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Genre: Simulator, Adventure

Icarus

Icarus Week Sixty Update | 2 hours of Weather Forecasting for oncoming storms

This week we’re re-working our weather systems, adding a forecasting system that gives you up to two hours of insight into approaching weather patterns.

This also adds more storm sequencing, creating up to seven different levels of severity to face and making this severity consistent across the entire map.

This also gives us the ability to customize sequences for specific missions, making more unique challenges applicable to the task at hand.

Finally, we’ve improved our backup system to create a backup save file every 30 minutes and provide more safeguards against accidental data loss.



Weather Forecasting



Our weather systems are getting an overhaul.

Weather Forecasting changes players' relationships with storms. Previously, storms were randomized with the only unique element being the different variations exclusive to different biomes.

In the new system, Weather Forecasting will provide up to two hours of insight into the upcoming weather patterns. These Weather Patterns are applicable across the entire map, so outside of variations (eg, sandstorms in the desert, blizzards in the arctic), all other elements will be predictable and consistent regardless of your movements.

This new system also adds more variety to the severity of storms you will experience. Rather than providing either of two extremes, there are seven different levels ranging from a cosmetic impact to drastic damage.



The other added benefit for our development is it provides us with the ability to preset sequences and severities for specific missions. This new layer of detail will make each mission feel a little more unique and challenging in its own right. For example, the first few missions have lighter showers before introducing base-damaging maelstroms in later missions.

Changes for the player

The infographic shows that more severe storms are highly likely to damage up to Stone buildings.

In Easy difficulty storms won’t only be ‘cosmetic’ - you are more likely to see storms that do deliver some damage, even if at the lower end of the spectrum.

With effective forecasting, however, players can spend more time preparing rather than having a storm dropped on them unsuspectingly.



The UI in-game will appear in a bar, like above.

The icons and colours represent the severity of storms that could occur, and the lengths of the bar represent the duration of the forecast in which storms can occur and the severity that will be experienced at different stages.

It is important to note that weather events do not occur ‘continuously’ throughout these periods, rather the forecasting bar is showing the sections that predict how bad different periods may be. As with all weather predictions, expect some variation from what is shown.

We will be monitoring feedback for various missions and forecasts for adjustments if needed over the following weeks.



New Backup System



We’re improving our backup system this week, looking to provide more safeguards against accidental data loss caused by corruption, players' computers shutting down unexpectedly or good old human error.

Backups for Character data, Profile data and active Prospects are now created at 30-minute intervals and stored alongside the original file with a ‘.backup’ extension.

In the event of a save file corruption due to an unexpected system shutdown, the latest backup will be automatically restored, reducing the data loss to within a 30-minute interval for players.

Users can manually restore a backup by replacing the original file with the most recent backup and removing the ‘.backup’ file extension.

The save files will be kept for up to five hours of gameplay, allowing you to manually roll back in 30-minute increments within this time frame.



Changelog v1.2.35.106983



New Content

  • Merge WeatherUpdate to Trunk
  • Re-export datatables after merge
  • Adding New Weather Patterns for all the Prospects
  • Fix the parameter type in logs for Weather forecasting
  • Added GGHost to the list of verified server providers
  • Fixing Cheat to Trigger Quests
  • Adding new Text to Objective List when Objectives are loading
  • New Weather Icons, Adjusting Weather Block Tiers by Player Selected Difficulty and Adjusted UI to fit better in with the other HUD Elements
  • Added remaining weather events to the All_Weather pool, added a All_Weather_MoreLight pool for use in early missions
  • Lowered weather intensities maximum to facilitate better difficulty scaling
  • Changed Open World weather pattern to MidPeak, reducing maximum intensity. (Hard difficulty will still get the maximum intensity weather rarely)
  • Added a MostlyMild weather pattern, as a middle ground between later patterns and the interoductory pattern
  • Moved some early missions and all Outposts to MostlyMild weather pattern
  • Increased average storm severity on exploration missions
  • Exposed client logging system to code and cleaned up multiple blueprints related to it
  • Added client logging to connection errors
  • Fixed some issues with the Error 65 auto-retry system
  • Tierified storm damage events to ensure building damage is normalized throughout tiers
  • Fixed invalid susbystem errors in UMG_ConnectingOverlay after renaming LogOverlaySubsystem
  • Updated weather tier icons
  • Resaved WeatherTierIcon datatable to update tier 0 storm icon
  • Added an optional initial forecast to prospects (possible grace period to ease players in on new prospects)
  • Fixed an order of operations issue that was causing forecast blocks to be skipped on save/load
  • Fixed a bug where the client would only see the boss icon from 'Crazed Creature' dynamic mission when within a small area

Fixed

  • Cleanup and improvement on Styx Landscape LODs. Textures were lowest mip due to memory constraints, now fixed for about 45% of the tiles, bug still exists making it difficult to generate correctly. Deleted LOD2 and LOD3 which aren't needed (triangle count is around 500) and caused additional unnecessary texture generation. Further improvements to remaining unfixed tiles to come
  • Small adjustment to the lowest waterfall height volume / intensity to make sure very small waterfalls feel appropriate
  • Fixed issue where double trunk trees weren't properly supported by TreeBase.cpp, and were causing crashes when chopped down
  • Fix remaining Styx landscape LOD textures that failed to generate properly
  • Fixed bug where SandWorm WorldBoss could sometimes teleport to the centre of the map.
  • Fixed bug where dead SandWorm WorldBoss icons would re-appear when re-hosting a prospect.
  • Reduced performance impact of SandWorm world bosses active in the world when players aren't nearby
  • Improve Olympus distant landscape LODs (part 1), settings update, extracting assets individually and regenerating, deleting LOD2/LOD3
  • Disabled skeleton ticking/refresh on SandWorms in the level that aren't currently relevant
  • Fixed steam offline issues by forcing sessions to be configured for Lan
  • Fixed a typo in a mission description
  • Fixed a few typos in mission objectives
  • Fixed a few typos
  • Add some more logging around server suspend/resume
  • Missions no longer start until a dropship has landed
  • Fixing Dropship Dialogue so it players correctly before the quest dialogue
  • Refactor and apply various optimisations to the multi point audio system to improve performance at scale. Should reduce the CPU cost of weather and fire audio systems, especially when applied to very large structures made of many grid bases, and refactor will make it easier to apply further optimisations
  • Fix an issue where the UI does not refresh buffs when mounted
  • Fix a merge bug in logging (internal only)
  • Resubmitting file that didnt save properly
  • Fixed crash caused by being able to click the cancel queued recipe item button in auto-crafting deployables (campfires/composters/etc)
  • Added a FOV reset on destruction of firearm objects
  • Fixes a bug where if you die while zoomed in with a rifle, you would stay zoomed in when you get revived
  • Reworked how character/profile/prospect backups work; Backup files are now generated every 30 minutes of game time and up to 10 are stored at a time. Added functionality to attempt auto-repair of corrupt save files in the case of computer shutdown during save operation
  • Changed order of ops for when grace period is applied due to UI refresh issue

New Content

  • Cleaned up resources and painted LC foliage, in P2 Purple Quad, DLC
  • Added art assets for ITM_Super_Cooled_Ice to project
  • Added base rock asset for meta tree and updated meta tree blueprint with new assets
  • Exotic Tree Device - added backpack mesh + material, edited textures
  • Optimisation removing tick function from audio occlusion components
  • Create an audio reflector interface to enable overriding of surface-based reflection values on specific actors. Apply to hollow trunk blueprints to enable appropriate audio delay effects when players are using them
  • LC Terraces - added collision to terrace meshes
  • Added ALN_Exotic_PlanA_Var1 wild version
  • Adjustments to lava river. Adding flow parameter and adjustments to the sound and pitch of the speed
  • Adding the predator bird attack vocal to the swoop animation. Not currently in use
  • Added Mage Tree Roots & Genreal Clean Up on Blue Quad, DLC Map
  • Added Geothermal Lakes and Foliage Pass of LC foliage, in P2 Purple Quad, DLC
  • Clean up resources and painted LC foliage, in P2 Purple Quad, DLC
  • Adjusted Frozen Rive Shader to use WP and replace default shader on SM
  • Fixing 1.3.0. dialogue
  • Adding in Dialogue for Promethus Main Mission Chain 1-5, Updating Quest Objectives and Item names to match dialogue
  • Added Deep Ice Deposit Spawns to Artic on Green/Blue Quad, DLC Map
  • Added growth stages for ALN_Exotic_PlantA
  • Adding texture files that didn't get submitted properly for ALN_Exotic_PlantA
  • Adjustments to swamp quad footsteps. Adding more mud layer and dirt grit
  • Fixing Promethus Progression by granting account flags when players finish missions 1,2,3
  • Fixing Deployable Varitation Spawning in Prebuilt structure code
  • Updating Prometheus Story 2 so the prebuit structure spawns correctly and adding new structure json
  • Removing Removed Flags from being references into the Talents Table
  • Updating Prebuild Structure for the Treehouse as well as updating the base structure icons
  • Updating Promethus Story 1 & 2 to use a better flow for prebuild structures
  • First pass on lights support for lava rivers, disabled by default
  • Clean up resources and painted LC foliage, in P2 Purple Quad, DLC
  • Added cave with lava Cave_LC_SML_004
  • Foliage Pass on LC biome, clean up decals and resources, P2 Purple Quad, DLC
  • First pass on volcano mesh and textures
  • Updating Prometheus Story 3 quest steps and adding quest markers into the prometheus terrain
  • Updating Fish data to include 04, 05 and 06 variations. Suffixing BP with names and uniforming DT row names
  • LC Stones - added mesh, textures, FTs, BPs and data table entries
  • Volcanic Rocks - assigned correct PMs to materials
  • Adding in 3rd person Sledge hit animation and custom focusable for the sledgehammer to give more control over attachement offset etc
  • Implementation Of Volcano Mesh, Building Rest Of Volcano & Removed Old Impassable Meshes on Yellow/Red Quad, DLC Map
  • Swamp Rocks - assigned correct PMs to materials
  • Grasslands Rocks - assigned correct PMs to materials
  • Adding Sols Arctic Hideout Base
  • Updating Prometheus Mission 4, adding Sols Hideout, Swaping Boss Creature to be a Snow Stalker and Updating Questmarkers and locations for Quest
  • Tundra Rocks - assigned correct PMs to materials
  • Replaced Crevasse Static Meshes with BP Versions & Shorten Waterfalls that are too Long on Green/Blue Quad, DLC Map
  • Landscape Pass On Lava Rivers In Phase 1 and 2 Areas and Foliage Pass on Lava biome, clean up decals and resources, P2 Purple Quad, DLC
  • Regenerated Landscape LOD textures for Olympus to fix blurry low quality assets
  • Added foliage in LC biome, cleaned up decals and resources, P2 Purple Quad, DLC
  • Further small adjustment to small waterfalls volume curve (small vs big)
  • Setting up Voxel Distributions for Prometheus
  • LC Cliffs - added proper convex hull collision
  • Adding footstep crack ice sweetener event and sounds. Not currently hooked up. To use footstep override
  • Fix Striker GFur settings and add LODs
  • Add or fix LOD settings on various assets
  • Adding Correct Resource Collection to the various new plants added to prometheus
  • LC LavaCold meshes - added convex hull collision
  • Fix GeodeLamp asset settings, textures, LODs, etc
  • Finish Volcano Blockout Red Quad, DLC Map
  • Add Hyena, Cougar, Elephant, Jaguar, Piranha and SnowLeopard decoration statue data (not yet available to craft). Icons and recipes still need creating
  • Adding System for spawning Exotic Plants
  • Geothermal Pools - added convex hull collision to meshes LC_Geotherm_03-07, disabled RVT on their materials
  • Added Cave with Lava Cave_LC_MED_005
  • Landscape Pass On Lava Rivers In Phase 1 and 2 Areas and Foliage Pass on Lava biome, clean up decals and resources, P2 Purple Quad, DLC
  • Seperating Out Fishing Bench and allowing 2 devices to be placed on one deploy
  • Fishing bench can now craft rods and lures on one side and fillet fish on the other
  • Changed popping log array from front and re-appending from the back to a circular buffer
  • Removed ELogCategories enum and moved it to a data table
  • Array doesn't change size after initialization anymore
  • Removed unnecessary functions
  • Changed BPs to use new DT enums/text
  • Changes were suggested from an upsource review
  • Reconciling offline work. fixing build validation
  • Went through all relevant files and refreshed all nodes and force saved the DT
  • Exotic Tinted Plants Resource Placement on Green/Blue Quad, DLC Map
  • Volcanic Rocks - Convex hull collision on LRG and MED rocks
  • Volcanic Rocks - Convex hull collision on MAC rocks
  • Exotic Tinted Plants Resource Placement on Purple Quad and A Foliage Pass, Purple Quad, DLC Map
  • Adding t3 and t4 communicator computer audio and events and BP addition
  • Finished Cave with Lava Cave_LC_MED_005
  • Volcanic Rocks - convex hull collision on cave entrance meshes
  • General clean up of foliage, decals and riverbanks in Grasslands and Tundra, Green Quad, DLC
  • Replicating the RunQuest Variable
  • Fix missing uproperty specifiers in MultiPointAudioNodeArray members

Icarus Week Fifty Nine Update | Dedicated Server Search Results revamp

Week Fifty Nine is here, and we’ve focused this update on multiple dedicated server and core game bugs and improvements that have been reported and ticketed over the New Year period.

