had disabled too much mouse interaction with the main HUD as part of optimisation efforts)
  • Removed caching of mission objective text as it was causing an unintended double line spacing. Will reintroduce in future when cause is found
  • Fixed biome name and temperature not updating on UI correctly
  • Commenting out the early return in UInventoryItemLibrary::CreateCustomItem to aid in tracking down bug where axes aren't able to damage trees after a reload
  • Updated Icarus' Steam Rich Presence to support Friend Grouping
  • Fixed axes not being able to cut trees when reloading prospect
  • Updated radars and orbital communication boards to require being outside, this prevents some strategies to avoid animal spawns by placing radars within caves.
  • Communication boards (Orbital Exchange Interface and Short Range Radio) no longer take storm damage
  • Fixed issue where ItemData that was passed between Client and Server wasn't re-initialising some properties, caused issues like MaxDurability on Items and Deployables being set to zero when Client crafted an item.
  • Added validation inside StaminaBarBase to prevent crash if StaminaBar widget ticked too early.
  • Added default values for members of FPlayerRewardSchedule.
  • Fixed error when trying to play the pick up animation without a currently focused item
  • Fixed multiple UI panels incorrectly using new inventory slot element. These have been changed back to old style slots for compatibility
  • Fixed health bar segment lines being offset from intended position
  • Fixed temperature bar not updating when mounted
  • Temporarily disabling 'CanCache' on UMG_InventoryItem's TopLevelInvalidationBox in an attempt to fix inventory slots rendering behind background blur element
  • Fixed outposts not being visible in non-development builds
  • Fixed survival gauges (food/water/oxygen) not visibly updating when on a mount
  • Fixed food segments on health bar not matching up with their intended X positions
  • Fixed case where survival gauges would not bind to characters stats during startup
  • Fixed task-list accolades not recording completion info when all tasks are completed. This would cause the accolade to show as the default completion date of 01/01/2001
  • Fixed task-list accolades not loading from saves correctly
  • Fixed arctic scorpion spawn cap to ensure there are no swarms of scorpions in the arctic
  • Remove PlayerLightShadows option under Settings > Display replaced by more agressive LightShadows

Future Content

  • Added third person anim to catching fish
  • Added new icons for fishing UI
  • Fixed replication bugs preventing client/server from seeing the inspected fish in each others hands
  • Added error messaging for when the lure instant reels back in
  • Fixed Collision Issues in prefab caves where players could get blocked by Macro Cliffs, Purple Quad, Prometheus
  • Added SM_BLD_Roof_Peak_Wood & SM_BLD_Roof_PyramidHip_Single_Wood_L for Buildable Rework Investigation
  • Added Cave diorama for creature renders
  • Updating all of the Lure Stats to include the new ones related to the fishing minigame and doing a general balance pass
  • Adjusting the ordering of the field guide category enum so that the bestiary is presented before the fishing records in the field guide
  • Adding Bestiary Progressive Player Bonus Stat information to the Bestiary Page UI as well as a tooltip explaining how it all works
  • Resized the Bestiary Rewards and Lore Screens to make sure they are in line with the Progress tracker shown in the bestiary entry screen
  • Adding some title text in the field guide into string tables so they can be translated
  • General clean up of cave tunnels, decals and vines in Grasslands, Green Quad, DLC
  • Added updated lighting and layout to the cave creature diorama
  • Shifted animation pause validation on NPC to Asset Data Validation (from DT Validation). This prevents force load of all AI upon opening of D_AISetup and removes hard-reference to BP GOAP Character
  • Add tooling to get talent point info
  • Adding 'fish swish' and rod creak when fishing mini game starts up. Adding BP implementation
  • Added Metallic to new creature shader
  • Added cameras and updated dressing to fit large creatures in the dessert creature diorama
  • Added AnimBP for fishing rod that snaps the 'line' bone to player hand when inspecting fish. Adjusted component hierarchy inside SkeletalItem_Fishing_Rod to make sure lure is attached to rod 'line' bone
  • Fixing physical material for stone rabbit statue. It was set to PM_Wood, now set to PM_Rock
  • Resave audio anim notifies in a creature anim to suppress errors about loading soft paths
  • Doing a balance pass on Fish Spawn Zones and enabling feature locked fish, these new fish can now spawn caught in game
  • Adding an editor utility widget which scrapes the datatables for information related to fish, their zones, types, terrains, quality etc and presents information on fishing fo designers to balance
  • Linked T3 Spawn Blocker spray effect to the active state of the device.
  • Updated torch toggle BP to be named ToggleGenerator, as this was all it was doing and it did not have other references, updated relevant data table entries.
  • Updated T3 Spawn Blocker to have option to toggle as well as access fuel
  • Update Pronghorn corpse preview item, add Pronghorn Carcasss item template and added skinning bench recipe for Pronghorn
  • Retaking Fish Pictures as some meshes / textures had been updated
  • Updating Galileo Items, Fish, Talents, Blueprints so they are feature locked to Galileo and not Development
  • Removing Old Fishing Rod & Fishing Trap Items & Talents which are no longer used within the project
  • Added Extra Fishing Recipes for the Filletting station so they fish can be filletted into raw ingrediants
  • When Chamios now spawn on Olympus there is a 50% chance a Pronghorn will spawn instead
  • Updating Fish images in the field guide so there are no more missing images
  • Updated fish 1-14 to the correct shader. Updated fish 14 Var2 and 3 textures
  • Swamp water now slows you slightly, with a chance to give you swamp parasites, making you sluggish
  • Adding in metal shield audio and adjusments to a few fishing layers for better realism
  • Stone BLD rework - added APEX meshes for ramp and roof pieces
  • Adding new shield to correct shields in data table to play back the correct audio
  • Added fishing rod item animations. Fixed lure->hand attachment when inspecting fish. Fixed cable->rod attachment, now bound to bone on fishing rod
  • Updating caught fish sizes and scale to the fish can be seen easier in animations and adjusting min and max sizes and weights of caught fish to make it more realistic
  • Added New Bramble Bushes to Blue Quad Swamp Biome and Made Collision Fixes In Prefab Caves Within The P2 Area, Prometheus
  • Changed the leftmost button details to be darker, as to not be confused as active buttons, and did a pass to sharpen some details lost on resize
  • Readded the stats driving how long it takes to fish depending on the rod
  • Temporarily disabled detecting shallow water due to it spamming the client
  • Reduced the amount of bending the rod is able to do by half
  • Readded the lure reseting if it gets to close to the player without a fish
  • Added a larger lake to the dev prospect
  • Fixing up fish03 & 04 Skeletons as their mouth_socket which attaches to the lure was misnamed and the fish where not attaching to the lure correctly
  • Adjustments to the Category Select Buttons in the Field Guide as well as fixing blur state of the Field Guide as it was seethrough when it shouldn't have been
  • Removing Old Unused Bestiary Images as these are being replaced with the new ones
  • Added Rig and Animations for DEP_SpawnBlocker_T3
  • Adjusted Lava Flow points on lakes and rivers, checked all cave tunnels volumes, polished lava biome manual cave, Purple Quad, DLC
  • Updated the names for geode lamps to be more descriptive
  • Fixed a typo in a mission item
  • Adjusting feature level string name for Galileo to be spelt correctly
  • Setting Galileo Talents / Blueprints to be Galileo feature locked, not Development locked
  • Updated fish15 to the correct shader. Added gradiant to variant 2 and 4 fins. Corrected metalic map on fish 7 variant 3
  • Adding Fishing Talent Tree and rearrganging existing talent trees into new configurations
  • Adding fishing rod creak unique event and updated all fishing rod creak sounds to be slightly longer and warmer
  • Arctic creatures, and arctic background images added for bestiary
  • Committing Fishing Talent Tree Talents and Stat Implementation ready for Balance and Description Pass
  • Adding lava hunter ground break slam lava sounds and event
  • Setting Geode Lamps and Paintings lock to use the Deluxe Edition Product ID and enabling in Galileo
  • Adding in lava anim notify to play sound on lava hunter when it does the super attack
  • First pass polish revision of BP_Landmine. Player collision triggers a timeline sequence, Creatures cause the mine to instantly trigger
  • Adjusted Lava Flow points on lakes and rivers, checked all cave tunnels volumes, polished lava biome manual cave, Purple Quad, DLC
  • Adjustments to lava hunter slam crack sound and timing. Added new socket for the sound and other small improvements
  • Fixed Bestiary not logging fish caught on clients
  • Fixed the reaction timer on the fishing minigame not replaying after missing the prompt
  • Removed the lure bobbing through adding force
  • Stone BLD rework - added APEX meshes for all wall pieces + stairs + frame
  • All Fish can now be right clicked on and converted to fish chunks
  • Removing fish chunks from fish filletting recipes so you only get fillets now instead of both resources
  • Fish weight stats are now displayed in Kg rather than grams
  • Fishing traps now correctly display their interaction prompts as it was hidden before
  • Setting up new Tackle Box item which can store Fish & Lures, this item can be picked up with items inside and placed down and items retrieved
  • Stopped using GetFishStatsFromItem inside fishing rod AnimBP, should fix anim-update related crash when fishing
  • Added list of talents required for Highly Skilled accolade/achievement
  • Fix Bestiary Unlocks previously unlocked are replaying on login to dedicated server (internal dev builds only)
  • Added New Bramble Bushes to Blue Quad Swamp Biome and Made Collision Fixes In Prefab Caves Within The P2 Area, Prometheus
  • Add some sentry breadcrumbs and logging around player drop ship spawning for events that 'should not happen' collected info should enable us to retroactively find and fix issues (internal dev only)
  • Add new Video Setting for 'Light Shadows' which will disable point/spotlights on any item which uses the new Icarus Light component
  • Adding in Bone Shield Audio, event and data table entry
  • Added ranks, names and descriptions for fishing talents
  • Adding composite shield to data tables
  • Adding composite shield audio
  • Update a boar, crocodile and scorpion boss biome list in the bestiary
  • Added SM_BLD_Roof_PyramidHip_Single_Wood_R & SM_BLD_Roof_PyramidHip_Single_Inverted_Wood_L for Buildable Rework Investigation
  • Remove bestiary array On_Rep as these arrive too late on a loaded dedicated server (internal dev only)
  • Fix a logic bug showing fish popups (internal dev only)
  • Fixed fishing rod lure glitching out/bobbing up and down on clients.
  • Re-added lure bob when fish is hooked, made sure it is only getting called on server.
  • Returned fishing minigame reaction timer to non-debug value of 0.5s.
  • Consolidated several Client->Server RPCs into a single call made when fishing minigame is completed.
  • Added function to SmoothSyncComponent to get current enabled state
  • More Landmine improvements. BP Cleanup for best practice, more to come. Landmine can no longer be disarmed, only picked up. Change made to create tension when clearing mines. Various emissive value tweaks
  • Undo range //Icarus_Stream/Trunk/Icarus/Content/Maps/Black.umap from revision 16 to revision #head
  • Added new row to D_Interactions and referenced in D_Interactable. Added custom pickup text for landmine
  • Fixed bug where fishing minigame would never trigger.
  • Increased fishing reaction timer from 0.5s -> 0.75s.
  • Stopped server from executing fishing minigame timer logic.
  • Shifted initial lure bob logic to a Client->Server RPC now that server doesn't track minigame timers.
  • Reduced fishing rod bend amount.
  • Fixed bug that occured when cancelling out of active fishing minigame that made lure float in mid air for clients
  • General clean up of cave tunnels, decals and vines in Grasslands, Green Quad, DLC
  • Removing Feature Lock from Fried Fish Chunks
  • Adding Grilled Freshwater & Saltwater Fish Fillets
  • Adding feature level lock on fish so if killed with a knife / bow etc outside fishing they will reward fish chunks
  • Fishing Rods and Lures now degrade on sucessfull fish catch (with no stats the T1 rod should catch 20 fish, T2 40, T3 80, lures will degrade every 10)
  • Fish Carry Weight Talent now applies correctly so fish weigh less and hooked up missing Fish Talent stats so they all affect the player correctly
  • Stats can now apply to individual inventories of an item and not the entire item itself, this means we can make one inventory spoil and another not on the same item
  • Added the ability for inventory container objects (such as guns / bows / anything with attachment slots) to specific traits on their inventories seperate from a normal inventory
  • Fixes to various errors and warning during cook and startup. Delete numerous unused shaders from ORB folder
  • Removed array population logic off tick and onto overlap events
  • Adding correct hover audio for bestiary category select
  • Adding Normie Horsie SM, marterials, textures and variants
  • Adding SM_CRE_NormieHorsie_Carc,materials and textures
  • Adding SM_CRE_NormieHorsie bones, materials and textures
  • Fixed bestiary completion achievement using the wrong Steam achievement id
  • Locking Geodes Lamps into Development
  • Adding chamois variant events and data table entry. Also fixed chamois flee sound not being set as the correct playback event
  • Enabled destruction on fishing bench and lures.
  • Enabled repairing on fishing rods
  • Updated swampbird IK ctrl rig and anim BP to remove errors


