Icarus cover
Icarus screenshot
Genre: Simulator, Adventure

Icarus

Icarus Week Fifty One Update | Autorun, Waterwheel and Reload Fixes

Week Fifty One's update brings an end to one of the longest-standing bugs, disappearing items on reload. With the help of our new bug-reporting tool and the community, we’ve managed to identify and remedy this bug and expect the results to be immediate after updating with the patch.

We’ve also added a range of items that previously have been ‘coming soon’ in the tech tree, along with the highly requested ‘auto-run’ feature and new meshes for an updated aesthetic on a few items.

Pastes have also received a re-work, making them a viable consumable amongst the craftables pool once again.

Finally, a new Repair Bench at Tier 3 has been added for repairing all items, regardless of their original crafting location and for repairing workshop items, when paired with a power source.



Reloading Fixes



A longstanding issue in Icarus that has proved a challenging battle, has been disappearing deployables and in-game features such as Deep Ore Veins or Mounts on reload of a prospect or session.

Most players have experienced and reported these issues to us. These reports have been incredibly helpful and paired with our recent bug-reporting tool, we’ve managed to identify the bug and reproduce it with a 100% success rate.

As a result of this work, we have been able to fix this bug and include it in this week's update. Going forward, we expect this will have a massive impact on persistent and multi-day sessions.

It’s important to note that previously lost items are unable to be reloaded, but anything saved forward of this patch will now save and be reloaded correctly.



This patch we have been able to address a few long standing issues brought up by the community.

The first being that of items disappearing when reloading an existing session. This has been most prominent with deep ore veins, buildings & deployables especially on sessions with larger builds. It has been an issue that has plagued us since release and is something that some developers have spent countless hours trying to fix. This week's build contains a fix to this long standing bug. The fix is in no small part due to some members of the community (Twist2021 & Cucu) for providing us with some files where we could accurately reproduce this issue 100% of the time.

Another widely asked for feature is that of auto-run and the various items that have been marked as coming soon (including the waterwheel). In this patch we have added these items and made sure they fit well into the existing Icarus structure.

Fishing is not one of the ‘coming soon’ items addressed this patch. It is something that we hear a lot of community members and internal staff talk about and is something we very much want to add to the game. The original intent of fishing and its place in the game has changed and I wanted to let you know the design team is hard at work expanding the mechanics to make it a fun feature. The main thing for us here is that inclusion of fishing feels natural and has its own place in the game. This may take a little time but will be worth it when we add the completed feature.

- Jake Dodunski, Project Lead





Tier 3 Repair Bench (Workshop Items)



We’ve added a Tier 3 Repair Bench to the tech tree which provides two unique benefits. It has the ability to repair all items you’re wearing or have placed on the bench with a single click, regardless of where they were crafted. When combined with a power connection it can also repair Tier 4 and Orbital Workshop items.

This change means that all Orbital Workshop Items can only be repaired on this bench, rather than the machining bench or fabricator as before. It will still require the Workshop Repair Kit, which can be used in collaboration with the bench to repair workshop items on the go.

The bench costs 20 aluminium, 20 leather, 50 wood and 10 stone to craft, and can be unlocked in Tier 3 of the tech tree.



New Items



We’ve added a bunch of new items to the tech tree that have previously been ‘coming soon’.

The ‘Waterwheel’ will be a new power generation source that can be placed in any body of water. It provides 2000 power but requires some active maintenance to keep in service. Every three and half minutes, the waterwheel will collect junk such as spoiled plants, or rarely fish or sponges. After 50 items (which should take just under three hours), the waterwheel will grind to a halt and not generate power until it has been cleaned out. Keep an eye on it to keep your base moving.

The ‘Marbled Kitchen Bench’ will craft most items previous cooking benches can’t provide and has a 50% crafting speed bonus also.

It can be paired with the ‘Marbled Kitchen Storage’ which provides the same aesthetic as the other Tier 4 kitchen items.

The ‘Plumbed Sink’ when connected to active water connection, provides a short buff when interacted with. The Buff increases crafting speed, movement speed, health regeneration, and reduced water and food consumption.

The ‘Electric Stove' has been added to Tier 4 also, allowing you to craft items previous stoves couldn’t and plus a 50% crafting speed bonus.

Finally, we’ve changed the 3D meshes on a bunch of existing items to give them a fresh look. The Electric Furnace, Concrete Furnace, Electric Dehumidifier, Cooking Bench, Glassworking Bench and Lightning Rod have all received a new look. Existing versions that you’ve deployed won’t be updated so as to not ruin existing aesthetics (note: they also cannot be destroyed for a refund due to this change), and new versions will use the new mesh.



Pastes Rebalance



Pastes have been an area deserving of attention for a while, and today we’re providing a substantial rebalance to make them a more viable option amongst the consumables pool.

Previously, pastes provided small bonuses such as 10% health regeneration/increases or 50 health on use, which only lasted 60 seconds.

We’ve scrapped this model entirely, and redesigned pastes into ‘Enhancement Tonics’ which provide much stronger benefits.

  • Health Enhancement Tonic: Significantly increases maximum health and health regeneration, and provides a large boost to health on use.
  • Stamina Enhancement Tonic: Significantly increases maximum stamina and stamina regeneration, and provides a large boost to stamina on use.
  • Sustenance Enhancement Tonic: Significantly reduces oxygen, food and water consumption, and provides a significant boost to each of these on use.
  • Strength Enhancement Tonic: Significantly increases melee damage, throwing speed and physical resistance, and provides a boost to both health and stamina on use.

The new tonics can be crafted on the Herbalism and Chemistry benches and will have a two-minute timer from the point of consumption. Any blueprint points used on previous iterations of the pastes will be refunded to your character.

To introduce the revamped pastes, we have created a new mission to complete which requires you to perform research on protective pills and enhancement tonics on behalf of the UDA. Due to a last-minute issue in updating our content sever which stores a lot of the prospect data and player talents we have elected to pull the mission from this week and release it as soon as we can in the future.

- Jake Dodunski, Project Lead





Changelog v1.2.26.104657



New Content

  • Add data setup for new revised Electric Furnace asset. Existing spawned/crafted Electric Furnaces will remain the same for nostalgia reasons. Newly crafted Electric Furnaces will use the new mesh
  • Add data setup for new revised Concrete Furnace asset. Existing spawned/crafted Concrete Furnaces will remain the same for nostalgia reasons. Newly crafted Concrete Furnaces will use the new mesh
  • Fix Mats on new furnace DMs
  • Update Lightning Rod to use new revised asset
  • Add data setup for new revised Cooking Station asset. Existing spawned/crafted Cooking Stations will remain the same for nostalgia reasons. Newly crafted Cooking Stations will use the new mesh
  • Tweaked view distance settings for proxy meshes on new revised deployables
  • Add data setup for new revised Glassworking Bench asset. Existing spawned/crafted Glassworking Benches will remain the same for nostalgia reasons. Newly crafted Glassworking Benches will use the new mesh
  • Setting up waterwheel logic and power generation, adding new UI & unlocking on blueprint tree
  • Update Repair Bench BP to use new mesh
  • Update icon for updated Repair Bench
  • Fixed texture settings on Repair Bench assets
  • Delete repair bench mesh/materials/textures which were made obsolete by v2 assets
  • Fix material errors for Wood Bed DM
  • Update Interior Wood bed to use new v2 mesh
  • Add new Repair Bench
  • Can repair all items previously repaired at Fabricator and Machining Bench
  • Requires power to repair T4 and workshop items
  • Bypass stamina requirements for repair at bench
  • Add data setup for new revised Electric Dehumidifier asset. Existing spawned/crafted Electric Dehumidifiers will remain the same for nostalgia reasons. Newly crafted Electric Dehumidifiers will use the new mesh
  • Electric Dehumidifier - separated fans for animation
  • Updating Repair Bench UI to make consistent with the rest of the UI
  • Unlocking Repair bench in the Talent Tree and shifting to T3
  • AUGMENTATION: Extermination initial mission setup
  • Water wheels can now be only placed on flowing water
  • Adding and unlocking T4 Kitchen Bench, Stove, Storage and Sink, also adding recipes, meshes and deployable setups
  • Adding Snapping for Advanced Kitchen Blocks
  • Reworked herbalism bench pastes into enhancement tonics, these provide a much more significant buff, last 2 minutes and cost slightly more than the previous pastes.
  • AUGMENTATION: Updated mission requirements to utilize enhancement tonics
  • Added tonics and furnaces to dynamic quest reward options
  • Advanced Kitchen Bench & Electric Stove are now set up correctly with their available crafting recipes
  • Updating T4 Kitchen Deployables Names, Descrioptions and Flavour
  • Updating repair bench to be the only way to repair workshop items
  • Adding waterwheel generator crafting recipe
  • Updating Repair Bench UI to include new buttons
  • Adding new Strings for Repair Bench UI
  • Added advanced kitchen, waterwheel and repair bench icons
  • Players can now wash their hands at a plumbed sink for a 2minute crafting, movement, consumption reduction buff
  • Fixed typo in plumbed sink modifier
  • Players can now place items in the interactable sink
  • Cleaning in sink is only triggered when there is an active water connection
  • Updating Water wheel talent and itemable
  • Add Multiple Category Buttons To Repair Bench
  • Add DamagePercentForRepairAll to D_Durable
  • Added ability to toggle on and off auto-run
  • Add Multiple Category Buttons To Repair Bench
  • Removed the amount damage required for repair all from DT to BP variable
  • Conditionally hide repair buttons and info popup based on repair bench state
  • Allowed the waterwheel to not be affected by weather
  • Reorganized T4 kitchen pieces in talent tree.
  • Added recipes for T4 kitchen pieces.
  • Ensured recipes for T4 kitchen pieces cover previous recipes as required.
  • Fixed description of Marbled Kitchen Bench to indicate that it does not craft chemistry recipes.
  • FORSAKEN: Fixed typo in Thruster step
  • Fix location of Water network connection position on V2 Glassworking Bench
  • Add transparent sphere helper guides to show network socket positions in Editor
  • Removed Floatable trait from waterpump, causing it to error spam after being deployed
  • Adding in a tonic base mesh with material setup to easily change tonic liquid color and an Icon + color for the front of the bottle
  • AUGMENTATION: Increased mission timer to 3 days
  • Added autorun support to mounts. Pressing forward or backward movement input will disable autorun if active
  • Added enhancement tonic icons and added them to itemable datatable
  • Added new backend hooks to the Repair Bench for greater filtering/better UX (not yet implemented)
  • Enabled code enum generation on D_RecipeSets/D_TalentTrees tables
  • Resaved D_TalentsTree table to fix formatting issues
  • Reduced recipe costs of waterwheel.
  • Doubled time between items clogging up the waterwheel, resulting in less item returns but longer running time.
  • Removed waterwheel talent from repairing tree, as this is no longer required
  • Fixed crafting location for Repair Bench, now correctly crafted at Machining Bench
  • Added water connection to kitchen stove and electric stove, as there are now water recipes there
  • Fixed typo in Condensed Enzymes (was missing z)
  • Fixed typo in water tooltip for crop plots, receive instead of recieve
  • Removed fuel slot from electric stove, as this does not do anything.
  • Update icons for enhancement tonic modifiers to use new icons.
  • Fix a bug with the enzyme dynamic mission reward where it would show 2-3 enzymes as a reward but only give one (now correctly shows it will give 1)
  • GetRepairableItems function can now process multiple inventories at once with the ability to include/exclude workshop items
  • Cleaned up ItemManipulationComponent code
  • Dynamic Tools Mission: Required number of items no longer scales with difficulty, increasing required items at lower difficulty and reducing it at higher difficulty. - Fixed crossbow attachment reward giving the flexible frame instead of the lightweight frame. - Fixed icon for cooking bench talent to use new version
  • Fixed the stamina regeneration on the Stamina Enhancement Tonic not applying to the character
  • Updated Repair Bench description and flavor text
  • Add new UMG_RepairMaterialStack widget for displaying stacked repair materials in the Repair Bench
  • Fixed waterwheel item fill timer to correct value for new expected clog time
  • Fixing Repair Bench Confirmation UI to include correct stat changes
  • Fixing Waterwheel Timer
  • Waterwheel now checks there are spoiled plants in its inventory before adding other items to prevent expoits by removing non-stackable items
  • Increased energy generation of waterwheel to 2000 from 1500. - Increased time for clogging of the waterwheel to 2h50m, now requiring 50 items to fully clog (gains 1 item per 204s)
  • Changed glow colour on enhancement tonic icons
  • Update pivot position of Waterwheel SM and offset SK mesh in BP so that the wheel touches the water
  • Adding new developer prospect to force content server update
  • Fixed a bug where having sleep quality % buffs (e.g. washing hands) on the player wouldn't affect the well rested buff
  • ADVANCED ORDER mission: Updated Health Restoration Paste requirement to Health Enhancement Tonic
  • CONCEALMENT mission: Updated Oxygen Restoration Paste requirement to Sustenance Enhancement Tonic

Fixed

  • Added pre-compiled Sentry binaries to version control
  • Added extra logging to ActorStateRecorderComponent
  • Shifted GPU/Driver info collection to USentrySubsystem::AddDefaultContext so it doesn't spam log with gpu info
  • Dynamic Quest Reward improvements:
  • Increased the amount of storage granted by storage improvements (now 3 pieces of storage instead of 1)
  • Fixed Advanced Modifications: Melee reward
  • Fixed typo in Dietary Requirements
  • Added T3 light options to light rewards
  • Reduced chances for and increased reward amount of cooked T1 items
  • Increased reward amount for uncooked veggies
  • Added additional reward options
  • Removed Prime Meat options from dynamic quest rewards, as the item is no longer in use
  • Added validation to prevent a crash related to Quest initialisation during prospect reload
  • Fixing Mission Communication board Mesh
  • Fixing Water Pump Energy Requirements
  • Fixing issues with missions created prior to week 50 being in an end state and reverting back due to bad save informaiton
  • Committing fix for Icon editor crashing when clicking on a folder icon
  • Fixing issue with caches missions not providing xp
  • Fixing Collect Mission dead prospects from not being there on reload
  • Mission Communicator now works all the time in editor
  • Clients can now see the contents of Quest Rewards during selection
  • Update wood repair hammer name, description and flavor text to communicate merging of repair and upgrade hammers
  • Fixed an issue where deployables and buildings pieces could be destroyed when reloading an outpost/open world game. Reloaded IcarusActors and IcarusItems are now assigned their UID as soon as possible after spawning. UActorStateRecorderComponent::AttemptToFindOwner no longer accepts actors with valid UIDs as potential owners. Reduced default verbosity of various recorder-related log categories
  • Dynamic Hunt mission: Reduced spawning delay on creatures slightly.
  • Dynamic Cache mission: Items are no longer marked as quest items.
  • Dynamic Collect Prospector ID mission: Bears no longer respawn, but will still respawn on reload (to prevent login and logout to remove them)
  • Added missing RepairFunctionLibrary file missing from previous commit to fix the build

Future Content

  • Updates and improvements to swamp scatters and general ambience finessing
  • Fixed an edge case with the hotbar focusing secondary slot not going away when reviving
  • Add Enzyme Geyser to TU/AC/SW on Blue Quad, DLC Map
  • Apply water physical material to creek water mesh to fix creek footstep sounds, which were broken by the refactor required for lava footsteps
  • Removing breathing layer from b.dog aggro state
  • Placing Foliage, Exotic Meta Spawn and Enzyme Geyser's, In Volcanic Biome, Purple Quad, Prometheus
  • Cleanup of Ice Cave on Green, Cave AC SML 005 Added & Cleanup on Blue Quad, DLC Map
  • Moved GetLoadout and GrantMetaItems character functions to their own component to improve dedicated server compatibility
  • Remove pointless Substance Toolbar buttons which are links to the website, taking up valuable Editor UI real estate
  • Added DEP_T3_Communiction Device
  • Adding more swamp lake scatter bubbles and interesting layers
  • Placed Respawn Dropships in Grasslands, added aspen saplings in GL,polished decals and foliage around GL/TU transition, Green Quad, DLC Map
  • Increasing the scale of the BatDog by 35% character to its correct size
  • adding in first pass base level tundra ambience. To be adjusted and fine tuned and adding more scatters
  • Upping the swamp quad character and corpse scale by 20% to better fit the vocalization feel
  • RVT Off on CF Sandbanks, Prometheus Cliffs/Rocks/CaveEntrances
  • Tree Trunk RVT OFF, Pine/Fir/Palm/Cypress
  • Submitting Flyer and textures
  • Adjustments to tundra and environment tweaks
  • Wood Fortifications - all meshes, textures, materials added. Adjusted settings in D_DeployableSetup and added sockets to improve placement
  • Adding biome data table info
  • Cleanup of Riverbanks & Cliffs on Green/Blue Quad, DLC Map
  • Added DEP_Landmine
  • Updated LOD for DEP_Landmine
  • Update Texture reporting in AssetInfo tool to take into account World Normal maps
  • Fixed Skeletal Mesh checking including Destructible Meshes in results
  • General Cleanup On, Purple Quad and Green Quad, Prometheus
  • Fix LODs on several SKs
  • Fix filenames and texture settings on new creature assets
  • Fix Diorama mesh using complex collision at over 100k tris
  • Delete test levels for new creatures uploaded into creature folders
  • Fix DM material errors for new cooking station
  • Adding tundra and grasslands ambient and scatters. Removing unused assets
  • UI layout tweaks to AssetInfo tool
  • Progress on Missing Materials check
  • Added Enzyme Geyser to SW & General Cleanup on Purple Quad, DLC Map
  • Placed Respawn Dropships in Grasslands, polished decals and cliffs around GL/TU , Green Quad, DLC Map
  • Converted HAB Character assets from Virtual Textures to standard to remove unnecessary technical overhead
  • Fixed up some filenames and deleted unused assets
  • Adding new tundra and grasslands subtle grass blend layer when around bushes. Adjustments to grasslands levels and dynamic sounds
  • Fixed Cypress BB texture being VirtualTexture
  • Fixed Tree and Grass Billboard masters using assets instead of default textures causing dozens of unnecessary asset references
  • Added Sulfur deposit meshes (duplicated stalagmites) + materials
  • Adjustments to LC_PlantDebris decal
  • Added subsurface to red grass in Lava Biome, LC_GrassA
  • Rename Crate MED asset because it keeps dirtying DTs with casing issues
  • Rename WildBoar assets folder because it keeps dirtying DTs with casing issues
  • Tweaked WildBoar GFur LOD settings to fix close up visuals
  • Adjusted M_RockMacroMaster and MF Dolerite/Moss/Sand/WindSweptSnow to reduce texture lookups and shader complexity, added cheaper triplanar method (MF_CheapTriplanar), WIP and older files saved in Dev folder
  • Added New Arctic Template Cave, ACMED_005, DLC Map
  • Fortifications - added first pass on wall piece with window
  • Made template Cave_AC_MED_006 Level for TU/AC on DLC Map
  • Placed Respawn Dropships in Grasslands and Tundra/Arctic, polished decals and cliffs around GL/TU , Green Quad, DLC Map
  • Added KIT_Brick
  • Added ITM_Brick Resource
  • Added IsValid check in UpdateSentryContext function to prevent log spam in HAB
  • Add pathway to climb out of Mega Tree Cave & Set Dress Mega Tree cave tunnel on Purple Quad, DLC Map
  • Finished Template Cave ACMED_005 and Added it into the Ice Cave On Blue Quad and General Cleanup, Blue Quad, Prometheus
  • Update D_Durable to fix build validation issue

Icarus Week Fifty Update | Open World Mode gets dynamic missions

Our initial implementation of Open World has been well received and we are excited to follow this up with the addition of dynamic missions to Open World sessions together with some performance improvements.

