Icarus Week Thirty-Three Update | Time Pressure #2
Week Thirty-Three brings another Time-limited mission to Icarus, building off the positive response we got to last weeks two installments. ‘Flatline: Research’ will have you scrambling to repair a Biological Containment Pod under a ticking clock, so prepare yourself accordingly. We have also made an adjustment to how certain stat-based talents interact with their applicable deployables, and made a range of community-driven patches and fixes, thanks to your input on Feature Upvote.
You’ll also find an update on our Dedicated Servers project below, and a taste of what’s on the horizon in the near future.
New Mission - FLATLINE: RESEARCH
// OPERATOR: Group 15 // BIOME: Dry Ridge // BACKGROUND: The Operator intends to rapidly expand exotics operations, and has put out an urgent tender for survey data, specifically around new drop sites. This exploration and mapping mission is critical to the development of this region. // MISSION: Operator is tasked to find damaged biological containment units, further information provided on planet. // TERMS: Contractors will be provided with radar equipment. All other risk and resourcing is the responsibility of the Contractor. Expect elevated wildlife threats. // TIME LIMIT: 5 hours
This weeks mission involves keeping a failing Biological Containment Pod alive which collecting parts to repair and stabilize.
While you've got slightly more time than on Abyss: Research, you'll have more to contest with as a the containment pod itself must be not only kept stable, but also fed a constant supply of enzymes found on the local wildlife. Larger and more dangerous creatures are, unfortunately, the best source of these.
Item Alteration System
This update includes a lot of system preparation for work that is to be released in coming weeks. Most notably that of the Alteration System. We have been working behind the scenes to allow players to craft item attachments for various items and alter them to provide extra stats and effects. Some very basic examples are modifying a pickaxe to increase the amount of gold obtained when mining or adding a Bleed effect to Axe damage. We are using this system to create a range of item attachment prototypes at the moment, specifically for melee weapons, and have some very exciting things coming in the next few weeks.
Data Decentralization Update
Some of you may have noticed that we have added another branch on Steam - this is not publicly accessible but can be seen on sites like SteamDB. This is because we are currently testing both our dedicated servers and the process of migrating players data local files for use by the client. We are currently well ahead of schedule - mainly due to the massive effort from the team - and are preparing to provide access to various dedicated server host providers so we can get as much feedback as possible. We hope to both bring Icarus' Dedicated Server up to the industry standard and add any features that will make it as easy as possible for both server providers and players to use. We will continue to provide updates as more progress is made, but hope to get the changes into your hands as soon as possible.
Feature Upvote
We don't have the resources to see every single community post on every platform across Steam, Discord, Reddit and more so Feature Upvote is a tool to empower you, the players, to collectively highlight anything from bugs, to feature requests or balance changes and ensure that the Dev Team has visibility of it.
Since the beta weekends, this has helped us to collate community feedback more efficiently. We've been doing some work internally to improve the usefulness of this tool, as it has some trouble distinguishing old items from new, more relevant ones. We'll be trying to include links in here to Feature Upvote pages that have been addressed in this update to highlight that your feedback is useful and important. Due to limitations inside Feature Upvote, the only field available to us to remove entries from the list is marking them as 'Done'. In some cases, this won't necessarily mean it has been implemented as requested- but we'll be using it to denote that an issue has been 'addressed'. Sometimes this is to say getting additional feedback on this topic is no longer useful to us and we don't want it to impact visibility of new items rising up through the list.
As with everything we do, this is always up for change and we welcome your feedback on how this process works.
Changelog v1.2.8.98950
Additions, Fixes & Changes
Adding Prospect Images for FLATLINE: Research, Setting corrected Locked State on the Talent Tree, Updating Mission Rewards to bring them more in line with the effort required for the mission
Updating Various Talents so they work with the new alterations system, Spear Maximum Health Alterations Now Stack, Pickaxes now have increased durability on talent upgrades, and fixed knife felling damage awarding a virtual stat and not a base stat
The number of Digested Enzymes that Drop when an Animal is skinned is Scaled by the number of Players Connected. A Maximum amount of time that can be added until the biological containment fails, this is based on selected difficulty. The amount of time provided by the Digested Enzymes is now displayed on the UI and a Maximum Limit is also displayed in the UI.
Increasing Catalytic Gas Size, Increasing Time gained from Digested Enzymes in all difficulties
Modified when the Catalytic Gas appears and added the Poison Modifier if players enter the gas during the FLATLINE mission
Reducing the number of Digested Enzymes that are gained from skinning
Adjusted the Catalytic Gas particle emitter so its clearer to the player that there is something dangerous
Made Small adjustments to FLATLINE mission objective text to reflect changes
Custom items no longer display a 'Star' but instead have a nice golden glow behind the item
Updating Bloodclaws Spawn Location During FLATLINE: Research so the creature spawns on the Navmesh without issues
Updating Quest Steps and reshuffled for FLATLINE: Research so the objectives are clearer
Adding Custom UI for the Biological Containment World Interactable
Buffing Bloodclaw the Unique Scorpion so it has far greater projectile resistance, melee will be the way to take him down
Adding Various Tags for The FLATLINE mission items and creating new inventory setups for the Biological Contaiment Interactables
Adding ability one a Biological Containment World Interactable to release Enzyme Gas which will casue poision damage to players within the vicinity
Updating Stabilisation step of FLATLINE mission so the time gained, changes based on player selected difficulty
Adding Item Attachments System Prototype. Adding a two new Benches Alteration Bench and Attachments Bench. The Attachments Bench can be used to craft attachements for items, the Alteration Bench can be used to place Attachements onto items. Adding protoype item attachment 'Sharp Blade' and a new Alteration 'Melee_Damage_1'. Adding new gameplay tags for Item Attachments. Updating Various Stat Retrival functions to allow accessing the item container system and therefore item attachements so they can be displayed on the UI and added to the items stat container for stat calulation during gameplay.