The Dedicated Server search functionality has received an overhaul, with new ways to tag and sort your favourite servers, and faster load times with more details to make scanning results simpler and more efficient.

A large number of core game bugs were reported to us by our player base, and we’ve addressed the majority of them this week. Check out the long list below, with more in the patch notes.

Finally, we’ve gone into depth about our strategy for dealing with ongoing performance issues and the five key areas that build our approach.



Dedicated Server Fixes



We’re improving the Dedicated Server search results functionality this week, taking on considerable community feedback and data to improve the UX for players.

  • Added the ability to search for servers via IP address, with its own ‘Direct Connect’ tab
  • Disabled the engine LAN search option for Steam's LAN searching instead due to the game crashing while switching search types
  • ‘Game Version’ on Dedicated Server results that are out of date are now easier to read
  • Added ‘Friend' and 'History’ tabs to the server browser - Joining a server will now add it to the History tab
  • Increased max server results to 10,000
  • Servers will now show up as they appear without the need to refresh the list or restart the game
  • Servers can be marked as ‘favourites’ and will show up in a ‘favourites’ tab
  • Added ability to connect via ‘Lan’ for local connections, with its own ‘Lan’ tab in the table
  • Server tabs are now ordered ‘Internet - Favourites - History - Lan - Friends - Direct Connect’



Core Game Fixes



Alongside our Dedicated Server search results improvements, we’re addressing a range of core game issues that were raised over the Christmas period.

  • Fixed an issue where clients were unable to place or rotate wall signs
  • Fixed an issue where clients using the glassworking bench, were not being correctly displayed the ‘yellow’ border around an item when water was added, signally the item would be ‘reinforced’
  • Fixed 'Out-of-bounds' check not occurring when the player was seated on mount
  • Investigated and Fixed Issues with Healing Module not always applying the Aura
  • Fixed an issue where enzymes geysers were spawning each time you started a session making it seem like their count was resetting
  • Fixed an issue where killing animals with your mount could fail due to a bug
  • Fixed an issue where the UI was allowing players to deploy items in the space station
  • Fixed an issue where the fridge/icebox were displaying incorrect spoilage timers for clients and causing issues with spoilage
  • Fixed a bug that was causing sort options to not work on containers
  • Fixed an issue where modifiers would sometimes fail to clear in the UI when timed out
  • Fixed a bug where players would unexpectedly lose an attachment when removing multiple from an item
  • Fixed an issue where people could lose items in space by ‘control-clicking’ in some circumstances
  • Fixed an issue where the grace period was not being applied while seated in the dropship for some players
  • Fixed an issue where item spoil timers wouldn't take into account the proper multiplier stats when combining stacks or removing from stacks. ‘Sturdy Stalks’ talent, for example, should now work as expected.
  • Damage Types and Colors have been revamped, with new damage types being added for future content. Felling damage is now displayed when cutting down trees instead of melee damage.



Performance


For new players and old, performance is a frequent topic of conversation, and we’re aware of how important it is to you all. At this time, we have half of the Icarus Tech Team dedicated to this task.

While we are doing our best to get these fixes to you as fast as we can, changes related to performance require thorough investigation and careful consideration before any decisions are made. Rushing headfirst in often causes more damage than good.

We are currently focusing our efforts on five main areas:

Engine Performance

Many of the systems we use in Icarus are provided to us as part of Unreal Engine. Our philosophy has always been not to fight the engine, but at times we have found it necessary to tweak the way some of the systems work in order to achieve some of our goals.

Game Systems

In many of our weekly updates, we do our best to bring you new gameplay features that add dozens of hours to your gameplay experience in Icarus. At the same time, we are doing our best to continue to profile the game, in order to minimize the number of operations that need to occur on each frame.

Memory

Loading gameplay features into memory has a knock-on effect - the loading of one object can trigger a long chain of other objects to load alongside it. In order to prevent this chain reaction from using up too much memory, one of our focuses is to scrutinize the dependencies that form between objects and remove them wherever we can.

Stutters & Garbage Collection

One of the many features of Unreal Engine is automatic garbage collection. Convenient as it is, it can sometimes result in stutters during gameplay when large amounts of memory are reclaimed at once. We are investigating different ways to work with the engine to better minimize the impact of this step.

Connection

There is no “silver bullet” when it comes to optimizing networking - it mainly comes down to the continued efforts to profile the multiplayer experience, reduce the size of the network packets we send, and reduce the number of packets we need to send each frame.


As we continue forward we will continue to make small improvements every week to address all the issues mentioned above. These fixes and optimizations are cumulative, with the improvements in performance in the last 12 months a reflection of this ‘piece by piece’ approach.



Changelog v1.2.34.106680



Fixed/QoL

  • Fixed a few typos in names and descriptions
  • Update dropship text to clarify that workshop items in inventory are returned to the station as well
  • Remove old Waternode assets
  • Delete unused mountain heightmap images
  • Move PFS out of root content folder into FOL/Spawners folder. Left redirector in place for now
  • Move AC_Plant assets out of root FOL folder and into AC sub folder. Fixed filenames
  • Clean up FOL folder assets
  • Move MF out of random ENV/GEN folder and into MAT/MF folder
  • Fixed a few typos in dialogue subtitles
  • Adding new music cues to the correct group routing so the music slider adjusts their volume
  • Fixes for Grass filenames and texture settings, deleted unused content
  • Fix proxy meshes for Drying Rack not showing for Giant Steak or Leather. Fixed asset filenames. Fixed recipe name typo
  • Adding custom shield break audio
  • Add GFur to Shield
  • Fix Shield LODs
  • Delete Shield BP from ITM folder
  • Added new 'Bounds Mask' EQS test that can be used to query whether a generated EQS location is outside of current Terrain/Prospect bounds mask if applicable
  • Swapping Enzyme Geyser to be a FindOnly Reload Resolve Policy, prevent duplicate geysers from spawning and preventing the resetting of the completion count on load
  • Fixed issue where animals would bug out when killed by a client's mount while they were riding it
  • Fixed 'Out-of-bounds' check not occuring when player seated on mount
  • Enable logging in UnrealTargetConfiguration.Test (internal dev change only)
  • Changed space loadout tab to be view only. This fixes the case of control clicking items into a non-existent player loadout from your space inventory. The regular loadout screen is unaffected
  • Can no longer sort inventories marked as 'remove-only' (Overflow bags, NPC corpses, etc.), fixes bug where trying to sort one of these inventories would remove all contents
  • Attachments that are removed from items on the Alteration bench are now moved to main inventory when modified item is shifted
  • Fixed a bug where in certain circumstances the shield wouldn't be deleted and would be stuck to the players arm
  • Fixed bug where initial name given to mount wasn't displayed until closing then re-opening mount inventory screen. Fixed bug where clients aren't able to set name or access behaviours of tamed mount they've just claimed without re-opening mount inventory screen
  • fixed validation error. meshable unsaved changes
  • Ensure that modifiers that are in the process of being garbage collected are factored in to removal logic
  • Rework modifier UI to be event driven (and not to fire every frame) for performance
  • Ensure mission timers show the correct value when previewing a local save (load button UI)
  • Removed unncessary eating GOAP action from Juvenile setup, fixes log spam regarding missing 'FoodContainer' BB Key
  • Player footstep noises are now tagged correctly so NPCs can differentiate them from other noises
  • Fix sorting by tag on containers
  • Moved inventory tag queries from an array on BP_IcarusPlayerControllerCharacter to a new datatable SortTypePriority
  • Change EnzymeGeyser ToggleEditorLocator function into separate Enable/Disable functions for multi-select purposes. Hide locators in Styx
  • Added code include to AfflictionChance to fix compile errors
  • Added QueryPort value to session result data to retain any needed information to favorite a server on steam
  • Added OnFindSessionResult callback to engine code so servers can be displayed on screen as they are received instead of waiting for thousands of results
  • Steam server searching can now accept filter queries, allowing players to specify a specific IP to search
  • Added server browser tabs for Favorites/LAN/Direct Connect
  • Fixed a bug where deployable placement would become desynced between server/client sometimes
  • Fixed issue where deployables supporting custom rotation weren't guaranteed to have the same custom rotation when trying to deploy on server/client
  • Removed Server versioning debug logging from Matchmaking Subsystem
  • Changed server result logging in Matchmaking Subsystem to verbose
  • Removed old Crafting Recipes for the old fishing rod and trap as these are now no longer valid
  • Disabled the engine LAN search option for Steam's LAN searching instead due to the game crashing while switching search types
  • Fixed clicking on server results not opening the join prospect window after favorites system was added
  • Game Version on Dedicated Server results that are out of date are now easier to read
  • Added Friend and History tabs to the server browser
  • Joining a server will now add it to the History tab
  • Increased max server results to 10000
  • Added user facing log overlay
  • Fixed a bug where clicking on 'deploy' in space will softlock the UI/game. Deploy button no longer appears in space
  • Improved stability of several account migration steps
  • Re-balanced how footstep noises are perceived by aggressive NPCs; footstep noise slowly builds up NPC aggression based on distance rather than triggering detection on the first footstep heard.
  • Balance changes to aggressive AI slightly increasing time to detect players.
  • Corpses currently held by player are no longer valid targets for carnivorous NPCs looking for food
  • Inventory spoil rate is now replicated to clients correctly, fixing issue where remaining seconds before spoil wouldn't update correctly for clients
  • Fixed issue where item spoil timers wouldn't take into account the proper multiplier stats when combining stacks or removing from stacks; Sturdy Stalks talent should now work as expected
  • Split Peer to peer and dedicated server searching so one can run without the other, allowing peer to peer players to never query dedicated server until needed
  • Added localization text for server browser
  • Added possible crash fix during server browser displaying servers as they appear
  • Removed friend count/filter on server browser since that's now managed by it's own tab
  • Fixed compile errors in old tutorial screen
  • Fixed a bug where when using a glassworking bench with a connection to water, the client would not get the updated icons for altered glass objects
  • Direct Connect no longer shows all servers if no IP was entered
  • Improved the look of the server name search box to make it more obvious that it's a search box
  • Fixed crash when refreshing results in the server browser
  • Fixed issue where the dedicated server browser wouldn't clear it's results before refreshing, causing duplicate results
  • Changed steam listing parameters from Unreal Test to Icarus so server results can be viewable in the steam client browser
  • Exposed Steam AsyncTaskTimeout as an OnlineSubsystemSteam engine config, so servers can increase the default 15 second timeout if needed
  • Changed the item mesh in 'Mesh_Item_Shield_Wooden' from a static mesh to a skeletal mesh
  • Removed the old 'back context' mesh and EquipBackMesh BP
  • This fixes the BP code not being called, therefore fixing the hit audio not playing and also the shield mesh not being deleted
  • Fixed repair actions not being available on space inventory screen
  • Added extra logging to steam package flag fetching process, should help debug issues players are having when unsuccessfully trying to access Supporter's Edition content.
  • Package flag fetching process will continually retry while in the main menu in the event of a failure.
  • Added additional Sentry Event tags to help with searching for specific bugs in web interface