For the first time Icarus has exceeded the character limit for a Steam post! Will continue in the comments below:

Icarus Week Seventy Six Update | New Carved Wood Home Decor

Week Seventy Six is here and with it comes a bunch of new home decor options that expand our Carved Wood Decorations set with new furnishings to adorn your base.

We also go deeper into the upcoming features of Galileo such as Fishing, as we move into closed beta testing. Jump in and have a read.



Carved Wood Decorations



We’re adding to our existing home decor options, by adding six new carved wood pieces with a new bed, wardrobe, narrow wardrobe, nightstand, display cabinet and dresser.

For our Open World base building aficionados, these are the first of a range of new options to style your base, your way. They provide more bespoke personalization, but don’t add any new gameplay features.

These are craftable on the carpentry bench, and most can be found by using the R key to look for variations on the base item.



Closed Galileo Feedback



We’re currently in the process of performing a round of closed beta feedback on the upcoming Galileo update, working with our ‘veteran prospectors’ in Discord who have been providing valuable insight into the update's features.

These have included daily playtests, providing pages of balance changes, fixes and improvements that we’ve been applying as we go. Internal playtests with the entire studio have also provided a range of fixes, testing functionality and performance along with both client and host-specific experiences.

The main improvements have been across sound, animation, UI polish and tweaking QoL, all areas that add to the immersion and player experience. A big thank you to everyone who has contributed their time and effort.

Fishing



As we get closer to everyone hooking on lures and casting off into the sunset, we wanted to talk more about the Fishing coming in the Galileo update as there is more to do than just ‘catch and release’ fish.

Let’s run through what this could look like:



Step one is going fishing. Fish can be found in all bodies of water, but each body of water has a different variety of species. Different species are also more challenging to catch, requiring different lures and putting up more of a fight to be reeled in.

All-in-all, there are 52 unique species of fish to catch. Some are far more common, others will require meticulous planning and quality gear to catch.

When you’ve caught a fish, you have a range of different options on what you want to do with it.

Hungry? Fillet it on the fishing bench and cook different dishes that give unique perks and buffs.

Proud of the size? Mount it on the wall, fit with its own name plaque for all to see.

Want a new friend at home? Put it in your aquarium and spend your evenings talking to your new pal.

All fish you catch are also registered in the fishing record as part of the Prospector Field Guide. Here, you can see your record size, different locations where you caught this species, and information you’ve learned from your fishing expeditions, such as the types of lures that are effective for that species and information about the biomes where you’ll most commonly encounter them.

With 52 species, you can probably imagine that we’ve got a lot of new species to introduce! Do you think you’ve got a cool name for a species? Drop it in the comments and it might end up making it in-game.



Changelog v1.2.51.110973



New Content

  • Enabling Carved wood Talent and enabling carved wood recipes so they can be seen in game, also enabling storage tags on the items that have storage so they are effected by the talent that provides extra storange space when crafted

Fixed

  • Add more checks around position of overflow bag when respawn from gravestone
  • Updated Pneumonia debuff description to mention that it can be countered with antibiotics

Future Content

  • Added new LRG and SML Frames, Dark_Basic_Scroll_T3, Metal_Basic, Gold_Wood, Gold
  • General clean up, polished around manual cave, foliage and added cliff formations, Purple Quad, DLC
  • Added BLD_Wall_Angle_Wood_R, as well as fixed materials for BLD_Wall_Angle_Wood_L
  • Lots of additions to the fishing sounds. Now each Rod has it's own unique audio
  • Added SK_ITM_Scan_Handheld_Fish_T4, including SM and textures
  • Changed visuals for field guide intro screen
  • Adjustments to the bestiary, adding traits table and traits type table so they can be customised individually and displayed with icons in their unlock area, adding widgets to go along with these so the information can be displayed on screen
  • Adding some bestiary text elements to reference a string table so they can be translated
  • Initial pass on fishing rod audio implementation - cast, fly and land sounds
  • Prometheus Shadow Geo - set DF resolution to 0 on all meshes
  • Prometheus Shadow Geo - set DF resolution to 0 on all meshes (part 2)
  • Added weaknesses to Bestiary entries, fixed and tweaked stats provided by bestiary unlocks
  • Lots more additions to fishing. Unique cast loop sound for wood rods vs refined rods, updated fly sound for better realism, adding rod equip sound
  • Add hooks to allow designers to pause the normal creature spanning routine in a given biome whilst a dynamic quest is running that is also spawning creatures
  • Adding new creature images for PFG test
  • Adding unique bestiary fish unlock audio to play when a fish is caught
  • Added New Bramble Bushes to Purple Quad Swamp Biome and Made Collision Fixes In Prefab Caves Within The P2 Area, Prometheus
  • Added Brambles modifier, enabling brambles in Prometheus to slow the player
  • Adding more creature images for PFG
  • Added cliff landmarks and rock formations, general clean up, polished around manual cave and nav blockers, Blue Quad, DLC
  • Reset all Static Mesh Distance Field resolution multipliers to 1x to decrease memory consumption
  • Remove 2-sided setting on all Distance Field meshes to fix artifacts introduced by using this setting
  • Adjusted Distance Field Self Shadow Bias setting on Ice Shrund meshes to fix artifacts
  • Update AssetInfo tool to support checking and modifying DistanceField settings
  • Adding Edtior Utility widget to cacluate what lures relate to each fish so we can go over and adjust stats and attributes on fish and lures
  • Updating Fish Field guide page so it displays its related lures correctly and the widgets do not get clipped and hidden
  • Fix missing return node on AISpawner Blueprint that could potentially lead to unexpected behaviour (internal dev only)
  • Added AC and DC creature render dioramas for making beastiary images
  • Updated Fish01 to the correct creature shader
  • Added Support meshes for several Wood Buildable assets, as well as shadow geo, all for the Wood Buildable Rework
  • Bestiary: Updated traits to better communicate critical areas vs weaknesses, tweaked view of traits prior to unlocking
  • Adjustments and additions to the lava hunter. Added roar short sound to play before the vomit
  • Adding metal shield audio
  • Visual changes to Field Guide unlock notifications
  • Updaed fish 2, 3, and 4 to use the correct shader
  • Updated fish 5, 6, and 7 to use the correct shader
  • Removed dev-only map icons on in-world fish actors
  • Added new Lava Rumble and Fissure special attacks to Lava Hunter.
  • Adjustments to Lava Hunter turn-in-place, especially while playing other attack animations.
  • Reduced cooldowns on each Lava Hunter combat phase's egg lay action
  • Further Adjustments to the field guide based on a round of UX feedback, its now more consistent with the style of the rest of the UI
  • Incorperating new images and titles into the bestiary and adding a biome mask for creature backgrounds
  • Reevaluate the actor terrain anchor after teleporting the player when respawning (more checks for potential race conditions/ bad player spawn positions)
  • Adding in spawnable slug for external testing with minimal setup of locomotions and attacks
  • Added Field Guide unlock notification animation
  • Added VFX for SpawnBlocker T2,T3,T4
  • Remove Distance Field generation (by decrease resolution to 0) from Static Meshes in the project which didn't need it. This includes chopped tree pieces (~9500 meshes), distant landscape proxy meshes (~200), and around 1000 other various meshes from various folders
  • Further updates to AssetInfo tool to support DF tweaks
  • Bestiary Pages in the field guide not load the biomes of the creatures based on their atmosphere type, this extra data was added to the Atmopshere data table

Icarus Week Seventy Five Update | New mission - ENCROACHMENT: Extermination

Week Seventy Five brings both a new mission, ENCROACHMENT: Extermination, and various bug fixes

This new mission will have you gathering information and valuable extermination data on various creatures inhabiting Styx.

We also have an update about Galileo. We have now entered the internal testing phase and are planning to release a closed public test build soon. We are looking forward to receiving feedback from players before launch.

Jump in and have a read.



ENCROACHMENT: Extermination



ENCROACHMENT: Extermination is a new mission on the Styx map where players have to establish a foothold and hunt various targets as they progress through the mission.

Players will need to build across most of the central Styx region, and will receive additional targets to hunt as they expand their reach across the map. Here’s your Mission Briefing:

ENCROACHMENT: Extermination

//OPERATOR: UDA
// BIOME: The Great River
// BACKGROUND: UDA requires additional information on Styx wildlife.
// MISSION: Establish a foothold throughout the region, receive additional hunt targets as you expand.
//TERMS: Contractor responsible for all safety concerns.

Mission requires building across most of the central Styx region and killing a set amount of animals in each biome.