Adding Dropship Spawns & Quest markers to FLATLINE: Research so the mission can be played on STYX
Updating FLATLINE: Research so the Timelimit & Time Gained from Quest Objectives to be based on player selected difficulty
Creature Bosses in FLATLINE: Research scale based on selected difficulty
Adding new Unique Creature Boss for FLATLINE: Research
Fixes for FLATLINE: Research, Removed Slow stat from smaller Armored Scorpions, Increased Timers by 5 minutes to all difficulty levels, Digested Catalysts now provide the correct time increases, projectile resistance has been reduced slightly on all amored scorpions, the number of smaller armoured scorpions now properly scales per players base of 3, for each player add 2 to a hard limit of 10
Increasing the Armored Scorpions Projectile Resistance Dramatically
Added Smaller Armored Scorpions which appear alongside Bloodclaw, adding new enteries into the AI setups for the armored scorpions
Enabled the in-game tooltip for Enzyme Geysers.
Added recipes to the Cooking Station to allow butchering of higher quality meats, allowing conversion of other meats into raw meat.
Rebalanced Biofuel Composter recipes for cooked and raw meats. [Feature Upvote]
Deep Ore Veins now spawn on Outposts in the same way they do on Prospects [Feature Upvote]
Added a popup notification to the Titlescreen if the player's GPU is using a driver version earlier than our recommended driver version
Driver out of date notification now only shows for NVIDIA and AMD cards which are at or above our minimum requirements
Changed area marker for Abyssal Oxite Deep Vein to a single icon on ABYSS: Research. Updated descriptions to better guide the player of the mission requirements.
Fixed an issue causing the Olympus E6 meta deposit from spawning.
Changed Berry Jam and Glass Jars (filled with water) to allow them to be consumed from the hotbar. [Feature Upvote]
Removing the Item Name Prefix for Alterations as it does not work with the current system, Renaming Display Prefix to Display Name, Removing ability to build item names via Alterations
Update to tree cover audio - handle scenario where a tree has been partially felled, which was incorrectly applying tree cover parameters even if it was just a small trunk remaining.
Fixed issue where the Electric Furnace wouldn’t connect to the power network [Feature Upvote]
Fixed crash in editor where GFur was trying to access a pointer that hadn't been initialised yet
Fixed Ramp Up Stockpile question description to Concrete Mix, instead of Cement Mix
Scorpion Pincer Trap immobilize period now scales with Creature level. Lowest level creatures will stun up to 5 seconds, while highest level creatures will stun up to 2 seconds. Previously it was 3 seconds across the board
Committing Missing Json file for the Attachments Prototype
Fixing the Includes for the ItemData for the Attachments Prototype as it was breaking the build
Fixed issue where hotbar didn’t stop scrolling when scrolling through crafting inventory [Feature Upvote]
Keybinds are no longer reset to default when swapping from a branch with a new keybind to one without it
Submitting auto-generated banks and uassets For chazz's change: Adding a small amount of quad delay to the character vocal bus
Adding a small amount of quad delay to the character vocal bus
Fixed issue where unique item components were not being added when upgrading (e.g. reinforced glass) [Feature Upvote]
Fixing follower wolf spawn Transform Location pointing to Scale resulting in no followers spawning in the Alpha Wolf encounter In the BP_Boss_Den
Fixed an issue causing beams to be placed in midair on certain building types.
Ensure all Statue meshes use 26DOP collision rather than boxes or complex
Fix folder setup for Statues (don't need individual folders for different material types)
Removing the top Seperator for Alteration Descriptions, if they are first in the list to help clean up the UI
Made the separator for Alteration Descriptions thinner.
Fixed the modifiers for Vegetable Pie and Frostbite to give the correct modified stat (and relevant buff/debuff text).
Greatly improved beam placement options when placed on ramps.
Updating Cooking Station icon
MERGE: Adding Icons for the Alteration System allowing players to see icons associated with each alteration in various situations, Also adding a popup to the alteration image which displays a descripton and the stats active due to the alteration. Basically players can now see what alterations are doing on crafted devices.
Add Decoration Statues for Scorpion, Bear and PolarBear to Rustic Decorations Bench
MERGE: Quick pass on some of the names in the D_Alteration table to try and better represent what the alteration is doing, for example using Expanded instead of Extended for extra inventory slots.
Swapping out icons for the alteration system to ones that have a solid background to make the level of alteration more readable.