Future Content

  • Adding 2 Fishing rods, 2 Fishing Traps, 1 Lure, 1 Wall Mount, 1 Aquarium, and the Fishing Bench Talents, Blueprints, Recipes and Unlocks
  • Setting up Fishing Alterations and Lures, adding new gameplay tags and fishing inventory setup
  • Setting up new fishing deployables
  • Setdressing Pass On New Large Ice Cave, AC_MED_010, Prometheus
  • Placed Cliffs around lave river in Phase 2 Area on Purple Quad, DLC Map
  • Created extra rock formations and placed Cliffs around lave lakes/rivers in Phase 2 Area on Purple Quad, DLC Map
  • Landscape and Decal Pass in pt2, added cliffs and riverbanks, Part2, Purple Quad, DLC
  • Adding spider events and anim notifiers. Unique whoosh sound and data table entries etc
  • Replace SW_GroundCoverB references to use v2 models
  • Adding spider attack audio
  • Adding spider death vocalisation and flinch also short attack whoosh
  • Setdressing Pass On New Large Ice Cave, AC_MED_010, Prometheus
  • Created Transition Caves Entrances to Red Quad from P2 Area & Add Transition Caves from P1 to P2 Area on Purple Quad, DLC Map
  • Landscape and Decal Pass in pt2 around cliffs and riverbanks, Part2, Purple Quad, DLC
  • Adding spider roar / spot sound
  • Adding Lava River audio and data table entry
  • Landscape/Decal Painting in P2 Area & Added Terrace Pools in P2 Area on Purple Quad, DLC
  • Setdressing, CaveWorm and Voxel Pass On New Large Ice Cave, AC_MED_010, Prometheus
  • Adding spider move sound and other small adjustments ot the spider distance filtering for the footsteps
  • Landscape and Decal Pass in pt2 around cliffs and riverbanks, Part2, Purple Quad, DLC
  • More updates to the spider. More vocalisations added to anims and also added a shoot web sfx
  • Added proper Destructible mesh for CF_Berry_Bush_01 as it was originally using BushA_01
  • Small reduction in volume of spider and other balance tweaks
  • Adjust Lava Lake material and tweak colors to match Lava River Material
  • Adding Rockdog enrage sizzle layer
  • Add Prometheus AI spawn setup. Reorganized AISpawnZones DT
  • Added Exotics to All New Ice and Tundra Caves and Did a Polish Pass On AC_MED_007, Prometheus
  • Landscape/Decal Painting in P2 Area & Added Terrace Pools in P2 Area on Purple Quad, DLC
  • Landscape and Decal Pass in pt2 around cliffs and riverbanks, Part2, Purple Quad, DLC
  • Balance adjustments to needler and a few other creatures. Slightly lower volume. Less spawn rate
  • Adding another swamp ambient creature and fine tune and adjustments to spawn rates of other creatures
  • Added option to turn on/off geothermal vfxs on BPs
  • Assigned correct Destructible meshes for both GL and TU Tussock Assets, which included creating the associated DM BPs and materials
  • Small adjustments to spider balance. Also added click ambient creature to lava biome when around foliage
  • Adding new Damage Types (Shatterring, Felling, Frost, Electric, Explosive, Wind)
  • Seperating Melee & Projectile Damage types from Physical (Still Stat Driven)
  • Added a new datatable to define various damage information such as damage stats, resistance stats and various tag queries
  • Replaced various damage calls to use the new damage types
  • Adding new stats, both damage and resistances for each of the new damage types
  • Adding Sledgehammer description & lore
  • Fixing up payloads which where using old damage types
  • Small volume adjustments to grasslands and swamp biome. Increasing slightly to keep in closer line with other biomes while still maintaining unique feel
  • Small increase to overall tundra biome volume and subtleties
  • Fixing up Shattering Stat Calculations
  • Fixing Hittable Rock Behaviour so Breakable rocks only take shatter damage
  • Landscape/Decal Painting in P2 Area, Enabled Stream Geo Pools in P2 Area & Blocked Out Transition Cave on Purple Quad, DLC
  • Finished Two New Small Ice Template Caves and Added 3 Large Caves to Blue Quad for Inital Testing, Blue Quad, Prometheus
  • Delete unused Spider assets
  • Fix Spider texture filenames and settings
  • Unified Spider GFur settings
  • Added Lava VFXs, Bubbling/Smoke/CoolDown/Splash/Lavafall
  • Adjustments to Lavafall Material and WT
  • Landscape and Decal Pass in pt2 around cliffs and riverbanks, Part2, Purple Quad, DLC
  • Adding spider shake booty sound and adjustments to snow striker animation notifier timings
  • Adding sledgehammer whoosh to animation and also various new creature reverb adjustments and spacial tweaks
  • Submitting Mini Lava Bomber and textures
  • Setting Meshes for Raw and Clean Exotic Resources
  • Adding Recipes & Talents for Exotic Harvester and Processor
  • Setting up Exotic Tree Node and Harvesting Device
  • Adding Exotic Processor Mesh and Setting up Actor States
  • Setting up t3/t4 Mission Communicator Meshes and Setting up Actor Camera Views
  • Setting up Prometheus Open World and enabling selection in the menu (Feature Locked)
  • Removed whoosh from sledhgehammer impact sound and added unique whoosh to sledgehammer animation. Slight adjustment to sledgehammer impact spacial
  • Fixing Raw Exotic Resource Mesh
  • Added description and flavour text for brick tier items
  • Added Exotic and Mission Communication Icons for 1.3.0 and added to datatable
  • Adding Deployables to the prebuilt structure system
  • Fixing Electric Extractor Mesh which was swapped out accidentily in a previous commit
  • Adjustment to striker reverb send, fixed wrong fooptstep anim notify on leopard / snow leopard and fixed timing of anim notify
  • Landscape/Decal Painting in P2 Area & Blocked Out Transition Cave on Purple Quad, DLC
  • Setup 3 new caves for Inital Testing, Blue Quad, Prometheus
  • Clean up of spawned resources and painted LC foliage, in P2 Purple Quad, DLC
  • Placed Procedural foliage volumes and spawned resources, Pt2 Purple Quad, DLC
  • Adding Basic Fishing Data Structures, Stats, Spawn Config and Zones, and Library functions to catch Fish
  • Adding Cheat to quickly catch fish without the required items for testing various spawn zones, weightings and stat assignments
  • Adjustment to spider whoosh
  • Adding new Fishing Cheat for Quickly Fishing in Different Zones & Other Functions to the Fishing Library
  • Added Basic Fish and Fish Chunks Items for Testing, these are seperate from the existing fish items
  • Fixed Fish Weight & Length stats being the opposite of what they where
  • Add FarShadow settings to Styx persistent blockers to improve distance shadow casting visuals
  • Adding new stats which effect various stats of fish which are caught
  • Modified Fishing Library functions to take in a generic actor as the 'fisher' so objects other than the player can fish (Fishing Traps for example)
  • Added basic stats to the Fishing Rod
  • Building Transition Cave from P1 to P2 Area on Purple Quad, DLC Map
  • Added ITM_Ingot_Obsidian to replace DEP_Furnace_IngotObsidian
  • Delete V1 brick kit assets deprecated by V2 assets
  • Added Color control to NS_Meta and Emission Colorto MA_meta
  • Fixed waterfall seam on Green Quad, Added Mage Tree Roots on Blue Quad, DLC Map
  • Foliage Pass of LC foliage, in P2 Purple Quad, DLC

Icarus Week Fifty Eight Update | New mission - REMNANT: Extraction

This week we’re introducing a new mission to Styx, similar to DEEP VEIN and PAYDAY which guides players to explore the many exotic deposits across the map. REMNANT will provide multiple outcomes in a dynamic environment, perfect for new players or exotic farmers.

We’re also making a change to exotic extraction, providing a more balanced extraction experience across our three biomes, as requested by our community in Feature Upvote.

Enjoy!



New Mission - REMNANT: Extraction



This week, we’re bringing you a new mission, REMNANT: Extraction. Similar to the introductory missions DEEP VEIN and PAYDAY, REMNANT guides players to place a number of radars in various locations to find, extract and launch exotics into orbit.

REMNANT takes place on Styx however, which has a much higher saturation of exotic deposits on the map, so the mission has a wide variety of outcomes. Lines from the radars will point players to different exotic deposits with varying distances, and allow them to learn the mechanics in a more dynamic environment with more paths to choose from.

Your briefing is as follows:

REMNANT: Extraction

// OPERATOR: UDA
// BIOME: The Great River
// BACKGROUND: UDA advises additional prospector training with advanced scanning techniques, after clearing the area of easily found exotic deposits
// MISSION: Follow UDA radar procedure, locate and extract exotics, deliver exotics to orbit
// TERMS: All extraction equipment and materials are to be provided by the Contractor



Exotic Extraction Balance



We’re making a requested change to exotic extract, unifying the drill slot count across biomes and increasing relative mining speed to provide a balance.

All three biomes (forest, arctic and desert) will now have two extractors, reducing forest from three to two. To balance out the reduction, each extractor will extract exotics 50% faster, which provides a better situation for single player session where players may not want to have to craft multiple extractors.

Effectively, this just reduces the forest biome to only having two extractors, to be in line with the arctic and desert biomes, but these 2 extractors will be as effective as the previous 3 allowed in the forest biome.



Bug Fixes



We’re addressing a range of bugs to kick off 2023. While you’ll find others in our detailed change log, we wanted to address these three in particular:

  • Fixed a bug where if a client holds a shield and a one-handed weapon the UI doesn't show the shield highlighted
  • Fixed an issue where Dropships & Dynamic missions can trigger outside of the playable area by implementing a new ‘Bounds Mask’
  • Before writing to Character/Profile/Prospect data, temporary backups of original files are created to as safeguards in case of an unexpected shutdown or game crash during the saving process. Save file restore occurs on the initial application load


v1.2.33.106383

Icarus Week Fifty Seven Update | Block enemy attacks with the new shields

Week Fifty Seven is here, and it brings our newest equipable item, shields. The first iteration released this week is the wooden shield, a Tier 2 item that blocks up to 75% of damage when used to defend against enemy attacks.

The shield can be equipped in your off-hand and used with a melee weapon or tool, but be aware it will suffer durability decline when used, at the benefit of your health bar.



Shields



Shields have been added as an equipable off-hand item.

The first version, the Wooden Shield, is crafted at the Crafting Bench and costs 14 wood, 12 fibre, 4 leather and 2 iron ingot. These can either be held on their own or with any one-handed melee weapon such as a hunting knife.

You can block up to a 90° angle in front of you, reducing damage by up to 75% using the right click on your mouse. The use of shields consumes a small amount of stamina, similar to any action with a melee weapon.

The shield takes damage when used to defend you from attacks, and will lose durability over time, so be prepared to repair it on the go.

We decided to add shields to open up some new gameplay and combat opportunities.

As ‘jousting’ is currently a strategy for some creatures we wanted to provide an alternative and start to expand players' and creatures' reactions in combat. The shield allows players to quickly block an attack if there is no time to move or to keep the creature's focus on you while your co-op players deal the damage.

With new creatures and behaviors on the way, the shield may come in handy in the coming patches. This is just the first shield to be introduced to Icarus but expect more with various skills, stats and modules in future.

- Jake Dodunski, Project Lead





v1.2.32.106048


Icarus Week Fifty Six Update | Tow your gear with the new Carts for Mounts

Week Fifty Six is here, bringing with it our newest accessory - Carts. Attach them to your buffalo mounts and take advantage of the 1000kg, 60-slot capacity for those long-haul expeditions.

Crafted at the Carpentry Bench, you can take advantage of them from Tier 3 and avoid the dreaded slow slog back home when over-encumbered with ore.



Carts



Carts are here. For all our cross-country explorers and busy gatherers, miners and hunters, you can now attach a wooden cart to your Buffalo Mount.

Carts can be crafted at the Carpentry Bench for 80 wood, 15 iron nails, 20 rope, 10 epoxy and 50 refined wood. They go into the Mounts ‘saddle’ slot and when used, render that mount unable to be ridden and will reduce the buffalo's speed slightly.

The carry improvement is immense, however, with a massive 1000kg and 60 carry slot capacity bonus that will be incredibly valuable on long-haul expeditions for mining, moving bases or traversing biomes.



Dedicated Servers Beta



Thank you to all the players and partners who have helped us test Icarus dedicated servers over the last few weeks - they’re proving popular. Your feedback has already allowed us to move quickly to fix bugs and make several improvements necessary to get it up to speed.

Several online game server providers now offer Icarus servers to rent. In our server browser screen you’ll notice we have highlighted four verified server providers. These providers have helped us test and fine-tune the servers, but are independent of RocketWerkz.

If you are interested in setting up and running your own (beta) Icarus dedicated server, you can access our setup guide on github here. We have a special discord channel #dedicated-server-beta where you can ask questions and trouble shoot any issues that arise. Click here to join.



v1.2.31.106049

Icarus Week Fifty Five Update | Inventory Sorting by Weight, Name and more

Happy Week Fifty Five! This week we’re adding highly-requested inventory sorting, just in time for Christmas. You’ll be able to sort your inventories four different ways, with preset categories and orders to make it as easy as one click and go.

Happy organization everyone!



Inventory Sorting



Inventory sorting has been a popular request from our community, and while we’ve had some for many months we are expanding it, adding to the functionality and packaging it up for Christmas. You’ll be able to sort your inventory in four ways to organize your gear however best suits you.

Weight, Stack Amount and Name (Alphabetical) are pretty self-explanatory, and the fourth option Type uses the following categories in this order:

  • Non-Food Consumables
  • Weapons
  • Armor
  • Buildings
  • Resources
  • Exotics



Important fixes



We’ve added a range of important fixes this week, many of which were identified by our community in the last few weeks since the big player data decentralization update.

  • Icarus now works fully in steam offline mode and without an internet connection
  • Repairing at the station now correctly consumes 10 Ren for each repair and repairs the item
  • Refunding Talents at the station now works correctly. It refunds the talent and consumes a refund token
  • Dropships no longer destroy mission items and any deployables hit will be damaged and drop their items rather than just removed
  • Updating Cave Lighting to provide better coverage across different areas of the cave
  • We’ve added a new more distinguishable mesh to the Exotic Extraction Ship



Quick guide for new Winter Sale players



If you’ve just bought Icarus in the Winter Sale, welcome! We wanted to give you a few handy links to check out to get amongst the community and enjoy the game as much as possible!

First, join our official Discord here. You can find our growing community of over 47,000 Discord members who will help you with quick tips, finding a team in LFG or sharing your highlights and lowlights. You can also chat with our devs, and get inside scoops on what we’re working on.

Feature Upvote is our player feedback system, where you can report bugs, ideas, concerns or areas for improvement. Our team goes through it daily and many of our changes and updates are a result of the tickets submitted.

If it’s your first time playing, and you want to check out some guides, our community have been making some fantastic ones! Check these out:





Finally, the best part about Icarus is in fact, learning by trial and error! Everyone in our community has a story of that embarrassing death they learnt a valuable lesson from. Take each mistake in stride and enjoy the ride!