While teaming up with others can be beneficial for building in multiple biomes and sharing the workload, solo play is just as fun in this mission. If you choose to travel alone or break away from your group, don’t forget to approach each objective with caution. This is Icarus after all.



Galileo First Look



This week we had a team-wide playtest of Galileo where we collected a heap of valuable feedback. Fishing was a stand-out feature for many of us and it didn’t take long for things to get quite competitive between our devs. We had a lot of fun with it. We can’t wait to see how much our community enjoys reeling in their latest catch.

In the lead-up to the release of Galileo we thought we’d start taking a look at some of the individual features we have in store for you. First up this week is our new batch of Steam Achievements! These range from challenges like unlocking all the creatures in the Bestiary to catching a fish with a bow and arrow to events like getting struck by lightning twice.

You’ll find a few of our favorites listed below. Can you guess what will be needed to unlock these?

  • Pain in the Bass
  • Pony Slaystation
  • Biome is where the Heart is
  • Lock, Stock, and lots of Bears
  • Buck and Cover
  • Welcome to Icarus



Icarus T-Shirts, Pins and DeskPads



Our merch shop is now back online with a few exclusive pieces from our initial launch back on sale. These range from T-Shirts to pins and desk-sized mousepads. Get in quick to lay your claim to being part of the First Cohort! You can access the shop here.



A shout-out to our Neighbors





While things at the studio can get competitive when it comes to Smash Bros or ‘Peer Pong’ or fishing in Icarus, we’re united in our love of making games and our vision for the studio is to learn how to develop and support amazing game ideas. This hasn't always been easy, as many of you have seen in our journey with ICARUS. Our teams share lessons actively, borrowing and sharing from each. We'd love for you to check out another of our projects, STATIONEERS, that we also regularly update and redo. Our philosophy of removing DRM and making games that can outlast their creators has applied to both ICARUS and STATIONEERS, and we've love your support by checking out our other products.

https://store.steampowered.com/app/544550/Stationeers/

Changelog v1.2.50.110601



New Content

  • ENCROACHMENT: Unlocked mission for release
  • ENCROACHMENT: Slight tweaks to mission step text
  • Fixed accolade/stat loading causing a crash on dedicated servers
  • ENCROACHMENT: Added 2 decimal points and increased the frequency that quest progress is updated.
  • ENCROACHMENT: Fixed a bug for client progress.
  • ENCROACHMENT: Slightly lowered kills required in each biome, increased reward from 200/50 to 250/100.

Fixed

  • Clean up PlayerEffectsComponent, micro optimizations and simplification. Moved all Tickables into separate graph
  • Change atmo controller slowtick rate from 0.5 to 0.2 to help with jittering sun movement
  • Fix new weather params defaulting at 8.0 instead of 0, causing them to fire on game start
  • Fixed incorrect particle rotation for Rain, now moves in -X like all other effects. Enabled drift effects which were being altered on tick but were hidden, and they look cool
  • Update additional user interface strings to be linked to existing translated text
  • Implemented damage states for hedgehogs to show when they are below 75/50/25 health
  • Remove unhooked texture reference, deleted unused asset, moved material into proper folder and fixed filename. Update reference in PlayerChar BP
  • Change function in Buildable Base to reference different array for error reporting to prevent false positives
  • Move Vehicle MPC to VC folder. Delete unused duplicate master material
  • DEP_HedgeHog_MED - added broken spike meshes (SM_DEP_Hedgehog_MED_Spike_01-05)
  • ITM_Scorpion_Hedgehog_Trap - added broken spike meshes (SM_ITM_Scorpion_Hedgehog_Trap_Spike_01-05)
  • Resave audio anim notifies in a handful of creature anims to suppress errors about loading soft paths
  • Fixed Variety of Texture and Invisible Wall Issues, All Quads, Styx
  • Override locations of exit points for Respawn Dropship seat to prevent player from standing on top of seat at end of sequence
  • Fixed Variety of Texture and Invisible Wall Issues,Green Quad, Styx
  • Fixed Variety of Texture and Invisible Wall Issues, Green, Blue and Yellow Quad, Styx
  • Fixed bug where switching to fire arrows wouldn't apply correct panini effect on fire particle until you switched weapons or changed camera perspective.
  • Firearm 'AttachPreviewItem' function now uses same Panini update logic as BP_FocusableBehaviour.
  • Shifted majority of panini update logic to new BP_PaniniFunctionLibrary
  • Fixed a typo in our error messages

Future Content

  • Add bestiary fish caught backend and UI popups
  • Added recipe filter icon for lures.
  • Removed fishing bench from the fishing bench recipe set.
  • Fixed some lure stats
  • Adding in lava hunter walk start and stop anims to better blend in locomotions
  • More additions to lava hunter. Footstep adjustments and death curl audio
  • Adding Workshop Fishfinder Item
  • Updating Fishfinder Location Query
  • Improved damage source location for Lava Hunter attacks.
  • Added screen shake to some Lava Hunter heavy attacks.
  • Added new way of enabling/disabling sweep damage in montages without needing to edit curves (use new NofityState_SetBlackboardBool).
  • Added WIP spit FX/Spit item data for Lava Hunter
  • Bestiary string table pass
  • Adding Steam Achievements into the accolades menu in their own category
  • Don't attempt to allow initalization complete on PlayerEffectsComponent if no atmosphere controller is found
  • Add alt implementation of cave location toggle for dev testing convenience in cases where location data isn't cached in world settings
  • Adding first pass of cast fishing rod audio and loop. Currently only cast is hooked up
  • Fixed fish not showing up on clients
  • Fixed the old lure occasionally appearing.
  • Changed referenced skeletal mesh of fish 001 to the new mesh.
  • Adjusted sockets in the fish mouth to display nicely
  • Added DEP_Smoker_T3
  • Optimise lake audio component updates over long distances. Cache an edge spline bounds sphere on init and use that as an early out each update to avoid more costly spline checks
  • Fixed SM_Wall_Win_DBL_Wood_R, SM_Wall_Win_DBL_Wood_L & Re-imported masks
  • Fixed SM_Wall_Win_DBL_Wood_R, SM_Wall_Win_DBL_Wood_L & Re-imported masks
  • If interactable lakes and rivers don't have IsDrinkable set in data, destroy their interactable component instead of just setting interactable data to none, which was causing a warning in trait component setup
  • Added dynamic updates on perspective change so the lure doesnt get rendered over the player
  • Added several pieces for the Stone Buildable rework/optimization
  • Steam achievements working correctly
  • Fixed issue with complete entire talent tree accolades not correctly saving as complete
  • Added cheats to reset accolades and trackers, Steam stats, and Steam achievements
  • On next login accolades and player trackers are merged migrated to the player data folder from their existing locations. Previously they were per character, they are now per account
  • Added migration framework if additional data migrations are needed in future
  • Added hanging ferns and roots/vines to river tunnels and adjusted cave volumes, Green Quad, DLC
  • Added hanging ferns and roots/vines to river tunnels and adjusted cave volumes, Green Quad, DLC
  • Added missing string table entry for migration failed message
  • Added missing config for achievements
  • Removed the unused name in the DT.
  • Removed debug logging when selecting a new image
  • Resaved the DT for buildvalidation error
  • Setting up all fish variations Fishing Bench Filletting Station Recipes and converting the Filletting station into an auto crafter
  • Added D_Armour setup for Larkwell envirosuit. Added placeholder D_ItemsStatic row for Larkwell envirosuit pending talent creation and stat balance
  • 3 textures of the Fish14 updated according to our meeting
  • Adding lots of fishing sounds and anim notifs
  • Added CF diorama with lighting and cameras for creating beastiary creature images
  • Added several pieces for the Stone Buildable rework/optimization
  • Add new Tundra biome curve which isn't as cold (-5 to 10) as base arctic (-20 to -5)
  • Change swamp temperature curve to be 10 to 35 degrees
  • Change volcanic temperature curve to be 32 to 45 degrees
  • Add new tooling to overview biome information, including temperature curves
  • Expand DecalProjectionTool to support secondary decal for overlaying biome names
  • Add row color support to 6Col UMG widget for better data representation/organization
  • Adjusted Lava Flow points on lakes and rivers, checked all cave tunnels volumes, polished lava biome manual cave, Purple Quad, DLC
  • Fixing 3RD person actionable for the fishing actionable by fiixng the Porp bone in the left hand on lateral locomotion anims
  • Adding more T3 fishing road sounds, adjustments etc
  • Prevented attempting to send data to steam if steam is disabled (e.g. in editor)
  • Added a few more building pieces for re-vamp, as well as created master materials for all kits and updated material instances. Also added assets to proper Collections
  • Add Armor Piercing rounds data and icons for Rifle and Pistol (Shotgun uses Slugs)
  • Renaming Field Guide widgets and Tidying up UI
  • Adding home button and title screen to field guide
  • Cleaning up categorisation in the field guide
  • Added master materials for wood tier kits and updated all materials to these. Also added various assets to proper collection
  • Deleting 3 unnecessary shaders for Stone buildables
  • Add hooks for environment temperature deltas to be painted on terrain (future content)
  • Added the last pieces for the Stone Buildable rework/optimization
  • Added Iridicent, Subsurface, Dither and UV1 Color Gradient functions to M_Creature_mm to acommodate new fish specific material into one shader
  • More fishing sound adjustments and layers
  • Small adjustment to basic cast audio
  • Fixed a hole in the roof of LC_MED_004 and Other issues in prefab caves, Prometheus
  • Adding basic rod creak and added missing data table entry
  • Adding more Catgorisation to the Field Guide
  • Adding additonal filtering options to the Field Guide and folder view for The Bestiary & Fishing Records
  • Tagging bosses in the bestiary as bosses
  • Adjusted Lava Flow points on lakes and rivers, checked all cave tunnels volumes, polished lava biome manual cave, Purple Quad, DLC
  • Prometheus shadow geo - fixed shadow settings so they cast shadows instead of doing nothing, edited base meshes to use a single material
  • Adding all new dioramas audiuo for the new biomes
  • Deleted old materials and textures for Wood buildable revamp
  • Deleting extra textures and fixing redirectors on a number of materials for Stone Buildable revamp assets
  • Lots of audio adjustments to fishing events and spacializers. altered first vs third person audio volumes etc
  • Updating Bestiary to include locks and information over bestiary data
  • Adding Category highlighting to the field guide
  • Tidying up Bestiary creature page and adding tooltips where appropriate
  • PRO_Story_6: Implement further quest steps. Early blocker to be implemented, enemies and locations to be fleshed out
  • Updating fish page to remove Quote as it is no longer needed
  • Fish Rarity is now shown by default in the fishing record
  • Committing Fish Data Table

Icarus Week Seventy Four Update | New dynamic mission - SMPL3: Lost

Week Seventy Four brings both a new dynamic mission, SMPL3: Lost, and fixes to the dynamic mission system to clean up some errors that have affected players over the last couple of weeks.