These Open World Missions allow us to bring a richer experience directly into our persistent world experience. Inside an Open World session, you can now launch special Missions from a Short Range Radio in your base. Eight mission types and variations depending on your biome and difficulty give you over 50 different versions to play.

Performance improvements to reduce the impact of Unreal Engine RVT tech have been implemented that can improve performance significantly for many players.

We’ve also introduced a new bug reporting feature, which will help provide more detailed debug info to help us solve more challenging bugs such as disappearing deployables and voxels upon reload.

Finally, we talk a bit more about our upcoming Decentralization, and why it’s so important after an outage we experienced earlier this week.



Open World Missions



Establishing the Open World mode has allowed us to expand the game into a more persistent experience, but we wanted to bring our mission experience into this. This week we're bringing a variety of dynamic missions into Open World mode. Missions with varying objectives and challenges can be launched from your Open World session, with variations based on your map location, biome and selected difficulty.

The new Short Range Radio can be made at the Crafting Bench (after unlocking in the Blueprint Tree) and requires ten wood, eight ropes and fifteen iron. Once crafted and deployed, engaging with it will provide two contracts to choose between, with any you select being repeatable in the future.



The eight types of mission available are:

  1. Hunt: Kill a quota of wild animals that spawn in the current biome
  2. Grow: Grow a quota of vegetables and deliver
  3. Mine: Collect a quota of a requested ore and deliver
  4. Collect: Search for downed prospectors and collect and deliver their IDs
  5. Scan: Scan a location with the scanner provided, defend the scanner
  6. Cache: Collect a cache from a previous prospector
  7. Boss: Kill a wandering boss animal
  8. Tools: Craft and deliver 3 tools of varying tech levels

Completion of your assigned mission will result in a Reward Pod descending to your location, where you can choose between one of three offered rewards and be granted XP for your efforts.



These Missions differ from those in the Missions game mode, so don’t forget to still play them especially if you want to unlock Boss enemy items or find exotics. In future, we’re looking at more ways to integrate the rich mission experience of the base game with Open World mode, while still having some unique stand-alone Missions.

We have experienced three months of back to back growth in player numbers, revenue, and playtime - much of which driven by Open World mode. As such, it's clear that players enjoy this and our community and many content creators have provided excellent advice for us about how to focus the experience. As such we will be expanding and developing Open World mode based on your feedback. Please continue to let us know your thoughts and ideas on how to develop this further.



Performance



We’re implementing the performance improvement we talked about last week, with early indications from our experimental testers suggesting positive improvements for mid to low-spec players.

To explain the change, Icarus previously utilized Unreal Engine’s Runtime-Virtual-Texture (RVT) technology to provide terrain texture details and environmental blending for our rocks and cliffs. We found that our heavy use of this tech had led to a GPU bottleneck. We have substantially eased the strain caused by this bottleneck, improving performance and specifically, FPS.

We released this improvement to our experimental branch testers earlier in the week, and have received feedback ranging from no change to significant improvement with one user reported seeing frame improvements from 14fps to 50fps on Epic settings, and another from 40-70fps averages to 60-80fps averages (with DLSS on). Some other encouraging feedback included players now being able to spot creatures at greater distances, and having landscape load far quicker and more seamlessly. This will, of course, depend on your individual hardware spec, settings, world complexity etc. as unfortunately players with high-spec machines already experiencing high frame-rates report less improvement from this change.

At times it can be frustrating as a player to see an update that doesn't improve performance, with comments coming up like "why aren't they fixing performance first?". Performance is an ongoing task and clear focus for our team since launch. With ICARUS we pushed the boundaries of the engine, even working directly with Nvidia on new functionality. This means the development and systems are quite complex, and it can take a log of time to bring performance improvements. We have dedicated team members looking at the game, profiling it, and developing fixes. This area is one of the most complicated to schedule, so sometimes weeks can go by without major fixes being deployed.



Bug Tracking



We wanted to address one of the larger bugs impacting the community currently which, due to its unique circumstances, make it difficult for us to fix.

Disappearing buildings, deployables and deep ore veins when reloading a game has been plaguing many players for some time. We have difficulty being able to reproduce the bug internally, making it hard to identify the root cause of the issue. When it does happen locally, or players send us their ‘prospect files’, a save has already occurred and overwritten the reload state we needed to see what happened.

We have added a new Report Bug button in the game, that allows you to anonymously send bug tickets to our devs which will include any errors/warnings that have occurred in the logs.

If you lose any buildings or deployables, please hit Escape and use the Report an Issue button.

Feature Upvote is also still active, and is the best place for sharing suggestions, improvements, thoughts and concerns.



Data Decentralization



As we’ve mentioned before, for the past few months we’ve been working on how to remove the game's online requirement and our dependence on our back-end server architecture for many reasons including resiliency, cost and reducing complexity.

Games as a Service (GaaS) is a popular term in development, referring to online titles that monetize through the games live and run as a live service. Piracy is difficult because of the games "online service" nature. Initially, ICARUS has been very much like this. We have been prioritizing a move away from this, to decentralizing the game and pushing as much as possible to the community. While this means a reduction in some functionality, it dramatically increases redundancy and the ability for players to play the game how they would like.

Decentralizing the games architecture allows our community to run the game how they see fit, and ensures the game a long life independent of the studio running it. This has been a conscious decision at our studio, across all of our products including unreleased ones, so that we can focus on making good games with excellent tools. By focusing on the games, and providing the tools to run them, we believe this maximizes both the lifetime and the creativity of the games themselves.

- Dean Hall, CEO


Earlier this week we had a significant outage with players unable to connect and had us even considering bringing this change forward, but we are making good progress and want to make sure we’ve tested and addressed any issues migrating data from our servers onto users PCs. We still have a few connection issues when first joining a dedicated server which we are actively looking into but we are happy with progress.

We have been working with server providers who have been testing the dedicated server and are providing useful feedback. If anyone is interested in trying the branch, we update throughout the week and talk about bugs and issues in our Discord in the #data-decentralization-branch channel. Click here to join.

This work really will open up doors to us to add a lot of things to the game, including significantly expanding the number of players who can play in a session at once. Our currently testing has been with eight players in a session at one time, for example.



DLC Status Update and Monetization Stance



ICARUS is the first major title the studio has produced and it would be fair to say our launch was rocky. With the launch we undertook a review of how we were working and made adjustments, as well as some key decisions. One commitment we made was to work on the quality of the base game, and customer satisfaction, before we looked at monetization. We originally had plans for more additional monetization, such as DLC including more expansions - but have moral objections to monetizing the project while reception was deservedly mixed.

Instead of this, we committed to weekly updates even through holiday periods to build customer and player confidence, to allow us time to develop the experience. As such, we're still not at a point where we feel comfortable releasing paid DLC, as we feel there is still some work to be done getting the base game to an experience players are satisfied with.

To ease our production processes we publish our changelogs verbatim, so keen eyes will have noticed we have been doing a lot of work on future DLC content for some time and we are mostly there in a number of aspects, but I will continue to delay the launch of the DLC until we are satisfied the base game is broadly representative of what our players want and expect.

Even when we do launch future DLC, we will continue to prioritize development of the base game and have DLC being supporting content. Additionally the studio is committed to ensuring DLC does not divide the community such as when playing with friends.

There is no specific targeted date for the launch of paid DLC and content. We will continue to listen to your comments and discuss it with you, here and on Discord.

- Dean Hall, CEO


Like our work? Please consider supporting our other games!



We have a separate team who very passionately work on Stationeers. We've been working hard on major refactors of the game, and are increasingly proud of where the project is at. We're getting even closer to releasing a major multiplayer update that will make it easier than ever to play multiplayer together. Please check it out, and wishlist it or buy to support our work.

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

Changelog v1.2.25.104293



New Content

  • Adding Dynamic Quests for Growing & Mining, Updating Kill Dynamic Quest
  • Adding Dynamic Quests for Scanning and Dead Prospector Retrieval
  • Tweaked Mission EQS to better work with quest distances
  • Adding Dynamic Quests for Hunt and Cache
  • Added Anchored Behaviour to Wolves by default that can be enabled via spawner
  • Adding New EQS for Close AI Quest Spawning
  • Unlocking 'SMPL' interface for triggering dynamic missions
  • Fixing Dynamis Mission 'Hunt' as it wasn't counting the creatures killed correctly
  • Adding Dynamic Quest Table and ability to trigger quests from in session
  • Update Exotic Delivery Interface to have its own widget and not use the Mission Communicator BP
  • Adding new Strings for SMPL interface
  • Adding Rudimentry Flare to Reward Pod which fires into the air upon landing
  • Fixing up mission communicator text and adding a shift to the base dynamic mission spawn location
  • Adding FName as a possible generic actor record on the save game
  • Adding a new UI for Dynamic Quest Reward Selection
  • Fixing some typos in the Dynamic Quest Descriptions
  • Submitting missed Dynamic Quest Reward Structure File
  • Adding cheat to Skip Quest Steps
  • Updating Enviroment Queries to Query based on Mission Board Or Actor instead of Pawn
  • Updating Dynamic Kill quest to have different bosses per atmosphere type
  • Adding functions to call to clean up quest objects when a quest is complete
  • Updating Scan Dynamic quest to clean its mission objects up after mission complete
  • Fixing up Quest UI so it works with missions being cleaned up after they have finished
  • Reworked Dynamic Quest Rewards so there is a lot more variety
  • Fixed Dynamic Quest reward options now have an interactable tooltip
  • Resaving DynamicQuestRewardsDatatable
  • Added first iteration of Dynamic Quest Reward Items
  • Added first iteration of Dynamic Quest Reward sets, pre-lore
  • Add basic audio cues for dynamic quest UI and item setup
  • Adding ability to select from 2 dynamic missions when interacting with the Short Range Radio
  • Adding fallback cases to mission selection location
  • Adding DynamicQuestSeed to GameState & GameModeRecorder so missions are set until completed reguardless of Short Range Radio
  • Adding new UI for Short Range Radio Mission Selection
  • Adding Weighting to Dynamic Quest Selection for Generation
  • Setting Dynamic Quest Reward Item Selection Weighting to 100 by default instead of 1
  • Updating Short Range Radio to Propertly Roll Dynamic Quests based on Weight
  • Removing unused UI asset for dynamic quests
  • Fixing default values for various quest weightings
  • Updating Dynamic Quests to include Difficulty Reward Modifier
  • Updating Dynamic Quest Distance Spawning logic, so it slightly futher away
  • Updating Grow Missions to only include things the player can grow on Olympus & Styx
  • Updating Hunt Quest to include extra spawning of creatures specific to the mission
  • Updating Mine Quests to include different ores based on session difficulty
  • Updating Quest reward UI to show the scaled rewards based on session difficulty
  • Couple of UI audio tweaks for dynamic missions
  • Added additional dynamic quest reward items and sets.
  • Added lore to all dynamic quest rewards
  • More tweaks to dynamic mission audio:
  • Fix phys mat on T2 communication device
  • Add charge sound to transport pod ascent sequence
  • Replace mission confirm UI audio on dynamic quest option widget
  • Adding new Tools Dynamic quest, scales on both selected difficutly and asks the player to craft & delivery 1 out of a possibly 7 sets of items per difficulty
  • Unlocking Short Range Radio Talent to be unlocked on the T2 Tech Tree
  • Resized Reward Pod Inventory as it was not required to be as big as it was (60->24)
  • Fix flare assets to be configurable for color
  • Tweak flare logic for Transport Pod
  • Increasing Dynamic Quest Spawn Location and Updating EQS
  • Updating Cache Dynamic Quest Spawn Location
  • Fixing Tools Dynamic Quest Completion condition, so it actually completes
  • Scaled cache reward options to be similar in level to dynamic quest rewards
  • Increased minimum cache rewards
  • Remove debug setup for Transport Pod
  • Updating Dynamic Quest EQS & Dropship Landing EQS to use the correct QueryContext
  • Updated Cache quest so it can be completed after a reload & allowing some items a percent chance to spawn
  • Dynamic missions now generate a mission difficulty, which is saved in the QuestManager and Recorded as needed
  • Updating all dynamic quests to use the dynamic mission difficulty rather than the prospect difficulty for scaling
  • Fixing Short Range Radio's itemable and durabable data, it will now have a proper name, icon, description and health
  • Add an autodetect GPU button to Graphics Settings
  • Add an Auto Detect button to Graphics Settings
  • Performs GPU and RAM detection and applies settings based on what is found
  • This means users have a 'make it go faster' shortcut button
  • Add an autodetect for GPU button to Graphics Settings
  • Add an Auto Detect button to Graphics Settings
  • Performs GPU and RAM detection and applies settings based on what is found
  • This means users have an opt-in 'make it go faster' shortcut button
  • Updating Transport Pod Inventory Length
  • Rescaled quest rewards, notably reducing boss crafting materials and increasing their fully crafted counterparts
  • Fixing Short Range Radio not having a meshable entry
  • Add an autodetect GPU button to Graphics Settings
  • Add an Auto Detect button to Graphics Settings
  • Performs GPU and RAM detection and applies settings based on what is found
  • This means users have a 'make it go faster' shortcut button
  • Made changes to DynamicQuestReward and Mission_Communicator_T2. Still needs to be adjusted
  • Added new option in escape menu to 'Report an Issue' that can be used to directly report a bug report to our bug tracker along with useful game state information. Added UE4 Sentry plugin to give better integration/control over what is reported back
  • Adjusted Short Range Radio UI to match concepts
  • Adjusted Dynamic Mission Reward UI to match concepts
  • Limited Short Range Radio to only work in Open World Mode
  • Final touches on Dynamic Missions widget clean up
  • Dynamic Quests no longer provide the 2 experience events
  • Swapping Experience granted from Dynamic Quests to use the dynamic mission difficutly variable for scaling
  • Collect Dynamic Quests now spawns additional enemies
  • Kill Dynamic Quests now spawns additional enemies
  • Collection Dynamic Missions Clean Up Correctly Now
  • Dynamic Mission Locations now increase based on the selected dynamic mission difficulty
  • Added Settings module to Icarus build.cs, removed WITH_EDITOR flags around SentryModule ISettingsModule
  • Added Settings module to Sentry.Build.cs
  • Fixing Short Range Radio not having the correct talent requirement - fixes blueprint talent display
  • Adding additional Text to Login Screen for Connection Status
  • Removing ws from socket header
  • Rebalanced dynamic mission rewards to offer higher tier rewards more often and more basic materials when they appear. - Increased dynamic cache mission rewards. - Fixed dynamic tools mission Antibiotics step. - Quest rewards now correctly show the unscaled value if the value does not scale (eg if you get 1 tool)
  • Fixing issues with Collect Dynamic Quest where items were not spawning in the collection bodies as intended
  • Adding redundance case for collection quest bodies item spawning
  • Dynamic Mission EQSs now avoid generating points on water
  • Adding ability to cancel dynamic quests, if a quest is cancelled there is a 10minute delay before another quest can be undertaken
  • Adding Replication for the Dynamic Quest Seed
  • Adding a new gameplay config option for DynamicQuestCancelDelay
  • Modifying Exotic Delivery ship Spawning to use the new Dynamic quest pod logic
  • Updating Dynamic mission range to be slightly larger
  • Removing Red light on the Short Range Radio
  • Adding new EQS for quest spawning
  • Updating Cache Quest to include new cache eqs
  • Updating Dynamic Quest Weightings
  • Fixed dynamic mission scaling for Mine mission when selecting difficulty, and removed chance to require titanium as a handin
  • Fixing issue if clients and the server interacted with the reward pod on quick sucess and selected a reward that both rewards could be given
  • Fixing the reward pod flare & smoke not showing on the derived classes
  • Tweaked dynamic mission rewards, making long term quarantine reward and hunting supplies rarer. Increased bone drop from hunting rewards
  • Added new Test to Dynamic Mission EQSs to prevent picking points next to existing IcarusActors

Fixed

  • 'Max' Crafting UI button now works as expected for items that require Fillable inputs (water, fuel, etc)
  • Fixed typo in the MK-200 Weaponized Laser (Repaired) item, and updated to US spelling standard
  • Water pumps no longer automatically increase the water levels in the water trough
  • Fixed a bug where on respawning, the off hand item on the quickbar would still be focused while no item is there
  • Fixed issue causing the STRANGE HARVEST mission flower to not have the poison cloud on first spawn
  • Grenages dont damage structures or deployables
  • Grenades (and sandworm spit) will now damage buildings and deployables
  • Grenades (and sandworm spit) will now damage buildings and deployables
  • Melee weapons can again damage buildings and deployables (fix for throwables change)
  • Corrected Caveworm Icon
  • Add an Auto Detect button to Graphics Settings
  • Performs GPU and RAM detection and applies settings based on what is found
  • This means users have a 'make it go faster' shortcut button