How we use Feature Upvote



This week's lead feature, Inventory Sorting, came from your Feature Upvote suggestions.

For new players, Feature Upvote is your direct line into the team working daily on Icarus, giving you the ability to be a part of our game's development without feeling like you’re talking to a brick wall through a website form or other outdated system.

On Feature Upvote you can upvote existing suggestions or add your own. These can be bugs you come across, features you’d like to see, changes to existing features or just feedback on the game's concept and your experience so far.

Our team combs the board daily, and many changes and improvements we’ve made have come as a direct result of suggestions made here. We love having this system in place to generate feedback in a fashion that allows us to act swiftly and effectively and gives our players the ability to actively contribute to the game they love.

If you’d like to jump in and see what’s trending or add your own, click here and share your thoughts.



Changes coming to Styx



Back in May we added the Styx Map and Mission Pack, an entire new map with 16 new missions and new creatures. We gave it away for free to all existing Icarus players, but at the time said we would eventually transition it to being a separate, paid DLC pack. This is a heads-up that we plan to do that sometime in the next few weeks. We need Steam to change some configurations for us, so don’t have a precise date but we want to give you lots of warning and ensure a smooth transition and not disadvantage anyone.

For existing players, this won’t affect you. You will still have Styx forever and won’t need to purchase it. It won’t be taken away.


After the Styx pack becomes available to buy separately (date tbc), any new players will need to purchase the Styx pack on Steam to play that map and missions.

We also plan for multiplayer hosts to be able to share Styx with others who haven’t purchased it. Players who own Styx will be able to host Styx Missions and Open World sessions and invite Steam friends to join them, even if the other players don’t own Styx. Dedicated server hosts who own Styx will be able to host server games using the Styx map. Only the host will need to own the Styx pack.

We also have plans to keep expanding to both the Styx and Olympus maps with things such as new Missions.



Changelog v1.2.30.106050



New Content

  • Add a backend inventory sorting method for alphanumeric localized name
  • Add a backend inventory sorting method for stacksize
  • Adding New Cheat Function to Add Random Items
  • Adding new dort function UI to various inventories
  • Add a backend inventory sorting method for sorting via tag queries
  • Modify backend inventory sorting method for sorting via tag queries to bucket on first query matched, then alpha
  • Updating Tag sort to be based on tag query row handles and not individual tag queries
  • Cleanup up code
  • Styx is now locked behind correct DLC package. Fixed Styx Map DLC package not being granted to some owners
  • Added tag sorting list.
  • Fixed tags for many items, and added new tags and tag queries for certain item types for better categorization and sorting
  • Adding in base mesh, materials and animations for the exotic delivery pod

Fixed

  • Changed default dev backend from sandbox since that service is offline now
  • Increased minimum DLSS verbosity to stop log spam
  • Added extra logging to try to track cause of dedicated server 028 issue
  • Update Terrain017 to flag it for WorldGen to pick up and distribute cave light changes
  • Update cave lights to bring spotlights closer to glow plane to avoid intersection with other world meshes outside of caves causing blockage
  • Increased light brightness 2x after reviewing in full game scenario with cave PP darkening the scene heavily
  • Change Cave Light type to be Stationary for performance purposes
  • Update Terrain017 to flag it for WorldGen to pick up and distribute cave light changes
  • Increase cave light draw distance from 50 to 75m to account for larger caves. Rexported CF_MED_002 to see if its enough
  • Save all Cave templates with lights in them to inherit new default intensity and view distance values
  • Add logic in WT_CaveTemplate construct to check X/Y actor axis rotation and print log to console so these instances can be found and fixed
  • Added crit volumes for the crocodile and reduced projectile resistance
  • Fixing Race Condition caused due to new dropship player initialisation which was causing players to die before landing on a prospect
  • Rewording the Skip Migration Text
  • Updating Error / Messages to remove wording which no longer makes sense
  • Fix dropship audio bug where rocket sounds could be muffled due to inappropriate occlusion values. Add ignored actors to dropship occlusion traces so they don't accidentally hit stuff that they shouldn't, and move the occlusion trace point upwards to avoid false landscape hits on landing
  • Fixing issue where 'PneumoniaResistance_%' would increase the chance of catching Pneumonia and not decrease it
  • Fixed a few typos in item descriptions
  • Added new error codes for different causes of 028 error
  • Removed listen options from dedicated server travel as this is only used for P2P hosting
  • Deleted old host migration system as it isn't used
  • Updated wording on dynamic missions board interface to show Missions instead of Quests
  • Fixed not being able to reach character select while in steam offline mode
  • Fix TimeOfDay does not initialize in PIE (internal PIE only)
  • Fixed a typo in the flavour text for the Sinotai Dropship Recall Beacon
  • Fixed issue where dropship beacon grenade wouldn't recall dropship if the player reloaded a game while far away from their dropship
  • Dropship can now complete initialisation within an unloaded tile if in the 'Landed' state
  • Fix Cocoa Fruit texture settings, filenames, collision and LOD settings
  • Fix Dropship beacon grenade filenames and LOD settings. Delete WIP V1 assets
  • Fix Steel Bloom mesh filename
  • Fixed clay brick using BLD shader instead of ITM shader. Fixed filenames. Removed LODs as LOD0 is 300 triangles
  • Delete unused Lava textures, fixed 4k normal maps
  • Fixed texture settings on IceWater assets
  • Added a version 2 of the brick buildable kit art combining three materials down to 1. Updated both the static and skeletal mesh
  • Fixed Cypress asset filenames and texture settings
  • Fix bug where dialogue lines were replayed at the end of a prospect mission. Temporarily suppress dialogue triggers in the dialogue system while the iterative CleanupQuest process is running
  • Remove a quest end dialogue event from a quest in the Ricochet: Expedition mission which was causing the Mission Completed dialogue to play twice
  • Updating the Exotic Delivery Pod Mesh
  • Server providers logo now randomized and updated the survival servers logo
  • Fixing Play in Editor Issue where players would not remove the grace period buff, it now removes as intended
  • Fixed join prospect screen still using the 8 associated players limit
  • Improved messaging on why you cannot join a prospect (too many associated members or too many active players)
  • Fixed dedicated server using associated member list stored inside blob instead of the actual header file
  • Fixed case where rocket data wasn't being cleaned up if a player left the prospect
  • Dropships now deal flat damage when landing instead of calling 'Destroy' on actors underneath them. Dropship beacon grenades can now be tested in editor without needing to go through correct titlescreen flow
  • Fixed Repairing in space so it consumes 10 Ren per repair, added UI to show Meta curriences and added confirmation on repair
  • Fixed a bug where when selecting a mission you could not select a difficulty or hardcore mode
  • Fixed issue where server returning to lobby would be still running as the survival game mode (causes server to not update correctly)
  • Fixing Talent Respect Not working as intended, it now refunds the talent and consumes a refund token
  • Fixing issue where Talent refund tokens were unable to be purchased citing 'not enough Ren'. Talent Refund Tokens are purchasable again
  • Password input box now hides entered text with optional button to show
  • Password input box and character delete confirmation input boxes now are automatically focused for text input when appearing and use the enter key to commit
  • In game chat box now stays focused for input after sending a message and will defocus when escape is pressed
  • Fixed mouse cursor loss when chat box in server lobby loses focus

Future Content

  • REMNANT mission initial setup
  • Placement of Cliffs and cave templates and landscape scuplting in the Phase 2 Area of Purple Quad, DLC
  • Adding shield impact audio and data table entry
  • REMNANT mission: Additional quest steps and markers added
  • Cliff Pass on New Large Ice Cave, AC_MED_010, Prometheus
  • Added Mangrove Mega Tree separated parts to create more optimized assets, and added them to Tree Template Levels called SW_Mangrove_002_V2, SW_Mangrove_003_V2, and SW_Mangrove_004_V2
  • Adding unique rock dog heavy stomp sound and event and to animation
  • Placed Cliffs around lave lakes/river & Caves Templates in Phase 2 Area on Purple Quad, DLC Map
  • Subtle adjustments and improvements to grasslands amb, reverb amount, tree creak amount, and subtleties to help improve realism
  • Placed Cliffs around lave lakes/river & Caves Templates in Phase 2 Area on Purple Quad, DLC Map
  • Fixed Brick Kit assets filenames, texture settings, and LODs
  • Adding Ice Borer Node and Ice Borer Deployable setup item setup
  • REMNANT mission: Added quest step for acquiring radar, finalized mission setup, added icons
  • Shield audio tweaks
  • Added exotic tree art assets as well as two harvest states. Also adding a speed tree asset for each state
  • Roof Pass on New Large Ice Cave, AC_MED_010, Prometheus
  • Centered pivots to base of main roots, as well as fixed missing material, and added more accurate collisions to all six Mangrove Root variants. Also renamed assets to more up to date naming convention
  • Adding first pass of mount cart audio and event
  • Audio implementation for mount cart saddle. Added audio options to saddle data, can play persistent sounds and update using mount velocity. Added socket to cart skeletal mesh
  • Add audio socket to cart skeleton, missing from previous commit
  • Added Ivy to Tree Template Levels SW_Mangrove_001_V2, SW_Mangrove_002_V2, SW_Mangrove_003_V2, and SW_Mangrove_004_V2
  • Adding small water mangrove harvest audio and data table entry and blueprint entry also small adjustment to WL base level volume
  • Placed Cliffs around lave lakes/river in Phase 2 Area on Purple Quad, DLC Map
  • Patched hole in roof of CF_SML_002 cave
  • Updating cart audio spacializing and fine tunes. Also deleting profiles
  • Added Mangrove Tree Foilage to Tree Template Levels called, SW_Mangrove_003_V2
  • Small updates and tweaks to multiple dlc creatures vocal levels and footstep spacializers. Also balanced swamp footstep water better for quad cre and bird
  • Added art assets for Exotic_Red_Clean and Exotic_Red_Raw items. Adjusted emission colour on Exotix Tree materials to match
  • Fix cart audio by preloading FMOD event in saddle datatable
  • REMNANT: Added additional mission step
  • Adding lava footstep jump and land events and blueprint / data table entries
  • Submitting Mini Lava-Hunter (or Broodling)
  • Remove a bunch of unused textures from ORB folder
  • Finished Roof Pass on New Large Ice Cave, AC_MED_010, Prometheus
  • Small tweak to lava jump sizzle volume
  • Placed Cliffs around lave lakes/river & Caves Templates in Phase 2 Area on Purple Quad, DLC Map
  • Placed Cliffs around lave lakes/river & Caves Templates in Phase 2 Area on Purple Quad, DLC Map
  • Added control rig cart animation to control overall pivot and wheel turning
  • Improved cart control rig. Should do a better job of matching changes in terrain elevation while staying attached to harness
  • Added wooly zebra skeletal and fur skeletal mesh, skinned to the zebra skeleton. Added character and corpse blueprints. Turned off carcass setting on base and fur materials
  • Fix swamp water textures being 4k
  • Setting up Landmine Item and Spawner inclusing recipes and talent
  • Adding in Cart processor recipe to the carpentry bench and unlock talent to Tier 2
  • Set TextureGroups on Wood Cart textures (Albedo/Norm still 4k due to its size) and fixed filenames
  • Add LODs to SK Cart Mesh
  • Carts no longer decay when placed on the ground
  • Adding prometheus source dialogue, removing old renders
  • Placed Cliffs around lave lakes/river & Caves Templates in Phase 2 Area on Purple Quad, DLC Map
  • Mount cargo + saddle is now dropped in a non-decayable overflow bag on death instead of being included in the carcass loot
  • Feature locked Cart talent as this is for a future release
  • Adding DLC Lock UI for Mission & Open World Terrain Selection

Icarus Week Fifty Four Update | No more 8-player limit and Dropship Beacons

This week, we’re changing the limits on the number of players who can join and play a session as a follow on from our decentralization update, allowing you to share your Icarus journey with more friends.

We’re also introducing our newest Tier 4 and Workshop item, the Dropship Beacon Grenade, which allows you to call your Dropship to wherever you are on the map at any time.

Finally, we’re making a range of fixes that were required since our Decentralisation update and introducing our ‘preferred partners' for our Dedicated Servers.



Dynamic Dropship Landing Zones



Since the launch of Icarus, prospects have been limited to eight unique players who could join across the whole existence of the session. With decentralization, this limitation is gone and we are introducing some new changes that expand not only the number of players who can engage with a prospect but where they can land.

There are two different ‘limits’ that are necessary to understand. ‘Prospect Limit’ is the total number of players who have joined a prospect at any time in its existence. ‘Session Limit’ is the number of active people playing at any one time in a session.

The change to Prospect Limit is as follows:

We now generate a location around the ‘drop zone’ which means that landing Dropships is more dynamic, and removes the 8-person limit entirely, allowing you to have as many people ‘join’ a session over its lifespan.

The change to Session Limit is as follows:

‘P2P’ sessions will still have an 8-player session limit, so only eight players can be active at any one time. However, Dedicated Servers will be opened up to more than 8 players, but at the risk of server degradation as this session count fluctuates, similar to other games in the genre.