This new quest will have you searching for an abandoned prospector base, a new variation of a dynamic mission we haven’t done before.

We also give an update on Galileo as we move into the internal testing phase, and discuss our upcoming closed public test build for players to give us feedback before launch.

Jump in and have a read.



SMPL3: Lost



Dynamic Missions have been incredibly popular since we introduced them in Week Fifty, so we’re excited to bring you another new option that you can launch from the Short Range Radio in Open World.

SMPL3: Lost is a new dynamic mission where players have to locate an old, abandoned prospector’s base on the surface of Icarus.

Players will need to quickly rebuild the structure while creatures attack your position. Once complete, players can place a beacon down for the UDA to mark its location on the map.

You will also be able to loot the base for old prospector gear when you first arrive, so keep an eye out for what might be lying around.



SMPL3 Mission Cleanups, Fixes and Balances



We’ve made some fixes and tweaks to our SMPL3 missions, looking to clean up some of the issues that have been affecting you.

  • Triggering a new SMPL3 mission or abandoning previous ones will now trigger and clean up any remaining old map icons, quest objects and landed transport pods that may have encountered an error when trying to clean themselves up in the past
  • This should remove old map markers, search areas and other mission-related details from players' open worlds




Galileo Progress



Our upcoming content patch, Galileo, is almost ready and is now being internally tested by our entire team.

For those unaware, Galileo is the first of our bigger content patches as part of our new cadence, which you can read about here.

Our Steam Cards, Badges, Profiles and Emotes were all approved by Valve, and are ready to release. These will be revealed when Galileo launches, so check them out in the Steam Workshop very soon.

Fishing is receiving one more iteration, as we make tweaks to the mechanics so it feels more reactive and engaging for players. This will go into testing alongside everything else very soon.

We are also preparing a closed public test build for Galileo and will start some closed testing soon before making it fully public. Joining the Discord is your best way to get any updates on whether we need players to test this in advance of launch.



Changelog v1.2.49.110526



New Content

  • Updating SMPL3: Lost and enabling Dynamic Quest
  • Removing Campfire from SMPL3: Lost and added Drying Rack
  • Updated Orgin Spawn Location of Dynamic_Base_1
  • Updating Lost Loot quest step to auto complete (its optional and item spawns are % based)
  • Adding new Images for SMPL3: Lost
  • Removing t2 Communictor from SMPL3: Lost mission
  • Reducing SMPL3 frequency as it was high for experiemtnal testing and balancing loot drops

Fixed

  • Update many UI elements that could not correctly be translated.
  • Update refrigerator description to no correctly mention that it only greatly slows spoilage.
  • Update incendiary round description to not mention explosions.
  • Update fruit salad flavor text to mention that it's a dessert rather than a desert.
  • WATERFALL: Update mission step to mention supply crate rather than dropship
  • Fixed material slots on Stone Statue DMs
  • Fixed a typo in Quests table
  • Fix Titanium 200, 500, 5000 Accolades all unlock at 1000 mined
  • Prevent pre-chewed corpses from providing rewards that would otherwise only be available with specific stats
  • Adding in more quest cleanup logic for dynamic drop pods
  • Search Areas, Map Icons and dynamic drop pods will now trigger a clean up when a new mission is started, abandoned or ended
  • Save game variables now trigger onReps upon database load
  • EQS_FindDynamicQuestLocationBuilding no longer accepts areas close to blocking geometry like rocks and trees.
  • Replaced expensive nearby dynamic mission beacon test from EQS_FindDynamicQuestLocationTower
  • Fixed issue where EnvQueryContext_QuestBoardSingle wasn't selecting a quest board within a currently loaded world tile
  • Adjusting Search Area Colour and Removing Logging from various files
  • DYN_Drone: Reduced difficulty of standard creatures spawned, allowed additional creatures to be spawned at a single time, increased the frequency of worm spawns at harder difficulties but lowered at easier difficulties. Correctly scaled by quest difficulty rather than prospect difficulty.
  • Dynamic mission reward pods now spawn slightly further away, mainly to resolve build mission pods dropping directly on the building
  • Adding Loot to SMPL3: Lost
  • Increased performance cost of generating dynamic mission spawn locations in worlds where multiple communicator boards had been placed. Reduced maximum spawn distance of supply transport pod in Lost dynamic mission
  • More quest cleanup fixes, this should fix drones & other quest map markers being staying after quest completion
  • Increased size of minimum unobstructed area check by 30% when looking for a place to dynamically spawn building in DYN_Lost mission

Future Content

  • Update fish recipes modifier icons.
  • Update Larkwell explosive arrow description and info on the arrows set
  • Update outside deployable tooltip warning type
  • Updates to batdog collision auduio. removed unneeded sockets
  • Adding in T3 Fishing rod on the rod rig and reimported bending animations to work properly with the new rig, also added T2 rod textures related to IC-21671
  • Fixed Issues in prefab caves where players could get blocked by maco cliffs and Removed Foliage from Persistant Level, Prometheus
  • Restored accidentally deleted actors inside purple quad. Added new utility actor for diffing between lists of level actors
  • Fixed diff actor tool streaming level names not showing correctly
  • Resubmitting material for ITM_Shield_Composite Tactical
  • Adjusting Accolade Lists for the new Achievements to include specifics on what needs to be done
  • Updated textures on Fish01_var4, Fish02_Var4, Fish03_Var3, Fish04_Var1, Fish04_4, Fish05_Var2, Fish06_Var3, Fish08_Var4, Fish09_Var4, and Fish10_Var4 with notes from the big fish review
  • Decrease break chance for Larkwell Whistling arrow to 50%.
  • Disable KillCam support for Bait arrow as it is incompatible with 100% break chance.
  • Disable UnbreakableDuringKillCam for DevFireball and set to Development feature level.
  • Tweak DataValidation to check first if KillCam is true before checking further compatibility
  • Adding T3 Fishing Rod Mesh and Item Hookup
  • Correctly added all fishing rod tier meshables
  • Setting up Shield Scene and adding new shields
  • Adding New Fish Variations for 4,5 & 14
  • Updated texture for fish 13 V3
  • ENCROACHMENT: Complete mission setup, currently feature locked
  • Addng in additional animations for te Lava hunter including heavy hit react and jump attack
  • Fixing Dynamic Quest Lost Spawning Logic and Creature Spawn Triggers
  • Dynamic Quest Lost now triggers a reward
  • Adjusting Fish01_Skeleton
  • Updated textures for fish 12 V2, V3 & V4
  • Adding in base slug mesh and material and first suite of animations
  • Updated textures for fish 11 V2
  • Fixed Issues in prefab caves where players could get blocked by maco cliffs and Removed Foliage from Persistant Level, Prometheus
  • Add all fish entries to spawn zone configs for Oly and Styx
  • Add basic validation for fishing tables
  • Update playerfacing data for fish
  • Add Biome names to heatmap PSDs
  • Added basic phases to Lava Hunter's combat BT. Lava Hunter now plays additive hit react when single damage instance crosses specifed threshold. Fixed Lava Hunter egg not being replicated
  • Added drag onto the floatable of the lure to make it move slower.
  • Added a horizontal and vertical movement speed when reeling in so you can reel slowly and it still reach you at heights.
  • Added panini to the lure when holding it for inspection.
  • Adjusted some sockets so the fish looks better on the hooks.
  • Swapped out the default hook for the rubbery hook because the default hook is imported with a wrong rotation
  • Added text for T2 and T3 fishing rods
  • Added text for shields
  • Added descriptions and names for Prom story missions
  • Added description text for Prometheus Open World
  • Fixed Issues in prefab caves where players could get blocked by maco cliffs and Removed Foliage from Persistant Level, Prometheus
  • Lots of new audio layers for the lava hunter. Multi attack, quick ground slam, large jump attack, flinch / fall sound etc
  • Clients can now play the minigame.
  • Fixed an infinite loop that occured when removing onrep fish data.
  • Fixed lure not appearing in clients hands when inspecting
  • Added cliff landmarks and rock formations, general clean up, polished around manual cave and nav blockers, Blue Quad, DLC

Icarus Week Seventy Three Update | Seed Packets in the Orbital Workshop

Week Seventy Three brings Seed Packets for our recently introduced fruit and vegetables to the Orbital Workshop.

It’s also been one of our biggest weeks of work on the upcoming Galileo patch, as we’ve made substantial progress on all three key features: Fishing, Achievements and the Bestiary.

While smaller in terms of content, this week we’re giving you a sneak peek into fishing as we move closer to the launch of this much-anticipated feature.

Jump in and have a read.



Seed Packets



We’ve added seed packets for our recent fruit and vegetable additions to the Orbital Workshop. These include Avocado, Kumara, Strawberry & Rhubarb, so players can now access these without having to complete SMPL3 quests in Open World mode.

When used on the planet these provide 5 seeds each, so multiple packets can be a good idea for larger groups of players and longer deployments.



Galileo Update



While this might be the smallest weekly update we’ve done, that’s because the team went fishing!



This has been a big week for work on the upcoming Galileo patch. We’ve added lots more fish to the available pool, tested the animations and mechanics thoroughly and worked on the UX of the fishing hook.

We’ve also submitted all content on the internal systems for achievements, badges, profiles and emotes so these can move through Steam’s approval process. This process can take a couple of days, so we’re getting these in early so they’re ready when we launch Galileo.

We’ve also completed a substantial pass on the UI/UX of the Bestiary, completing many of the outstanding tasks required to move this to the final stages of its work.



Help translate Icarus into your language



We are seeking motivated and passionate individuals to join our volunteer localization team to help bring Icarus to more players.

Right now we are only seeking volunteers for Spanish (LATAM) and Brazilian Portuguese, but other languages may be considered in future. By volunteering, you will be helping us to make our game accessible to a wider audience, and contribute to the growth and success of the Icarus community as a whole.

Furthermore, you will have the chance to connect with like-minded individuals and form new relationships in a supportive and collaborative environment. You can translate as little or as much as you want, whenever you have time.

So, if you are fluent in English and Spanish (LATAM) or Brazilian Portuguese and have a passion for language and gaming, we encourage you to apply today and become a part of our localization team!

You can find the link here

Please ensure that you have joined the Survive Icarus Official Discord when applying, otherwise, we won’t be able to process your application.

Only successful applicants will be contacted (via Discord).

We also want to give our current localization team a huge shout out for the incredible work they have been doing lately, you all rock!