Future Content

  • Updated all Brick Tier Floors, Walls and Beams. Also added sockets
  • Small adjustments to r.dog movement audio sounds
  • Adding Sledgehammer Harvest Context Icon Logic
  • Adding Markers onto Prometheus for Prebuild Structure Locations
  • Adding Wood Railing Gate audio
  • First implementation of RockDog enraged behaviour. Added support for GOAP Controllers to dynamically select custom behaviour trees to inject, instead of relying on static D_GOAPSetup data
  • Added extra stats for Enraged GOAP behaviour
  • Add audio context component to cave rivers to enable faux audio occlusion based on cave context - still need to set up custom FMOD event and apply parameters once cave volumes have been defined. Move river audio settings to data to facilitate new features and custom audio for different rivers
  • Fixing up Redirectors in the quest folder
  • Fix missing texture after cleanup
  • Added support in Enraged GOAP Motivation for ActivationTime and CooldownTime stats. Fixed Enraged Heavy Slam attack not waiting for montage notify to apply damage. Added new placeholder montage for lava spit attack
  • Cleanup Character assets part 3
  • Adding in lava scatter audio and low level base biome amb
  • DEP_Crate_Sinotai skins variation textures and material
  • Created New Volcanic Template Cave and Scoria Placed In Volcanic Biome, Purple Quad, Prometheus
  • Add TU Cave SML 001, Add Ice Flow To Frozen Lake & Cleanup on Blue Quad, DLC Map
  • Adding new Skins for the 3 different Orbital Transport Pods & Updating their associated map icon colours
  • Apply new river audio setup to cave and lava rivers in Purple and Green quads
  • Prototype cheaper triplanar material function
  • Cleanup creature assets
  • Add icon for T2 communication device, fix meshables setups for tiers
  • SM_Breakable_Clay combined and matched to the blueprint
  • SM_Breakable_Obsidian combined and matched to the blueprint
  • SM_Breakable_Scoria combined and matched to the blueprint
  • FT_Breakable_Clay_Var1 swapped mesh into combined version
  • Adding rumble audio scatter to lava biome event
  • Adding batdog specific footstep event and adjusting footstep layers
  • Basic audio pass for brick-tier buildings
  • Added burnt versions to all 4 variants of the Aspen trees, including all Foliage Types and FLOD descriptions
  • Add Ice Tunnel to Ice Maze, Painted Clay in SW & Cleanup on Blue Quad, DLC Map
  • Created New Volcanic Template Cave, Set Dressing Volcanic Transition Cave and Placement of Breakable Rocks, Purple Quad, Prometheus
  • submitting MoBasePrebuilt_Cave first pass
  • submitting Group15Outpost_Volcanic first pass
  • Adjustments to predator bird idle call trigger points, spacializer settings and wing pitch randomness and other improvements
  • submitting MoBasePrebuilt_Arctic first pass
  • Added Sledgehammer node icon and added it to Valid Interact Queries Datatable
  • Added Dogtags and Delivery Ship icon and added to D_MapIcons
  • Prototype initial RockMaster shader and functions, decreases instructions ~10% and PS by half
  • Shield Mechanics. Shield now works on the quickbar rather than the G slot. There are a list of items based on tags to be used with the shield/off hand
  • Adding in first swamp scatter cre into FMOD. More to come
  • Adjustment to small rock debris scatter to make sure it doesn't spawn too close to the character
  • submitting MoBasePrebuilt_Treehouse first pass
  • Add appropriate vocalisation states to predator bird
  • Add Editor tool to check health value of creatures
  • First pass adding swamp ambient and scatter layers in. To be adjusted and fine tuned
  • Increased maximum trace distance for SpawnAI cheat script
  • Added recipes and item setup for potato and tomato recipes.
  • Increased the maximum stamina and health granted by soups.
  • Added cooked bean recipe and item setup for the campfire
  • Added version 2 of the repair bench mesh, textures and destructable mesh
  • Resaved datatables to fix build validation
  • Fixed the montage not playing on clients and the floating damage numbers no longer double up and the damage number for the shield is now blue
  • Added first implementation of BatDog stalking behaviour. Added GetWorld implementation to IcarusGOAPMotivation.h to support function libraries
  • Added New Volcanic Template Cave, Added Deep Ore Deposits in LC and SW Biomes and Placed Breakable Rocks In the Swamp , Purple Quad, Prometheus
  • Add Deep Ore Deposit, Cleanup Clay in SW & Cleanup on Blue Quad, DLC Map
  • Attached select nodes for relevant 'Shield' damage types
  • Added eye sprites to BatDog. Increased stalking movement speed
  • Adding more scatter swamp layers. Also swapping out footsteps to swamp layer which will reduce in volume - to be fine tuned and balanced
  • Cleanup unused assets
  • Cleanup unused assets
  • Created new master materials for common developer materials and recreated in more structured format then reapplied to use cases
  • Updated Brick Tier Roof assets
  • Delete actors from unused OP001 map referencing deleted background meshes
  • Updated descriptions and flavour text for tomato and potato meals
  • Placing New Deep Ore Deposit Spawns In Swamp and Volcanic Biomes, Purple Quad, Prometheus
  • Adjustments to swamp scatter, footsteps and base layer
  • More swamp scatter additions
  • Cleanup Clay Breakable in SW & Cleanup on Blue Quad, DLC Map
  • Basic audio implementation for shield - create generic shield static mesh actor and add audio feedback when shield blocks or breaks. Add placeholder audio for wooden shield
  • Cleaning up unused assets
  • Improvements to subtlety of swamp biome base layer and some scatter adjustments
  • Add Deep Ore Deposit to Green & Add Meta Exotic in TU/AC on Blue Quad, DLC Map
  • Fix MFs referencing asset textures in master materials, changed to default texture sets and resaved all associated materials to break references
  • Added stamina cost to D_Actionable and removed the manual implementation from actionable shield to better use the preexisting functions
  • Added hotbar functionality for the shield focusing. Now if the player has two weapons in their hands two different hotbar items will appear focused
  • Removed accidental debug logging from tick
  • Small adjustments to swamp biome. Added and removed test cre scatter
  • Repair Bench - Implementation
  • Add new Repair Bench
  • Can repair all items previously repaired at Fabricator and Machining Bench
  • Requires power to repair T4 and workshop items
  • Big cleanup on assets, removing old and still unused content
  • Fix up master materials using assets instead of default textures and resaved to clear references
  • Fix up numerous redirectors no longer in use
  • ITM_Shield_Wooden mesh, material and textures
  • Added Brick Angled corner Roof and inverted assets
  • Added Brick Roof Lower and Brick Roof Upper
  • Small adjustment to swamp biome scatters. Addition of tree rustle in gentle wind
  • Add Icarus Meta Exotic Spawns on Blue Quad, DLC Map
  • Update transport pod audio, and a couple of other audio tweaks for dynamic quests
  • Adjusted cave painting colour, and emission to be more obvious in cave lighting
  • Refactor action fail feedback audio from generic melee actionable into an option on the actionable base BP, so that it can also be used on shield actions. Add missing Shield_Hold stamina reference to shield row in D_Actionable to fix shield stamina
  • Resaved datatable to resolve build validation
  • Adjustments and improvements to swamp scatter and bass layers. Separated various layers out for better variability
  • Update pass to tidy up some issues with swamp lake audio actor edge splines and islands
  • Update pass to tidy up some issues with swamp lake audio actor edge splines and islands - a couple missing from previous commit
  • Add Respawn Dropship Placement & Landscape/Foilage Cleanup on Blue Quad, DLC Map
  • Placing New Meta Spawns and Respawn Drop Pods, In Swamp and Volcanic Biomes, Purple Quad, Prometheus
  • Disabled RVT on Cliffs, Rocks, Seracs and disabled Snow RVT on Foliage to improve performance
  • Submitting all the base assets for the Striker, new fur setup to be applied and AI setup to come
  • Swapped the Map Icons for the Transport Pods to the new Transport pod icon
  • Fixed ISettingsModule.h not being compiled out correctly in non-editor builds
  • Added missing Sentry dlls
  • Trying a more sensible approach to using the Settings Developer module in the provided Sentry source code
  • Removing dependency to developer module 'Settings' in Icarus.Build.cs
  • Reverting last commits
  • Added base setup for spider assets to project. Created charater and corpse BP and added to data tables

Major Outage 16 November 2022 Resolved

A core system had an expired domain record. No build needs to be deployed. In some cases, it make take a little longer for your game to begin working again due to DNS propagation, but in most cases it should start working again immediately. If you are already in game, the game will begin syncing. If you are in the main menu, you might want to restart the game eventually waits some time between connection attempts. You can also flush your DNS to expedite the process (warning: this is an advanced maneuver).

Apologies for the outage, many of our team worked throughout the night to resolve it. It ended up being down for between 12-24 hours depending on your DNS.

We have deployed the experimental yesterday (separate to the outage) which has significant performance improvements and includes our initial work on dynamic missions for open-world.

If you still have issues connecting at the main menu:

  1. Try doing a "flushdns"
  2. Try restart your router and/or modem if you have them separated.
  3. If that does not work, switch your PC to use for example google's DNS

Icarus Week Forty Nine Update | Sitting on Chairs and Water Bombs

This week brings our fourth community feedback update, focusing on player-driven improvements and changes shared with us on Feature Upvote.

Alongside these changes, we also spent some time this week speaking about some of our ongoing work and upcoming features we’re excited to be debuting.

A large Performance Improvement is planned, and we go into depth about what the changes we’re making are, and our expectations for how this will impact performance overall. We also speak about our upcoming Dynamic Quests in Open World, and finally the P2P (player-to-player) benefits and changes as a result of our upcoming Data Decentralization.



Update On Performance Optimization



Performance is always something at the front of our mind in our work on Icarus and while this has been a long-standing issue, addressing it has remained a priority. We have identified an issue that in early testing could result in large performance improvements for a number of players.

Icarus heavily utilizes Unreal Engine’s Runtime-Virtual-Texture (RVT) technology to provide terrain texture details and environmental blending for our rocks and cliffs. We have found that our heavy use of this tech has led to a bottleneck on the GPU. We're working hard to remove this bottleneck which we expect to significantly improve performance, but this change will take a while to implement due to us having to make changes to a large number of terrain assets.

Improvements such as this are time-consuming, and once discovered the work to rectify them may overlap one or more of our regular weekly updates. However, a portion of our team is dedicated to improving performance, and their work is integral to our future plans and ongoing improvement of the Icarus experience.



Coming Next Week - Open World #2



We are moving ahead with our plan to develop the next stages of this feature, starting with the first expansion to the world next week, Dynamic Quests.

Open World has been a big success for us, and your support of the new mode has been incredibly encouraging and a proud moment for our team.

Dynamic Quests require you to build a new ‘Short Range Radio’ on the planet, which you can interact with to trigger the start of these objectives.



These Dynamic Quests will provide objectives in the local area and biome to where you have built your Short Range Radio, keeping your missions close to base and your resources.

Completing these Dynamic Quests will reward you with a specialized pod that drops down to the surface, and when interacted with, will provide you with a few different options to choose from such as food, ores or tools for your payment.

Depending on the difficulty of the quest, the rewards will scale appropriately, and players will also receive XP for completing these quests.

Dynamic Quests are the first step in our efforts towards building Open World into being a vibrant, engaging game mode, and the early support you have shown us has given us acknowledgement of your appreciation for this effort. We’re excited to build into the future of this mode with you.



New Features



We’re excited to be bringing some highly requested features to Icarus as part of the fourth installment of our Community Feedback patch series.

Due to popular demand on Feature Upvote - You are now able to sit on chairs, allowing you to finally enjoy the comforts of your elegantly designed bases and homes. Set your team up around the dinner table, or rest in front of the fireplace after a long day of surviving the elements, the choice is yours.

We’re also releasing the Water Bomb, a feature we’ve been working on for a while and are excited to bring to the tech tree. Designed as a fire deterrent, the Water Bomb explodes on impact and is far more effective than the fire whacker at dealing with infernos with double the radius and guaranteed effectiveness.

The Water Bomb fits into the grenade class, although its specialized purpose for dealing with fire makes it ineffective in combat scenarios. The other grenades (Smoke Grenades and Frag Grenades) are also receiving improvements in this week's update.

Finally, we’ve also added the only missing trophy from the collection, the Wolf Trophy, so you can display all your conquests on the walls of your base.



Reworked Features



Alongside our new features, we’ve addressed some other community-led changes to existing features that have either been highly requested, or come as a result of other changes we’ve made recently to core game systems.

  • The Repair Hammer and Upgrade Hammer have been merged into a single item, removing the need for two item slots for a singular tool that shared too many similar characteristics to warrant its own space and recipe. There is also a new input hint in the bottom right of the UI to teach you how to use the item in its new form.
  • The Tomahawk Talent which provided the ability to throw axes has been removed and replaced with ‘Berserker’, which provides greatly increased damage and attack speed at the expense of durability and stamina costs. The subsequent talent has also been changed to an alternative, ‘Controlled Rage’ which lowers the impact of these durability and stamina cost penalties.
  • The Bow Crosshair has now been applied across all weapons which have a ‘charge’ effect, such as all bows, throwing spears, and throwing knives. This provides a more informative UI when using these weapons.



Decentralization Update



With Data Decentralization nearing, we wanted to address the impact on players who choose not to use Dedicated Servers for their Icarus experience, and rather prefer to play in the standard P2P model.

There are numerous benefits to a decentralized data model, but to explain to people who may not understand the tangible differences, here is a brief explanation.

All Icarus data will now be stored on players' individual PCs. In the past, this has been stored in the cloud on servers we used from companies such as Microsoft Azure. This data includes player accounts, missions, save games, and more. This data is stored in tiny files, no more than a single megabyte, so won’t take up space on your PC’s hard drive and is written in plain ‘.json’ format so it is easy to access for modders or people who are curious about their game data. This transfer of data from the cloud to players' PCs, is ‘data decentralization’.

Some of the benefits to players will be have immediate impact. These include:

  • There will be no cap on character limit, as with this data stored locally, we don’t have to artificially limit it to protect our server performance. This encourages players to investigate specialized builds for unique scenarios.
  • With data stored locally, characters can no longer be ‘lost’ or be mysteriously deleted by a fault in the servers, as this data is all stored locally and won’t be susceptible to any problems communicating between the server and the player's PC.
  • Characters are no longer ‘bound’ to an individual Prospect, Open World or Outpost, and can be active across multiple sessions simultaneously. You’ll no longer be required to remove a character from a prospect or mission to take them onto a different one. This also means the ‘remove from prospect’ button will be retired, as it will no longer serve a purpose.

Data can now be tracked instantaneously as it is stored locally, no longer relying on the connection between the server to execute outcomes. Some of the noticeable impacts of this include:

  • Workshop Items can now be tracked in bundles and stacks, allowing us to provide a similar experience to planet-crafted items. We are also able to track durability, allowing for more crossover between different prospects and sessions.
  • Mission rewards can now be granted upon the completion of objectives, rather than the completion of the prospect encompassing them. Talent unlocks, Item Unlocks, and Ren can be immediately granted, and players won’t be restricted from receiving their rewards if one player can’t leave the mission or another similar problem arises.
  • Exotic Extractions will no longer require you to leave the planet's surface, with the addition of specialized exotic drones you can load and send into orbit, all while carrying on your missions on the planet's surface without impact.

Some of the benefits have a more future-focused lens, and we wanted to explain a couple of those also:

  • With data being localized, this greatly reduces the strain on our servers to withstand large-scale changes and additions, which opens the door for us to dive into some of the more ambitious projects and detailed improvements we’ve been wanting to make for some time. With the impact on your personal hard drives being near non-existent, we can execute these projects without fear of causing further problems for players' in-game experience.
  • Many of you will remember some of the large server outages we have faced over the last year, and some of these have unfortunately been a result of forces outside our control, including our server providers. With the move of our data to a decentralized format, we will be removing the reliance on these providers to maintain their part of the motor, leading to a more reliable, less affected player experience with the game's active state.

The other impact worth mentioning is how active sessions and games are played in multiplayer formats. With this new model, the host is solely responsible for the datasets surrounding a prospect they’ve started. This means unless the host is online and active, that session is unable to be played by any other members who may have joined it. However, with characters no longer being tied to sessions, you are able to use that character elsewhere in the meantime.



Changelog v1.2.24.103878



New Content

  • Add new BuildingHammer actionable setup which combines both Upgrading and Repairing
  • Apply new combined building actionable to existing hammers
  • Add keybind UI for hammers to show their inputs (LMB to Repair, RMB to apply Upgrade, R to select upgrade)
  • Remove original Upgrade Hammer as it is now deprecated by all other hammers
  • Hooking up Sitting anim bp to the chair base logic
  • Add Trophy setups and Heads for Conifer, Snow and Desert (Hyena) wolves. Shuffled some rows so they're grouped better
  • Add support for sitting in Rustic Dining and Living chairs
  • Remove bed projection widget logic
  • Added killcam availability to throwing knives and spears
  • Set waterbomb blueprint unlock to be accessible
  • Remove Talent unlock requirement for waterbomb
  • Tweak waterbomb throwing data
  • Reworked Tomahawk talent, removing throwing from axes but granting greatly increased combat capabilities.
  • Reworked Oh wait, I need that talent, reducing the penalties for the reworked Tomahawk talent
  • Removed throw action availability from Axes now that none can be thrown
  • Reorganized talents in the Habitation: Repairing talent tree after removal of the waterbomb talent from this tree
  • Disconnect flammability from grenade payload as part of damage refactor. Will instead buff base damage number
  • Add icons for new wolf trophies
  • Fixed grenades (and other forms of radial damage) not correctly displaying damage numbers
  • Double base damage of Frag grenades to bring them more in line with current average creature health
  • Increase outer radius size of Grenade explosion to be 50% larger
  • Increase max throw distance of grenades and waterbombs
  • Add min throw charge for Grenades so they can't be tap dropped at your feet
  • Fixed Grenade and Waterbomb to use the same StaminaAction handle
  • Removed water tags off of Waterbomb to stop UI showing that you can water crop plots with it, because this is not possible
  • Water bomb: Moved talent to T2 crafting bench.
  • Berserker talent: Increased damage and reduced attack speed even further. Greatly reduced wear rate penalty.
  • Controlled Rage talent: Now grants less reduced wear rate, increases felling yield
  • Tomahawk and Controlled Rage talents: Renamed row, causing players to lose these talent and be refunded talent points if they are not already at maximum.
  • Tomahawk: Reduced durability penalty, increased damage and reduced attack speed.
  • Controlled Rage: Added addiitonal yield from felling trees

Fixed

  • Cleanup Character assets part 2
  • Fix wrong PM being used in several assets which would have resulted in broken visual/audio effects
  • Add validation checks in AssetInfo tool to pick up incorrectly used PMs
  • Cleanup unused, old assets to de-clutter project
  • Delete unused and expensive assets in Developer folders
  • Fixed Meta Extractor not animating (no AnimBP hooked up)
  • Removed unused particle system from Extractor base class
  • Fixed Meta Extractor AnimBP not compiling due to previously removed variable
  • Remove unused recipe holographic preview logic/assets from ProcessorBase
  • Remove level BP logic in ReplyTest map that doesn't exist anymore and was flagged during PIE
  • Fixed Platinum Crossbow repair requiring composites, now correctly requires platinum.
  • Platinum and Titanium Crossbows are now affected by cheaper bow crafting talents
  • Fixed a bug preventing throwing knives and spears from consuming stamina while aiming
  • Fix an issue where manually placing an item was ignoring return values from a remove only inventory, this means that players do not loose grown produce when attempting to place grown produce in a full plot
  • Cleanup deprecated assets in Assets folder
  • Fix incorrect shadow settings on several foliage types
  • Add validation to check FT shadow settings
  • Reduced weight of throwing spears and knives by 60%
  • Allow Bow Crosshair to be used on more weapon type
  • Implement the BP_CrossHairInterface on BP_ActionableBehaviour_Throwable
  • Use the existing information from D_RangedWeapon for animating the bow crosshair UI
  • This means that throwing knives and spears provided better UX to players (like bows)
  • Adjust default projectile camera offset during killcam
  • Fixed incorrect camera rotation during throwing knive/spear killcam
  • Update icons for interior wood wall double door and window meshes
  • Remove deprecated KeybindHints UMG that was replaced with FocusItemInfo
  • Changed default value for KeybindPrompt to be text on the left
  • Adding some additional input contexts for various items (torches, throwing weapons etc)
  • Add new ST_Inputs StringTable to not continue bloating ST_UMG
  • Removed throwing actionables from D_Actionable axe items