Dropship Beacon Grenade



With the removed restrictions on prospect limits, it’s also opened up the door for our newest feature, the Dropship Beacon Grenade.

There is a Tier 4 and Workshop version, which when thrown, will land and fire a flare that calls the Dropship to that location. This can either be used for immediate extraction or left there for use later on.

You can use multiple Dropship Beacon Grenades per session, and it will move your Dropship to where you threw it. However, these are one-use items, so use them carefully.

Just like with Dropships in current gameplay, be careful of where you throw your grenade. Dropships don’t take kindly to bases or prospectors that might be in their landing zone.



Data Decentralization Fix-ups



We’re releasing our first wave of fixes for our Data Decentralisation patch, as we go through the process of tidying up any small errors that cropped up since its release

  • Fixed an item duplication bug that was happening while in the station
  • Fixed the Extraction mission which was broken
  • Exotics were correctly no longer able to placed in your Dropship, however, the UI had not been updated to reflect this. This has now been corrected, stating the need for an orbital exchange interface.
  • Workshop items will now specify their owner in their tooltip (Only for new loadouts brought down, old ones will not display anything)
  • Weather Issues when rejoining open world sessions



Dedicated Servers ‘Verified Partners’



Our Dedicated Servers beta has launched to an excited community of server creators and veterans, and the feedback has been immensely valuable. If you’d like to contribute, you can join our special Discord channel here.

We’re also partnering with some established and credible dedicated server providers as ‘verified partners’, which will be listed on the in-game menu, and working closely with us on providing the premium dedicated server experience we strive for. These are:

All four providers are already offering servers, and once internally approved, we'll move this offering out of Beta.



Changelog v1.2.29.105734



New Content

  • Adding beeping sound for tech device thrown
  • Adding dead player small beep sound for location awareness
  • Dropship landing locations are now generated dynamically using EQS
  • Added Dropship_Beacon_T4 item static mesh, materials, and textures to project
  • Added skeletal mesh for the T4 dropship beacon device. Skinned to the frag grenade
  • Workshop items now display who their owning character is on their tooltip. Names in red indicate that the character has left the drop
  • Added SK + materials/textures for Meta dropship beacon device. Skinned to Frag Grenade skeleton
  • Added a version 2 of the T4 Dropship Beacon asset. Textures have been improved and tri count greatly reduced
  • Added four verified server providers to the dedicated servers screen. Clicking the server providers logo opens their website
  • Setting up 2 new Throwable Grenades, recipes and workshop enteries which summon dropships
  • Added functionality to dropship beacon grenades. Fixed potential crash in DamageFunctionLibrary::PrepareProjectileDamage
  • Updated character list on 'Load' screen to support more than 8 players
  • Adding correct tag to Workshop Dropship Grenade so it can be taken down in a loadout

Fixed

  • Fix up filenames for DC Palm assets
  • Removed duplicate textures and repathed. Fixed filenames
  • Delete duplicate texture and repath
  • Update Cave Lights to work properly with revised default settings
  • Optimized some caves by removing lights where there was no hole in the roof for it
  • Fixed stone master not having niagara support enabled after assets were added to scorpion effects
  • Update many mission steps using a previous search area setup to use the same search area setup for consistency, including clearing search areas when objectives are complete in some missions. This will resolve visibility issues on some missions
  • Fixup redirectors in main assets folder
  • Additional update to some quest step search areas for additional visibility and cleanup handling
  • Ensure that player stays DBNO if they return to character select when DNMO and rejoin
  • Exotics can no longer be placed in the Dropship (Workshop items can still be)
  • Updated the Dropship UI text to let people know extoic extraction now takes place via the Orbital Exchange Interface
  • HEADSTONE: Fixed Survey Radars being able to block the final mission objective, these are now returned to your inventory if placed in the objective location
  • Updated PAYDAY and DEEP VEIN missions to use Orbital Delivery Interface. - Added common use steps for exotics extraction
  • Shovelling snow now grants a variable, increased, amount of ice
  • Changed method on HEADSTONE item return to players
  • Fix inappropriate player water movement sounds playing when wading in lava lakes. Now setting a surface FMOD parameter representing water type to differentiate these. Apply the condition to world movement event in FMOD
  • Filter user reports with no description from sentry
  • Ensure dedicated server prospects created on the command line save without requiring a player to join
  • Ensure lobby privacy type is set to friends only for dedicated server prospects
  • Fix an ensure that is firing on clients for new dediserver integer timer
  • Fixed issue where player history entries weren't being reloaded correctly
  • Meta resources and mission completion rewards that are paid when rejoining a prospect now show their notifications after the load screen has disappeared
  • The total meta resources that are collected by players on a prospect is now correctly reloaded. This would cause absent players to not receive meta resources if prospect was closed and reloaded while they were gone

Future Content

  • First pass on LC terraces - 4x meshes + material/textures
  • Replaced old template caves in TU/AC Areas on Blue/Green/Yellow Quad, DLC Map
  • Placement of Cliffs in the Phase 2 Area of Purple Quad, DLC
  • Placement of Cliffs and cave templates in the Phase 2 Area of Purple Quad, DLC
  • Adding first batch of dialogue for DLC
  • Delete and repathed copies of Var2 textures in Var3 and Var4 Aspen folders
  • Adjustments to Lava Gravel footstep layer and reduced verly long rock layer
  • Delete duplicate AC Fir snow clumps textures and repathed
  • Adding all current striker events and anim notifiers for footsteps, whoosh, vocals, slams etc
  • Adding unique striker footstep event. Balance pass of new creatures audio volumes and added missing notifiers and other small adjustments to striker
  • Various improvements and volume adjustments to striker footsteps lava footstep, vocal adjustments for volumes etc
  • Updating tonality of R.Dog aggro breaths
  • Created a New Small Tundra Template Cave, Updated AC_MED_005 To have less rocks blocking path and Have Begun Work on a Medium Tundra Template Cave, Prometheus
  • Placed Cliffs & Caves Templates in Phase 2 Area on Purple Quad, DLC Map
  • Optimized Geyser erruption niagara effect
  • Placement of Cliffs and cave templates and landscape scuplting in the Phase 2 Area of Purple Quad, DLC
  • Reimporting the needler roar to be a shorter version to move it away from the Croc
  • Adding needler new roar vocals, adding new spot events for all new creatures and adding to data table AI setup
  • Added datatable rows for story mission dialogue
  • Lots of adjustments and fine tunes to DLC creatures, footsteps, vocals, spacializing, reverb level adjustment to lava biome and other small improvements
  • Setup LC_Terraces BPs, VFX, Collision and Water System
  • Move mega tree template levels out of Cave folder and into Trees folder
  • Placed Cliffs & Caves Templates in Phase 2 Area on Purple Quad, DLC Map
  • Added Mesh Normals/CAC fuctionality to MA_IceCool, Tweaked materials on SM_Node_SuperCool and Added DryIce VFX
  • Prettied up Cave Template widget advanced mode layout. Added support for newly added Light Exponent Falloff variable in convert function
  • Placement of Cliffs and cave templates and landscape scuplting in the Phase 2 Area of Purple Quad, DLC
  • Adjustments to snow striker footstep levels, fixed spot sounds in wrong data table entry, adjusted grasslands tree creak and other small DLC audio improvements and updates
  • Added destructible meshes for various Swamp folage assets
  • Added New Large Template Cave For Tundra Biome And Added The New Cave Into Blue Quad, Prometheus
  • Added LavaFalls mesh to replace waterfall mesh in lava rivers
  • Adding all unique attack sounds for striker. Whoosh, slam, heavy slam, claws out etc
  • added obsidian armor materials, textures and ml
  • Adding Striker climb rock sounds and animation notifiers
  • Fixed TestPlayerId not working with cooked builds
  • Icon and display name updates for Brick buildables
  • Placed Cliffs & Caves Templates in Phase 2 Area on Purple Quad, DLC Map
  • Placement of Cliffs and cave templates and landscape scuplting in the Phase 2 Area of Purple Quad, DLC
  • Adding foot layers to striker climb anims
  • Small scatter adjustments to tundra biome to make wind play slightly more and other small details
  • Fixed rocket spawn points not being released when their owning player leaves by dropship
  • Players on dedicated servers who aren't logged in as admin are now limited to a whitelist of RCON commands
  • Added localisation support for /help RCON command
  • Local copies of player lists from previously joined prospects are now updated when the server browser gets its sessions
  • Added Mangrove Mega Tree separated parts to create more optimized assets, and added them to Tree Template Level called SW_Mangrove_001_V2
  • Biome general audio balancing and finessing
  • Tidy up of Fishing BP logic. Tweaks to cable component to make it less bouncy
  • Balance adjustments to striker attack and death and spot sounds
  • Added New Large Template Cave For Tundra Biome And Added The New Cave Into Blue Quad, Prometheus
  • Placement of Cliffs and cave templates and landscape scuplting in the Phase 2 Area of Purple Quad, DLC
  • Submitting Wooly Zebra, carcass, respective textures and fur
  • Add a new integer timer for tracking dedicated servers
  • Dedi server time can be dilated (Slowmo)
  • Dedi server time can be paused
  • Wire Weather Event music to pausable dedi server timer
  • Wire Weather Blueprint Components to pausable dedi server timer
  • Replacing heavy slam sound on rockdog for something stronger feeling. Small other adjustments to lava biome and rockdog scream etc
  • Added new player data helper functions for adding, removing, and updating items
  • UI usage of currency now routes through player data instead of older backend path
  • Adding character lava footstep event and sounds
  • Added New Large Template Cave For Tundra Biome, AC_MED_008, Prometheus
  • Placed Cliffs around lave lakes/river & Caves Templates in Phase 2 Area on Purple Quad, DLC Map
  • Placed Cliffs around lave lakes/river & Caves Templates in Phase 2 Area on Purple Quad, DLC Map
  • Add new Stalking AIAudioState and apply to Hunting GOAP action. Will enable different creature vocalisations for stalking vs. full aggro for BatDog and similar
  • Updtaed BLD_DBL_Doorframe_Brick_Left
  • Adding beeping and static comms for dead prospectors
  • Adding in nested event with static end for dead prospector. Also added unique event for taking the tag. Added to blueprint
  • Spacializer adjustments and fine tunes to dead prospector beeping event
  • Delete Spider SMs with SK filenames and unused duplicate PhysicsAsset. Assign Fur material to Fur SK mesh. Add LODs to Spider SKs
  • Setting cave ambiences to play for the new biomes
  • Add LODs to SMs that don't have any
  • Added New Large Template Cave For Tundra Biome, AC_MED_009, and Begun Work On New Medium Ice Cave, Prometheus
  • Adding in 3rd Person shield block animation and relevant montage setups, added equip animation too as it was missing, added wooden shield icon
  • Placed Cliffs around lave lakes/river & Caves Templates in Phase 2 Area on Purple Quad, DLC Map
  • Adding in wood cart mesh and skeleton and base anim BP for full implementation
  • Adding missing Socket on the skeletal mesh that was breaking validation
  • Added initial data table configuration for new dropship throwable
  • Stopped looping audio on Dead Prospector for the Dynamic Collect mission once the ID has been collected
  • Swapping out shield skeletal mesh with static mesh to unbreak audio hookup
  • Updates to the spacializer for the dead prospector beeping sound. Clearer and easier to find at close / medium distances (without increasing the max distance)

Icarus Week Fifty Three Update | One Year of Icarus & Data Decentralization

Happy One Year Anniversary! Today marks a year since the launch of Icarus and the 52 updates we’ve made to the game every single week since. We’re excited to celebrate it by giving power back to the players with our player data decentralization patch.

This week, all data will be migrated to players' local computers, shifting away from a reliance on cloud providers, allowing some new features and ensuring the player community can own their game data permanently. This opens the door for many more features and changes, including characters now being able to be used across multiple sessions simultaneously, the new Orbital Exchange Interface for Exotic extraction, and our Dedicated Servers Beta.

This is a big update and will require a full data migration upon launch of the patch, so have a read through all the details below.


Once you’re briefed on the changes, we’ve included a reflection on 52 weekly updates to Icarus, including a word from our game runner, Rocket, on this incredible journey and what’s to come.



Data Decentralization & Migration


This week, we are releasing the highly anticipated data decentralization change.

This is a large update, requiring a migration process that will occur the first time you log in after the patch. However, for many players, it may not change how you play Icarus at all. None of your data, characters or gear will be lost - we’re moving where it is stored.

Going forward, all player data will be stored locally - on your PC. Previously, save files and player data were saved in the cloud, while everything else (including your Outposts and Open World games) was saved locally. Now, all data will be saved locally, shifting data ownership to the players, and moving away from the ‘game-as-a-service’ model which can leave us open to internet outages and can limit customization.

We see this move as putting the power back in the players' hands, giving them true ownership of the product. While this comes with some concessions, it’s a truer representation of the relationship we want to build between ourselves and the players, where you own what you buy without strings attached.

Migration will combine your offline and online characters and account data into a single entity. This includes loadouts, inventories, exotics, ren and skill refund tokens. It will also combine your mission progress and workshop talents, so players who have played both Offline and Online will see a much more saturated environment and may want to spend some time organizing their account.