Changelog v1.2.48.110271



New Content

  • Adding Avocado, Rhubarb, Kumara & Strawberry Seed Packets in the workshop - feature locked out for now
  • Unlocking Kumara, Strawberry, Rhubarb and Avocado Seeds in the Workshop

Fixed

  • Fixed a number of typos in various locations
  • Fixed issue where critical hit area damage calculation was ignoring stats applied to projectiles
  • Fixed a few typos in quests
  • Fixed bug where dropped corpses would T-Pose
  • Fixed a few typos found in stats and item text

Future Content

  • Fixed Nav Mesh Volumes on Developer Level and Added Nav Volumes Around Mo's Cave on Purple Quad, Prometheus
  • Removed world boss configuration from PRO to fix ensures on play
  • Adding Wooly Z death, flinch, neigh audio and events. created wooly Z Idle animation and montage to separate out for control of characters sounds. Added to Wooly Z character BP
  • Added version 2 of the T1 fishing rod
  • Fix Carcass assets for Chamois Var creature
  • Fix Gfur setup for Chamois Var creature
  • Fix physics asset for Chamois Var
  • Fix Chamois Var critical hit setup
  • The Bestiary now has its own bindable key 'J' and will open on Galileo builds
  • Fix Needler texture settings
  • Fix Needler missing Bones mesh (still temporary) and updated references
  • Fix Needler Carcass mesh not pointing to Carcass material
  • Remove 1.5x scaling on Needler corpse which isn't in Character BP
  • Adding Level requirement for T3 Aquarium
  • Add support for waterfalls and lava flow points to the cave template prefab system
  • Fix BatDog corpse pointing to incompatible Wolf bones assets by adding in temporary BatDog bones assets
  • Fix Wolf Bones textures using wrong settings
  • Fix GFur settings on BatDog
  • Improve BatDog capsules setups in Character BP
  • Adjustments to Prometheus delay zone audio. Reduced arctic narrow delay volume push for slightly more subtlety
  • Added skeletal mesh for each colour variant of Fish 7,8,9, and 10
  • Added skeletal meshs for colour variants of fish 11,12, and 13
  • Updating Prometheus First Landing Location
  • Added first pass of revamped Solid Wall and Floor SMs, including Kit textures and materials
  • Final lore entires to D_BestiaryData for Galileo
  • Added game widget to fishing minigame
  • Added better water detection for if you physically drag your lure onto land using the players movement
  • Added Nav Volumes To Mo's Cave and Added Nav Volumes in affected areas, Purple and Green Quad, Prometheus
  • Adjusted some nav modifier volumes, moved macro that hanging over & general clean up on Blue/Yellow Quad, DLC Map
  • Added Nav Blocker volumes around macro cliffs in arctic biome, general polish of cliffs and tunnel of manual cave, Blue Quad, DLC
  • Fixed a bug where if you hold lmb instead of tapping for the reaction minigame, it would reel all the way in before widget minigame
  • Fixed typo in biological containment unit item text
  • Tweaking Fishing Minigame to work with Fishing in Game
  • Updated accolade text to remove discrepancies
  • Reduced Meta Resource Spawn, Moved Unused to Meta_Unused Folder
  • Adding deer variant death and flinch audio. Adjustments to spacializer settings and adding all data table entries
  • Adding more unique death sounds for deer variant
  • Adding Fish Variations for 7, 8, 9, 10, 11, 12, 13, 14
  • Adding Placeholder Fish Variations for 1, 2, 3, 4
  • Added new functionality to request 'AI Events' which are custom behaviours spawned at runtime, managed by an AI Coordinator subsystem.
  • Added new AI Event to spawn additional Bat Dogs around target player when hunting
  • Rod now automatically reels in when minigame is completed
  • Adjusted water detection
  • Swapping Meshes on Basic Fishing Rod & Wooden Fishing Rod so the correct Meshes are used
  • Fixing Needler enter and exit anims by adding in correct root motion
  • Made the lure floating in rivers act the same as in lakes.
  • Added cases to reset the minigame on rightclick and when you switch to another item
  • Added colour variants for fish 14 and 15 to the project and updated roughness maps.
  • Added skeletal mesh for each of the fish variations
  • Fixed General Issues with Prefab Caves on Purple Quad, Prometheus
  • General clean up & Nav Clean Up on Blue/Yellow Quad, DLC Map
  • PRO_Story_6: Minor fixes to travel step
  • Added a socket to each of the fish skeletons for future hooking up with attachment to the lure/hook
  • Added montage once you catch the fish for holding it infront of your face
  • Updating Fishing Actionable, Fishing Lure and Fishing Rod to use a better replication and functions for accessing alteration slots
  • Fixing some issues present in the multiplayer mesh swapping while fishing in lures / rods
  • General clean up, polished around manual cave and added cliff landmarks, Purple Quad, DLC
  • Updated Deer Variant skeletal mesh with duplicate materials removed
  • Duplicating needler enter and exit water animations and montages so different sounds can be used for entering water vs land.
  • Adjusted speed increase to be on the animation not montage so footsteps sync, and adjustments to event pitch to match increased speed of exiting water
  • Make it very clear when EQS fails and falls back to 'close navigable location' via an onscreen debug message (internal dev builds only)
  • Increase the max distance for the EQS query in the treehouse in PRO for now
  • Adding wooly zebra bestiary audio and data table
  • Very small adjustments to mega tree audio balancing
  • Added Fishing UI pop up
  • Added 3 colour variant for fish01 and created duplicate skeletal meshs for each one
  • Added texture files for fish01 colour variations
  • Adding more deer variants whistle type sounds close and distant and adjusting spawn rates so be a little more sparse. small adjustments to pred bird spacial to give spot more importance
  • Lowering spawn vocal chance and rates for all creatures in the swamp biome so it's not a constant clatter of creature sounds. Making them more sparse
  • Added initial first phase of Lava Hunter anims and behaviours
  • Fixing Quest Int Variable Saving
  • Adding bomber broodling and flyer broodling assets for the Lava Hunter boss fight
  • Added sockets to both the mouth of all fish and the bottom of hooks.
  • Fish now attach to hooks correctly when caught.
  • Fixed lures not spawning due to inventory component not being created at time of lrues init function
  • Submitting in progress developer assets
  • Add a new flag for developer WT_Lake 'Permit Navigable' this allows animals to navigate across swamps
  • Accolade progress now works correctly on dedicated servers
  • Moved Bestiary component down to Icarus Player Controller from the survival controller
  • Steam achievement tracking is now active in Galileo and up
  • Added hanging ferns and roots/vines to manual cave and added rock formations in swamp of Blue Quad, DLC
  • Adding Prospect Images For Prospect Story Missions 1-5
  • Added v4 material and texture for fish 13
  • Added missing files to do with adding a delegate for 'DynamicDataUpdated'
  • Added colour variants for fish02. Created a skeletal mesh for each variant
  • Added colour variants for fish03 Created skeletal mesh for each variant
  • Fixed an issue where the lure wouldnt detect the floor. Removed the collision on the lure and kept the collision on the mesh to fix
  • Setting up Prometheus Exotic Spawns
  • Updates to lava hunter. VOlume and spacializer adjustments, added lots more movement sounds for better variation, animation notifier updates and tweaks
  • Small adjustments to predator bird, swamp bird spawn rates and other small tweaks
  • Added Fixed Flow option to Lava Shader to fix lavafall going sideways inside caves, added primitive data to Waterfall BP to control lavafall speed
  • Added TU Mac Top & Nav Clean Up on Blue Quad, DLC Map
  • Add CarcassMesh variable to GOAP Corpse base class to streamline and standardize corpse asset reference setup
  • Added new Carcass assets to support workflow
  • Fixed a ton of creature asset filename and setting issues
  • Add valid get to AI Projection widget to prevent kill-pending spam
  • Add Cheat to spawn all 'generic' controller AI for testing
  • Add (but disabled) DataValidation to AISetup to detect character BPs with anims paused set to true (done during component setup)
  • Setup quest locations for future mission
  • Added a minimum distance for lures
  • Prototype of geyser rework for better performance
  • Added colour variants for fish 04. Created skeletal mesh for each variant
  • Updated colour variant 4 of fish03 to be less similar to variant 1
  • Adjustments to lava hunter levels and removed additional distortion and other fine tunes
  • Fixed Issues in prefab caves where players could get stuck and get blocked by cliff meshes, Prometheus
  • revisions to spawnblocker_T2 mesh, rebaked AO map
  • Submitting in progress developer assets
  • Fix for ensure on initial player tracker listener creation
  • Fix Pause Anims being enabled on ChamoisVar and ScorpionSummon creatures
  • Fix validation logic for Pause Anims AI character checks and leave enabled
  • Initial tweaks to Ash weather event
  • Adding Fish Variations for 1, 2, 3, 4, 13
  • Adjusted Lava Flow points on lakes and rivers, polished decals in vulcanic biome, added landmark cliffs, PT2 Purple Quad, DLC
  • Adding DEP_SpawnBlocker_T3
  • Lots of distancing and volume tweaks and distancing eq adjustments to the lava hunter. Fixed snipper not using distancing eq etc
  • Replaced ITM_Shield_Kite_Platinum and added ITM_Shield_Bone and Shield_Steel_Heater
  • DEP_SpawnBlocker_T2 - added destructible mesh, updated collision
  • Adding more lava hunter layers and adjustments to a lot of events and balances. Adjusted lava hunter vocal socket
  • Adding assets for GL music - Track 1
  • Added names for new fish variations, also fixed a typo
  • Permit Larkwell_Tazer and Posion_Arrow to break when using a killcam hit
  • Updating Fishing UI to use new concept
  • Datatable setup for new music in Grasslands biome
  • Removed shipping requirement for steam achievements so that they can be tested in development mode
  • Second pass cleanup of Atmosphere controller
  • Removed a lot of unnecessary/unused logic and variables
  • Organization of variables and functions into logical categories
  • Moved bulky logic into Pure function calls to keep graphs clean
  • Moved similar functions like new AshHail,etc into existing WeatherMPC functions to keep down function bloat
  • Adding more ambient predator bird layers and small adjustment to lava hunter
  • Small adjustment to idle audio amounts and footstep in water for swamp quad
  • Small optimizations to Atmosphere Controller by moving some non-urgent functions off tick and onto a timer
  • Fix BatDog loot pointing to incompatible Wolf loot table with stat driven rewards
  • Fix potato asset filenames
  • Remove obsolete WT_ParticleEmitter
  • Fixed Issues in prefab caves where players could get stuck and get blocked by cliff meshes, Prometheus
  • Adding Progressive Bestiary Stats for Specific Creature Extra Damage and Resistance
  • Fixing up AICreature Type stats and tags for new creatures
  • Adding Prospect Images For Prospect Story Missions 6
  • Improved Gfur settings, Capsule setup, and Corpse setup on DeerVar
  • Fix Blueback Dead AnimBP not inheriting IcarusCorpse anim instance
  • Fix Blueback Physics Asset settings
  • Delete Blueback SM
  • Fix Blueback corpse mesh references
  • Fix Swampbird Corpse pointing to alive AnimBP by creating Dead version
  • Tweak Swampbird physics asset
  • Fix Kea feathers shader setting after texture settings fix
  • Tweak Kea LODs
  • Added hanging ferns and roots/vines to manual cave and polished flow points on lava rivers and lakes, Purple Quad, DLC
  • Swapping Prometheus Mission 02 & 03 Dynamic Drop Pods to use quest markers for their origin location
  • Adding Bone, Steel, Platinum, Titanium, Carbon and Composite Shield Items, Recipes, Blueprints, Dev Locked Out for now
  • T3 Aquarium now correctly runs off biofuel
  • Delete TemplateResource files remaining after .27 upgrade where referenced assets were removed, resulting in errors
  • Delete single actor from Olympus that should've been detected in CL 109730 but reference seems broken
  • Enable additional emitters on Sandworm recede effect which improves visuals
  • Recompiled niagara effect to hopefully fix compilation error in build
  • Setting up Spawn Blockers T2,T3,T4
  • Adding new Search Area Tech that is componentised and no longer requires an actor
  • Fix Joshua Tree asset filenames
  • Fix missing collision
  • Resave DMs to hopefully fix material reference errors
  • Fix texture settings
  • Adding Wind Turbine Item, Blueprint, Recipe feature locked out
  • Fix SucculentTree asset filenames
  • Resaved DMs to hopefully fix material reference errors
  • Fixed LC Sapling asset filenames and texture settings
  • Resaved DMs to hopefully fix material reference error
  • Fix obsolete texture references in BerryBush materials and delete textures
  • Fix berrybush asset filenames
  • Fix material ref in berrybush DM
  • Clean up unused emitters in Chimney effect and recompile to hopefully fix compilation error
  • Fixing Spawn Blocker Recipes
  • Adding new EQS for Finding a Flat Location to spawn a dynamic building
  • Fix DM material references
  • Adding flying lava hunter continuous loop flying sounds, event and animation notify
  • General creature finessing and adjustments to fine tune spacializer settings and randomizing some layers for better realism
  • SpawnBlocker_T2 - fixed materials on destructible mesh
  • Adding SMPL3 quest for locating and repairing an old prospector base while its being attacked
  • Updates to Lava Hunter BT. Added Lava Hunter egg SK and DM
  • Add Decayable Food setup on Tomato and Potato items
  • Add DataValidation to check for items which grant Food but don't have a Spoil timer (disabled, as results in some false positives)
  • Fixed Voxel Blocker BP CaveEntrance LC 03 & fixed gap for riverbank on Green Quad, DLC Map
  • Fix DeerVar jaw constraint dislocating during ragdoll
  • Do a single update of SlowTick event on Atmosphere Controller via ConstructionScript to ensure everything is updated before jumping in game (Editor)
  • Added colour variants for Fish 05 and created a skeletal mesh for each variant
  • Added colour variants for fish 06 and created a skeletal mesh for each variant
  • Fixed Issues in prefab caves where players could get blocked by maco cliffs and Removed Foliage from Persistant Level, Prometheus
  • Adding in suite of 3RD CHA fishing animations and implementation with character BP and equippable and focusable
  • Additions and updates to lava hunter. Adding own death event for tweakability and also minor adjustment to pred bird volume and pitch. Adjustments to egg lay audio etc
  • Fix missing Berrybush textures which P4 didn't pick up (CL 110159)
  • Added hanging ferns and roots/vines to manual cave and added rock formations to swamp, Purple Quad, DLC
  • Geyser VFX Rework for better Performance, full prototype
  • Added cliff landmarks and rock formations, general clean up, polished around manual cave, Blue Quad, DLC
  • Added skeletal mesh for fish13_Var4
  • Added DEP_SpawnBlocker_T4
  • Adjustments to lava hunter egg lay
  • Re-enabling base Smoke Weather VFX
  • Add initial implementation of a basic automated defense turret
  • Feature locking SMPL3: Lost quest
  • Add a parameter to GenerateSpawnLocation to allow dropships to use different EQS querys
  • Decorative Statues - New DMs for stone statues, added to blueprints (DM_AssetName_V2)
  • Adding predator bird occlusion to all movements and wing sounds
  • Add an IsActorRequiredToBeOutside hook to IcarusFunctionLibrary and wire to in world tooltip