Future Content

  • Moved dead prospector assets in PRP folder
  • Trasferred riverbanks from Blue to Green Quad level, and Alien's cave cliff and transition cave from Green to Purple Quad level, DLC
  • Adding creature notifiers
  • Adding in geothermal lake and pool audio and adjusting spacializer and volumes
  • Creating Landmind Actor and Adding Explosion Logic
  • Setting up the Final Steps for Story Mission 5, swapping quest step to self craft a beacon
  • Setting up Orbital Strike Quest Spawning
  • Updated Highlightable on the Mission Data Device
  • moved alien fossil assets in PRP folder
  • Adding lava lake audio and event and DT setup
  • Final Basic Logic For Story Mission 5
  • Enabling Creature Spawning on Story Mission 5
  • Fixup redirectors after Dead Prospector assets were moved
  • Remove deleted row reference for Pro 5 story mission
  • Cleanup Character assets part 1
  • Adjustments to lava lake audio
  • Added Ponga Tree & Foliage Cleanup to Mega Trees Levels
  • Audio setup for Aspen saplings and seedlings. Also reduced foliage placement random pitch value to match other saplings
  • Added Scoria icon and added it into D_Itemable
  • Replaced macros with impassable meshes, artic area, blue quad
  • Painted Voxels resources in Grasslands biome and polished cliffs/riverbanks, Green Quad, DLC
  • Adding Basic Mission Flow For Story Mission 6
  • Voxel Resource Placement in TU & AC on Blue Quad, DLC Map
  • Adding Clay, Obsidian, Tomato and Potatoi Mesh Hookup
  • Resource Placement in Volcanic Biome and removed Dead Trees From Volcanic Biome, Purple Quad, Prometheus
  • Added potato icon art and added it into Itemable datatable
  • Added growing frame mesh to version 2 of the bean crops. Removed colour change in the shader and made a change in the base texture to match. Updated foliage type and farming growth stage data table
  • Submitting alien fossil cave map V2 and 3D assets
  • Resource Placement in Volcanic Biome, Purple Quad, Prometheus
  • Clean up alien fossil cave redirectors
  • Delete IceCool materials which have compilation errors
  • Fix Geothermal Pools not working as water and RVT not writing in runtime
  • Replaced macros with impassable meshes, swamp area, blue quad
  • Move proto swamp lake audio actor to persistent level as its data was getting trashed by world gen
  • Placed Cave Volumes and Voids, painted voxels in Tu, AC and SW biomes, Green and Yellow Quad, DLC
  • Resource Placement And Voxel Placement, Volcanic Biome, Purple Quad, Prometheus
  • Voxel Resource Placement in SW on Blue Quad, DLC Map
  • Added DLC icon art and added them to D_Itemable
  • Added breakable clay node combined mesh
  • Added Breakable Obsidian node combined mesh
  • Fix harvesting small trees temporarily causing incorrect footstep sounds to play by tweaking harvest destructible mesh collision settings so that they don't interfere with surface checks
  • SM_Breakable_Scoria combined meshes version
  • Add Steam VFX to Preset Geothermals
  • Apply correct settings for footstep audio on geothermal pools and lakes
  • Apply correct settings for footstep audio on geothermal pools and lakes - fix reference broken in previous commit
  • Add icons for Clay Brick buildables
  • Fixed up asset pointers in BPs for Clay Brick buildables
  • Add Beam scene for IconEditor
  • Fixed ItemsStatic pointing to wrong Buildable rows for Clay Brick buildables
  • Small adjustments to the swamp lake audio
  • Changed mask texture on TU_Dirt Decals under Tussocks
  • Polished Voxels resources in GL,TU and SW biomes and polished cliffs/riverbanks, Green Quad, DLC
  • Voxel Resource Placement in SW & Added IMP Around Map on Blue Quad, DLC Map
  • Resource Placement And Voxel Placement, Volcanic Biome, Purple Quad, Prometheus
  • Updating most volumes of new creatures, adding notifiers, adjusting notifiers, adjusting spacializers and general creature updates and improvements. Adding footstep notifiers for batdog TBC
  • Added skeleton rig and bone mapping from the buffalo, These were used in retargeting the animations to the blueback
  • SK_ITM_Sledgehammer mesh, material and textures
  • Replaced old IMP with Merged IMP on Blue Quad
  • Adding FLODDescriptions for Obsidian, Clay and Scoria Breakable Rocks
  • updated alien fossil cave for final touches
  • Adding B.Dog howl vocalisations and all footstep anim notifiers and movement audio events
  • added conch mesh, textures and materials
  • Add initial pass of a DPS target dummy to help balance weapons - developer only (for the time being)
  • Added version one of the repair bench mesh and textures to the project
  • Fortifications - Wood Gate- added prototype mesh and open animation
  • Fortifications - Wood Wall - added prototype mesh
  • Fortifications - Wood Walkway - added prototype mesh
  • Fortifications - Wood Spikes - added prototype mesh
  • Fortifications - Wood Walkway Ramp - added prototype mesh
  • Fortifications - Wood Forward Ramp - added prototype mesh
  • Fix scoria BP not inheriting from correct base class causing FLOD error
  • Added the option to disable landscape sculpting in WT_RiverSpline
  • Updated Electric Spline junction mesh to use new mesh, delete old temporary mesh, update texture settings for new mesh
  • Voxel Placement In the Volcanic Biome And Swamp Biome, Purple Quad, Prometheus
  • Adding Sledgehammer impact on clay resource audio and event and also corrected B.Dog with wrong vocalisation and added crossbow aim sound to data table
  • Added aspen seedlings and saplings in GL biome, cleaned up resources, Green Quad, DLC
  • Rework Geothermals for non-met water setup
  • Clay Resource Placement Started in SW & Cleanup on Blue Quad, DLC Map
  • Adding sledgehammer hit rock event to data table
  • Adding Consumable and Usables to Tomato's and Potato's so they can be consumed
  • Swapping new Transport ship system to run off an EQS with a basic backup for landing zone selection
  • Prebuilt Structures now Spawn on a proper building grid and can be repaired players can build off that grid
  • Adding Utility and Library for adding / loading prebuilt structures from both json files and strings
  • Setting up cheat function to load / save prebuilt structures
  • Fixing up various prebuilt stuctures being used in the prometheus story missions
  • Updated Brick Tier stairs, ramps and Floor pieces
  • Updated Brick Tier wall pieces
  • Submitting Hightmap x4y4
  • Adding Data table for prebuilt structures, adding new ways to build (DTRow, Raw, Json)
  • Adding New MoHideout prebuilt structure json file
  • Update DefaultEngine.ini to include Prebuilt Structure files in the packaged build
  • Adding unique rockdog aggro state vocalisations and correcting path for sledgehammer files
  • Cleaned up old ranged weapon data for previous spears
  • Add spline generation tools to generic lake audio actors. Generate edge splines for all swamp lakes. Add a couple of optimisations to decrease update frequency for very distant lake audio
  • Adjustments to creatures vocal spawn rates and aggro states
  • Updating of Mo's Base Prebuilt Structure
  • Adjustments to sledgehammer levels and balance
  • Changed MA_Decal to add RMA and Sparkle Support, Packaged Alian Fossil Decal textures and adjusted MIs
  • Updates improvements and additions to Needler
  • Fix error in LakeSplineComponent breaking compilation of non-editor builds
  • Updating EQS for Finding the supply ships landing location
  • Submitting Blueback, carcass, bones, fur, lava and arctic variations
  • Added first pass of Roat_Swamp. Updated data tables and created blueprints based on the rabbit asset
  • Add island regions to swamp lake audio
  • Added Updated texture and Gfur to the Blueback blueprint
  • Stomp movements added to R.Dog and other various tweaks and updates
  • Voxel Placement In the Volcanic Biome, Placement of Exotic Materials In Volcanic Biome And Landscape Painting, Purple and Green Quad, Prometheus
  • Add Cliff to Green to Blue Transition, Clay Resource Placement in SW & Cleanup on Blue Quad, DLC Map
  • First pass setup of Blueback_Lava and Blueback_Lava_Mount added to project
  • Adding Base Logic for Dynamic Quest Spawning
  • Adding Stat for showing Epic Creature Map Icons so they can shown Dynamically
  • Adding Experience Events for different difficulties for the Dynamic Quests
  • Adding 6 Dynamic Quests with Common Reward Logic
  • Adding Roaming Epic Creatures for use in Dynamic Quests
  • Tidied up IcarusGameState damage numbers logic for better readability, no actual data change
  • Adding in predator bird Dive behavior and corpse setup, still needs some rotation and target selection polish
  • Resaving GOAP_Setup to fix validation fail
  • Adding in base implementation for Wooden fortification gate, as well as the recipes and talents for the rest of the fortification set ups, currently the recipes are just 1 wood and fibre for testing and some collision bounds will need tweaking to enable all the placements we want with the walls

Icarus Week Forty Eight Update | New thrown spears and knives + 2 new crossbows

This week we’ve added throwing variants of the knife and spear into the weapon pool, providing a specialized option with stacking capabilities, while changing the standard versions to melee only. This will make it easier to use these weapons as projectile alternatives to other strategies, and stop you from accidentally misclicking and losing them in the wrong situation.

We’ve also added two new crossbows: Platinum at Tier 3 and Titanium at Tier 4 to provide alternatives to firearms at higher levels.

Finally, we talk about our decision to not provide workshop variants of the throwing knife and spear, and how this will change as we move towards decentralization in the near future.



Thrown Weapons Item Separation



We have separated knives and spears into their own variants. You will now be able to craft ‘thrown’ versions which can’t be used in melee situations or to skin carcasses but can be stacked in multiples of 50 for knives, and 20 for spears.

Thrown variants recipes are unlocked with the melee variant, so unlocking one node on the tech tree allows crafting two separate recipes. The recipes have unique icons and names so it’s easy to distinguish between them.

Melee versions are no longer able to be thrown, and won’t receive the ‘stack’ option that their thrown counterparts do. They will, however, still be able to skin creatures, so are still important to have on hunting expeditions.

There are multiple reasons we’ve made this change, with a key one being irritation caused by people accidentally throwing their weapons with a misclick or being unable to stack them and having to scroll through the hotbar in combat situations.

This also addresses a balance issue with knives using durability when skinning carcasses, particularly as we add a ‘stacking’ element which would amplify this issue and make managing your gear more complicated. It also adds a new dynamic to combat, allowing you to throw knives and spears with more ease, making it a viable mechanic.



Tier 3 & Tier 4 Crossbows



Two new crossbows have been added at Tier 3 and Tier 4, providing more alternatives to firearms at the higher tiers. Tier 3 is the Platinum Crossbow and Tier 4 the Titanium Crossbow. Both crossbows also share the valuable benefit of being repeating crossbows, able to fire up to 5 bolts in a single burst. In intense situations, this provides considerable damage for players with a steady hand and good hit-scanning technique. They also come with the intrinsic stats of the other crossbows, a chance to slow on hit, and extra damage when piercing the hardened spots on creatures.

These fill a gap we had in the game for higher-tier projectile weapons and will prove useful for some upcoming creatures we plan to bring into the game.

The Tier 3 Platinum Crossbow is crafted at the Machining Bench and will require Platinum alongside the standard Epoxy, Leather and Wood. The Tier 4 Titanium Crossbow is crafted at the Fabricator, and like the Platinum Crossbow, will require the standard resources but paired with Titanium.

The Platinum Crossbow does sit at the higher end of the Tier 3 items, and as a result, has a higher cost. The Titanium Crossbow will line up closely with the firearms of Tier 4 but cost half the Titanium Ingot investment, making it a viable alternative for the harder missions and combat scenarios.



Workshop Stacking Problem



The new stacking ability with the throwing versions of the knives and spears will not be applied to workshop versions, and we wanted to explain why.

In our current backend system, many dynamic traits are lost when bringing items back to the workshop. This was an early concession made to prevent the amount of space a workshop item uses in the backend. The most notable of these dynamic traits is stack count. Therefore we had to work around this by not allowing workshop items to stack, and came up with the solution of bundles which players could take down to the planet and bring back up if they want to. But once consumed on planet (Arrow Bundles) they are no longer able to be returned to space.

There are a few effects of this decision, including the inability to stack workshop items, and limitations on being able to track the durability of items that are taken back from the planet. It also means that many forms of item persistence were unable to be explored.

This is something that will change with Data Decentralization, as the removal of backend server opens up a wide variety of options to save other data and allow us to investigate more persistence between sessions.

This will be most noticeable in consumables and projectiles, but also across armor and weapons and mounts with the ability of tacking many dynamic properties across multiple drops.

We are very close to releasing a public branch of the Data Decentralization Icarus Client for community testing, so if you are interested, join the Discord to be one of the first to jump in.



Changelog v1.2.23.103516



New Content

  • Removed ability to throw basic knives and spears
  • Allowed throwing knives and spears to stack
  • Slightly increased bone and titanium throwing knife damage
  • Unlocked Throwing Knives recipes for upcoming patch
  • Unlocked recipes for thrown knives and spears
  • Added break chance to thrown spears
  • Reduced stamina cost on thrown knives and spears significantly.
  • Allowed thrown knives to be thrown at lower charge, going less distance
  • Implemented base Platinum and Titanium Crossbows
  • Fixing issue where thrown knives and spears where recieving the durability and felling damage crafting Alterations when players had the appriopriate talents
  • Adding new Tag 'Tool.Thrown' and new tag queries for thrown/melee spears, thrown/melee knives
  • Fixing issue when throwing Knives & Spears that the item thrown would not be 1 but be the entire stack, example, throw one knife, the thrown knife has a stack count of 20
  • Added textures and Mat for BOW_Crossbow_T3_Platinum
  • Added textures and Mat for BOW_Crossbow_T4_Titanium
  • Removed throwing knife bonuses on Shengong Daokou Knife and replaced with a wear rate reduction bonus
  • Added icon representing thrown weapons
  • Updated item text for T3 and T4 crossbows
  • Added Throwing Weapons Item Icons and added into Itemable table. Updated throwing weapon icon
  • Add LOD for T4 Crossbow. Fix materials pointing to wrong Physical Material
  • Adding in base animation implementation for the new crossbows including character animations for the new type of reload, just missing the bolt part of the implementation where it shows in the players hand and on the crossbow
  • Fixing D_Meshable buildvalidation fail by pointing the crossbow entry to the correct mesh
  • Tweaking new crossbow reload animation montage to incluide a final bolt at the end section of the reload
  • Unlocked crafting recipes for Throwing Knives and Spears.
  • Increased throwing knife and spear stack size
  • Adding TV crossbow fire audio
  • Fixing throwing knives not appearing in your hand after throwing by adding in a notify to unhide the projectile after throwing
  • Fixed a bug where you were able to use throwable objects while in a menu
  • Adding in base implementation for the platinum crossbow, missing preview mesh of the bolt showing up buth all reload and fire assets hooked up and ready
  • Adding Titanium crossbow mechanical sounds and events and notifiers
  • Adding crossbow to data table
  • Fixed spear not blending back to idle smoothly after releasing input key. Fixed throwing spear action deducting stamina cost before throw. Fixed throwing spear not un-hiding after throw montage completed
  • Added support for chambered weapons to show a visible preview projectile mesh; AmmoController_SingleRoundReload now inherits from AmmoController_VisibleProjectile. Fixed Titanium Crossbow not showing preview projectile during reload animation
  • Updating thrown weapon recipes to provide a stack of 10 on each craft
  • Throwing knive actionable now only consumes primary input action
  • Adding in Item Classification Icon for the thrown weapons
  • Updating thrown weapon recipes to provide a stack of 5 on each craft
  • Rebalanced thrown weapon recipes around 5x craft. - Slightly reduced Platinum Crossbow fire rate
  • Tweaking the crossbows relead animation so that the bolt follows during the reload animation and adding in item icons for the new crossbows
  • Fixed icons for Platinum and Titanium Crossbows
  • Lots of additions and improvements to the crossbows. Separated each semgent out for speed variations and added new layers
  • Adjusted high tier crossbow pull to have more slide to match length of stretch sound and other small adjustments to spacializers
  • Updating the crossbow meshes to using the latest version, slightly cleaning up weighting and movemnts
  • Updating physics assets and adding LOD to the Platinum Crossbow
  • Slightly reduced delay between throwing a knife and starting your next throw, added the same delay to thrown spears (previously no delay)
  • Update new Crossbow icons
  • Allowed thrown spears to be charged for longer, providing slightly more power than before but lowering power at lower charges
  • Adding the spear equip to the end of the throw montage to make the throwing equip feel smoother than the previous snap

Fixed

  • Changing Resolution Scaling max value from 100 to 200 as a test to see if its supported
  • Add custom view distance settings for various world objects: EnzymeGeyser, Meta Deposits, Ore Deposits, Dropships
  • Added support for non-GOAP characters in GOAP debugger cheat
  • Fixed level not retrieving from correct source
  • Readding Translations lost in all languages in a commit last week where crowdin was trampled
  • Adding new Crowdin Recipe which force pushes all translations to crowdin
  • ABYSS: Fixed bug where biomes aren't tracked correctly for research station deployment quest step
  • Add advanced mode to GetActorCount widget to pull any class type
  • Fixed typo in Healing Boost Module description
  • Resolved data table errors with the chamois variant
  • Fixed typo in Neat and Tidy talent Fertilized Alteration
  • Changing the min/max values of Resolution Scaling setting to match the min/max supported by the engine, which is 33 to 100 percent
  • Optimized Loading screen images, changed format to pow2, removed unused DT

Future Content

  • Undo single //Icarus_Stream/Trunk/Icarus/Content/ASS/VFX/WAT/SM_WaterfallBase.uasset revision 3 - still in use but ref didn't flag
  • Fixing and hooking up T2 Communication Device so it can be deployed correctly using its own static mesh
  • Adding Scoria, Potatoes, and Tomato Item Meshes to D_Meshable datatable
  • Adding B.Dog aggro and idle breath audio
  • replacing proxy meshes for alien bones
  • Adding mangrove harvest audio, event and data table entry
  • Updating Setup for Scoria / Obsidian / Clay Reward Nodes so they provide the correct resource
  • Shifitng location of nodes so they are contained within their own folder
  • LC Impassables - geometry fixes, added additional LOD level to improve houdini integration
  • adjustments to mangrove harvest audio
  • Added Mangrove in Levels & Added Foliage to Trees in Levels
  • SM_Breakable_Obsidian Var 1 and 2 updated textures and collections
  • Adding Lava sapling harvest sound and adjustments to mangrove harvest audio
  • Set up the first of the swamp lake audio actors for testing
  • Adding Prometheus Story Mission 5 Basic Flow
  • Adding new prebuild outpost base
  • Setting up new required quest blueprints and mission hazards
  • B.Dog Data table setup
  • AI Setup for audio for new creatures
  • Polished foliage in TU and GL biome, deleted old Aspen trees and cleaned up resources in grasslands, Green Quad, DLC
  • Manual Foliage Cleanup in the Swamp Biome and Cave Void Placement, Purple Quad, Prometheus
  • Added Macros to Transition SW to GL , Added Trees to TU, Set dressed Transition Cave SW to TU & CleanUp on Blue Quad, DLC Map
  • Added polished details to main trunk pieces for AC_Aspen_Var1, as well as added burnt version of the same tree
  • Improvements and updates to mangrove harvest
  • Moved Top Layer Macros to Persistent Level, Blue Quad, DLC Map
  • Foliage tonal adjustments for consistency
  • Update proto swamp lake audio due to lost data
  • Adding bulbous harvest and adjustment to sapling harvest
  • Update to lava sapling collision
  • Polished foliage in TU and GL biome, deleted old Aspen trees and cleaned up resources in grasslands, Green Quad, DLC
  • Manual Foliage Cleanup in the Swamp Biome and Cave Void/Volume Placement, Purple Quad, Prometheus
  • Generate Edge Spline to TU Lakes, Generated Water Points, Set Dressed Transition Cave SW to TU & CleanUp on Blue Quad, DLC Map
  • Added Aspen seedlings to the project. Added foliage types, blueprints and added them to the Flod data table
  • Added Aspen saplings to the project. Added foliage types, blueprints and added them to the Flod data table
  • Adding Aspen specific tree events and adjustments and a few additioanl layers to make them more unique
  • Added version 2 of the tomato crops and items to the project with tomato fruit scaled up 100%. Uopdated foliage type, blueprint, and framing data table
  • Adding swamp bush harvest audio, event and data table entry
  • Add new Editor Utility Widget (EUW_GetActorCountInBiome) to look up actors and output their numbers on a per biome basis
  • Adding param to reduce volume of footsteps in swamp water based on event trigger consistency. Added to data tables
  • Added version 2 of the bean crops with z transform offset removed and growing frame mesh added
  • Manual Foliage Cleanup in the Swamp Biome and Cave Void/Volume Placement, Purple and Green Quad, Prometheus
  • Swap out all mangrove hollow trunk static mesh actors for BP versions in Blue and Purple quads. Mark meshes in hollow trunk BPs as static, and update fallen log master material to use correct physical material
  • Adding S.Bird notifiers to animations and also setting up event for geo pool for sound design
  • Fix Stalactites foliage setting to be able to paint on ceiling
  • New Voxel Added for DLC Map & Named with Pro Prefix
  • Fix Ponga Tree Z up foliage setting
  • Foliage Setup for Aspen Sapling and Seedlings
  • Changed Lava river mesh to be on 0 on WT and BP
  • Generated River and Lakes splines in Grasslands and Tundra, Green Quad, DLC
  • SM_Breakable_Clay Var 1 and 2 mesh, BP, textures and material
  • Updated text for the Orbital Exchange Interface item
  • Adding audio for geothermal lakes WIP. Also small adjustment to S.Bird notify timing and reverting water footstep to standard until DLC release
  • Fixed spelling error in ST_UMG
  • Added T2 Mission Communication Device Icon
  • Adjustments to Geo Lake event and data table
  • Updated item descriptions for new resources, crops, communicators, and devices
  • Updated name for new exotic resource
  • Updated new communicator names
  • Added prototype merged impassable and macro meshes, purple quad
  • Adding swamp lake audio and event and data table entry
  • Orbital Lase Strike Prototype BP and VFX
  • Added Ponga Tree to Mega Tree Var 1, Set Dressed SW to AC Cave, Added Mushrooms to BP_HollowTrunk & CleanUp on Blue Quad, DLC Map
  • Manual Foliage Cleanup in the Swamp Biome and Resource Placement in Volcanic Biome, Purple Quad, Prometheus
  • Created chamois variant base setup as a duplicate of the regular chamois
  • Resolved data table errors with the chamois variant
  • Added base setup for CRE_BlueBack and CRE_Mount_BlueBack. Needs to be updated with texture, fur, and IK control rig

Icarus Week Forty Seven Update | Open World is here, survival with persistence

Open World is here. This week we’re releasing the highly-anticipated traditional survival mode - with both the Styx and Olympus maps available to play. This has been one of the most-requested and discussed features by our player community.