Future Content & Art
Made new LC Cave MED_001
Impassable Blockout, Red Quad, Prometheus
First impassible block out on Blue and Green Quads
Updated Arrowhead Plant's base texture groups
Updated TallWeeds Bush texture groups
Updated Ponga Tree texture groups
Updated Mangrove Sapling texture groups
Updated Flax Plant texture groups
Updated Cypress Sapling texture groups
Updated Bog Flower texture groups
Updated Blackberry Bush texture groups
Updated Arrowhead Plant texture groups
Changes Landscape Test Level
Added tundra landscape textures
SM_SW_TallWeeds_Bush mesh, textures and material
Submitting Armadillodoge and textures
Imported Terrain 019 DLC map, including developer level setup and initial ingame map render
Created Swamp template SML_002, SML_003 and edited previous swamp templates with new materials
LC Macro 03 - first pass
ROCK LC Lrg 06 - disabled RVT on material
Submitted asset SM_StatueCougar_Bronze into the project, created material and added textures
Add/improve various LODs
Various texture optimizations
DCO_StatuePolarBear_Bronze adjusted colour to match other bronze statues
Updated the texture group of the icarus decorative statue and added it to the prop small texture collection
Added decorative statues to texture collections and changed texture groups to small
Fixed filenames on Caveworm Statue textures. Fixed texture settings
Updated collisions and reduced max texture size to 1024 on decorative statue assets
Exposed to MPC extra options for Erosion on Impassables
Updated T4 Generator textures
Week Thirty-Two Update | Time Pressure
Icarus' missions have always had a time limit - but can you race against the clock to complete a multi-stage mission in under three hours? Week Thirty-Two introduces a new multi-stage, time-restricted mission which incorporates some of our original design intents with a ticking clock, alongside improvements to mission pacing and engagement to raise the stakes, and get the heart racing.
Alongside this new mission to sink your teeth into, we’ve made an array of improvements to our UI/UX and building pieces, along with adding deep ore mining veins to Outposts as part of our plan surrounding their development. Jump in and have a read!
Three hours only for Abyss: Research
Here’s your mission briefing:
Abyss: Research
// OPERATOR: Group 15 // BIOME: Ring Lake // BACKGROUND: Unique ore deposits discovered on Ring Lake // MISSION: Extract and research unusual ore. Monitor effects on environment // TERMS: Initial scans detect unstable material. Proceed with caution // TIME LIMIT: 3 hours
The Abyss: Research mission starts at the Ring Lake in the Styx terrazone, unlocked after completing the Zephyr: Expedition mission.
Of course, missions on Icarus don’t always go to plan. We’re continuing to experiment with more varied mission types and, for the first time, this mission includes an Optional Objective. If you reckon you have enough spare time to complete this extra request (to discover a way for prospectors to handle the new Abyssal Oxite safely) then you’ll gain additional Exotics as your reward.
Beware! With only three hours to complete the mission the risk of running out of time - and your character and all your gear being abandoned on the planet surface - is high. If you want to play it safe you can always purchase Insurance, which offers lower rewards but a guarantee that your character will be rescued if you run out of time.
One of the advantages of Icarus' session-based missions is that we can continue to vary and experiment with mission structures - such as shorter durations or optional objectives.
Over the course of developing Icarus we learnt a lot about how players respond to time limits. Originally we launched with a real-world timer, which was unique and not a common game design choice. The threat of permanently loosing your character and gear if you missed your deadline certainly motivated people, but when it took players by surprise returning to the game a week later, well, that it seemed unfair. In response to your community feedback, in April we changed our timer to a easier-to-understand in-game timer, although the penalty is still the same.
We also heard that some players missed the time pressure and the harsh permadeath-like penalty. So, just as we have a choice of difficulty settings, we plan to offer a choice of varying length missions. That should cater to players who like to take their time and prepare before setting out as well as those who love to recklessly race ahead.
However, we haven’t changed the time limits of any of our existing missions at the moment, so we don’t upset any of your missions-in-progress.
Jake Dodunski - Project Lead
Deep Mining Ores in Outposts
The addition of the entire 64 km2 Olympus map as a permanent Outpost has proven very popular, and we are continuing to add features to Outpost mode. From this week you can now find Deep Mining ore deposits through all the Outpost maps, providing another way to gather large quantities of materials with a Biofuel-powered or Electric Deep Mining Drill.
Key fixes
We’ve made a range of key fixes this week that improve the UI experience for our players, along with some fixes and balances to the constructibles.
You’ll now be able to hide quest UI when in a prospect by pressing numpad 7 (this can be hot-keyed if you wish), and we’ve also adjusted the critical hit numbers on screen to read out the exact damage delivered rather than ‘20x’ which required more quick math than we had intended. We’ve also made some changes to armors impact from storms:
Fixed the damage type of many tick damage sources to no longer cause damage to armor, notably storms. This means the damage taken from storms will no longer be prevented by armor, but armor will still provide exposure resistance. This means you will take more damage to your base health, but your armour will not deteriorate
We’ve also implemented some fixes to our constructibles and their interactions with deployables and weather elements.
Fixed an issue where Concrete Items Crafted in the Cement Mixer would recieved the 'Reinforced Glass' Stats unintentionally
Reduced Water Consumption on Glass Bench from 1000 to 250 - Upping Water Consumption on Cement Mixer from 100 to 250
Added the long awaited Glass Floor buildable
Fixed an issue with deployables losing shelter if they were placed on a Frame and then a Floor was placed on top of the same Frame, overlapping the deployable
Changelog v1.2.7.98644
Added
Added Mission: ABYSS: Research.
Fixed tagging on ABYSS: Research items.
ABYSS: Research, added area indicator for first objective. Fixed multiplayer objective tracking.
ABYSS: Adding item icon for Environmental Monitoring Station in D_Itemable
ABYSS: Research, fixed monitoring station balloon interaction. Rescaled pacing on optional objective.
Mission fixes for ABYSS: Research, rewards are available, tooltips fixed, multiplayer progress shows properly, recipes updated.
Configured ABYSS: Research dialogue, descriptions, timer and rewards.
Corrected Feature Level and Added Talents for ABYSS: Research
Implemented final core gameplay for ABYSS: Research, pending polish.
ABYSS: Research mission framework in, pending assets and tree toppling.
ABYSS: Research, additional content. Pending finalization, testing and polish.
Initial setup of ABYSS: Research mission.
Added Glass Floor Pieces.