Icarus Week Seventy Two Update | New explosive bullets and improved recipes

Week Seventy Two is here and brings a revamp of our bullet recipes and the introduction of our first explosive bullets.

Craftable at level 30, explosive bullets add a new variation for your firearms, with the new ‘Volatile Material’ resource introduced to create the recipe, and usable across rifles, pistols and shotguns.

We’ve also added ‘Ammo Casings’ to the bullet recipe requirements, giving players 5x more bullets per ingot invested.

Finally, we’ve deployed even more elements to our Fishing and Bestiary features in the upcoming Galileo, as we draw ever closer to its release.

Jump in and have a read.



Bullet Recipe Revamp



We’ve revamped our bullet recipes in lieu of our introduction of Explosive Bullets, to provide a more granular and realistic resource investment that decreases the cost-per-bullet overall.

This includes a new item, ‘Ammo Casings’ which are crafted using Iron Ingots.

Ammo Casings come in stacks of five, at the cost of a single Iron Ingot. This changes the flow from:

OLD: 1 Iron Ingot → 1 Bullet
NEW: 1 Iron Ingot → 5 Ammo Casings → 5 Bullets.


For specific recipes, this replaces the use of an ingot to create a single bullet, to give ammo casings, giving you 5x as many bullets per ingot invested. To balance this out, rifles now take two gunpowder opposed to one, to offset the cost reduction in ingots.

The only difference is Shotgun Buckshots, which now have the recipe:

OLD: 1 Copper Ingot + 6 Gunpowder + 1 Epoxy = 1 Shotgun Buckshot
NEW: 1 Ammo Casing + 5 Copper Nail + 6 Gunpowder + 1 Epoxy = 1 Shotgun Buckshot.





Explosive Bullets



Explosive Bullets have been added to the ammo pool and can be used across Pistols, Rifles and Shotguns.

Explosive Bullets have slightly reduced projectile damage, but make up for it with a lot of explosive damage that is dealt in a radius with a falloff. Potentially hitting multiple targets within the radius. See their breakdown below.

Pistol Explosive Round: 50 Projectile Damage, 200 Explosive Damage, 400 Radius
Rifle Explosive Round: 200 Projectile Damage, 300 Explosive Damage, 500 Radius
Shotgun Explosive Round: 20 Projectile Damage, 50 Explosive Damage, 350 Radius


This recipe is restricted until you reach level 30, and can be crafted at the machining bench.

This requires a new resource, Volatile Material. This has its own recipe of 2x Gunpowder, 2x Oxite and 2x Spoiled Plants, which can be applied on top of a standard bullet to craft the explosive variant.

Volatile Material can be crafted at the Mortar & Pestle or Chemistry Bench, but is only volatile for 10 minutes, and must be used in crafting an item such as explosive bullets within that timeframe to keep its potency.

We’ve also updated the Frag Grenade Recipe to account for this new resource. Instead of 10x Gunpowder it now uses 2x Volatile Substances, a more accurate reflection of a realistic recipe.

In addition explosive damage and the radius of explosions are now completely stat driven and is now visible on the Grenade & Larkwell Explosive Arrow, Damage has also been adjusted.

Grenade
OLD: 200 Explosive Damage, 1500 Radius
NEW: 1000 Explosive Damage, 1500 Radius

Larkwell Ballistic Arrow
OLD: 200 Explosive Damage, 500 Radius
NEW: 300 Explosive Damage, 500 Radius


We also adjusted Grenades of all types to now stack to 5.

We’ve also tweaked the blueprints in the blueprints tree for guns and ammo, rearranging the order slightly and adjusting the Incendiary Rounds blueprint to no longer be exclusive to rifles but include pistols as well.



Galileo Progress



Galileo is drawing ever closer, and this week's work has been on adding more elements to the features we’ve discussed before.

Fishing has received a few more species, giving players, even more to catch, record, and display. We’ve also been iterating on the Fishing minigame mechanics and revisiting the spawn maps to polish up the experience.

The Bestiary has also received a UX pass, and we’ve iterated on the UI while adding an extra feature for players.

Finally, we’ve been testing our Steam Trading Cards in the Steam dev environment, alongside setting up the achievements for localization.



Changelog v1.2.47.109887


New Content



  • Upping Grenade Damage
  • Explosive damage now triggers a radial damage event in code incorperating player stats / talents / equipment for explosive damage stat increases rather than relying on BP flat value damage payloads
  • Added new stat for explosive damage radius which controls the spread of the explosion
  • Adding Grenade as a projectile type so its explosive damage can be scaled based on player talents after the shift from explosive damage to code rather than the payload BP
  • Adjusting damage function library to take into account the new functionality of the explosive damage type
  • Adding explosive damage stats to the different explosive damage types so they can be clearly seen in popups & used for damage calculation
  • Payloads are now passed the projectiles damage stat container for any required cosmetic effects
  • Add Explosive Shotgun Shells, ballistic setups and icons
  • Add Slug Shotgun Shells, ballistic setups and icons
  • Add Pistol Incendiary Rounds, ballistic setups and icons
  • Add Pistol Explosive Rounds, ballistic setups and icons
  • Unify meshable entries for ammo to use single ammo box entry instead of duplicating unnecessarily
  • Add partial implementation of Armor Piercing Pistol and Rifle rounds
  • Add additional supporting effects for new ammo types
  • Update icons for existing ammo types for consistency and readability
  • Fixed LOD and collision setups on some ammo meshes
  • Fixing Ammo Casing Recipe Values
  • Adding Explosive Rifle Rounds to Rifles Valid Ammo Types
  • Updating Ammo Casing and Volatile Substance Talents to be linked to the crafting recipes
  • Explosive damage now triggers a radial damage event in code incorperating player stats / talents / equipment for explosive damage stat increases rather than relying on BP flat value damage payloads
  • Added new stat for explosive damage radius which controls the spread of the explosion
  • Adding Grenade as a projectile type so its explosive damage can be scaled based on player talents after the shift from explosive damage to code rather than the payload BP
  • Adjusting damage function library to take into account the new functionality of the explosive damage type
  • Adding explosive damage stats to the different explosive damage types so they can be clearly seen in popups & used for damage calculation
  • Payloads are now passed the projectiles damage stat container for any required cosmetic effects
  • Certain creatures now take more damage from explosve damage: Caveworms, scorpions and crocodiles. Additionally the scorpion, landshark and sandworm bosses take increased damage. The scorpion boss takes further increased damage in it's hardened armor state
  • Updated Payload logic and spawn timings so stats can be retrieved
  • Updating Pistol, Rifle, Shotgun to deal less projectile damage but a lot more explosive damage
  • Upping Grenade Damage
  • Converting Larkwell Explosive Arrow to be correctly stat driven
  • Add a basic vertical spread to damage labels when multiple hits occur in a single second (explosive ammo)
  • Halved damage multiplier for explosive damage on scorpions and crocodiles, scorpion boss still takes double damage while in it's hardened state.
  • Reduced damage on Explosive Shells from 60 to 50 explosive.
  • Reduced explosion area on shotgun and pistol rounds slightly, to reduce the likelyhood of mistaken damage.
  • Increased stack size of frag and smoke grenades to 5.
  • Increased damage of frag grenades to 1000, additionally doubled the distance before damage falloff starts, resulting in more consistent damage over the area
  • Ensure Larkwell_Ballistic arrows are not available for pickup after a killcam shot