When you start a session you’ll be given a variety of drop locations, difficulty options and challenges such as World Bosses, Storms and Hordes to overcome. With full persistence and multiple sessions being able to be saved simultaneously, the planet can be conquered any way you wish.

Below, we also talk to the future of Open World and our other big upcoming feature, Dedicated Servers. Jump in and get all the details you need before launching into Icarus and beginning your newest challenge.



Key Features



Open World will provide the traditional survival experience, placing you in a battle against the elements and predators of the planet. Your sole objective is to survive Icarus' challenges as long as you can.

You will be able to choose between either the full 64sqkm Olympus map (previously available as an Outpost) or the full Styx map for your Open World session. Multiple drop points in different biomes will be available for you to select. Your session, buildings and resources will be persistent with no timer or expiry to worry about. Storms may damage your buildings, but only while you are playing.

The planet is rife with danger, with storms, respawning World Bosses, Hordes and scaling predators across the landscape, along with fierce storms to contend with. You are able to choose your difficulty just like Outposts, but there is no option for a threat-free environment, so always be on your toes.

Your friends can join you on your Open World, following you onto the planet in the same drop point you chose, and you’ll find Moa and Buffalo across the biomes for taming as pets and transport.

With 64sqkm to explore, resources are abundant. Deep Ore Deposits can be found, so there is a wealth of ore to smelt and craft. Workshop items can be brought down to the surface and taken back with you to space, so returning to grab necessary gear is as easy as leaving and returning in your dropship.

Multiple Open World sessions can be hosted, so if you feel like taking a different approach, starting somewhere different or simply testing yourself under different difficulty settings, you can simply start a fresh session from the menu.



How to play



Open World can be found on our new look homescreen on the left-hand list of game modes. Once selected, you can carry on an existing session or start a new one.

You can select your dropship’s landing location when you create a new game session. There are a range of different sites on the map in different biomes with varying resources. Beware, once you’ve chosen a drop point, this is where your drop ship will leave from and return to every time you join the session, so pick one near where you plan on establishing your base.

You’ll have drop point choices in every biome, so use your experience in Missions and Outposts to plan accordingly for what you might need to survive in the harsher climates.

Once selected, begin your session and let the games begin.



Open World, Missions and Outposts



With three game modes now, we wanted to provide a simple breakdown of each mode's unique features.

Open World is the traditional survival experience. With persistence, a full map and scaling difficulty, it’s raw, authentic survival at its most pure.

Missions are our time-limited, curated experiences on Icarus, challenging you to complete various tasks across the surface under contract by the factions, and then meant to be left behind when completed. Currently, they’re the only way to mine exotics and earn Ren so you can buy Workshop gear.

Outposts are the smaller 1x1sqkm ‘sandbox building environments’ with regenerating resources and options for a threat-free experience where you can build, create and experiment to your heart’s desire.

We’ve put together a table showing the key differences in each mode below:



Many of you have been wondering, why add persistence to your game now?

Open World has been one of the most popular community requests for Icarus for a longtime, and it is traditionally how most survival games are structured. We frequently have conversations with players about ideas on how to structure Icarus, how to mix missions and open world, how to introduce aspects of persistence and more.

We originally launched Icarus with a unique Mission-based approach to survival games, which aimed to breakup sprawling sandbox experiences into more focused sessions. However, many people just don’t want to rebuild a base so frequently, or want their time and effort to be permanent and meaningful. So while we want to keep our unique Missions, adding new modes like Open World helps cater for those who want something a little more traditional when it comes to the genre.

This isn't simplifying our approach or flipping on what we intended the game to be, its an expansion towards a feature-rich game that caters for more players, regardless of how you prefer to play.

Adam Johnson - Design Lead





The future of Open World



With this being the first iteration of Open World, we thought we’d talk about some of the future features we’d like to add.

Resource Regeneration is already something players have asked for. In Outposts, resources respawn each time you join, so you have ample building blocks for truly creative builds. In Open World we still want you to work for and earn your resources. For a persistent environment, immersion is important, and therefore any signs of regeneration should feel natural and subliminal. This is an area we’ll closely watch player feedback for.

We expect players may want to switch between Open World and Missions, where they can mine exotics, focus on a Mission goal, and earn Ren towards buying Workshop items. On Open World they may choose to work towards Tier 4 tech instead.

We’re also looking at ways to integrate Missions and Open World sessions in future, such as starting some Missions from your Open World base. We’re designing our next DLC’s map with this in mind (more details coming soon, but check the Future Content in our patch notes for a preview).

We have many plans for all three modes, but large features and overhauls take a considerable amount of time and we have a limited number of staff that can work on all these features and optimizations while still working towards the DLC and optimizing the base game also. One of these is data decentralization or ‘dedicated servers’, which is something we want to get right so the transition is smooth from the current application to the new one. We are finalizing this process and getting ready for a public test soon.



Detailed Changelog v1.222.103152



New Content

  • Added selection mode screen icons
  • Added selection menu window textures
  • Updated to use new open world prospect flow UI, open world map selection screen
  • Added top border, tweaked font, colours and animation to UMG_TopLevelButton. Added mode tag Icons to theselection button (only as images, non-functional)
  • Added MapSelection_Border.png for map selection border
  • Added descriptions for each game mode to add the Open World update for localization
  • Updated Open World drop point selection screen to match concept. Selectable drop points are now pulled from applicable items in D_DropGroups.
  • Added new string table entries related to Open World UI. Added new Utility Widget for baking spawn group data into D_WorldData.
  • Renamed Olympus prospect from 'DAYLIGHT: Olympus' to just 'Olympus
  • Updated Open World drop point selection screen to match concept. Selectable drop points are now pulled from applicable items in D_DropGroups. Added new string table entries related to Open World UI. Added new Utility Widget for baking spawn group data into D_WorldData. Renamed Olympus prospect from 'DAYLIGHT: Olympus' to just 'Olympus'
  • Tweaked borders on Drop Group selection UI. Updated Drop Group names to match corresponding spawn biome
  • Added more 3 more icons for drop selection
  • Added first pass difficulty indicators for each drop zone.
  • Adjusted text prompt displayed to user when trying to leave an outpost or Open World map by dropship.
  • Added new 'UseCustomTextKey' UProperty meta flag for disabling auto generation of localized text keys
  • Tweaked difficulty settings for new Open World prospects. Removed Olympus outpost (existing saves migrated to Olympus Open World)
  • Open World Terrain Selection is Now Ordered 'Olympus, Styx, NFTerrain'
  • Widgets and animations for open world have been updated to keep consistent with the mission terrain selection
  • Tidying up Open world drop point Selection so its a bit clearer and more readable
  • Adjusted drop attributes to include new icons, images and layout
  • Drop attributes are not capitalised and drop groud data structure has changed
  • Added new WorldStat to disable Juvenile spawning on a per-prospect basis. Fixed bug where ensure would be thrown when trying to fetch best drop location for new Outpost
  • Adding Basic Tooltips for the DropGroupAttributes
  • Tidying up Mode Selection, Removed Open Animation, Resized Buttons

Fixed

  • Remove a ton of unused content from Developers and TRD folders to de-clutter project
  • Tweaks to trees falling in water sounds. Also fixing spacializer min / max to be the same as the events on a few events
  • Hook up new Screen Hit Effects Strength option to associated events in Character BP
  • Add an options slider for Screen Hit Effects Strength in the Gameplay menu, which controls the strength of the screen effect when hitting a target, or being hit by a target
  • Remove Dev Meta Reveal item and converted to Cheat function instead
  • Fixed TextureLODGroup settings changes not being applied to all Windows profile groups, causing cooked assets to not be optimized
  • Massive project content cleanup from Developer and ThirdParty folders, clearing out unused content
  • Modify ShowRepairWarning logic in PlayerChar to be a separate event so it can be called externally
  • Damaged buildings can no longer be Upgraded without first being Repaired
  • Fixed naming conventions of booleans added to code. As per upsource ID:102730
  • Cleanup ThirdParty/Maps/Hab/Orb content
  • SPELUNKING: Increased requirements for all resources, requirements aproximately double higher tier resources, triple outside resources, and additional increases for resources the workshop picks provide bonuses for. This is to give the mission a bit more duration (it's still shorter than most other missions) and give more reasons to explore and use the provided tools effectively
  • Enable shared DDC by default
  • Added support for selecting drop ship spawn group when first starting an Open World prospect
  • World bosses now have the ability to respawn if the correct world stat flag is set. Added new FDropGroupData in WorldData.h to make drop group information accessible outside of level context.
  • Fixed editor crash that occured when UIcarusMapIconComponent tried to GetWorld as it was tearing down
  • SPELUNKING: Removed requirement to find second cave entrance, better described cave entrance in quest objective
  • Removed unused worldmarker and query lookup after removal
  • Rename Rustic Bench to Rustic Sitting Bench to not confuse it with the actual crafting bench
  • Disable weather damage on Rustic furniture
  • Added fix for bug where outpost inventory wasn't being cleared correctly when player returned to hab via dropship
  • Fixed incorrect encoding on ST_UMG
  • SPELUNKING: Reduced Aluminium requirement and increased Iron requirement, this is to alleviate cases of bad RNG
  • Temporarily disable Buffalo from spawning on Outposts to prevent Mounts from being accessible on Outposts. Will be re-enabled once a stat to prevent juvenille spawning is added
  • Fixed bug where player would get dropped at group index 0 regardless of mission setup. Resources will no longer regenerate when Open World levels are reloaded
  • Tidying up Mode Selection, Removed Open Animation, Resized Buttons
  • Adding Basic Tooltips for the DropGroupAttributes
  • Added new WorldStat to disable Juvenile spawning on a per-prospect basis. Fixed bug where ensure would be thrown when trying to fetch best drop location for new Outpost
  • Fixing issue where the dropship inventory was not being checked for meta items in some code that was committed in preparation for the data decentralisation patch

Future Content

  • Added potato item asset
  • Moved Cliffs on Green Quad to work on separatly, Purple Quad, DLC
  • Added tomato and Potato growth stages to the farming data table
  • Created Mo's Cave template in Cave template asset
  • Adding Striker Flinch and Death audio and events
  • Setup Foliage for Potatoes and Added to PFS
  • Delete legacy Jungle/Lava/Wetlands DT/assets, use Swamp/Volcanic instead
  • Update T019 Biome map and add specific biome areas
  • Setup WeatherBiomeGroups for Prometheus
  • Add DT Validation to make sure Biome rows don't use already used color combinations
  • 2nd pass on Glacier mesh and materials (red quad)
  • Fix Grass Plains to Grassy Plains
  • Adding in striker aggro state audio and event
  • Added 'Any_Meta_Consumable' D_TagQueries entry
  • Included OnlineSubsystemNull in Build.cs to reduce compile times when switching between Trunk/Dedi branches
  • Fixed normal maps and adjusted shader settings for all Aspen tree variants, which now share a single master billboard shader, as well as fixed some incorrectly rendered billboard textures
  • Created cliff side for Mo's cave in lava biome, placed river flow points and ice flow points on frozen lake, generated resources in grasslands, Green Quad, DLC
  • Manual Foliage Placement in the Swamp and Volcanic Biome, Purple Quad, Prometheus
  • Added Macro Tops, Reeds to Swamp, Added Riverbanks to Deepwater Swamp & CleanUp on Blue Quad, DLC Map
  • Added Prospect UI notification functionality from the dedicated server branch to improve merging between the development teams
  • Added BP_SurvivalMetaController to help split functionality from the main controller which will reduce any merging conflict" #PORT
  • Cleaned up Meta item query functions on BP_IcarusPlayerControllerSurvival to improve dedicated server usage
  • Removing dedicated server code from prospect notification UI that currently doesn't exist in the live game
  • Adding all new creatures to the data tables
  • Fixing Volcanic and Swamp Atmosphere controller Switches so the New Atmosphere types work with the new biome map
  • Improved collision on Macro Top meshes
  • DC_Macro_08 - changed collision to complex (using LOD3)
  • Create blueprint versions of mangrove hollow trunks so that we can run additional logic not provided by generic static mesh actors - still need to swap these out in map.
  • Update audio shelter system with an additional option for actors to implement custom shelter-defining logic through an interface. Implement audio shelter and occlusion on the hollow trunk base BP
  • Add BP_HollowTrunk to approved classes for world generation
  • SW, TU, GL CanyonWalls - tweaks to materials, added NORVT mat to last LOD
  • Added Colour variations of the beans, pumpkin, squash, wild tea, and cocoa plants. Created foliage types and blueprints, added to FLOD data table
  • Updated view trace actor for FT_LC_Squash FLOD data table entry to correct blueprint
  • Added throwing knives across all tiers of basic knife options
  • Added cave volumes to the ignored actor list to allow world builders to start placing them for new map
  • Foliage Setup for AC Tussocks and Recolored Crop Assets
  • Adding Quest Steps for a new Prometheus Mission
  • Update Visual Map textures for T019
  • Initial work to set up audio implementation for rock breaking feature. Created a new datatable to define breakable rock data, and moved some hardcoded references from the base class there in a default row. Added a multicast to play effects when a node is broken off the rock base, and a placeholder audio event for this
  • Painted new foliage types tomatos, potatos, pumpkin in TU and GL biome, generated resources and manually painted AC rocks and stones, Green and Yellow Quand, DLC
  • Added Macro Tops, Reeds to Swamp, Added Rocks to the Tundra & CleanUp on Blue Quad, DLC Map
  • Manual Foliage Placement in the Swamp Biome, Purple Quad, Prometheus
  • Spawned General Resources in SW on Blue Quad, DLC Map
  • Audio data setup for potatoes and tomatoes
  • Adding B.dog attack vocalisations and event
  • Audio data setup and simple collision setup for all FLOD Tussock varieties
  • Audio data setup for initial lava biome saplings
  • B.Dog Flinch audio and event
  • Adding prototype merged shadow geo for Prometheus
  • Cleaned upo foliage in TU and GL biome, generated resources and manually painted AC rocks and stones, Green Quand, DLC
  • Added Potato, Pumpkin, Wheat & Rocks to TU, Added Reeds to SW, Added Macros to Transition SW to GL & CleanUp on Blue Quad, DLC Map
  • Manual Foliage Cleanup in the Swamp Biome, Purple Quad, Prometheus
  • Added throwing spears across all tiers of basic spear options.
  • Hooked up new customizable animation set to throwing knives and spears
  • Added missing LOD Texture Groups to various DLC foliage
  • Adding in full base setup for Swamp Quadruped, D_AIsetup character and corpse blueprints, missing corpse description text and custom skeleton mesh, Added animation montages. Haven't done crit region setup
  • Foliage and tree audio setup for Grasslands biome, added simple collision and PMs as required
  • Cleaned up and added foliage in Grasslands, Green Quand, DLC
  • Setting up various new tags and queries for promethus quests
  • Added new quest component which deals with item functionions in quest item inventories
  • Adding basic mission steps for Prometheus Story Mission 4
  • Updated version 1 of the tomato crops with the latest version with the transform offset removed. This will stop them floating above the crop plots. Updated blueprint, farming growth stage data table, and foliage type
  • Reconfiguring all dead prospector blueprints
  • Copied the swamp stalagmites and stalactities to the correct SM_SW_Rocks folder along with foliage types and materials
  • Adding B.Dog death sounds and event
  • Added protoype shadow geo to persistent level, Prometheus
  • Added grassland stalactities and stalagmites to project and created foliage types
  • Cleaned up foliage in TU and GL biome, generated resources and manually painted AC rocks and stones, Green Quand, DLC
  • Adding B.Dog Idle audio and event
  • Shifted Swamp stalactite foliage types from the SM_LC_Rocks folder to SM_SW_Rocks. Leaving redirectors in original folder
  • Manual Foliage Cleanup in the Swamp Biome, Purple Quad, Prometheus
  • Audio and simple collision setup for foliage in Tundra biome
  • adding B.Dog Aggro audio and event
  • SM_Breakable_Obsidian Var 1 and 2 mesh, material, blueprint and textures
  • Starting on Promethus Mission 5 Basic Quest Flow
  • Creating Sols Hideout Prebuild Base & Adding Sols Communicaton Device
  • Creating Audio Log items
  • Finishing Basic Quest Flow for Promethus Mission 4
  • Resaving World Data Datatable as the underlying data structure was saved and causing save issues
  • Added Drop Icon for drop zone. Icon_AreaDrop
  • Feature locked thrown spears and knives, to prevent accessing in current patch
  • Implemented the Swamp Bird creature including Mount setup. Still needs Physics setup and crit region setup. Waiting on corpse and skeleton skinning pass and fur groom

Icarus Week Forty Six Update | Armor Durability balanced + Open World Q&A

This week, we’re introducing the second phase of our armor changes and improvements, addressing durability and resistance and how armors are dealt damage alongside characters. Our goal here has been to simplify and structure this system in a way that allows for scalability, and better ‘tiering’ of armors and more situations to use them in.

We’ve also gone through our top 250 tickets with some community members, and addressed a few that were quick and important wins for the game. At the bottom, we have also included the briefing for your new mission, SPELUNKING: ASSISTED STOCKPILE, and a Q&A for the upcoming Open World game mode.



Armor Durability Changes



This week we wanted to tackle some issues we had with Armor balance.

In the original implementation, we only processed durability loss based on how much damage the armor absorbed. The higher tier armors (which naturally resist more) ended up taking significantly more durability damage because of this, and the resulting perception was that Cloth armor appeared more durable than than Composite Armor.

For example, if a bear delivered 100 damage and your armor provided 50% resistance, 50 damage would go to your character's health and the other 50 would be applied to the armor. However, if you had 25% resistance on your armor, only 25 damage would be dealt to the armor and 75 to your character. This meant armor with more resistance would lose durability considerably faster.

In addition, this also meant that damage which wasn't resisted at all resulted in no durability loss being dealt to the armor. This limited our ability to provide new situations/scenarios where players will need to factor in their armor set before proceeding, making their armor choices and access to better armor more important to general gameplay.