All currently active Missions will be reset and not migrated over, and current progress on these missions will be lost. Characters and gear will not be lost. Characters and loadouts will be returned to your select screen, but you will have to restart any prospects you are currently in.

We have added a new branch on Steam called ‘Centralized’ which will hold the last 1.2.27 Update in case players want to bring their characters out of missions etc. This will not be present forever and will be removed in the following weeks.

This migration will also migrate over your Open World and Outpost sessions, but will reset and remove your characters from these missions in the process. You’ll find your characters and their loadouts in the character select screen, and can rejoin game via their dropship.

Steam Cloud has been enabled for Icarus, so if you have multiple computers on which you play Icarus, make sure you migrate on your preferred machine first (the one with the most up-to-date Outpost and/or Open World content). Steam should then sync it to your other machines.

We very much see this patch as providing players ownership over their own data and enabling everyone to play without having to have access to our servers. To enable this we had to make some concessions on various gameplay elements but it also allows us to explore new options and provide new levels of customization and persistence that have not been available before. It has been a massive effort from the team to pull this through and they have done a fantastic job. I want to thank everyone who has been with us over the last year providing feedback, enjoying the game and being patient throughout the issues we have had and hope you will join us for the next year as we continue to develop Icarus.
- Jake Dodunski, Project Lead




A Multiplayer Hosting Change


Icarus will continue to have the peer-to-peer multiplayer it has always had, where one player acts as the host for their Steam friends - but with one change. That original host must always be online.

From now on the player who initially created the mission will be the only one able to resume it. Other players will not be able to carry on or launch a mission that another player has started, as this save data is now stored on the initial host’s hard drive rather than in the cloud. This is the same way that Outposts and Open World have functioned since their launch, so that experience won’t be entirely foreign to many of you.

It’s important to note that the host should always be the last person to leave a prospect. This way, players are guaranteed to be able to recover their gear and claim any rewards/exotics as they will be unable to launch the mission later (however, we now grant rewards immediately during missions to help).

If you want a way to play anytime regardless of where the original host is, then we’ve introduced Dedicated Servers to cater for you (see below).

Previously, Icarus had a very helpful feature that migrated the hosting between players when the original host left the game. While this feature won’t exist in the new data decentralized model, there is still a way to manually share saves with each other so you can continue someone else’s prospect while they aren’t online. You can find your saves in your file explorer at:
C:\ > Users > (your profile) > AppData > Local > Icarus > Saved > PlayerData > (your Steam ID) > Prospects or %LocalAppData%/Icarus/Saved/PlayerData/[SteamId]/Prospect
Steam ID with your 17 digit number, read more from Valve about how to locate this

From here, you can share them with your friends, but be aware that once a file has been activated, you’ll need to have the most recent version shared back to you to be able to continue it where they left off.


Gameplay Changes


Alongside this change, there are a few new features that provide a more seamless experience and take advantage of the new localised data:

  • The new Orbital Exchange Interface is a planetary-crafted deployable that when activated, allows you to call a drop ship down to extract your exotics up to the space station. This means you no longer need to take them up in your dropship with you on completion of your prospect.
  • Mission rewards are now granted immediately on completion of the mission, rather than sent to your inbox in orbit.
  • Characters are no longer ‘locked’ to one Mission or session and can be used on multiple active sessions simultaneously. You can select any character from the character select screen for any session at any time.
  • Insurance now only insures your items, as characters can’t be lost on prospects. If you do not bring your items up with you in a dropship, they stay on planet until returned. If you have insurance, you can reclaim your items after 5 real-time days from the menu.
  • Workshop items are no longer ‘auto-repaired’ when you return them to space. You will now have the option to repair them for 10 ren in the inventory, or on the surface using the new Tier 3 repair bench.


Dedicated Servers Beta


Decentralization opens the door for Dedicated Servers, which we are launching in Beta today.

Dedicated Servers let you host your own Icarus server to play with friends. You can control access, timing, hardware and in future customize your settings.

It is a new way to play Icarus multiplayer, but is not compulsory. You can still continue to play Icarus multiplayer without a dedicated server as described above.

If you are interested in setting up and running your own (beta) Icarus dedicated server, you can access our setup guide on github here. We will be partnering with a range of dedicated server providers to offer rental servers, so stay posted for news and info on who these are.

This application is still in Beta, so we imagine we’ll have some teething issues as we work through scaling this up to full capacity. To support this, we have a special discord channel #dedicated-server-beta where you can engage directly with our team on any issues that arise. Click here to join.

52 Weeks of Updates



After releasing Icarus back in December 2021, we quickly shifted our attention to how we could keep innovating, improving and adding to the game. Weekly updates became our approach, focusing on consistently improving and optimizing the base game while expanding the playable content and adding new ways to play to provide an experience regardless of how you enjoyed Icarus.

During this time we’ve released some big updates, small ones and everything in between. Some of our more memorable updates included:

  • Adding insurance to prospects in Week Six so players could test harder missions without fear of losing their characters
  • Adding Deep Ore Deposits in Week Ten for late-game valuable resource sourcing
  • Adding Talent Respec in Week Thirteen, allowing players to rebuild their characters as they unlock new skills
  • Changing the real-life timer to an in-game timer in Week Seventeen
  • Adding World Bosses in Week Twenty Three
  • Adding the Styx Map and Missions Pack in Week Twenty Five
  • Adding Horde Mode in Week Twenty Nine
  • Adding the Moa and Buffalo Mounts in Week Forty Two
  • Adding Open World in Week Forty Seven, a full persistent survival experience
  • Changed to a bigger, bolder Icarus logo

Looking back, the work we’ve done has been quite the journey. The Icarus we launched was a different game than it is now. We’ve tripled the available missions, added an entire second map, new game modes, new dynamic features, new deployables, craftables and fixed thousands of bugs in this time. In this time, our players have invested over 34 million hours in-game, a number that still blows us away to this day.

One Year of Icarus

Releasing ICARUS has been the studio's coming of age. As I've mentioned before the Beta weekends last year, prior to our release, were a mixed blessing. On one hand, it demonstrated a significant ground of players eager for our content - but it also outlined problems with both the concept as well as the game itself.

Most of all, the beta weekends crystalized what the game needed to be very effectively, helping end any uncertainty about what the game needed to be on the development front. You can think of the beta weekends as lighting a fuse on an explosive, it could only last a finite time before it needed to end. Our studio has a long and strong history of not crunching our project, but short iteration cycles during the beta week was exhausting for our team. Not to mention outages out of hours placed additional pressure.

The launch proper was rocky as well because we had made so many changes in the final beta weekend that it had become impossible within that last week to properly test the breadth of the changes in the game in a 'real' environment with large players. That came with the launch. After such a rocky launch we focused on two things:


  • A detailed after action (lessons learned) process to identify what to change in the studio across all aspects
  • Committing to a set content cadence to build trust with the community, internally we agreed this would be an update each week, every week, with not a single week missed including holidays.
It was really hard, but I'm really proud to say the team did both of those and done so with aplomb. The initial weeks were hard as the team scoped as much as possible into every update, but eventually we learned to keep the scope measured and portion out the work in smaller, more manageable, and consistent ways. We changed our build processes to bring the builds out earlier, and worked with our fantastic community members (particularly on discord), who would give excellent feedback. This feedback extended far beyond traditional testing - providing real "boots on the ground" information around balance.

Each weekend we would be fortunate to see a number of content creators who stuck with the project from the start. Most of them I would say have at times (and continue to be) quite critical of the project. This has played a very important role in the game getting to where it is today. They've asked tough questions, and pointed out our mistakes or missteps. This has helped the team and studio to grow.

This update brings us to the point we move away from that traditional "game as a service" or "live service" model. When we first announced this there was some pushback and concern, I hope we have done well at explaining why this is important for the longevity for the game. We do not want the game to be reliant on the studio. As a game creator I think the best outcome for me would be if people continue playing the games I make for long after I am not there to work on them. This is an important step on that path.

The addition of dedicated servers, and the decentralization of the data, also also the community to do further work to pull the game a part and make mods and conversions for the game. They allow our team to make changes that were impossible before. They provide resilience - removing the requirement to support a complex (and expensive) back end.

I know we haven't always done the right things, and we haven't always been as fast as you (or we!) would like at fixing these mistakes - but we thank you for being here with us nevertheless. We're excited for the future of ICARUS. I hope you are as proud of the team as I am. It's been a heck of a twelve months, and their work on the game is a testament to their resilience. We watch your videos. We read your reviews. We look at your posts. We talk with you on the discord. Together, I'm confident we've reached a point we can really build ICARUS into a game we all want.
- Dean Hall, CEO



Changelog v1.2.28.105394


New Content

  • New logo
  • Added server settings for preventing non-admin players from either launching or deleting prospects
  • Cleaned up matchmaking subsystem code, adding comments and extra steps to make sure session finding gets cleaned up correctly
  • Moved test matchmaking server browser code into it's own file
  • Removed duplicate spawn of quest manager
  • Adding the ability to repair workshop items in space for 10 Ren
  • Orbital Exchange Interface now has an associated Blueprint and Updated Recipe
  • Fixing Return Via Dropship text so it makes sense in terms of the data decentralization
  • Updating the Workshop Repair in Space to use better calls and logic
  • Tidying up the Load Prospect Screen UI to show more feedback on remaning time, rewards and small layout fixes
  • Adding Description text for Open World in D_ProspectList
  • Tidying up Server Browser, fixing various overlap issues, Adding Open World text to Open World Sessions
  • Change Insurance timeout from 14 days to 5 days
  • Updating Descriptions where insurance is mention to explain how it works
  • Updating Insurance Display Panel to show text if there are no items currently insured
  • Updating Escape Menu database save text to reflect what it is now actually doing, saving the state of the prospect
  • Updating Load Prospect UI to include Open World & Outpost names when selected
  • Added Session type prefix before names in button selection in the Load Prospect UI
  • Fixed talent syncing issues with unlocking new workshop items and unlocking new missions
  • Updated Workshop Repair Kit and bundle description to refer the player to the repair bench instead of machining bench and fabricator.
  • Added icon for Orbital Delivery Interface
  • Modified Rocket saving to clean up rockets for players who are no longer part of the prospect
  • Pre-migration character data on drops should now be correctly cleaned up. This should prevent flip-flopping between two different inventories/positions when reloading pre-migration saves repeatedly
  • Locked STYX Open World and Mission buttons behind Styx_Map PackageFlag. Added optional MultiFlag requirement to all IcarusWidgets
  • Fixed issue where Package Flags weren't being automatically unlocked in editor build target
  • Added scroll bar to Load Game prospect list. Adjusted UI layout of Load Game window elements to be more in line with other Load/New/Join screens
  • Tidying up Insurance Claim UI and Popup
  • Players can now close the insurance claim UI with Escape
  • Currently selected prospect in load screen is now highlighted. Adjusted style of resume prospect list to match others
  • Adding new function to player data component to retrieve a characters loadout based on a passed in prospect
  • Adding loadout information and various information messages about loadouts on the load screen
  • Fixed bug where outposts tied to PackageFlags couldn't be selected when starting a new outpost
  • Uninsured loadouts are no longer automatically deleted when returning from a prospect. This allows the option of returning to a prospect to collect the missing items. Loadouts can still be deleted from the popup menu if no longer wanted
  • Added a scrollbox to the insurance popup and itemsondrop popup so that no items overflow if you bring over 10 items now
  • Made layout and navigation of 'Load' screen similar to other prospect/outpost screens
  • Fixed leaving a prospect that has multiple of your characters on it via dropship removing the wrong character from the prospect
  • Fixed envirosuits still showing as checked out on a loadout when they were returned but another part of the loadout wasn't
  • Fixed OldMap log spam on dedicated servers when loading an existing prospect
  • Fixed burnt trees being incorrectly loaded after rejoining which caused clients to not them
  • Can now only reclaim/destroy existing drop loadouts from the 'Loadout' screen after character select, could previously do this by clicking on any instance of the UMG_ItemsOnDrop widget
  • Removed case where old prospect expiry time is set when it is no longer used
  • Fixed blueprint compile error inside UMG_ItemsOnDropsList
  • Fix a possible cause of multiple instances of the same prospect showing in Load screen, and sometimes missing associated characters data. Change the GetAllAssociatedProspects function to get all outposts and open worlds first before character associated prospects, and de-duplicate the merged results using prospect ID. To be manually merged up after review
  • Included OW/Outpost names on buttons and loadouts for better clarity in menus
  • Added temporary fix for incorrect lobby privacy when resuming prospects. Lobby privacy is now set to whatever privacy you initially hosted the prospect with
  • Updates to 'Load' Screen UI. Players are now prompted to select Lobby Privacy when loading a prospect they have a character on
  • Fixed issue that was preventing deletion of the last remaining character on your account
  • Deleting a character now correctly removes additional character related files (associated prospects file)
  • Fix sorting of GetAllAssociatedProspects results so that prospects which the selected character is actually associated with are at the top of the list
  • Updating Text for Peer-to-Peer & Dedicated Servers so it is localised
  • Resume button will now be disabled if the previous prospect played was with a server/friend
  • Updated migrator version. This will trigger a fresh migration for all players
  • Updated title screen to use new key art
  • Reduced size of Icarus Logo Texture to improve aliasing issue on main menu. Added parallax effect to main menu key art
  • Adding Logging to Update & Host Session Functions
  • Forcing an update to trigger everytime the prospect data is set (The update allows a refresh and broadcast of the session for multiplayer)
  • Fixed issue where key art character position would pop on first opening title screen
  • Switched to clean version of new Icarus logo. Added panning smoke. Shifted character keyart in front of new logo
  • Fixed smoke clipping on title screen.
  • Fixed buttons not being interactable
  • Fixed ordering of new title screen keyart to prevent it overlapping settings/credits menu
  • Fixed tiling smoke texture on title screen not filling entire viewport for some aspect ratios