Fixed



  • Update Warm and Cozy description to match current effects
  • Fixup redirectors and delete unused VFX assets
  • Decreased opacity and count of Motes effect in Forest slightly based on community feedback
  • Update some insurance claim, prospect select, server browser, server chat and main menu options to correctly use translatable strings
  • Added low.ms to the server provider list
  • Fix for crash caused by accolades/trackers that are locked behind content flags
  • Fixed reloading a completed mission causing mission to restart

Future Content



  • Enabled outside tooltip, disabled outside requirement on existing deployables until ready
  • Re-merged outside tooltip to ensure it is not shown in the current build
  • Adding destruction sounds for vases. Event and data table entrys
  • Small increase in volume to vase destruction and adding missing collision to vases without it
  • Update SMPL references to correctly mention SMPL3 in dynamic mission selection
  • Replaced frozen river mesh in order to use complex collision for accurate spline collision
  • Added missing cache files for VR_CaveWall_Ice
  • Adding first pass delay zones mapping for Prom. To be adjusted
  • Enabled ice cave entrances in the AC areas, added roots to cave & general cleanup Blue/Green Quad, DLC Map
  • Update brambles to show the required sickle icon when attempting to harvest
  • Added a transparent icon to the search area that only becomes visible on the compass UI
  • Polished and added roots and vines to tunnel of Swamp transition cave, Yellow Quad, DLC
  • Polished and added stalagmites, roots and vines to tunnel of Swamp transition cave, Yellow Quad, DLC
  • Implementation pass of 1ST person Fishing anims including 1st person rig and anim bp set up, still needs a couple hooks for certain anim assets to be used and missing refined fishing rod animation
  • First pass on cleanup of the Atmosphere Controller blueprint. Still lots to do and functionize to further clean up
  • Adding thatch deployable item setup so fishing trap can have appropriate audio when destroyed.
  • Also changed PM to use thatch instead of wood for better audio choice
  • Added SM_LC_LavaCold_08 mesh for Rock Dog lava VFX
  • Adding predator bird, lava hunter and broodling bestiary sounds. Adding PB to data table
  • Added art asstes for the large version of the T4 Aquarium
    PRO_Story_6: Initial pass at first few mission steps
  • Refactor player underwater post-processing logic to allow us to switch to different settings for lava and swamp water bodies. Add swamp water gameplay tag to enable switch logic
  • Added destructible mesh for Large T4 aquarium, Adjusted gap in the glass on the static mesh
  • Added roots to cave & general cleanup swamp Purple/Green Quad, DLC Map
  • Added cliffs Around Ice River and Gneral Cleanup, Blue Quad, Prometheus
  • First test audio for deer variant. Will adjust and fine tune. All data table entries and Rescaled Deer Varient to be slightly bigger
  • Resubmitting kitchen bench audio
  • Adding inital pass of bloom curve control to AtmosphereController and biome curve assets - currently unconnected and needs review
  • Polished and added roots and vines to tunnel of Swamp transition cave, Blue Quad, DLC
  • Enabled cave entrances in the TU/AC areas, Yellow Quad, DLC Map
  • Adjusting prebuilt structure save / load code to save relative positions from an origin rather than absolute world positions, this enables us to use prebuilt structures in dynamic quests
  • Added roots to cave & general cleanup swamp Purple Quad, DLC Map
  • Updates and additions to the deer variant audio
  • Lava Spit VFX for Rock Dog and Lava Pool BP and VFX Prototype
    PRO_Story_6: Setup next quest step
  • Added support for controller triggers to speed up and slow down cinematic camera speed
  • Added hanging ferns & roots ferns in SW transition cave on Yellow Quad, DLC Map
  • Setting bloom curves to default settings - adjusting bloom 'off' to default settings. Still WIP
  • Adding unlock creature bestiary UI sound. Also adding Blueprint Implementation
  • Polished and added ferns and vines to tunnel of Swamp transition cave, Blue Quad, DLC
  • Removing Lens Flare on Atmosphere Controller PostProcess_Base, this was an accidental commit.
  • Adding example settings to GL curve in preparation for testing
  • Adding Basic Logic for new 'Lost' Dynamic Quest
  • Added cliffs Around Ice River and General Cleanup, Blue Quad, Prometheus
  • Adding deer vari bestiary audio
  • Carbon Fiber Shield - SK, materials, textures added (SK_ITM_Shield_CarbonFiber)
  • Adding Large Aquarium Model and Item Setup
  • Updates to terrain delay audio zones map
  • Made FoliagePicker button pretty
  • Fixing Dynamic Mission Paths
  • Adding lore entires to D_BestiaryData. More to come
  • Added hanging ferns and roots/vines to the Swamp to Volcanic tunnel cave on Purple Quad, DLC
  • Adding lore entires to D_BestiaryData. More to come
  • Fixed General Issues with Prefab Caves on Purple Quad, Prometheus
  • The lure now resets automatically after throwing it onto land initially
  • Changed values to make it better for remote testing
  • Added montages for once youve caught the fish but not implemented yet
  • Added a new test map for me to test fishing
  • Small adjustments to the carved wood lamps sound sizes being incorrect and minor volume adjustment
  • Adjustments to the unlock creature bestiary level and low end and start pan
  • More updates to delay zones mapping and eq adjustments to new biome delays to get the right feel
  • Fix the build (conditional headers)
  • Updated player tracker json for validation
  • Added hanging ferns and roots/vines to the Swamp to Volcanic tunnel cave and general clean up on Purple Quad, DLC
  • Fixed Vapor XP event spelling and changed PredatorBird Skinning event to not be Shared
  • Added validation to detect incorrectly set Shared XP setups
  • Corrected various naming, spelling, and reference issues
  • Fixed ordering of XPEvents DT and corrected values (eg, killing polarbearcub gave 100xp, skinning it gave 750xp)
  • Added missing XPevents for DLC creatures
  • Updates to Bestiary data for naming consistency
  • Removed references to incorrect icons so that content progress is not muddied
  • Added support for new types of accolades (one-offs, task lists, and whole talent trees)
  • Rewrote core of bestiary subsystem to be clearer and avoid large amounts of RPC's
  • Added more hooks for pushing accolades to steam
  • Added a large range of new accolades for Galileo
  • Adding Fishing Minigame Widget
  • Refactored fishing minigame blueprints to be easier to read/understand
  • Fixed a bug where the model of the fish would change after appearing on your line
  • Fixed General Issues with Prefab Caves on Purple Quad, Prometheus
  • Added mesh, materials, AO map for Spawn blocker T2 (SM_DEP_SpawnBlocker_T2)
  • First lot of wooly zebra idle audio, event and data table setups
  • Add Tooling for checking Creature name data
  • Updated in-game names for predator bird and rockdog

Icarus Week Seventy One Update | Strawberries and Avocados added

Week Seventy One is here and we’re introducing our Fruit Care Package, following on from last week’s vegetable-themed one.

This introduces Avocados and Strawberries, with seven recipes between them to craft across a range of benches. These can be earned through SMPL3 quests and come with their own unique buffs.

We also have moved further into the testing phases of Galileo, hooking up the Accolades and Achievements to Steam's backend in our development environment.

Jump in and have a read!



Avocado and Strawberries



Following our Vegetable Care Package, we’re introducing our Fruit Care Package which includes two new resources for you to find as rewards for SMPL3 quests: Avocados and Strawberries.

These come with seven new recipes that can be crafted at the Drying Rack, Cooking Bench, Potbelly Stove, and Biofuel Stove, each with its own buffs and perks. These are:

  • Fruit Muffin
  • Savory Roll
  • Strawberry Jam
  • Pickled Avocado
  • Mixed Berries
  • Stuffed Avocado
  • Dried Avocado

While not able to be found growing in the wild, Avocados and Strawberries can be earned through SMPL3 missions in Open World, so get to ticking off those tasks.



Galileo Progress



Galileo is quickly approaching, and this week saw us connect our Accolade and Achievements features to the Steam backend in our development application.

We also found an issue with the Bestiary in multiplayer, so are working on correcting this so players are granted rewards correctly, and have been testing our fishing mechanics, iterating on the feature and ironing out any bugs that we discover.

For those who might not know what Galileo is, check out our Week Sixty Five blog. We’ve shifted to a new approach that combines regular, smaller weekly updates with larger patches that focus on more detailed features, the first of which is Galileo.