Adding Deep Ore Deposit spawn points to outposts 1-5
Added a keybinding to show/hide the Quest UI (Numpad 7 by default)
Adding new mission Items Partially Digested Enzyme, Biological Contaimment Power Source, Enzyme Containment Unit
Adding new Session Flags for Enzyme Containment Unit
Adding new functionailty so creatures can add items to their contence based on session flags
Add unique screenshake and muzzleflash effects for each projectile weapon (Pistol, LeverAction, BoltAction, Shotgun). Weapons now project light when muzzle flash plays.
Moved a bunch of Debug logic into a separate function in BallisticBehavior Base. Added some Trajectory debugging.
Tweaked notifier in Pistol reload montage so that it finishes the animation before allowing the next shot to take place
Fixes
Fixed the damage type of many tick damage sources to no longer cause damage to armor. Notably storms.
Fixed issue with deployables losing shelter if they were placed on a Frame and then a Floor was placed on top of the same Frame, overlapping the deployable
Fixed the crash which would happen by closing the game during an active weather event
Map Icon for scanned Exotic deposits will now persist between sessions
Resasving Inventory and Quests Datatables as there was unsaved changes when committed files related to the new Missions
Fixing KillCam Damage numbers so they display the actual value dealt and not the artifically inflated values
If a prediction triggers a KillCam, the damage will guarentee a kill on hitting the target
Kill cams will only guarentee a kill on hit if the target is the same as the one in the KillCam predicted - this means, if a boss or other creature gets in the way after a KillCam prediction has occured, the boss or other creature will not be insta-killed if it is not the predicted target"
Fixing issue where Concrete Items Crafted in the Cement Mixer would recieved the Reinforced Glass Stats unintentionally
Reducing Water Consumption on Glass Bench from 1000 to 250
Upping Water Consumption on Cement Mixer from 100 to 250
First pass of audio terrain zone FMOD implementation. Base pass on Narrow, Medium and Wide canyon delay. Removed blend sends from quad delay.
Cleaning up bad file commit in source art Script Folder as per request
Improve reflection audio debug - create new log category and use it to activate visual debug too. Code review tweaks to audio reflection system. Remove deprecated reflection system from BP_PlayerEnvironmentalAudioComponent.
Attempted fix for Floor Torch Niagara effects not enabling on rejoin of a Prospect
Spam left clicking does not consume stamina
Fixing issue with Sprinting while under the effects of BaseStaminaActionCost_+% costing no stamina
Adjusting audio for updated geyser effects. More intensity and additional bonus splash at the end. Adjusted play rate to fit updates better
Additional FMOD quad delay parameters which set weighted averages of left and right strength results. Will be implemented to pan delay channels away from adjacent cliffs etc.
Adjustment to geyser audio volume and burst rate to match with intensity better
Adding in geyser burst audio and blueprint functionality. Will require looped Niagra effect (coming soon)
Audio terrain zone heatmap functionality. Allows us to set up heatmap gameplay textures to define zones in each terrain for audio-specific purposes. PlayerEnvironmentalAudioComponent samples the map and uses the results to set global FMOD parameters defined in a new datatable - this can be expanded to include other functionality. Have included a WIP test texture but havent assigned it in D_Terrains - audio team will test drive before we commit to using this.
Minor ProjectionComponent refactor. Projection widgets should now have their fade in/out distance set by component only. Fixed some projection widgets not fading in and out correctly. Hunting blood trail direction indicator now stays visible as long as player is near (as long as trail has been interacted with previously). Slightly increased range at which you can see other players names. Added name widget to mount. Removed player name when riding mount
Small adjustments to the quad delay (reduction by about 2db and slight eq tweaks) for better subtlety. Also adding biome specific impulses
Fixed issue causing glass angled roof pieces to have incorrect materials when destroyed.
Updated Dry Run: Expeditions map markers to use the latest systems. This fixes a bug in the old implementation. Fixed the location registration of the cave objective.
Set up new convolution reverb routing based on biome group. This is a starting point to give us more flexibility around how different areas broadly defined areas will sound - further tweaking to follow.
Future Content & Art
Added recorder component to Mounts. Mounts are now tied to a CharacterID owner/tamer. Mount names can be edited by their tamer and serialise for reload. Added saddle item to be used with mounts, you can only ride a mount if has an equipped saddle. Improved mount tooltip. Mount interaction is now done through the Character instead of the attached saddle. Added native mount base class. AIcarusCharacters now support Recorder classes and orchestration event binding in blueprint
Added interface for interacting with mount inventory and equipment. Added ability for mounts to be named (only on server currently). UMG_DarkTitlebar is now localization friendly. Everything that was referencing UMG_DarkTitlebar should now be linked correctly to our string tables. UI Stat displays now support non-player targets. Mount AISetup now has Developer feature level.
Added Mission: FLATLINE: Research - locked?
Adding new Mission FLATLINE: Research - Where prospectors will need to stabilise a damaged biological containment unit
FLATLINE: Research is playable from start to end
Locked FLATLINE: Research behind Development feature level
LC Cave Entrances 01 02 - first pass
Created Swamp Cave 01 template and stalagmite stamps
Added SW_Cypress_Var3
Added SW_Cypress_Var2
Added SW_Cypress_Var1, including first pass of chopped tree BP
Created A New Test Level, To Play With New Assets And Block Out Concepts
2nd pass on Swamp Macro 03
Fixed Random floating lily pads on Blue/Red/Yellow Quad, Styx
Submitted asset SM_DCO_StatueGrizzly_Bronze to the project, created amterial and added textures
2nd pass on Swamp Macro meshes 01-02
Updated compression on the wooden roof RMA map to match reflectivity to other wood pieces.