Fixed

  • Fixed talent syncing issues with unlocking new workshop items and unlocking new missions
  • Remove harvest particle and associated assets used on BerryBush actor, not using the existing effects flow. New unique DM for Berrybush pending
  • Various texture settings fixes and optimizations
  • Remove projectionlocation component from BP actors that shouldn't need it (copy pasta)er
  • Improve location on Fir/Pine saplings
  • Fixed persistent blocker actors initialising before recorder components had been reloaded; Fixes issue where existing open world saves would have their blockers active even if player had completed related mission to unblock them
  • Fixup redirectors in ENV folder
  • Fixed Floating Mineable Rock J13: [IC-21723] Fixed Floating Cliff I6 on Styx
  • Remove duplicate unused BerryBush assets
  • Reparented BerryBush BP to ResourceNodeBase instead of DressedNodeBase as that tech is no longer being used
  • Clean up some master texture references
  • Fix grass being disabled on some plants where it makes a tangible difference to visuals
  • Fixed dependency issue with hab menus
  • Exotic Delivery ships now can only carry exotics in their inventories
  • Delete 6 copies of the same bark texture, genercise filenames and repath use cases
  • Delete 3 duplicates of the same Leaf normal texture, repath use cases for variations
  • Delete duplicate smoke texture, repath use case
  • Fix Fir01 filenames so that the incoming 1300+ reference fixes point to a nice filename
  • Fix Flare Arrow and Transport Pod flare setups to be Green/Yellow again via new assets (after BP configurable setup caused crashes and was removed)
  • Delete old Flaticons textures only used as placeholder/overridden icons
  • Fixing issue where players could not unlock workshop items, may block mission talent unlock in multiplayeron clients, another fix will come shortly
  • The Drowned Drone in the Open World Dynamic mission will now reload as intended, it was not saving itself
  • Hunt Missions are now once again Deterministic after creation, no more random flip flopping of targets on reload
  • Dynamic Cache mission: Fixed quest tagging on rewards to never give the quest tag stat (was previously giving stat = 0). This will allow players to stack Cache rewards as expected
  • Fixed description text format for AUGMENTATION, SPELUNKING and ABYSS steps to allow translation.
  • Updated AUGMENTATION mission objectives to use a variable for the count, allowing easier updating of those values
  • Fixed not being able to scroll in the server browser
  • Enabled logging on shipping client builds
  • Dynamic Cache mission: Fixed random seed of creature spawns guarding the cache so they will not reset on relaunch
  • Remove Red light on Orbital Exchange interface. Moved audio locator for both OEI and Short Range Radio to be closer to devices for mesh
  • Change hint text from 'Enter Outpost Name' to 'Enter Prospect Name' now that this UI is used for Outposts and OpenWorld
  • Blacklist RDP adapter from graphics driver detection
  • Fixed bug where you couldn't shoot through fortification gate.
  • Fixed bug where creatures couldn't navigate properly through the semi-destroyed variant of fortification gate
  • Fixed issue where Steam API call wasn't recognising unreleased DLC packages


Future Content

  • Painted mangrove seedlings and polished foliage, decal in Swamp biome, Purple Quad, DLC
  • Adding blueback attack slam audio and animation notifiers
  • Ice Borer T3 - meshes, materials, textures, animation added
  • Added logging when cave templates fail to generate to help track down the exact issue
  • Fixed renamed foliage references in swamp cave templates
  • LC Terraces - prototype mesh added
  • Fix M_RockMaster missing function and new triplanar support
  • Update Voxels in GL & LC Cave Templates for DLC Map
  • Placement of Cliffs in the Phase 2 Area of Purple Quad, Prometheus
  • Added destructible meshs for tundra bushes and tunrda saplings. Created harvest BPs and linked to node BPs
  • Fixed CF_FirSap DM Materials that weren't assigned correctly
  • Painted Pro Cave Voxels and stalactites in cave transition between Green and Purple Quad, DLC
  • Added Destructible meshes for ToiToi and Aspen Saplings
  • Updating p4ignore with backend removal changes
  • GL Tussocks Harvest VFX Setup
  • Various updates and fixes for breakable rocks:
  • Fix issues with initialisation order which broke stuff when playing in a level
  • Reserve FLOD instance when actor is first damaged
  • Switch rep graph policy to Spatialise_Dormancy, which seems to be required to get replication working correctly with FLOD setup
  • Set up a basic recorder component, needs testing on reload
  • Resaved ErrorCodes DT to fix validation
  • Placement of Cliffs in the Phase 2 Area of Purple Quad, Prometheus
  • Update voxels in AC cave templates, made 2 new AC template cave & replace old cave templates with new ones on Blue Quad, DLC Map
  • Updated swamp quadruped physics assets and added critial hit volumes to BP. Removed carry function for swamp quadruped corpse. Added base setup for SwampQuadruped Mount
  • Paint Cave Pro voxels in manual cave tunnel between Swamp and Lava biome, polish dressing, Purple Quad, DLC
  • Placement of Cliffs in the Phase 2 Area of Purple Quad, DLC
  • Added derstuction for lava biome foliage
  • Placement of Cliffs in the Phase 2 Area of Purple Quad and Added Red Grass Foliage In Volcanic Biome, Prometheus
  • Added new cave templetes & replace old caves on Blue/Green Quad, DLC Map
  • Resource_Scoria_Var1 mesh update
  • Resource_Obsidian_Var1 mesh update
  • Resource_Clay_Var1 mesh update
  • SW_Tree_SML_Dead variations mesh, BP, material and textures
  • SM_Node_SuperCooledIce mesh, material and textures
  • Painted Cave Pro voxels in Mega tree cave , polished dressing, Purple Quad, DLC
  • Fix initialisation issue with breakable rocks which prevented them from breaking properly when placed in editor. Add missing API macro to rock base recorder
  • Delete duplicate Fir01 burnt bark texture from Fir02 folder and repathed 1400 materials to use the texture from the Fir01 folder with correct filename
  • Added WL_Mangrove_Roots, 6 variations
  • Adding blueback calls V1. May adjust once behavior is in game
  • Update last remaining Brick buildable BPs and data to complete set. Add icons for all remaining meshes
  • Fix wrong icon used on Iron Wall DBL window
  • Adding swamp specific tree creaks to ambience layer
  • SM_DEP_FurnaceElectric_IngotObsidian mesh and textures
  • Delete unused duplicate ponga assets. Fix filenames and texture settings
  • Placement of Cliffs in the Phase 2 Area of Purple Quad and Added Riverbanks Along Lava Rivers, Prometheus
  • Added initial setup for Snow Striker mount
  • Fix accidentally deleted Meshable row for Moa carcass
  • Previous version of Account Flags are now Package Flags. Implemented new version of account flags, similar to characters flags but shared across all characters
  • Temporarily removing Package Check for Styx, Reverting to deluxe edition package check for outposts

Icarus Week Fifty Two Update | Two new Open World mission types + Fortifications

This week we’re introducing two new Open World Mission types, new Fortifications to deploy and a new mission.

BUILD and DRONE Open World Mission types have been added, and a range of bugs have been fixed to improve the other available missions.

Wooden Fortifications now give you a true defence system to protect your base or assets in missions or Open World, removing the need for makeshift solutions that players have used before.

And finally, a mission to tasking you to perform research on enhancing tonics and their effectiveness has been added, with your briefing below.

Next week, we’ll be celebrating Icarus' one year anniversary and 52 straight weeks of updates. This is something we’re incredibly proud of and can’t wait to celebrate with you.




Open World Quests



Two new Open World Mission Types have been added, and we’ve made a few changes and fixes to the existing missions that we discovered thanks to feedback from our community.

BUILD: Players have to build a watchtower and place a provided beacon on it. When placed, players will receive a small buff in an area around the watchtower until the beacon is destroyed.

DRONE: Players have limited time to find and upload data from a crashed drone. When activated, the drone will likely attract nearby creatures, so be prepared to defend it.

  • We’ve addressed a couple of bugs and improved our original Open World Missions:
  • Open World quests now take into account the biomes they are in
  • Improved the spawning locations of animals
  • Increased the variety of animals in HUNT, CACHE and SCAN Missions
  • Fixed rewards that were scaling on ‘prospect difficulty’ and not ‘mission difficulty’




Wooden Fortifications



We’ve added a new set of wooden fortifications to the planetary tech tree for players to craft and use to defend their base. For Missions that require you to defend an area, defeat a horde or even protect yourself in the early stages of your journey, these will be a welcome asset and necessary blueprint.

These new pieces include walls, an interactive gate, ramps and walkways, and spikes that can be attached to the wall and deliver damage on collision with whatever creatures charges at them.

Fortifications have substantially more HP points than walls or floors, roughly five times their wooden counterparts. On top of this, they’re entirely weather-resistant, so won’t require maintenance during storms.

Fortification pieces snap to one another, similar to building pieces. This makes it easy to shore up any potential gaps in your design that enemies could sneak through.

Players have been very creative in using the hedgehogs as a makeshift defence network, so fortifications open the door for us to provide more variety and customization to this system.



New Mission



A new mission is available to be played this week, tasking you to perform research on enhancing tonics and their effectiveness. Tonics were introduced as a result of our paste revamp last week. Your briefing is as follows:

AUGMENTATION: Extermination

// OPERATOR: UDA
// BIOME: Enclosed Wood
// BACKGROUND: UDA has been performing research on enhancing tonics made out of Icarus resources
// MISSION: Craft pills and enhancement tonics, eliminate wildlife to meet testing requirements
// TERMS: Flat fee. All materials, safety and survival concerns are the responsibility of the Contractor



Shortly after we push this patch live, we will be pushing the ‘data decentralization patch’ onto the experimental branch in preparation for it to go live. Everyone is free to jump and give it a go with the freedom to revert back to the live build at any time. We hope to push data decentralization next week with our dedicated servers beta. Please jump into our Discord and post in #experimental-branch channel for any bugs or feedback.