To rectify this, and make it simpler to balance armor sets compared with one another, we've changed this to no longer take into consideration how much damage was resisted, rather, simply how much damage was dealt at the source before any resistance was applied.

In the new format, the bear would deliver 100 damage to the armor and 50 damage to the player with a 50% resistance higher tier armor set. With a lower tier 25% resistance set, it would deliver 100 to the armor and 75 damage to the player.

This means that we no longer need to give higher tier armor excessive durability values in order to be perceived as comparatively "strong" gear. This is an important factor with the addition of new sources of durability damage, albeit typically low values such as storm damage, that would have been of no significance otherwise.

We'll be sure to keep an eye on community feedback with these changes but the hope is that these changes result in armor quality being a more important factor for players. This should reward players who keep their gear maintained, and make investing in higher tier armors feel more worthwhile. Ultimately, this means we can find opportunities to introduce new gameplay mechanics to take this even further.



Changes from Top 250 Feature Upvote Tickets



We’ve been working with some of our Discord community members on sorting through our top 250 Feature Upvote tickets and choosing some quick wins and larger tasks, which may have flown under the radar, to roll out this week. A big thanks to Twist and Derkatron for your time and support, you’re both integral to this game. With their help we were also able to remove outstanding suggestions which had already been fixed in the past but remained on the board.



New Mission - SPELUNKING: ASSISTED STOCKPILE



We’ve added a new mission for you to tie off week forty-six, requiring you to explore Icarus’ caves and hidden crevasses.

Designed for rookie prospectors, this mission provides some workshop gear to even the playing field, so get out there, get some ore and look out for those worms! Your briefing for SPELUNKING: ASSISTED STOCKPILE is as follows:

// OPERATOR: UDA
// BIOME: Forest, Olympus
// BACKGROUND: Workshop personnel request additional supplies from the surface.
// MISSION: Supply pod with requested ore samples.
// TERMS: Prospector will be provided pre-fabricated workshop gear, courtesy of Shengong.



Open World Mode Q&A



With Open World very close to being added to Icarus, we wanted to cover a few pressing questions the community has had since we originally announced it.

Will I be able to leave in my dropship and come back?

Yes. You can leave and return to your Open World session at any time.

Can I have multiple active Open World sessions?

Yes. You can have multiple active Open World sessions going at any time, and multiple sessions of the same map.

What is happening with my existing Olympus Outpost?

Don’t worry, your existing Olympus Outposts will convert over to an Open World session when the update goes through.

Can I personalize the difficulty settings for my Open World prospect?

You can set your difficulty just as you have been in Outposts up to this point. In the future, you will be able to adjust difficulty on the go.

Will resources regenerate?

Resources in Open World will not regenerate at this time. However, this isn’t set in stone and expect this in future in a different format than Outposts currently do.

Are their World Bosses in Open World?

Yes, and they will respawn as well.

Is it possible to leave and return with a different workshop loadout to and from my Open World prospect?

Yes, this is possible.

Can I earn exotics in Open World?

No, exotics will not spawn in Open World currently.

Are Open World sessions stored locally?

Open World sessions are saved locally on your PC’s harddrive.

Can a prospector who joined my Open World host it themselves later?

No, the Open World session will stay with the original host.

Can you choose your landing zone in Open World?

Yes, you will be able to choose from an array of available landing zones when dropping in, so you don’t have as far to travel to your chosen building location. Any multiplayer team members will have to follow your landing zone selection, rather than selecting their own.

Can you choose a different landing zone when you return to the map or are you locked to one?

No, you will be locked into the landing zone you choose on your first descent.

Why didn’t you leave Olympus as an Outpost?

We want outposts to be a controlled sandbox environment, with respawning resources where players can test and create builds. We felt that the Olympus Outpost was leaning more towards the future of Open World than our vision for Outposts, and belonged in that part of the game. Expect more updates to this more to reflect this intention.

How are Open World and Missions related and are there plans for it?

Currently, Open World and instanced Missions are separate, but you character can switch between the two. For now, if you run a Mission on a map, you won’t see any buildings from your Open World session - that might give you an unfair advantage in some missions. However, in future we have plans to tie these modes more closely together, allowing a seamless experience between the two.



Changelog v1.2.21.102850



New Content

  • Updating Armor Damage Equation so the Damage Dealt to armor is no longer tied to the amount resisted but instead directly off raw damage. This means that all armors will now take damage even if they dont have a specific resistance for that type (Something that resists only fire will be damaged by anything). It also means that resistance & armor durability is no longer inherintly linked and therefore better balancing can occur, both Durability and Resistances can be scaled independantly
  • Adding GameplayConfig datatable for default values for various gameplay constants
  • Updating Armor Damage Equation so armor accually takes damages
  • Reduced all armor durability values by 50% as part of armor damage mitigation refactor
  • SPELUNKING: Enabled Mission.
  • SPELUNKING: Moved supply crate to be closer to first objective, rather than close to dropship
  • Update quest queries to resolve build validation.
  • SPELUNKING: Update quest steps to better guide players to cave entrances
  • SPELUNKING: Fixed quest completion not being granted on prospect completion.
  • SPELUNKING: Added Aluminium to quest objectives

Fixed

  • Tweaked chatbox for readability
  • Modified DefaultScalability config to improve view distance settings. Default settings were too aggressive resulting in extremely short view distances which offered little to no performance gain, as distant objects are well optimized and don't cause a huge performance hit
  • Deleted some old unused StaticMeshFoliage assets
  • Improved Culling Distance settings on various StaticMeshFoliage assets to draw at more appropriate distances (some way too far, some way too short)
  • Added Dithered LOD Transition support to MA_ITM shader as many foliage assets use this shader and without it, culling doesn't work properly
  • Modified DefaultScalability config to improve view distance settings. Default settings were too aggressive resulting in extremely short view distances which offered little to no performance gain, as distant objects are well optimized and don't cause a huge performance hit
  • Deleted some old unused StaticMeshFoliage assets
  • Improved Culling Distance settings on various StaticMeshFoliage assets to draw at more appropriate distances (some way too far, some way too short)
  • Added Dithered LOD Transition support to MA_ITM shader as many foliage assets use this shader and without it, culling doesn't work properly
  • submitting all dead prospectors with aging variations BPs, textures, and materials
  • Clean out 15GB worth of unused assets in the Megascans folder
  • Added DataTable validation for D_MapIcons to prevent invisible icons due to invalid colour
  • Clean up a ton of unused assets. Lots of triplicate unused Material Functions and shaders/materials. More removal of unused Substance and Megascans assets
  • Fixed cave worm spawn on reload, if a player saves and reloads inside a cave then caveworms previously killed do not immediately respawn on load
  • Crafting jobs are now aborted if output storage becomes full, instead of the previous behaviour where each item was dropped into the world
  • Fix divide by zero assert seen in PIE
  • Update HideUI function to work while Mounted
  • Permit UI to be hidden when mounted
  • Gate attempts to open Inventory/Crafting/TechTree/Map/Menu Toggle when UI is hidden
  • Fixed an issue where the player would try to attack an arrow embedded creature/object with a melee weapon, the arrows would block the hit and the intended object would be unharmed
  • PAYDAY: Updated quest step to factor placed extractors, preventing issues where you could find the exotic deposit but not progress the mission. - PAYDAY: Updated Prospect view tooltip to indicate that it unlocks the workshop radar and extractor
  • Update HideUI function to work while Mounted and Photo Mode
  • Permit UI to be hidden when mounted
  • Permit UI to be hidden when in camera mode
  • Gate attempts to open Inventory/Crafting/TechTree/Map/Menu Toggle when UI is hidden
  • Gate attempts to open containers and context menus when UI is hidden
  • Unhide UI on death
  • Unhide UI on ESC
  • This means that the game is playable to a large degree when the UI is hidden
  • Fixed a bug where if you had too many stamina debuffs your stamina would drop so low that you wouldn't be able to jump and would get stuck if you fall into any hole/crevice
  • Prevent cave worm spawn on reload, save respawn timeouts for cave worms, this means that if a player saves and reloads inside a cave then caveworms previously killed do not immediately respawn on load
  • VOYAGER: Fixed a progress blocker when the ship launches earlier in the quest.
  • VOYAGER: Fixed typo in quest description
  • Fixed bug where player couldn't remove last item from crafting queue
  • Fixed bug where on-player crafting would not start if there were no backpack inventory slots available
  • Crafting jobs that run out of storage space now leave the paused crafting job in queue for visibility

Future Content

  • Added 4 variants of LC_Sapling_A to the project. Created foliage types, blueprints, and added to the Flod Data table
  • Spawning TU & AC Foliage on Blue/Green Quad, DLC Map
  • SW Impassables - fixes to 11 and 14, added 15-17, plus GL and TU variants
  • Finished first pass macro replacement with impassables, green quad
  • Spawning SW Trees, Ground Foliage & CleanUp on Blue Quad, DLC Map
  • Manual Foliage Placement in the Volcanic Biome, Purple Quad, Prometheus
  • Fix geothermal material disabling sulfur on medium/low
  • Removed VertexPainting from Ice Shader, added RVT Points shader functionality and BPs
  • Added new Crossbow Bolts, Explosive, Scatter, Bleed and Tazer
  • Decal painting, landscape painting and foliage manual painting in arctic biome and underwater dressing, Green Quand, DLC
  • Submitting dead prospector sinotai with aging variations BP's - test
  • SM_Breakable_Scoria all variations mesh, material, blueprint and textures update
  • Added version 2 of HRB_Crop_Tomatoes with colour adjusted to fit the grasslands biome and optimised mesh. Added 5 growth stages, a dead variant, and a wild variant. Created a blueprint and foliage type for the wild variant
  • Removed unused BlueprintNativeEvent specifier on TerrainAnchor GetAnchorBounds to solve crashing when playing in editor
  • Added Tomatoes to GL_Foliage PFS
  • Added TU_Dirt to SnowLite Trees foliage
  • Removing large lava biome rocks from the interactable list because they are way too big to be used as minable voxels
  • Changed Shader on IcePillars/Icicles/GlacialCliff to MA_SnowIce and added Thickness mask option to shader
  • Changed DF Self Shadowing bias on Assets using Serac Shader to fix weird shadows, also enable mesh distance field to ice cave floors
  • Disable Pixel Offset on Frozen Lake Shader fix collision issues
  • Decal painting, landscape painting and foliage manual painting in GL biome, Green Quand, DLC
  • Spawning SW Trees, Ground Foliage & CleanUp on Blue Quad, DLC Map
  • Manual Foliage Placement in the Volcanic Biome, Purple Quad, Prometheus
  • Adding new Crafting Recipe for T2 mission communication device
  • Delete CF_Fern_01 FLOD row to fix build validation
  • Adding Mega Tree on Blue Quad, DLC Map
  • Test for Shared quad landscape painting and foliage spawning, Green and Purple Quad, DLC
  • Reduced spawn rate of general resources on DLC1 Spawner
  • Fix Shader on old ice stalagmites and self shadowing issues with ice cave entrances
  • Add simple collision and physical materials to swamp plants, update collision settings, and update audio tags in FLOD table
  • Added SW_ReedA with 5 variants, including updating the foliage types
  • Reduce spawn rate of large rocks on GL
  • Add ability to apply surface type and water depth parameters to felled tree impact sounds, specifically so that we can handle swamp trees landing in shallow water
  • Submitting Deer variant, including carcass, fur and winter variation
  • Spawning SW Trees, Ground Foliage, Added Riverbanks to Deepwater Swamp & CleanUp on Blue Quad, DLC Map
  • Exotic Delivery Radio - Static+Destructible mesh, textures, materials added
  • Exotic Delivery Radio - textures missed in last commit
  • Resave D_TreeAudioData to prevent validation error
  • Decal painting, landscape painting and foliage manual painting in GL biome, Green Quand, DLC
  • Manual Foliage Placement in the Volcanic Biome, Purple Quad, Prometheus
  • Removed some meshes from Terrain 019 that are meant for voxels
  • Removed large swamp meshes from the voxel table because they're too big
  • Fixed lava lakes/rivers in Terrain 019 not displaying properly after generation
  • Adding Transport Pod Base Class, Exotic Delivery and Supply Pod Inherit from this, allows for common functions in each class
  • Adding Dynamic Travel Quest which allows a variable location rather than a hard set one
  • Added new Exotic Delivery Interface Item which can call down an exotic delivery ship
  • Adding new Quest Steps for Promethus Missions
  • Adding a base class for retrieve item, renaming quest retrieve item class to reflect its operations (it also spawns a crate)
  • Added new Quest Functionaility for Retrieving items
  • Adding all base implementation setup for the Bat Dog, all data table entries and base montage, blueprint and animation setups
  • LC Flax/Sapling, Rocks, Stalactites Foliage Setup + Spawner
  • Decal painting, landscape painting and foliage manual painting in GL biome, Green Quand, DLC
  • Spawning Ground Foliage, Reeds to Swamp, Added Riverbanks to Deepwater Swamp & CleanUp on Blue Quad, DLC Map
  • Manual Foliage Placement in the Volcanic Biome, Purple Quad, Prometheus
  • Adding Promethus Terrain Selection to Development Builds
  • Connecting Faction Missions to Talent Graph for Prometheus
  • Committed Completed Quest Objective Structure
  • Adding Cheat functions for setting / getting account flags
  • Adding new Map Icons for Various Transport Pods
  • Adding New Texture tweaks for various drop pods
  • Adding Basic Mission Structure in for two Prometheus Missions
  • Swapping Contaminated Bear Creature to be Bat dog in Prometheus Intro Mission
  • Adding in all base Needler setup, still needs ranged attack implementation and burrowing, but mimics the crocodile at the moment, physics asset setup to come, data table, blue print, montage and anim setup in
  • Fix issue where sometimes neither water splash nor jump landing sounds would play when player jumped in shallow water
  • Riverbanks LOD roughness fix
  • Moved Avalanched Meshes to Red Quad from Blue Quad, DLC Map
  • Basic audio setup for swamp cypress tree, including rough implementation of water trunk land sound
  • Macro Tops - Trimmed down versions of SW macros for use in map as flat rock shelves/pieces. SW, TU, GL variants
  • First pass of resource node audio setup for swamp foliage
  • Increased Flat Fade Distance on Reeds to fix view distance
  • Adding attack, Idle close and Idle distance audio and events for Striker
  • Adding in alien fossil cave temp
  • First pass on Glacier mesh and materials (red quad)
  • Adding base Predator bird setup and new swoop animations, still missing the corpse behavior and dive bomb logic
  • Missing dive bomb and swoop animations from last Predator bird commit
  • Added UMG_AreaSelect for open world mode
  • Added generic triplanar material for Avalanche on DLC1 Map
  • Decal painting, landscape painting and foliage manual painting in GL biome, Green Quand, DLC
  • Added Macro Tops, Reeds to Swamp, Added Riverbanks to Deepwater Swamp & CleanUp on Blue Quad, DLC Map
  • Manual Foliage Placement in the Swamp and Volcanic Biome, Purple Quad, Prometheus
  • Added potato foliage assets. Created blueprints, foliage types and added to FLOD data table
  • Adding Tech for providing prebuilt bases for use on terrains and missions
  • Adding some prebuilt bases for missions
  • Finishing up Another quest for Prometheus
  • Adding Various quest markers and quests to the Prometheus Map
  • Adding new Swamp and Volcanic Atmosphere types
  • Adding in P Bird sweep audio and event and adding to animation
  • Adding in full base setup for deer variant, D_AIsetup character and corpse blueprints, missing corpse description text and custom skeleton mesh

Icarus Week Forty Five Update | New Husbandry Tree and fixes for Mounts

Week Forty Five’s update focuses on new features and fixes for our Mounts system that we introduced in week forty two. The new Husbandry Tree will allow you to invest into your Mounts prowess, in either taming, raising or riding.

We’ve also included a bunch of rebalances, tweaks and improvements to the system, addressing interaction issues with beds and troughs and overall general behaviour.

We’ve also included information on three upcoming features and systems. Read into the future of Mounts, Open World Mode, and Narrative Mission Chains.



Husbandry Tree



The new Husbandry Tree provides players with a way to become an expert in the Mounts' system, allowing you to either specialise into being the tamer, raiser or rider to support a team, or have a more ‘jack-of-all-trades' approach.

The left side of the tree focuses on the taming phase of the cycle, with talents focused on temperature tolerance, taming speed and providing juveniles immunity from attacking predators.

The middle of the tree provides talents focused on raising your Mounts and providing them baseline improvements. Talents in this branch focus on gathering, food and water consumption, Mount health and the amount predators will perceive them as a threat.

The right side of the tree provides talents that are centred on utilising your Mount for riding or as a pack animal. These feature stamina bonuses, reduced player oxygen/food/water requirements, carry weight and movement speed.



Key Mount Fixes & New Mechanics



We’ve gathered a large amount of feedback on our Mounts since launch. This week, we’re incorporating some fixes, rebalances and features to address some issues and areas for improvement:

  • We have increased the default carry weight capacity of the Buffalo mount and added extra capacity to the pack harness
  • We have added a new ability to manually feed and give water to Mounts from items in your quick-bar. Hand-feeding Mounts will give them a short burst of health regeneration.
  • We have improved the Mount/Juvenile ability to navigate towards troughs and beds
  • Mounts no longer starve to death when at a distance from the player
  • Mounts/Juveniles now take item nutrition value into account when eating, meaning they will consume lower quantities of high nutrition items such as watermelon, but will consume higher quantities of low nutrition items such as berries



Future Mount Features



Our first iteration of Mounts has been a success, and we’ve been encouraged by the positive feedback and constructive criticism we’ve received from the community. We have a lot of plans for this new system to come in the future, and wanted to talk about a couple of these.

The Husbandry tree releasing today is one of those features, and as we move towards multi-mission persistence in the future we aim to expand these opportunities for player choice with the addition of mount levelling and talents. We have also been experimenting with Mounts being able to pull different items and machines across different terrains that offer various uses, along with different types of saddles and attachments.

We’re also looking at other animals that can be raised into Mounts, particularly in the next DLC expansion. We wanted to give special mention to the Icarus modding community who quickly incorporated Bears as an available Mount in a download. While we don’t have current plans to make Bears an available Mount, we enjoyed watching some of the gameplay and wanted to compliment you on your work.



The Future: 3 Distinct Game Modes



Last week we introduced our plans for our Open World Mode, our next large feature to be introduced in the future.

Our goal with this feature is to clearly define three different ways to enjoy Icarus, be it more traditional survival, our iconic instanced missions, or a more sandbox-esque peaceful building environment.

Open World Mode:

Open World Mode provides the ‘traditional survival’ experience, where you can access the entire map and choose your drop zones in a persistent, dangerous environment with respawning world bosses, weather impacts and no experience reduction.

Outposts:

Outposts will provide the ‘sandbox' experience, allowing you to create and build in a controlled environment where your creativity and ambition are able to run wild. This is designed to be a self-contained experience, giving you the space to innovate without consequence.

Missions:

Our Instanced Missions are the ‘bread and butter’ of Icarus, with self-contained stories and missions that play out over portions of the map and develop the narrative and future of this universe. We have no plans to stop developing and evolving them, as they are integral to Icarus and will always be the centre of our development.

Open World Mode and Outposts will both receive updates and improvements going forward with their own identities allowing both to evolve into their own designated features. Open World Mode has more unannounced features to come, and will launch with both Olympus and Styx as playable areas. As a result, the Olympus Outpost will be removed, but the smaller maps will stay and evolve with unique features in the future.

In the long-run, we are aiming to include the ability to trigger missions from your Open World Mode bases, but this will not be available in this first pass. Releasing this version, is the first step in our journey towards this goal.