Fixed random lily pads floating on map in Green Quad, Styx
SW Cliffs - temporarily swapping out incorrect LOD materials
First pass on SW cave entrances
Added a new destructable mesh for the dropship made from the crashed dropship debris assets.
Second pass on swamp macro 5, tweaks to master SW rock shader and tiling textures
Improve grass types allowing them to appear farther in the distance. Fix SM LOD distances do they swap out sooner to improve perf.
Added more cliff stamps for volcanic biome
Made swamp cliff stamps for new DLC biome with SW Rocks
Create cliff stamps for new Volcanic biomes
Made cliff stamps for Swamp biome with new SW rocks
Updated blackberry bushes with damaged leaf textures and tweaked LODs
first pass on small swamp rocks
First pass on Medium swamp rocks
First pass on LRG swamp rocks
DCO_StatuePolarBear_Bronze mesh, textures and material
Added temp collision and LODs to Swamp Macro meshes
LC Large Rocks - mesh, textures, materials added
LC Medium Rocks - meshes, textures, materials added
LC Small Rocks - temp LODs and collision added, material tweaks
LC Cliffs - temp LOD and collision added, material tweaks
Added Terrain 018 as a test map for artists
Delete prototype assets for swamp water
Added swamp surface function and required extra MFs and textures, changed MA_UniversalWater to include option for swamp
Removed the flickering from the arrowhead plant bilboard shaders
Updated flax plants bilboard shader to remove two sided flickering
Added 3 variants of the arrowhead plant to the project.
First pass on swamp Macro meshes
Submitted the asset SM_DCO_StatueScorpion_Bronze to the project, created material added textures
Icarus Week Thirty-One Update | Community Feedback #1
This week, we’re celebrating some of the great suggestions our community have given us, along with our new ‘Free Build’ tool for our construction mechanics.
You’ll also find improvements to the entire building system with the addition of some new constructible variants and the return of some old ones. To cap it off, we’ve made it easier for those who wish to mod Icarus to access core game data.
Free Build
Builders, get your hammers. We’re introducing Free Building options to Icarus, giving you the ability to construct structures without having to follow the laws of ‘snap-placing’ as you have done so far. This mode can be toggled on and off with the Home key, which will allow you to place your constructible in the exact position you’re envisioning. You can also press End to unfocus the current grid that you are snapping to.
With great power, comes great responsibility, however. Our physics system is still in effect, so be aware that your constructibles will still need to be supported properly to bear any weight or maintain integrity, so pay attention if you want to get creative.
To take it one step further, we’ve also added the ability to nudge pieces up and down (with PageUp and PageDown keys by default) so they don’t clip into the landscape around you, allowing for more refined buildings. Again, you will still have to provide adequate support, so if it’s floating - you’ll have a problem.
Free Build is ideal for the more advanced builders, but ‘snap-building’ will still be the default so don’t worry if you prefer a simpler system - this won’t affect your experience.
Building Improvements
We’ve added/re-introduced a bunch of constructible variants alongside our Free Build option to give you more variety as you take to your hammer and nails. Double doors and windows are now available in thatch, interior wood, glass and concrete and aluminum walls, completing the set.
We’ve also improved the durability of reinforced glass, which will now have the same endurance as stone building pieces, ideal for those stormy nights in the arctic.
As noted in the past we are laying the foundations for how to improve the T4 and above experience. The last six months have taught us a valuable and hard lesson in how we need to approach the late game, how we need to blend the experience of building bases with the excitement of doing missions - but mostly how delicate achieving this is. As such, expect that we have a great deal more work to do here. Improving the building mechanics, outposts, balance, and pressures from enemies are vital steps to take towards improving the late game.
As always, please do let us know both here, on discord, and in feature upvote. We do take all this feedback on board, while still being careful to make cautious steps forward.
Modding Support Efforts
As part of our commitment to make the game more accessible to the community to run servers, evens and mod we reached out on a community subreddit for ideas to help support these efforts. One suggestion was to start shipping "PDB" files with our builds. This gives a rough sort of blueprint about how we built the game, and is useful to those making mods or cheats. Normally these aren't shipped with commercial builds but they will help a great deal with modding. Additionally, they provide more information for us to source crashes and bugs.
We will continue to work with the community to look at how we can expand content that can be changed and manipulated for new and exciting experiences by those in the community.
Our studio Stationeers Team celebrates! Check it out!
We have a number of projects across different teams in the studio, spanning a multitude of backgrounds and experiences. One of the great benefits of this is our teams being able to share ideas and approaches - both those that work and those that don't. All our teams have spent the last six months as part of a process of applying a "lessons learned" from the past to revamp and redevelop our studio, and it's approach to games across all our teams.
Recently the Stationeers team released a massive refactor, changing entirely how the game worked resulting in huge optimizations both for singleplayer and multiplayer. The game is now on a special weekend sale, and rocketed up to the top fifty global sellers. In fact, in the last few hours we sold 1% of the total copies sold ever for the title! We're all enormously proud of the team, and encourage you to check the game out. You'll notice a lot of the same approach to regular content, transparency, and developer relations.
We strive hard to get better at everything we do, sharing our process mistakes and all with the community. We work hard to maintain our independence and open approach to development. If you like what we do and how we work, please do consider checking out our other titles
As part of making our process fully transparent, and making builds easier, you will see a lot of early work being committed to the changelogs that don't appear in the game properly yet. This is important because it means we spend less time making these posts and changelogs, and more time working on the game. Additionally, it means users have an idea of these changes going in - as even though they aren't fully enabled they may cause bugs. So there are several upsides in sharing our interim progress with the community.