- Jake, Project Lead



Changelog v1.2.27.105033



New Content

  • Update Wood Fortifications (Wall, Spikes, Gate and Walkways)
  • Add proper Meshable entries so icons can be taken
  • Fixed wrong DM's being referenced in BPs and water network logic due to copy pasta
  • Renamed cases of Fortification Stairs to Ramps to keep consistent and make way for potential future stair meshes
  • Changed ordering of Walkway elements to start with the Walkway
  • Cleaned out unnecessary DeployableSetup data (only need to specify names/icons if they're variants)
  • Fixed Fortified Wood Gate from playing close animation on deployment due to play rate on 'closed' animation being -1 when we already have a dedicated set of open/close anims for those tasks
  • Initial audio data setup for wooden fortifications, with new FMOD event for damage sound. Add audio location settings to deployable base to enable more accurate sound positioning as required for fortification deployables, and added some tidyups to basic deployable audio implementation
  • Set up audio occlusion and shelter interfaces for fortification deployables
  • Added Refined Wood as a fuel source, slightly less efficient than using raw wood so players do not feel the need to process wood before use for basic lighting.
  • Reorganized fuel sources in basic generators to be in generation strength order (visual change)
  • Added fortifications flavor text.
  • Added fortifications recipes
  • Added extra sockets to fortification walls and walkways to allow greater flexibility in walkway ramp placement
  • Buffalo Mount: Movement speed 130 -> 140
  • All Mounts: Added 30% physical damage resistance
  • All Mounts: Reduced Food and Water consumption by 50%
  • All Mounts: Increased stamina regeneration by ~15%
  • Updated Cooked Bacon modifier icon to match new current Cooked Bacon icon
  • Adding new dynamic mission - build- where players are required to build a watchtower, and place a beacon on top at the correct hight, if performed correctly players will be gain an buff for being around the watchtower
  • Re-enabling AUGMENTATION mission
  • Fixing Location Based Queries on Quests
  • Add spike damage setup to wood fortification spikes, taking 1/4 durability damage and dealing 1/2 damage to players in comparison to the basic hedegehog trap
  • Expanded support for Spike Trap Base, now supporting multiple overlap boxes, streamlined effects setup, optimized effects settings
  • Adding in functionality for the fortifications to use Destruction states when below 50% health, added in first pass proof of concept for mesh swap to the base wood wall, anything that inherits from Fortification Base can use this system, a destructable mesh still has to be made for the final state to stop it from disappearing when completely destroyed
  • Updated fortifications tagging.
  • Ensured fortification ramps can overlap other actors, this ensures they can be placed on various angled terrain.
  • Offset potbelly stove overalp to ensure placement is allowed inside buildings
  • Adding Wood Fort Gate Open / Close sounds and notifiers
  • Wood Fortifications are now unlocked and present on the T2 Blueprint tree
  • Adding destruction audio for forts, event and data table entry
  • Adjustments to fortifications impact sound. Added a cooldown to stop shotgun bullet impacts from making the sound play multiple times at once. Also swapped grasslands reverb to same as forest but lower in volume. Adjusted volume of blueback stomp
  • Unlock Recipes for Fortifications, removing feature level flags from fortification items
  • Fixed screen fade visual bug when transitioning to and from conifer-type biomes
  • Adding new Drone Dynamic Quest
  • Updating Quest Objective UI to correctly show failed missions
  • Updating Animal Swarm Component to allow a selection of animals to spawn not just a set one
  • Fort Wall - added DM and SM for 50% destruction state
  • Adjustment to fort spike sound. Adding gore layer
  • Adding very annoying drone alarm sound asset
  • Dynamic Hunt mission: Added non-hostile hunt targets.
  • Increased dynamic quest weighting on Hunt, Build and Downed Drone missions for experimental
  • Allowed fortification walkways to be placed while colliding
  • Increased ground clearance leeway when placing fortification walls
  • Previous food buff issues on reload broke other modifers (went to experimental build)
  • Remove inital buff lifetime from From FModifier so that it has no interaction with Blueprints or datatables
  • Patch in initial buff lifetime during save/load so that active buffs stack correctly after save/load
  • Added Downed drone icon and added to map icons data table
  • Dynamic Build mission: Added indicator towards ground to show location better from ground level.
  • Dynamic Build mission: Slightly increased minimum and maximum height requirement.
  • Dynamic Drone mission: Fixed quest selection to allow mission to be selected.
  • Dynamic Drone mission: Fixed timer step to show complete message rather than pausing the timer.
  • Wood Gate Fortification: Increased leeway for placement
  • Fixed fortification gate navigation not generating properly in it's mirrored state
  • Partial implementation for drone alarm
  • Added damage state functionality to the Fortification Gate and the Spike trap base class, added in the fortification window variant in the deployable setup
  • Fortifications - added damaged state SMs for Wall, WallWindow, Gate, Spikes, plus DMs for all pieces - Assigned to Fort BPs
  • Implementation for drone alarm
  • Fortifications - fixed editor warnings on destructible meshes caused by bad material references
  • Drone alarm audio routing fix, adding explosion event
  • Updating Drone Map Icon
  • Dynamic Drone Mission now explodes when mission complete or fails, and enemies will stop spawning when mission timer step of mission completes
  • AUGMENTATION mission: Updated text and reduced required amount of ore to mine as it tracks hits of nodes, rather than amount mined
  • Dynamic Hunt mission: Reduced time between creature spawns
  • Dynamic Hunt mission: Scaled chance for non-hostile creature selection by difficulty
  • Dynamic Build mission: Updated name of beacon on initial quest step
  • Dynamic Build mission: Increased aura radius to cover a larger area around the watchtower
  • Fixed dynamic mission reward scaling to scale by dynamic mission difficulty, rather than the selected open world difficulty
  • When Drone Explodes, any creatures or pawns nearby will be damaged (Players will be fine)
  • Updating Mission complete text on Drone Mission
  • Adding in Drone Explosion Audio and Updating Explosion Triggers
  • Fixing Drone Timer which was accidently set to 30 seconds making the quest impossible to complete
  • Reduced Hunt, Build and Drone dynamic quest weighting ready for this patch release
  • Fixing Rare Crash in Legacy Sessions when missions complete
  • Fixing a mistake in the last commit about legacy sessions, an == was supposed to be an !=

Fixed

  • Fixed texture settings on CF Aspen assets
  • Fixed ALN Bushflower texture settings
  • Fixed texture settings on all Bramble assets
  • Fixed texture settings for BrambleG assets
  • Fixed filenames for BrambleG textures
  • Fix up some master materials referencing assets instead of default textures, fixed various material warnings, fix up redirector and deleted unused assets
  • Optimize settings on Decal textures, several cases of 4k sets reduced to 2k
  • Fix up texture settings on CocoPalm assets.
  • Delete a ton of unused duplicate assets. Fix filenames
  • Update concrete railings to use more appropriate deploy sounds
  • Ensured every ItemsStatic has a Decayable row defined. Add DT validation to catch future cases which dont
  • Simplified Decayable DT entries and updated references in ItemsStatic
  • Add DT validation to check for duplicate data entries in Decayable
  • Fix up redirectors in BLD folder
  • Fix up redirectors in ITM folder
  • Fix up redirectors in DEP folder
  • Disable Decayable on Dropshippart ItemTraitMasks and also removed Decayable entries on Dropship rows in ItemsStatic just to be safe, to fix dropships deleting themselves on planet after Decayable pass
  • Skip ItemsStatic rows with Rocketable defines when doing Decayable validation checks, as Rocketable (Dropship) items shouldn't have Decay
  • Fixed compilation errors/warnings for voxel niagara effects
  • Cleanup planet assets, moved into single folder, fixed names
  • More planet asset cleanup
  • Clean up unused Developer folder content
  • Fix Graphics Settings DLSS drop down does not disable if GPU does not support DLSS
  • Update Bone and Flint Arrow descriptions to reflect their in-game damage
  • Fixed spelling of Sustenance Enhancement Tonics
  • Fixed typo in pickaxe Platinumsmith alteration name
  • Fixed LiveWire mission steps in pre-launch description window
  • Fix waterfall mesh reference in Olympus to redirector which was cleaned up but didn't flag
  • Fix issue with Station Diorama decals projecting on top of background meshes
  • Fixed Scan missions cleanup logic to correctly clean up icons as they are completed, rather than the final scan's icon
  • Add r.CVarTessellationAdaptivePixelsPerTriangle CVar to DefaultEngine INI to help alleviate landscape wobbling effect as the landscape mesh dynamically tessellates, the closer it gets to the camera. This cannot be added to scalabilitygroups due to the way the variable is implemented, so global project setting of 12 (4x reduction) for now. Pending performance results, could be decreased further in the future
  • Fix food buff issues on reload
  • Serailize stomach contents as well as modifiers
  • Serialize both initial buff duration and current buff time left
  • Use initial buff duration when refreshing buff type stack
  • Fixed clover type grass not casting shadows and fixed texture resolution being over-optimized
  • Changed Olympus water surface plants to not render as far
  • Fix an issue where the AMD Pro (as opposed to AMD Adrenalin) drivers were not detected as up to date
  • Bumped recommended version numbers to latest WHQL for both AMD and nVidia
  • Factor 4K into auto suggest graphics setting when considering minimum spec GPU
  • Resave data tables after code change
  • Fixing Creature Spawning on Cache, Collect and Kill Dynamic Missions
  • Adding a new EQS for animal spawning specifically for Dynamic Missions
  • Fixed text alignment on UMG DeathScreen after default value for widget was changed and accidentally reflected here
  • Remove fractions from respawn countdown timer and just display whole seconds
  • Fixing Snow Wolves Not Having the Correct Name
  • Increase creature variation on dynamic cache, hunt and scan missions
  • Fixed screen fade visual bug when transitioning to and from conifer-type biomes
  • Previous food buff issues on reload broke other modifers (went to experimental build)
  • Remove inital buff lifetime from From FModifier so that it has no interaction with Blueprints or datatables
  • Patch in initial buff lifetime during save/load so that active buffs stack correctly after save/load
  • Fix AMD GPU driver version check (again) after changing recommended WHQL driver version
  • Fixed physical material on the herbalism bench, allowing sound when repairing it with your hammer

New Content

  • Placed Meta Exotic and Enzime Geysers in Grasslands and Tundra/Arctic, polished decals and cliffs, Green Quad, DLC Map
  • Adding Clay Brick mesh to Clay brick item
  • Adding Seldgehammer mesh to Sledgehammer Item
  • Add two mini conifer biomes to Prometheus for audio purposes
  • Ambient biome adjustments to scatter creatures to fit better. Also adjusted velocity curve for waterbombs
  • Adding first layers of Blueback Audio. (Idle). Adding to data table. Also adding new biome for audio reverb changes
  • Added 3 cypress seedling assets to the project. Created blueprint, Foliage type and added to data table
  • Added 3 Mangrove seedling assets to the project. Created blueprint, Foliage type and added to data table
  • Adjusted pathway to climb out of Mega Tree Cave, Set Dress Mega Tree cave tunnel & Started Blockout on P2 area on Purple Quad, DLC Map
  • Updated Template Cave ACMED_005 and Added it into Blue Quad and General Cleanup, Blue Quad, Prometheus
  • Set Dress Mega Tree cave tunnel and placed sulfur deposit meshes to geothermal pools, Purple Quad, DLC Map
  • Add rotating fans to new V2 Electric Dehumidifier. Fix default materials
  • Set Dress Mega Tree cave tunnel & placed sulfur deposit meshes to geothermal pools, Purple Quad, DLC Map
  • Fix texture settings on mangrove trees
  • Ash/Ember Storm Prototype VFX
  • Geothermal/Sulfur Pools Steam, Bubbling and Geyser VFX
  • Added New Cypress Seedlings to Swamp, Added New Placement Layer for the seedlings and Some General Cleanup, Blue Quad, Prometheus
  • Added burnt versions of SW_Cypress, all 3 variants, as well as added extra details to main trunk pieces of chopped tree
  • Add culldistance volume to Prometheus
  • Blockout Lava Lakes & Lava River on P2 area on Purple Quad, DLC Map
  • Adding Blueback Flinch audio and unique footstep event. Also adding correct fmod param to biome data table
  • Set Dress Mega Tree cave tunnel & and polished cliffs and decalt, Purple Quad, DLC Map
  • Adding blueback death audio and adjustments to spacializer settings
  • Audio data setup for cypress and mangrove seedlings
  • Added New Cypress and Mangrove Seedlings to Swamp and Some General Cleanup, Blue Quad, Prometheus
  • Lava Lakes & Lava River blending with landscape on P2 area on Purple Quad, DLC Map
  • Adding blueback aggro and attack events and sounds and data table entry
  • Added SM_DEP_T4_Communication_Device
  • Set Dress Mega Tree cave, tunnel & entrance. Polished cliffs and decalt, Purple Quad, DLC Map
  • Fix swamp lakes using incorrect FMOD event
  • Adjustments to blueback sounds. Also added correct biome to figid lowlands
  • Added Exotic Cleaner asset to project
  • Added Pistol and Rifle rounds icons and added to Itemable datatable
  • Added clay brick icon into Itemable data table
  • Finished Adding Mangrove Seedlings to Swamp and Some General Cleanup, Blue Quad, Prometheus
  • Finished Lava Lakes & Lava River blending with landscape on P2 area & Painted Cypress Seedling in Purple SW on Purple Quad, DLC Map
  • Added Additional Brick tier assets
  • Added Cave Void and Cave volumes to Mega tree cave, polished landscape material and decals, Purple Quad, DLC
  • Added Cave Voxels for DLC Map
  • Setup prototype Harvest FX for new foliage actors GL,SW and LC
  • Increased View Distance and Optimize Waterfall Base VFX
  • Polish Big Ice Cave, Added voxel to SW/AC Transition Cave & Big Ice Cave on Blue Quad, DLC Map
  • Inital Placement of Cliffs in the Phase 2 Area of Purple Quad and Removal of WT_CaveVolumes In Megatree Cave, Prometheus
  • SK_ITM_Shield_Wooden gfur added
  • Increased LOD Distances for RiverCliffs to fix material switch too close to camera
  • Base setup implementation of the Striker, including corpse, base montages and initial behavior, phase 2 will include variants and extended bespoke behavior, as well as a few more idle states incoming
  • Some fixes and further impementation for the spider, includes all base setup and first pass attacks for the main spider variant, needs projectile added to the web attack and corpse state, as well as nest spawning etc for in game implementation

Crash & Progression Hotfix

In our weekly update we some changes to fix the reload issues where buildings, deployables and deep ore viens would not reload. An unfortunate side-effect of this update meant some of the progression and missions in Styx could not be completed. We also have been experiencing a bug where clients would crash when completing open world missions.

Hotfixes are disruptive due to downloads



We do apologize for doing the hotfix, as we know it is disruptive with how the downloads work and some users experience long times where Steam has to verify the entire game. Unfortunately we really do need to get this change out, as it is badly impacting some players.

Fixes



  • Fixed SANDBOX, INFLUX & WETWORK missions which where blocked from completion due to them only checking for the pre-mesh swap actors.
  • Fixed a client crash that could occurring when spawning a reward pod upon completion of an open world mission, this was caused by the particle system attached.
  • Fixed Map Blockers in STYX re-appearing when the mission was reloaded and not being destroyed as intended as part of the quest. This will not fix missions in progress.
  • Fixed for dropship spawns not reloading correctly and allowing multiple players to drop in the same location.
  • Fixed Dynamic Cache and Collect missions with clients and servers having their crates & dead prospectors in different locations.


Save Issue


We are aware of the save issues some players are experiencing after unlocking the new tonic recipes, its a server side issue and we are actively working on fixing this now.