Narrative Chain Missions



We have been working on a few narrative missions which will form a chain to incorporate a new story from beginning to end with new characters and objectives. This allows us to form a more ‘campaign’ feel around a central story that spans multiple drops and we hope they will immerse our players deeper into the lore of Icarus.

These missions should also start providing more detail and insight into the various factions, characters, history and stories that surround the failed terraforming project and give players more engagement with the different elements of the universe.



Changelog v1.2.20.102562



New Content

  • Added framework for Husbandry talent tree. - Renamed Construction talent group to Habitation
  • Added base class for Spike Traps and cleaned up logic for Hedgehogs, basic Wood Hedgehog will now damage players, hedgehogs deal 50% damage to players
  • Added ranks to Husbandry tree talents. - Renamed Husbandry tree talents from placeholder names to more accurate names
  • Adding new Stats for Husbandry Talents
  • Added stats to Husbandry talent points
  • Updating Husbandy talents to include new stats
  • Setting up modifiers for new taming aura's
  • Setting up crafting cost reductions for saddles and taming equipment
  • Adding new TamedCreatureModifiers Table for Determining the stat transfer between player and tamed creature / juvenile
  • Setting up Virtual stats for new husbandry stats
  • Hooking up Player States related to Riding Creatures (Oxygen, Food, Water Consumptions and Exposure Resistance)
  • Adding new Stats for Player Husbandry Talent Tree
  • Adding Missing Virtual Stats for Older Taming stats so we can work with the new system
  • Updated stats on Husbandry talents to fix build validation error.
  • Increased Buffalo Mount Health Regeneration
  • Players will now be kicked out of the mount inventory screen if player/mount distance becomes too large. Mounts now use generic ragdoll behaviour shared with other NPCs
  • Linked new stats to Husbandry talents.
  • Updated Husbandry talent and related stat descriptions
  • Creatures mounted by local player play audio when taking fall damage
  • Players are now prompted with a dialog to set name when first claiming a tamed mount. Shifted 'open mount inventory' functionality into mount class instead of inside actionable
  • Added first pass of Husbandry talent tree background
  • Setup specific XP events for Moa, Juvenile Moa and Juvenile Buffalo.
  • Enabled Juveniles to be counted towards baby animal kills and their respective parent creature type kills
  • Adding Husbandry talent tree background asset
  • Mounts and Juveniles will now have any player-owner driven stats applied to them when claimed, or when led by a new player in the case of juveniles. In the case of session reload, mounts and juveniles will wait for their most recent owning player to reconnect before reapplying relevant stats. Implemented following stats for use with husbandry talent tree: JuvenileFriendlyToPredators, TameSleepRequirement, IsJuvenile, IsMounted
  • Tamed mount food/water is no longer reduced when their current level tile is unloaded
  • Juvenile taming tooltip now switches temp requirement icon based on current environmental temperature. Fixed taming temperature virtual stat using the wrong base stats
  • Added ability to feed and give water to mounts from currently equipped hotbar item. Nutritional value of food is now counted when mounts/juveniles go to eat, meaning it will take more than one item to completely satisfy hunger

Fixed

  • Fix closed doors and windows sounding open after respawn. There is a potential issue with initialisation order, so try to set the open FMOD parameter again if it fails the first time on BeginPlay
  • Optimization pass on Buildables textures. Consistency pass on texture settings and reducing 4k textures to save memory
  • Optimized some assets with high triangle counts to improve performance
  • Remove sequence reference from Cave diorama causing unnecessary asset loads, wasting memory
  • Numerous texture optimizations and settings consistency pass to save memory
  • Fix LOD settings on Dead Prospetor meshes (LOD3 was 5k triangles), should have 6 LODs with the final being <1k
  • Delete unused Tree meshes which have bad LODs and no materials
  • Optimized and/or deleted unused assets in VFX/TRE folder to improve performance
  • Add LODs to assets missing them or needing settings improved. Delete unused assets
  • Fixed inaccurate collision on Scorpion Hedgehog mesh causing hits to fail often
  • Add new option to Graphics Menu (Limit Poolsize To VRAM) which may help alleviate blurry textures on GPUs with not enough memory. Note: this is enabled by default and should only be disabled if you are having texture issues. Disabling it may cause issues/crashes
  • Remove some of the many old variations of WIP HAB levels to allow easier cleanup of old otherwise unused assets. Deep chained asset references result in expensive assets being shipped unnecessarily, causing larger builds, bigger load times and more memory consumption
  • Removed Prospect007 entry from Terrains DT to fix validation error
  • Remove old levels which cause a ton of unnecessary references and make cleanup of old assets impossible
  • Prevent graphics settings from being applied before the graphics subsystem is ready, reset the resolution scale when entering/exiting DLSS/FSR, ensure r.ScreenPercentage CVar calls are made with ECVF_SetByScalability priority so that the LegacyScreenPercentageDriver can make changes, this means that resolution scaling works correctly (when DLSS/FSR are switched off) and multiple combinations of settings are applied
  • Move marker for this quest to a new serialization system ('MapSearchArea' vs 'LocationSearchArea'), reload the mission several times to ensure the marker now always shows up, this means that the map marker should always appear after reload on the station to station mission
  • Accolade: Ravenous only tracks food consumed when consuming stack, wired PlayerTracker to consume food (of stack size 1) on right click 'consume', different code path from right click 'consume stack', this means players are awarded progress towards consumption accolades when comsuming single food items as well as stacks of food items
  • STRANGE HARVEST: Fixed typo in quest description
  • HOMESTEAD: Updated Rustic Statue objective to Rustic Icarus Statue, to better guide players to the correct statue to craft
  • Added Sandworm boss to all Olympus Exploration missions (min 1, max 4)
  • Styx has different Biomes from Olympus, so map accolades to atmospheres rather than biomes, this means that players correctly attain progress towards Biome accolades on Styx (Scorched Traveller, Forzen Traveller et al.)
  • Voyager Mission - Fixed Den item replenishment
  • Strange Harvest: Fixed respawn on boss to ensure respawning on prospect reload
  • Strange Harvest: Fixes issue preventing objective particles to appear
  • Fixed Holdfast Outpost getting stuck on preparing geometry when crossing into the B4 tile by adding the missing level bounds actors which guarantee the correct levels are loaded
  • Fixed weather timeline UI not updating correctly when mounted
  • Fixed bug where talent tree view could break when trying to assign talent points while mounted
  • Fixed bug where mounts and juveniles still wouldn't attempt to move to beds or water troughs if they were off navmesh
  • Juvenile taming tooltip now switches temp requirement icon based on current environmental temperature. Fixed taming temperature virtual stat using the wrong base stats
  • Fixed bug where talent tree view could break when trying to assign talent points while mounted
  • Hand-feeding a mount will now apply a moderate amount of health regen, with the duration changing based on food's nutrition. Mounts can now be affected by warm and cozy buff
  • Adding in all base AI setup for the Rock Dog, including all anim montages and placeholder stat values, still needs lava state hookup and lava based attacks to be completed
  • Fixed Nurturing Presence aura not affecting juvenile taming speed. Fixed NPCs not being able to receive aura modifiers
  • Fixing inherited collision on the wood gate that was stopping arrows, it is a door base BP which has the collision there to stop multiple doors being placed on top of eachother
  • Fixed bug where cave modifier / visual effects wouldn't apply correctly when entering a cave while mounted
  • Fixed bug where Juveniles/Mounts would stop short of their bed/trough when interacting with it. Juveniles and Mounts should hang back a little more when following player owner. Fixed bug where taming speed stat wasn't affecting the overall tame duration as expected; reworked the internal stats driving taming speed / duration
  • Extended the level streaming distance on Holdfast Outpost to solve the preparing geometry screen appearing when crossing into the B4 tile
  • Increased Buffalo mount carry weight limit to 300kg, Pack Harness adds an additional 300kg carry weight capacity
  • Fixed juveniles not being ignored by hostile creatures when using the 'One With Nature' talent
  • Implement audio cues when player manually feeds or waters mounts. Audio refs still to be added
  • Adding sounds and events for mounts being manually fed / watered
  • Fixed bug where player would consume held food item when hand-feeding mounts. Mounts and Juveniles will now reset the spoil timer on stacks of food left over after feeding from troughs
  • Fixed bug where player wouldn't have their internal 'IsMounted' stat removed when dismounting from saddle
  • Strange Harvest: Significantly increased tether distance on boss to prevent unintentional resetting
  • Fixed bug where the 'Feed'/'Give Water' tooltip would show when looking at a mount with an invalid held item
  • Adding feeding mount sounds to BP and correcting the buffalo mouth socket in data table
  • Mounts and Juveniles will now receive a health regeneration boost after eating from food troughs (similar to hand feeding)
  • Fixed typo in Enzyme Geyser description, havest to harvest
  • Added footstep particles to mounts
  • Improved modifier stacking behaviour, longest modifier durations will now always take priority. TamingSpeed aura modifier is no longer visible to players
  • Fixed bug where mounts would start drowning if stood in water for too long

Future Content

  • Added Brick Buildable tier assets and added to blueprints
  • Added BLD_Stairs_Brick
  • Added foliage type asstes for the lava groundcover foliage. LC_Groundcover_A, LC Groundcover_B, LC_GrassA
  • Added on to Transition Cave on Purple Quad, DLC Map
  • Removed Tussocks and setup grass variations for Tundra Grass Layer
  • Change Snow Tree foliage variations to be able to paint on AC_Snow
  • Added SW_Bramble A, C, D, E, F, And G Foliage types, Blueprints, and added to FLOD Data table
  • Fixed underground cave cliffs material to No RVT, Green Quad, Styx
  • Added foliage types and BPs for several swamp plants, as well as the Toi Toi for Grasslands, along with all of their FLOD Data Table entries
  • Adding Pbird Attack and death audio and FMOD events
  • LC Ground Covers/Grass foliage setup
  • Added tags/queries for sledgehammer harvesting, currently set up so the node can only take damage from sledgehammer hits
  • Added sledgehammer breakable node class/functionality, with an example setup called BP_BreakableRockExample
  • AC Bushes/Foliage (Harvestable) Foliage Setup
  • Adding missing sledgehammer code files from previous commit
  • Added Cliffs for Avalanched AC on Blue Quad, DLC Map
  • Create SM from IceBorer SK
  • Tweak IceBorer constraints
  • Point to correct mesh for Ice Borer meshable and delete old greybox assets
  • Added Buttercups to GL_Grass and Foliage Setup
  • TU Tussocks Foliage Setup and Proedural Foliage Spawner
  • LC to SW Transition Cave Set Dressing, Purple Quad, Prometheus
  • Landscape Painting, Decal Pass and Cliff Placement, Green and Yellow Quad, DLC
  • Adding Pbird data table entries and setup and distant idle audio
  • Update Hitable row for Rock to reference new native C++ class
  • Set Reeds as Foliage type for Swamp
  • Manual AC Foliage Placement on Blue Quad, DLC Map
  • Decal painting, landscape painting and foliage manual painting in arctic biome, Green and Yellow Quands, DLC
  • Fixed up Needler assets. Added Carcass mat variation. Pointed SKs to their appropriate materials. Deleted SM. Optimized texture settings
  • LC to SW Transition Cave Set Dressing, Purple Quad, Prometheus
  • Swamp Macros - LOD pass, material edits on 04-06, plus GL and TU variants. Tweaked LOD distances on all meshes to transition sooner
  • Foliage Setup and Procedural Spawner for General SW_Dirt plants
  • Grass/GroundCover Setup for SW_Dirt
  • Foliage Setup and Procedural Spawner for Tree/Saplings on SW_Muddy
  • Toggle Grassland option on DLC1 Landscape to use new foliage/ grass options on CF layers
  • Foliage Setup for Shelf Mushrooms
  • Tweak Mangrove/Cypress Saplings generation values to balance spawn amount on SW_Muddy
  • Moved Large Scale Swamp Cliff Meshes Into the Persistant Level, Purple Quad, Prometheus
  • Remove E_Waterfall_Base_Foam_smallBurst emitter which is unused but contains errors and shows up in log in Steam build
  • Adding S.Bird close and far idle audio
  • SW Impassable meshes - added 01-06
  • Prototyped Stalactites/Stalagmites placement solution
  • Removed RVT option fo Cave entrance on CF_Cave_MED_01 to fix underground cave RVT problems
  • Adding S.Bird Attack vocalisations and event
  • SW Impassable meshes - added 07-08, material tweaks on all meshes
  • Manual AC & TU Foliage Placement on Blue Quad, DLC Map
  • Decal painting, landscape painting and foliage manual painting in arctic biome, Green Quand, DLC
  • LC to SW Transition Cave Set Dressing, Purple Quad, Prometheus
  • Adding GL_TussockA and it's 3 variants, including foliage types
  • Updated Brick Tier Buildable changes
  • FT_D_TU_DirtDebris - decal created from Tundra grass terrain textures
  • Moved Large Scale Swamp Cliff Meshes Into Purple Quad Level, Purple Quad, Prometheus
  • Small SW rocks - material parenting changes, duplicated meshes for Tundra and Grasslands
  • Added inverted versions of selected cave stalagmites to create stalactites. Added foliage groups for these to allow them to be painted in the level. Tweaked material on Rock_Cave_Stalagmite_05 to match the others
  • Med SW rocks - material parenting changes, duplicated meshes for Tundra and Grasslands
  • Foliage Setup for ToiToi/GL Tussocks/Aspen Tree and Procedrual Spawners
  • Setup Foliage for SW Internal Cliff Plants
  • Tweaks to GL Foliage Instance Settings, Cull distance and shadows
  • Adding S.Bird flinch and death sounds and events
  • Added AC_TussocksA variants, including Foliage Types and BPs, and added them to the FLOD data table
  • Manual AC & TU Foliage Placement on Blue Quad, DLC Map
  • Manual Foliage Placement in the Volcanic Biome, Purple Quad, Prometheus
  • Decal painting, landscape painting and foliage manual painting in arctic biome and underwater dressing, Green Quand, DLC
  • Adding S.Bird Nip jaw and nip vocalisations and event
  • Swamp Rocks - FTs and associated BPs added for Lrg, med, sml rocks
  • Grasslands Rocks - FTs and associated BPs added for Lrg, med, sml rocks
  • tundra Rocks - FTs and associated BPs added for Lrg, med, sml rocks
  • Volcanic Rocks - FTs and associated BPs added for Lrg, med, sml rocks
  • Added 3 variants of bulbous flax plant for the lava biome with foliage types and blueprints
  • Adding S.Bird Nip audio to event and all footstep notifiers. Also adding all data entry tables for creature so far
  • Added bulbous Flax to the FLOD data table
  • Updated Brick Tier Floor
  • Swamp/GL/TU macros - polish on textures+materials
  • Volcanic Rocks - voxel cache files for LRG, MED, SML rocks
  • Swamp Rocks - voxel cache files for LRG, MED, SML rocks
  • Adding S.Bird aggro vocals and more unique idle layers
  • Tundra Rocks - voxel cache files for LRG, MED, SML rocks
  • Grasslands Rocks - voxel cache files for LRG, MED, SML rocks
  • Adding in base implemenation of opening wooden gate to use with the railings, all base assets and data table setups, currently is awarded to the player along side the wooden railing when it is unlocked, using the same cost processor recipe
  • Adding data table entries for aggro event for S.Bird
  • Manual Foliage Placement in the Volcanic Biome, Purple Quad, Prometheus
  • Manual AC & TU Foliage Placement on Blue Quad, DLC Map
  • Decal painting, landscape painting and foliage manual painting in arctic biome and underwater dressing, Green Quand, DLC
  • Added SW Impassable 09, plus GL variants of 1-9
  • macro replacement with impassables, green quad (WIP)
  • Adding S.Bird notifiers for movement sounds
  • Added AC_Pine_SnowLite and AC_Fir_SnowLite, including foliage types and BPs, as well as Data Table entries
  • Setup SW Rocks, Moss function tweak to fix moss inside voxels, Added rocks to SW_Dirt_Foliage Spawner
  • Submitting first pass fortification implemenation, includes wall, spikes, walkway and stairs and all base data table setups as well as relevant blueprints the system uses our existing deployable socket and snapping features, so doesnt requiore a building grid
  • SW Impassables - added 10-14, plus GL variants
  • Fixed UV distortion of SW_MAC_05
  • macro replacement with impassables, green quad (WIP2)
  • Created PFS for GL/CF/SW and General Resources, changed AC_Stone Shader to not use RVT for TU use, Added DLC Layers to Resources
  • Manual Foliage Placement in the Volcanic Biome, Purple Quad, Prometheus
  • Spawning SW Foliage on Blue Quad, DLC Map
  • Decal painting, landscape painting and foliage manual painting in arctic biome and underwater dressing, Green Quand, DLC
  • SM_Breakable_Scoria blueprint, mesh, material and textures
  • Setting up Deployable to call down an exotic extraction ship for delivering exotics while on a prospect (this is preperation of the data decentralisation game flow
  • Added Wood Railing Gate Icon to D_Itemable

Icarus Week Forty Four Update | Improvements to KILL LIST, HEADSTONE and more

We’re following on with the second of our Early Missions Revamps, this time addressing six more early Olympus missions.

STRANGE HARVEST, HEADSTONE and KILL LIST have received large scale improvements, focusing on mission flow and player experience. This incorporates new features added to the game since we first made these missions such as more creatures in the spawn pool.

AGRICULTURE, VOYAGER and FORSAKEN have received smaller updates to improve the player experience.

Also below is an insight into the next big features coming to Icarus. We’ll keep sharing details as we work towards bringing them into the game.



STRANGE HARVEST Revamp



STRANGE HARVEST: Bio-Research has received a welcome rework to improve the mission flow and player experience, using new systems and changes we created for Styx’s missions.

Players are now tasked to investigate toxins in the designated area and track down the original source, while previously the mission required players to collect bio-samples for the Sinotai faction.

The UDA will provide some poison paste to help you with your mission and a new dropship location closer to your objective.

The mission now provides new challenges and quests, so be careful to not take it for granted. Proper preparation is strongly advised.



HEADSTONE and KILL LIST



HEADSTONE and KILL LIST have also been addressed, with improved player experience and UI across both while keeping the quest line consistent.

KILL LIST requires you to tackle a Wolf Pack and its Alpha Wolf Leader, so our focus has been on improving this phase of the mission.

  • Wolf packs now spawn at clue locations, with their levels scaled more accurately to the selected difficulty
  • Wolf packs anchored behaviors have been altered so the pack stays with 1000 meters of its spawn zone
  • Map icons for interactable targets are added when players reach a clue location
  • Quest clue locations have been reorganized so players won’t have to ‘backtrack’ away from the final target
  • We’ve added map prompts for the quest objectives

We’ve streamlined HEADSTONE, which requires you to deploy and defend Uplink stations.

  • The drop location has been moved closer to mission objectives
  • Survey equipment is now contained within the dropship to streamline mission setup and remove the opportunity for unexpected collision issues with the care package
  • AI now responds more aggressively to transmitters, and has been rebalanced with more creature variety in the spawn pool
  • Mission items are now correctly tagged as quest items
  • Transmitter Health and Progress are now displayed as quest steps
  • Added more spawn points near Survey deployment locations for attacking creatures



Other Missions



Three other missions have also received small updates and improvements.

AGRICULTURE: Supply Stockpile’s mission requirements will now scale more accurately with the selected difficulty

VOYAGER: Recovery has received a fix for the den intractability and reload issues

FORSAKEN: Recovery will now identify items as quest items



Future Updates



The next large feature in the pipeline is Open World Mode. We get frequent community requests for more persistent base building and progression in Icarus like traditional open world survival games. At the same time we also want to retain Icarus' unique session-based mission structure. So, we’re looking to add another game mode.