I was recently in a meeting watching the work on Mounts, and was extremely excited for what this means for our plans with the DLC. While this might seem odd compared to doing vehicles, mounts offer us a safe interim step as transport options. Additionally it has fitted in very well with our existing systems for animals. We're hoping we might try showing off some of the work in progress on future streams, and share some of our internal processes so you can be part of the journey as we add this to the game.
As noted previously, the major DLC will also be released with a free update to the game, striking a balance to not lock too much content behind a DLC and fracture the community. Additionally, we will be making the DLC as permissive as possible so that if some don't have the DLC it won't cause issues playing.
UPCOMING: Work towards Dedicated Servers and Decentralization
Better than expected progress has been made on this regard, so we are advancing our work towards having some limited external testing with game server providers. We will continue to provide information and discuss on Discord how we are looking at approaching various challenges as we roll this out. Our team, at this stage, are keeping quite an open mind - opting to get the tools working using the rough approaches before settling on firm decisions for functionality.
Community-driven Changes
Our community feedback system FeatureUpvote hit a milestone this week of 100,000 contributions through tickets, comments and upvotes. It’s crazy to us that so many of you have poured your time and love into this game, and we’re celebrating with a slew of bug fixes and changes, as suggested by you guys.
Outpost Drop Zone selection
View on feature upvote Changed how players return to Outposts instead of always returning by dropship:
If you leave by "Return to Character Select" button then rejoin you'll return to the place you left like on normal prospects
If you leave by dropship you'll return by dropship and bring with you the loadout you selected
Fixed issue causing wood composter recipe to not process
After 100,000 contributions, it’s safe to say you guys have had a big influence on what we do. Many of the most popular requests have already made it in to the game, such as talent respecs, an in-game timer, Olympus as an Outpost and even carrying torches and picks at the same time. We’ve come a long way since the ‘dark ages’ of blind mining. Thank you all again for your help.
Changelog v1.2.6.98371
Changed how players return to Outposts instead of always returning by dropship:
If you leave by "Return to Character Select" button then rejoin you'll return to the place you left like on normal prospects
If you leave by dropship you'll return by dropship and bring with you the loadout you selected
Free Build/Building Update
Added ability for players to turn off auto building grid focus(Home Key), to allow players to place building pieces near one another without grid snapping being enforced. Buildings placed on separate grids will not provide structural stability to one another.
Added ability for players to manually adjust the height of newly placed buildings grids (PgUp and PgDn keys). Buildings must still properly touch an anchorable surface to receive anchored stability.
The Defocus Grid command (End key), in addition to starting a new grid, now also resets grid auto focus, and resets grid manual height adjustments.
Fixed an issue where terrain trace hits could fail to snap to buildings and also not allow new building placement.
Added double doors and windows to thatch, interior wood, glass, concrete and aluminum walls.
Added keybindings for building Unfocus Grid and Raise/Lower Grid
Reinforced Glass now comes with a health and wind resistance buffs so its on par with stone
Removed wood beam variant that is not yet implemented.
Increased concrete building pieces durability. [Suggestion] Concrete Durability should be higher than stone
Add average quad reflection strength audio parameter and use for some basic automation of reverb volume - audio team will do another pass for further tweaks. Renamed all quad delay FMOD parameters for better clarity on what they now do.
Adjusting quad delay from audio group feedback session.
Adding quad delay tweaks as a starting base point for testing
Adding new event notify for when a player launches a dropship
Updating Exploration and Recon missions with extra quest step explaining that launching their dropship will end the mission, removed the interact trigger that was previously used as it was confusing to players
Committing missing outpost file which was causing a build break
Fixing up missing talent widget which required pins to be refreshed after modifying underlying data structure
Adding new outposts table to store extra setup data such as mission / flag requirements to unlock
Remove unnecessary values from D_Talents json and pointing outpost talents to use the new outpost row handle for setup
Reducing outpost talent setup to be the base talent setup with the appropriate extra data so we arent storing information no longer required
Added a description to the crocodile and kea carcasses.
Fixed incorrect hardcore and insurance settings in Join Prospect screen
Fixed incorrect difficulty of Prospect shown in Join Prospect screen [Bug] Mission difficulty not visible when joining a session
Fix crevasse audio not working. BP_Crevasse needed an update in order to work correctly with recent changes to AudioListenerCollider.
New FMOD parameter which can be used to make mix adjustments when the player is under cover of trees. Updated existing FLOD overlap check behavior to perform an alt test using a smaller radius which seems to do the trick. Not yet implemented in FMOD.
Set grass density to 0 for unused grass type that was getting generated
Removed Wood Composter workaround as this has been fixed.
Further fixes to wood composter processing.
Fixed issue causing wood composter recipe to not process. [BUG] Wood Composter timer for making fertilizer is broken
Adding a system which allows adding extra stats to crafting benches if the crafting bench has an available resource of a specific type
The Glassworking bench can now be connected to a water network
Adding new stat for Reinforced Glass
Crafting Glass building pieces at a Glassworking bench which is connected to a water system will be produce Reinforced Glass which increases the building tier by 3 making it the same strength as stone building pieces for stability and weather damage
Take fractional millijoules into account across ticks. When ticks are very small sometimes the increment is less than one (an int). Also means we now track the displayed remaining build time in seconds more closely. Problems were specifically reported on the Wood Composter.
Adding some Hint text which displays on the Glassmaking Bench to let users know they can now craft reinforced glass buildings with an active water connection
Added blackberry item to the project
Fixed Rain Reservoir not resetting stored water when the floor below it is destroyed.