Changelog v1.2.46.109701



New Content

  • Added HRB_Strawberry with 5 growth stages and dead stage, as well as ITM_Strawberry, and added all assets to the appropriate data tables
  • Adding Strawberry item icon
  • Added HRB_Avocado with 5 growth stages and dead stage, as well as ITM_Avocado, including all data table entries
  • Unlocking Avocado & Strawberry Dynamic Quest Rewards and Recipes
  • Adding Avocado Icon

Fixed

  • Fix workshop layout tree for micromeal is visually wrong
  • BROKEN ARROW: Update dialogue timing
  • Fixed an edge case of the shield still being attached to the player after it's destroyed
  • Fixed a typo in Wooden Buffalo Statue description
  • Added text for fish trophy mount
  • Fixing Inaris Envirosuit pointing to the incorrect helmet
  • Fixed incorrect 'effectiveness multiplier' value for Crit_StrongPoint and Crit_ExtraStrongPoint rows, shouldn't have any gameplay effects but they should be named correctly now

Future Content

  • Add option to configure alternate dialogue in data depending on whether prospect is mission or open world. Dialogue rows can now automatically redirect to another row if a redirect condition is met
  • Adjustments to needler, predator bird and slight incrase in reverb for wetlands overall
  • Moved logging to a new function to test if it's working as intended
  • Adding Landmine Icon and texture swaps based on armed state
  • Putting the needler montages in the correct folder
  • Fixed Seams in Arctic and Tundra Cave Prefabs and Setup Meta Node Handles For Cave Prefabs in Arctic, Tundra, Conifer and Volcanic, Prometheus
  • Meta Spawner - Row Setup Green Quad
  • Remove old angled seedling trees in GL area & repainted seedling in GL area on Green Quad, DLC Map
  • Repainted seedlings in GL area, polished and added assets/foliage to underground cave, Green Quad, DLC Map
  • Added art assets for Fish07 Colour variants to project
  • Export PNGs of terrain maps for levels
  • Meta Spawner Setup Meta Node Handles on Green/Purple Quad
  • Adjusting Prometheus AI spawn config to include the new creatures and added zones for specific creature spawns
  • PRO: Updated foliage names and rewards to match type of plant, update brambles to require sickles to be cleared
  • Fixed a replication bug with the clientside projection widget
  • Removed unnecessary replication on a few variables
  • Added tooltips to most of the variables for readability
  • Shifted functions so the actionable only talks to the rod and the rod to the lure
  • Fix naming scheme on new Prospect images
  • Partial Setup of tameable Bear cub and AI setups for prometheus
  • Add Large and Small Painting Frame deployables
  • Add 44 new canvas materials for painting frames (to be hooked up)
  • Clean up Frame assets
  • Added possible fix for foliages instances being invisible in editor when placed on top of other meshes (cliffs, tree roots etc)
  • Adding possible open bestiary UI sound. Not yet implemented
  • Added 2 DCO Tapestry assets to test
  • Meta Spawner Setup Meta Node Handles on Blue Quad and Some Prefab Cave Fixes
  • Updating Bestiary Open sound and adding into BP
  • Painted seedling in GL area on Green Quad, DLC Map
  • Adding ITM_Shield_Kite_Platinum for testing
  • Added SPR_Obsidian
  • Repainted seedlings in GL area and general clean up of underground cave, Green Quad, DLC Map
  • Apply any bestiary stats when unlocked (Galileo feature locked)
  • Disable Trailer setup for VFXTest Level
  • Shortening the open bestiary sound by about 35% to make it snappier and so the visuals can match without too much of a delay
  • Added support for receiving rewards for offline mission completion in prospects with multiple missions
  • Added new error codes for situations where a drop ship position fails to generate when joining a prospect
  • Added SK mesh, textures, material for Titanium Tower Shield (SK_ITM_Shield_Titanium)
  • Adding Bestiary Unlock Stats and setting up stats in the bestiary data
  • Fix an issue with the 3D to 2D mapping on the range target debug tool (internal developer only)
  • Fixing Renamed Stats Causing Build Break
  • Fixed Issues in prefab caves where players could get stuck and get blocked by cliff meshes, Prometheus
  • Added more info to dev inspection tool. Added cheat to teleport to specific X,Y,Z coordinates
  • Added LookAt Control rig for Swamp Quadruped.
  • Update RigUnit_Accumulate nodes to latest git source version.
  • Added ability for some NPCs to Look at nearby perceived targets, currently only enabled for Swamp Quadruped, regardless of AI relationship.
  • quick pass on dropship sonic boom effects
  • Adding bestiary hover audion and events for hover creatures left and hover main creatures middle. Adding to UMG's
  • Fixed LC cave blocker MeshCache not being in depot, should fix issue with weird normals when hit in built game
  • Painted seedling in GL area on Green Quad, DLC Map
  • Updating Bestiary Widgets to work like concept
  • Generated .ivc and .imc files from new voxel meshes are now automatically added to source control
  • Add Lights to Prometheus Lava Lakes. Add base class to ensure consistency between light settings and easy optimization
  • Adding bestiary ui click, hover adjustments and UMG input
  • Fix an issue applying multiple bestiary stats to same source (Galileo feature locked)
  • General clean up, polished around manual cave, foliage and added cliff formations, Purple Quad, DLC
  • Implemented fish cooking recipes
  • Adding VFX, Lighting and material emissive control to aquarium t3 and 4. Added logic to only have these active when supplied with power and water
  • Added missing virtual stats
  • Wire wolf percention bestiary stat (Galileo feature locked)
  • Predator birds no longer target corpses that are sheltered
  • Adding Audio Row to bestiary enteries so an animal sound can be played
  • Fixes for BP logic on BP_Aquarium
  • Reworked transition between GL & TU to feel more natural on Blue/Green Quad, DLC Map
  • Adding missing material for new sonic boom VFX
  • Fishing Trap no longer will spoil food
  • Players can not longer place items in the fishing trap
  • Fishing trap will display a fish when a fish is caught
  • Adding first batch of bestiary creatures through device audio events and data table entry
  • Updated names for confirmed DLC creatures
  • Change bestiary percents, make popups aware of new bestiary unlock types, only display a single (the best) unlock popup when processing unlocks (Galileo feature locked)
  • Updating volumes and panning of bestiaryu creatures, adding in UMG BP logic to play sounds based on creature selected
  • Updating Bestiary UI
  • Update all Geode Lamps to be actual lights with emissive texture swaps
  • Remove Flammable from Geode Lamps and change to Light Deployable weight setup
  • Fix Geode Lamps ItemTemplate pointers
  • Remove rotation step from non-facing Geode Lamps
  • Fix random icon assignment to Geode Lamp deployable setups
  • Adding more creatures in for bestiary audio and data table
  • Updates to bestiary mixing. Ducking added and slight reverb to put the device in world more
  • Working on adding POI's & cliffs/rock formation in the swamp on Purple/Green Quad, DLC Map
  • Updated grasslands and wetlands atmosphere color effects
  • General clean up, polished around manual cave and added cliff landmarks, Purple Quad, DLC
  • Adjusted settings on shadow geo meshes in Prometheus (disabled all shadow casting except far shadows)
  • Deleting DM for DCO_DeskLamp_Carved so that a proper working version can be created, as well as fixing the lampshade material
  • Added proper DM for DCO_Desk_Lamp_Wood_Carved
  • Swamp Quadruped is no longer scared of player until attacked
  • Added Art asstes for ITM_FishChunks, ITM_FishFillet_Saltwater, and ITM_FishFillet_Freshwater
  • Adding in next batch of creatures sounds for bestiary
  • Adding Fish Recipe Icons
  • Adding Fish Chunks, Saltwater & Freshwater Fillet Icons and Meshes
  • Reworked transition between GL & TU to feel more natural on Blue/Green Quad, DLC Map
  • Added PM_Tree to all materials for Mega Trees
  • Fixing Geode Lamp Icons
  • Adding Geode Lamp Icons
  • Added flavour text for new lamps
  • Added text for fish recipes
  • Added text for fish ingredients
  • Fixed lava river blending in P2, working on adding POI's & cliffs/rock formation in the swamp on Purple/Green Quad, DLC Map
  • Adding most of the rest of the bestiary creatures vocals. Only a couple more to go
  • Change Editor-side functionality for EnzymeGeyser, Dropship and Respawnship and Meta Deposit actors to add locator beacon meshes as a dynamic component. This fixes the Editor poorly syncing the camera when focusing the actor due to the beacons size when attached as a permanent component. Separate Show/Hide into their own functions so multi-selected actors can sync up
  • Second Pass 1st fishing anims using proper base, adding SK_FishingRod_T2 rig
  • Update EditorUtilityQuickSelect to function with new Locator Mesh setups for world actors per CL 109517
  • General clean up, polished around manual cave and added cliff landmarks, Purple Quad, DLC
  • Updates to volume, max instances and verb amount for all bestiary creatures
  • Added Obsidian Armor Version 2 materials and textures
  • Add button to grab current level in WorldManager tool
  • Folder cleanup on Prometheus world actors
  • Add datatable validation for 'must be outside' (future content)
  • More wiring for Bestiary UI (Galileo feature locked)
  • Fixing issue with Dynamic Drop Pod Fallback cases which would cause issues in quest steps as the variable for location was not being cached correctly
  • Added Art assets for Fish15 including skeletal mesh, animBP, and ctrlRig
  • moved obsidian armor v2 materials to correct folder
  • Added new lava deployable placement type, can no longer place water-based deployables in lava
  • Add a basic animation hover to bestiary weaknesses, stats1, loot and stats2 (Galileo feature locked)
  • Adding Geode and Painting Set Talents and Setup for recipes
  • Update Motes FX to be half spawn rate and changed to GPU particle for performance gains
  • Decreased radius slightly and increased opacity slightly to counter reduced visuals from count reduction
  • Add motes effects variation for Grasslands biome and update logic to support in PlayerEffectsComponent
  • adding caught fish sound to the fishing traps. Implimentation of the traps may still need further tweaks
  • Paintings can now be interacted with and you select a painting from a new DT
  • New data table d_paintings with a reference to a large and small image for paintings along with a name for search purposes
  • Updated the Swamp, Lava, and Grasslands character select dioramas to better match the current biomes
  • Undo range //Icarus_Stream/Trunk/Icarus/Content/Maps/Caves/CAVE_SW_SML_004.umap from revision 3 to revision #head
  • Fixing Prometheus mission 4 prebuilt structure and quest location
  • Added missing files from last commit
  • Sort bestiary creatures by name alphanumerically, then group by unlocked or locked (Galileo feature locked)
  • Fixing Prometheus Mission 4 Dialogue Delays to fix mission pacing
  • Removed the search bar from the UMG and removed orphaned code for clarity
  • Delete all instances (200+) of WT_ParticleEmitter from Olympus and Styx
  • Logic has been unhooked for a long time and the actor now does nothing
  • added obsidian armor mesh pack
  • Adding fishing bench craft audio, audio data table entry and applied to all crafting bench recipes that make sense for the bench
  • Added hollow tree trunks, working on adding POI's & cliffs/rock formation in the swamp on Purple/Green Quad, DLC Map
  • Fixing quest marker locations so the bodies are within the search areas for PRO mission 4, also fixing bodies angles
  • Modified Creature name from PRO mission 4
  • Fixed Dead prospector body highlighting
  • Adjustments to fishing bench and rebuilt banks to fix bench not working
  • Polished and added roots and vines to tunnel of Swamp transition cave, Blue Quad, DLC
  • Added ITM_Shield_Composite
  • Fix dropship relocation using grenade sometimes applying bad audio states to clients due to a non-replicated variable meaning the audio could behave as if the player was IN the dropship. Put a length limit on dropship door open/close FMOD events so they automatically stop if their state change logic fails instead of looping infinitely
  • Updates to quest step locations for dynamic drop pods
  • Adding fishing trap loop audio event and BP imp
  • `Fixing PRO Mission 4 Intro Dialogue Ordering and Priority
  • Adding aquarium buble audio event and blueprint imp to play when bubbles are activated
  • Decrease color saturation and revert ToneCurve back to 1.0 to fix color crushing from GL postprocess changes
  • Setup PP Volumes for Underwater Swamp and Lava, added Lava Under Plane Material