Open World Mode will be a more traditional survival sandbox experience, giving you access to the entire Olympus or Styx map with no time limit and with all your progress persisting. Unlike Outposts mode, your character would earn experience and level up. You can drop into your own selected locations and return as often as you please, and engage with respawning world bosses while establishing your presence on the surface. You will still be able to play missions as a way to earn Exotics and permanent workshop items by jumping back to the main menu and launching them from there. More details to come in the following weeks.

Dedicated Servers have also made progress, with a range of technical issues and small edge cases complete, but a few outstanding gameplay impacts to be addressed. Large Scale internal and external testing is close.



Changelog v1.2.19.102260



Mission Revamps

  • Scaled AGRICULTURE: Supply Stockpile mission objectives with selected difficulty. Slightly reduced hunting shipment requirements on normal difficulty
  • Killlist mission - Mature Pack Wolfs now spawn at clue locations, their levels scale by selected difficulty
  • Killlist mission - Adding new Mature Pack Wolf Epic Creature Spawn Config
  • Killlist mission - Adding new Pack Wolf Anchored Behaviour with a distance of 1000 so it stays very close to its spawn zone
  • Killlist mission - When reaching a clue location, a map icon appears to show the exact interact target
  • Killlist mission - Shifting Quest Clue locations so the quest no longer requires back tracking when moving towards quest objectives
  • Killlist mission - Slightly tweaked multiplayer scaling on follower wolves and Alpha wolf
  • Killlist mission - Adding Map prompts to quest objectives
  • Headstone Mission - Updating Drop Location so it is closer to the mission objectives
  • Headstone Mission - Survey equipment is now contained on the players ship
  • Headstone Mission - AI now get angry and charges at the transmitter
  • Headstone Mission - Rebalanced AI which spawns and added more variety
  • Headstone Mission - Fixed Map markers so they reload correctly mid mission
  • Headstone Mission - Transmitter Health and Progress are now displayed as quest steps
  • Headstone Mission - Mission items are now correctly tagged as quest items
  • Headstone Mission - Replaced Crate with Supply pod when picking up transmitter
  • Headstone Mission - Added Manual Spawn points near Survey Deployment locations
  • Strange Harvest Mission - Changed Drop Point Location to add variation to early mission drop point locations
  • Strange Harvest Mission - Changed Entire Mission Flow, players now investigate toxins within an area eventually tracking down the source
  • Strange Harvest Mission - Adding new Contaminated Bear Creature with Anchored Behaviour, includes new materials, fur and particles
  • Strange Harvest Mission - Adding 3 new mission items (Flora, Digested Biomatters and a Bioweapon sample)
  • Strange Harvest Mission - Adjusting all objective locations to reduce player travel distance and backtracking
  • Strange Harvest Mission - Updated quest logic to use new systems present in styx, decremented beta weekend quest systems, fixing search area and map icon reloading
  • Strange Harvest Mission - Adding new Delivery Quest Markers and Droppod / Crashed Ship Variations
  • Strange Harvest Mission - Updating Quest Objectives and Mission breifing
  • Strange Harvest Mission - Adding new Map Icon for Contaiminated Bear
  • Strange Harvest Mission - Adding Delivery Step to Quest for collected items
  • Killlist Mission - Search area narrows down as you find each clue.
  • Killlist Mission - Increased tether range on follower wolves
  • Headstone Mission, fixed typo in quest step.
  • Heastone Mission, ensured AI stop spawning if transmitter is disabled.
  • Headstone Mission, fixed issues causing quest progress to be lost after completion.
  • Headstone Mission, changed spawn location to be closer to mission objectives
  • Strange Harvest Mission - Adding Contaminated Bear Corpse and tooltip
  • Strange Harvest Mission - Fixing Bioweapon not spawning in correct container & Delivery not checking correct container
  • Updating reward from 50 -> 85 for Strange Harvest Mission
  • Headstone Mission - Extending Creature Teathers to allow more nautral creature movements

Fixed

  • Fixed rotation on railing snap position for glass floors which was causing railings to be at 90 degree angles
  • Delete a bunch of unused DataTable content which is causing assets to be unnecessarily loaded (taking up memory resources and increasing build size) and clutter content
  • Added text to clarify water requirement on crafting windows for cement mixer, biofuel composter and electric composter
  • Fixed another bug with juvenile mounts disappearing when reloading a prospect; Freeze/Unfreeze functionality for IcarusNPCCharacters now stops all movement before freezing, and uses only the character capsule component for TerrainAnchor bounds
  • Added water connections to Masonry and Electric Masonry benches which increases processing speed when satisfied
  • Adjust Sandbanks LOD material roughness to fix inconsistency with base material
  • Ensure that the activation of the thermal component stays in step with (graphical) light activation, this means that players get a temperature buff when wood rag torch is equipped in light slot (as well as in hand)
  • Improve Scorpion Physics Asset to be more accurate by adding more smaller capsules to better encapsulate the mesh. Gaps between capsules meant projectiles could pass through without hit
  • Adjust equation for mammoth and elephant stomp knockback velocity, this means that large mammoth boss and elephants should no longer be able to knock players out of the map [Bug] Hurled across map by Mammoth to out-of-bounds area and killed, losing all equipment - SurviveIcarus
  • Mounts and Juveniles can now eat / drink from troughs that are off the navmesh
  • Fixed an issue preventing Heavy Glass Windows from being reinforced using a water connection, slighly reduced heatlh of these so when reinfoced they have the same health as the wall itself
  • Prevent graphics settings from being applied before the graphics subsystem is ready, this means that resolution scaling works correctly (when DLSS/FSR are switched off
  • Fixed issue causing the water trough to be labelled as Storage and gaining the Expanded alteration.
  • Added level scaling for Mammoths and Elephants, resulting in significantly increased health and minor increases to damage.
  • Fixed instance of Juveniles getting destroyed upon prospect reload. Removed code that was automatically cleaning up 'stuck' NPCs if they hadn't moved from their original spawn location 15s after spawn
  • Removed 'Set' ItemsStatic entries from ValidAmmoTypes DT accidentally added in during data update, allowing the Workshop consumable stacks to be fired directly from the weapon.
  • Added DT Validation to prevent unwanted items being added in to ValidAmmoTypes DT
  • Added recipe to craft Bone from Mammoth Tusks at the Cooking Station.
  • Overflow bags generated when player respawns no longer simulate physics to prevent cases where they fall through the world
  • Reduced threshold for tames to get hungry and thirsty.
  • Fixed stat assignment on the Hunger modifier pointing to an incorrect stat.
  • Revert sRGB setting on map textures which have not been brightened up via art pass, causing them to appear too dark

Future Content

  • Updated CAC maps for IceCave Pillars, Ice Stalagtites and Stalagmites
  • Added foliage type and blueprints for tundra bush assets
  • Added Foliage type and Blueprints for Tundra Sapling assets. Updated FLod Data table with tundra foliage
  • Decals painting and cliff placement in arctic Blue Quad , DLC
  • Adding in WIP fur assets for the Bat dog for fur creation
  • T2 Mission Communication Device - mesh, textures, materials added
  • Painted Decals Volcanic Area & Added Cliffs to Base of Macros Volcanic Area on Purple Quad, DLC Map
  • Allowed the Shoot the Breeze talent to use the Material Processor as well as Mortar and Pestle
  • T2 Mission Communication Device - added DM, minor revisions to mesh and textures
  • Painted Decals Volcanic Area, Added Cliffs to Base of Macros Volcanic Area & Added on to Transition Cave on Purple Quad, DLC Map
  • Submitting Batdog, Batdog carcass, respective textures and fur
  • Adding Pbird wing flaps sounds, events and anim notifiers
  • Added Cliffs & Stalagmites to Transition Cave from SW to AC, Swapped Out RVT with NORVT on Blue Quad, DLC Map
  • Landscape Painting, Decal Pass and Cliff Placement, Green Quad, DLC
  • LC to SW Transition Cave Set Dressing, Purple Quad, Prometheus
  • Added Arrowhead Plant, Bog Flower, and Cypress Sapling as foliage types, BPs, and also added all to the FLOD Data Table


Icarus Week Forty Three Update | Improvements to all exploration missions + more

The next two weeks of updates are focused on improving and updating our early missions on Olympus. This week we’ve focused on the first two missions and a whole category - BEACHHEAD, LIVEWIRE and the Exploration Missions (minus SPIRIT WALK) - and re-introduced the Mammoth, alongside some key player experience and performance improvements.

These updates will benefit new Icarus players more than experienced prospectors who have already completed these missions, but are an important part of our ongoing focus of learning, optimizing and improving all aspects of the game. We’ve taken what we’ve learnt from 43 weekly updates so far and our latest Mission designs and applied them to these important first Missions.

Last week’s addition of Buffalo and Moa Mounts has proven popular. We’re taking on board lots of player feedback and will continue to improve this system in the coming weeks.



Exploration Missions



All Exploration Missions with the exception of SPIRIT WALK have been improved with added exotic locations and the removal of all boundary limits to promote more adventure, free-roaming and discovery.

All exploration missions will now have a total of ten exotic locations, the ones from SPIRIT WALK plus four more throughout the map. These grant 200-400 exotics each over three spawns in total.

SPIRIT WALK was intentionally left untouched to not impact the popular farming set up that many players had developed.

We’ve also removed the ‘out of bounds’ limitations for all exploration missions, and changed how completion is achieved. Missions will now be considered finished when the attached scans are completed, rather than when the player leaves the surface of the planet. This allows players to spend more time completing the ‘exploration’ element of the mission and spend time improving their character with the time they have left.



Mammoth & Fixes



The Mammoth has returned to the arctic biomes of Icarus, after some much needed improvement and adjustment in its time away. We’ve also addressed a few long-standing issues worth mentioning.

The long-standing exposure issue has been fixed:

  • Players do not immediately die due to prior weather exposure when respawned
  • The storm exposure bar no longer stays full when players respawn, and will reset the exposure and shelter values when a player dies
  • We’ve also addressed optimization through improving our textures setup, which should reduce RAM usage in-game for many players.
  • And finally, we’ve added the ability to easily scale stockpile rewards by difficulty, providing more personalized and balanced missions.

There are many more fixes and improvements in the changelog below, so take a look at what we’ve been up to.



Beachhead



BEACHHEAD: RECON has been expanded upon and improved. Being the introductory mission to Icarus, we identified the need to make this educational and packed with valuable insights and guidance for new players. This includes two new quest steps which provide more direction into crafting, and prompts players to practice the process of mining and consuming Oxite.

We also aimed to provide a more peaceful and rewarding experience in this mission, updating spawn values and adding a small Ren payment to introduce players sooner to the mission reward system and workshop.



Livewire



LIVEWIRE: TERRAIN SCAN has received a range of improvements and changes to improve the player experience and mission flow. Your first introduction to bears may now be friendlier, but only a little.

  • The Radar is now collected from the Dropship, and will also respawn here
  • The pool of enemies encountered has been expanded to add more variety, including bear cubs and boars
  • The radar will now have a durability limit and can be destroyed, similar to the system in Styx missions
  • Quest objectives now mention that creatures will be attacking to give players more time to prepare
  • The number and frequency of enemy spawns now scales with the difficulty and number of players present in-game, to provide a more balanced experience
  • The scanning process will now stop if the player moves outside the designated zone, and players are prompted to move closer to re-activate the process



Changelog v1.2.18.101993



New

  • Livewire Mission Radar is now Collected & Respawns in Dropship
  • Livewire Mission Adjusted enemies who spawn to add more variety and use new creatures (Bear Cubs, Boars etc)
  • Livewire Mission Radar's now have durability and can now be destroyed as part of the quest (same as Styx Scanning Logic)
  • Livewire Mission The quest objective now mentions that creatures will be attacking
  • Livewire Mission the number and Frequency of Enemies now Spawn based on both difficulty and number of players present
  • Livewire Mission If players move outside of the scanning zone the scanning stops and the players are prompted to move back into the scanning area
  • Changed all exploration missions except Spirit Walk to have 10 total exotics locations, the ones from Spirit Walk plus 4 additional throughout the map, all granting 200-400 each, with 3 total spawns. Spirit Walk was unchanged to not impact that popular farming setup, happy extracting!
  • Updating BEACHHEAD: RECON mission to include 2 new quest steps which help explain crafting, adding prompts to mention where to find oxite and the needing to consume it, updating spawn values to provide a more peaceful experience for learning, adding a small Ren Reward to introduce the mission reward system to players
  • Removed out of bounds areas for all Exploration missions. - Exploration missions are now automatically completed when their attached scans are completed, players no longer need to enter and leave these missions for completion
  • Adding Mammoth into Arctic Zone Spawn Pools

Fixed

  • Remove unneeded Alpha channels on Voxel Albedo and RMA textures, halving file size, saving almost 0.5GB of memory use while playing. (Reducing RAM usage)
  • Fixed a bug where the setting 'toggle sprint' would not work when riding a mount
  • Updated Shengong 'Sui Shi' Pickaxe description to not indicate that is is easily repaired, as it is no different to any other workshop item
  • Fixed and issue where the damage indicator wasn't facing the correct direction
  • Storm exposure bar no longer stays full when the player respawns, Reseting the exposure and shelter values when a player dies, Disabled any shelter traces until respawn,
  • WeatherActions no longer add modifiers to dead players, This means that players do not immediately die due to prior weather exposure when respawned
  • Fix river audio sometimes cutting out around river spline intersection points. FMOD voices were being inappropriately culled by virtualisation when the proximity parameter applied a volume offset as different river audio components moved close to one another. Moved the volume offset to a submix channel so that FMOD ignores it in virtualisation calcs, and also tweaked the proximity curve to blend more smoothly around braided river intersections
  • Added the ability to easily scale stockpile rewards by difficulty
  • Added missing file changes to ValidAmmoTypes.cpp/h. Reconciled offline work

Future

  • Submitting Batdog, Batdog carcass and respective textures
  • Landscape Sculpting and Decal Pass, Blue Quad and Green Quad, Prometheus
  • Painted Decals Volcanic Area & Added Cliffs to Base of Macros Volcanic Area on Purple Quad, DLC Map
  • Added Brick_Wall asset and added all required pieces to BP for testing
  • Decals painting and cliff placement in swamp Yellow Quad transition, DLC
  • Created GL_Cave_Small_02 and 03, created cave template assets for cave levels
  • Added FTs for SW_Cypress variants, and added their FLOD descriptions
  • Added Mesh Mask MF and added swith on BLD Shader, to add option for AO,Dirt,Edge Wear customization for Brick Tier
  • Sledgehammer_Nodes Prototype for testing
  • Corrected needler aggro bus routing
  • Adding needler aggro event and fixing events where min max was not set to the same as the spacializer
  • Added Run/Jump VFX for Mounts, duplicated Anims for Moa to add Notifies
  • Scaled OPULENCE mission objectives with selected difficulty
  • Scaled SPELUNKING mission objectives with selected difficulty
  • Refreshing lake/river settings on Outpost 5 to fix generation errors
  • Added ivy to the Mangrove_Var2 BP
  • Decals painting in swamp and arctic/tundra, blend in between Green and Blue Quad, DLC
  • Verified texture settings for all textures in the UI folder and used more optimized settings where possible
  • Ensured UI TextureGroup is correctly assigned for more accurate profiling
  • Converted to Pow2 format where possible for further memory reduction optimization
  • Painted Decals Volcanic Area & Added Cliffs to Base of Macros Volcanic Area on Purple Quad, DLC Map
  • Landscape Sculpting and Decal Pass, Green Quad, Prometheus
  • Decals painting in swamp and arctic/tundra biome, added hollow trees in swamp and cliffs in tundra, Blue Quad, DLC
  • Refreshed the grass cache on Terrains 016/017 and Outposts 2/3/5
  • Added SW_Blackberry_Bush, SW_Mushroom_Shelf_A, and CF_Aspen variants, and also added them to the FLOD Descriptions data table
  • Added Foliage Types and BPs for CF_Aspen variants
  • Added Foliage Types and BPs for SW_Mushroom_Shelf_A variants
  • Added Foliage Types for SW_Blackberry_Bush variants
  • added dead prospector static meshes, materials and textures
  • Added ivy to Mangrove_Var4 BP
  • Update all PROC map textures to use correct settings, optimizing memory footprint
  • Updated BP with some ivy, but turning over to Joe to finish ivy placement
  • Fixup redirectors for IceCool folder after move
  • Decals painting in swamp and arctic/tundra biome, Blue Quad, DLC
  • Landscape Sculpting, Landscape Painting and Decal Pass, Green and Yellow Quad, Prometheus
  • Painted Decals Volcanic Area & Added Cliffs to Base of Macros Volcanic Area on Purple Quad, DLC Map
  • Change paperdoll armor icons to use DXT5 compression and reduced resolution, reducing memory footprint from 24.5MB to 1.5MB
  • Delete old unused static paperdoll texture, pre-rendertarget implementation
  • Layed out swamp and tundra foliage in Cam's test level for review
  • Added Foliage Types and Datatable descriptions for FT_CF_Aspen_Var1_A and FT_SW_Blackberry_Bush_01. Also added missing BP for SW_Mushroom_Shelf_A_Var1
  • Added SW_Mushroom_Shelf_A with 6 variants
  • Disable dithering pixel offset on by default on Seracs
  • Added UV base layers to Master Rock Shader, Added textures, created MIs and set collision sets to Mangrove Hollow/Vine
  • Icon Editor now has the option to specify an override mesh to display for situations where the item has no in world context eg. Clothing
  • Landscape Painted Swamp Tile on Green on Purple/Green Quad, DLC Map
  • Updated Textures for SW_Mangrove_FallenTrunk_Hollow variations
  • Landscape painting and decal pass in swamp anbd arctic/tundra biome, Blue Quad, DLC
  • Landscape Sculpting, Landscape Painting and Riverbank Pass, Green Quad, Prometheus
  • Landscape Painted Swamp, Painted Decals Volcanic & Added decals in Swamp to Volcanic areas in Volcanic on Purple Quad, DLC Map
  • Added ivy to the BP for Mangrove_Var2
  • Added a ValidAmmoTypes datatable and changed Firearmdata to use this data table instead of having an array of item static items. This allows us to create new bows and select 'All Arrows' instead of manually going through and hand selecting each arrow into an array whenever a new bow/gun/crossbow is introduced into the game
  • Fix GOAP World Stats cheat duplicating content when toggled off and back on again by clearing children on Construct
  • Added second material to vines for SW_Mangrove_FallenTrunk_Hollow_Var1, SW_Mangrove_FallenTrunk_Hollow_Var2 and SW_Mangrove_FallenTrunk_Hollow_Var5
  • Added dev only Cured Leather crafting process for testing. - Allowed Platinum Weave to be crafted on an Advanced Armor Bench even if you don't have the bench unlocked
  • Merged up consumable meta item tag changes from backend removal branch
  • Flushed grass on Outpost 6,7 and Terrain 019 Blue & Yellow Quads
  • Flushed Grass, Outpost 004
  • Move lava river flow audio functions to C++ to improve runtime performance
  • Landscape Sculpting, Riverbank Pass and Flushed Grass On Green and Red Quads, Prometheus
  • Added the SPELUNKING mission
  • Landscape Painted Swamp, Painted Decal in Volcanic & Added Mangrove Trees to Swamp/Approved Actors on Purple Quad, DLC Map
  • Moved IceCool to TRD folder
  • Landscape painting and decal pass in swamp biome, Blue Quad, DLC
  • Added Grass to Tundra and Grasslands Layer, removed cliff blend to Tundra landscape