Fixed typo in Polar Bear Head Armor flavor text
Added MF_Dolerite to M_RockMacroMaster
Ensured all Knives and Axes are throwable, adding support to Shengong, Printed, Machete and Taxidermy items, Fixed some Physics Assets
Modifying Error Text when there is no stat description from No Stats to Undefined Stat Description and adding a stat description for Overencumbered so the Heavy modifier no longer displays No Stats
Tweaks to Meta Smoke and Explosion
Adjustments to Meta Mista and Eruption VFX, also set delay to 0 for SFX
Improved description on Healing and Strength Boost modules and their modifiers to clarify buffs do not apply to wearer
Add icons for new Thatch, Stone, Iron, Glass and Concrete Double Door/Window building pieces
Fix default settings for Icon Scene for Building Walls
Changed font colour and added background blur to bench description.
Tweaks to Meta Smoke and Explosion
Updating Glassworking Bench and Electric Extractor Power and Water Resource Connection Points so they make more sense with the objects they are connecting to
Fixed crafting bench description UI.
Fixed glass door texture when damaged.
Allowed glass doors and windows to benefit from reinforcement upgrade.
Re-enabling the in world tool tips for resource networks which where accidently removed during a previous refactor
Art
Added first pass for SW_Cypress_Var1 2 and 3 SpeedTree imposter
Added validation check function for gfur components
Edited underwater LOD materials, added a cave, cliffs and decals, added ore deposit and polished riverbanks and landscape, Desert Outpost 007
Added SW_GroundCoverA with 4 variants
Updated collision, added RVTs to shaders and tweaked normals on billboard for SW_Mangrove_Var1
Fix several Enzyme Geyser misalignment with terrain in Olympus
Fixed landscape blocking cave in I7, Green Quad, Styx
Fixed shadow geometry meshes for angled stone roofs
Added missing physical materials to desert impassables
Icarus Week Thirty Update | Horde Mode #2
This week, we’re taking on all the great feedback we received over the last 8 days about Horde Mode, and making a batch of improvements and changes to improve the experience for our players. We’re spending a lot of time working on our upcoming Dedicated Servers release alongside this, which we’re excited to bring to you in the near future. Hop in and have a look at what to expect in our Pearl Anniversary, the big 30.
Horde Mode Updates
The reception to Horde Mode has been awesome, and we’ve been actively listening to all your feedback and thoughts, which we’ve organized into a slew of changes to improve the player experience when engaging with this new dynamic features.
New Creature Variations
We’ve added a range of new creature options to add variety to the experience, meaning you will now be able to also encounter Alpha Wolves, Alpha Cats, some cute Bear Cubs and more when using your Vapor Condenser on the Enzyme Geysers. More variation will mean different tactics will be needed, and therefore more planning into your approach.
Difficulty and Reward Scaling
We’ve also heard great feedback on the cost/reward payoff with engaging with these Geysers, and as a result, are scaling up the rewards based on the Prospect Difficulty (up to 2x Experience Points, and up to 4x Item Rewards size for higher difficulties), to make it more worth your while, and a valuable resource. We will continue to monitor feedback on the difficulty of this new mechanic and aim to offer many options for you to customize your experience and get great rewards for more challenging events.
UPCOMING: Dedicated Servers and Data Decentralization
We mentioned in a previous announcement that ICARUS is shifting towards a decentralized storage of save data. To achieve this goal, we are planning on removing the reliance of storing save data on our servers. We have been planning this change for some time - but due to recent issues with server outages, we have decided to turn our focus towards getting the new system into player hands sooner. Our Servers currently store account, character and prospect data. As a result of this change, this data will be stored on disk rather than hosted on servers - and ideally, synced with the Steam Cloud.
This will allow players to play Icarus without:
needing an active server connection
needing an internet connection
This is similar to how things already work in the Offline Play mode. So, as a result, we are looking at combining the two game modes. This would mean that offline and online accounts would be merged and stored locally to your machine.
The vanguard programming team's usual focus is to implement new content and features, and improve the performance of the game. In preparation for the decentralized server changes, the vanguard team have been given a crash course on the new system - and many have been reassigned to work on these tasks specifically.
Important Things to Note
Multiplayer will stay the same The multiplayer game loop will feel the same as it always did - we are only changing where the data is stored.
Only one person can host a prospect Due to the nature of prospect save data being stored locally to one machine, only the host will be able to resume the prospect.
Dedicated servers are now an option Once we are done, players will be able to host prospects on dedicated servers that players will be able to connect to as clients.
Explaining the new change log
We implemented our new change to providing our change log last week, and wanted to follow up this week with a bit more detail on what is now included, and how to understand the change in language and format.
The change log during larger updates, will now be split into sections, the first being details about this weeks update, and the following including overarching bug fixes and improvements, and then specific sections such as Art and Audio.
You’ll notice that included in the change log, will be patch notes that refer to ‘Work in Progress’ or ‘Future updates’, planning as far ahead as future DLC's. This is to give the players more insight into what our team is working on, and to simplify the process internally so the team can focus more on the work they’re doing, than the details of what is being made public facing.
Perhaps the most important part - Not everything in the change log will be guaranteed to make it into the game, as we are now including patch notes of work in progress and prototypes that are still subject to change and adjustment. Feel free to discuss these or ask questions about them, but we can’t guarantee we’ll be able to divulge further details or time frames relating to said features or content
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Changelog v1.2.5.98121
Add Alpha Snow and Desert Wolf creatures to Horde mode
Sanity and consistency pass on creature character BPs, box sizes, capsule accuracy, component positioning, etc
Fixed Geysers in Styx G2, J11, I3, and O8 with wrong Horde spawner row assigned, spawning incorrect creatures
Fixed description of Enzyme Geyser.
Optimized GFur on Creatures by implementing component LODs which lowers the layer count based on screensize
Added Snow Wolf base material so it looks different from Conifer Wolf when no fur is visible
Fix Polar Bear MRO textures not using Masks setting
Fixed an issue causing hedgehogs to damage dead or ragdolling enemies.
Improved collision setups on Desert Wolf BP
Added missing engine texture to fix editor startup warnings
Fix music cue not playing when player discovers exotics deposit - this was broken by refactor of AudioListenerCollider in 97584. Remove deprecated GetAudioCollider function from player character.
Enabled flushing asset streaming on exit to fix crash when exiting the game
Fixed floating voxels near D9, swapped materials on desert underwater rocks, Yellow, Red, Blue Quad, Styx
Add DT validation to check AIGrowth for cases where stats and curves are used simulatenously, doubling up on values
Corrected BearCub and Komodo creatures setups, retaining health values where they currently are
Update Voyager prospect flavor text. - Minor tweaks to many other prospects flavor text to match formatting style.
Stone Frame Buildable - reverted previous change that added a floor piece
Fixed an issue causing stone frames to weigh 0.1kg instead of 5kg.
Added right side of the half ramp pieces.
Added collision to the top and beams of concrete half frames.
Added logic to allow frames to be placed adjacent to existing floor.
Swamp Water added Normal distortion to Mud/ Swamp Landscape added test MI and fix texture sampling
Added 3 variations of the flax plant asset to project
Added three variations of blackberry bush to the project.
Added first pass test for SW_Mangrove_Var1 for testing
Submitting Swamp Quadruped and its textures
Submitting Swamp Quad and Swamp Quad carcass and their textures
Updated the textures for the asset SM_DEP_Analyzer_Transmission Device
Bullet is now visible in chamber of loaded pistol. Fixed issue where pistol reload would lerp bullet from chamber to hand
DEV - update pass on prototype reflection audio system:
Add reflection angle based multiplier
Add surface-based high and low frequency response values to audio surface data, and use these to set new FMOD parameters when processing reflection record results
Various tweaks and improvements, and some new debug features
Updating bear cub audio to feel slightly smaller to match the size of the creature
Decreased BearCub health from 600-1300 to 200-650 to better suit their size (smaller than a Wolf). Decreased BearCub melee damage max from 80 to 60
Added a minimum delay between Accolade file saving to reduce lag during certain actions
Reverting FLOD FISM optimizations for 1.1.3 so that we have rock collisions
Added Dropships, Respawn Ships, Deep Ore Deposits And Polish, Outpost 008
Polish Pass, Fixed Cliff Actors Sticking Through Caves and Fixing Cliffs With Visiable Seams, Outpost 008
Placed the Deep Ore Depo Cleanup on Outpost 006, Forest Outpost 3
Updated Mat and textures for Bullet on Single Shot Pistol SK
Multiplayer Rejoin Hotfix
In our weekly update we included an engine upgrade to Unreal Engine 4.27. An unfortunate side-effect of this update meant that players could no longer rejoin multiplayer prospects in progress.
Hotfixes are disruptive due to downloads
We do apologize for doing the hotfix, as we know it is disruptive with how the downloads work and some users experience long times where Steam has to verify the entire game. Unfortunately we really do need to get this change out, as it is badly impacting some players.
Fixed: Inability to Join Multiplayer Sessions In Progress
Details of problem: Our host session parameters were not properly brought across during engine upgrade. We were specifying that you could ONLY join via Steam friends thus when searching for old sessions none would populate. Would work first time due to crowbar join flow available only to the session browser as we had all required session data right there.
Learnings: 1. Rejoin flow MUST be included as part of our default testing loop. Especially when upgrading engine versions / upgrading match making plugins. 2. Keep locally staged builds relevant on remote PCs so we can be quicker to step through and debug these issues.
A big thank you to the engineers who worked today's public holiday to resolve the issue before the weekend.
Icarus Week Twenty-Nine Update | Horde Mode
This week we’re introducing Horde Mode, our first variable emergent event in Icarus. Randomly scattered throughout prospects and outposts, will be Enzyme Geysers which reap valuable rewards but are beacons for waves of dangerous foe hellbent on destroying them. These will also be available in your new, 64sqkm Olympus Outpost. We’ve also completed a recent engine upgrade and worked with NVIDIA to add more capability to NVIDIA Reflex, along with backtracking on a change we planned to implement this week, due to some unforeseen circumstances. Have a read and ready up for the Horde!
Horde Mode
Horde Mode is here, and we couldn’t be more excited to introduce our first variable emergent event to Icarus, complete with high levels of chaos, danger and bountiful rewards.
Enzyme Geysers
Enzyme Geysers are natural structures that are scattered throughout Icarus (on Olympus, Styx, Outposts and future biomes). Players can craft and deploy a ‘Vapor Condenser' on top of the Enzyme Geyser in order to activate the horde mode. The Vapor Condenser can be crafted in the Fabricator, so will require you to be high-level.
Defeat the Hordes
While the device is active, waves of aggressive creatures will spawn and charge the Vapor Condenser, with the intent to destroy it. If they happen to spot any players, they may choose to attack them instead. The number of players near the Vapor Condenser will also increase the number of creatures spawned to help the event scale with multiple players.
It is the players objective to defend the Vapor Condenser by any means necessary as they deal with 3 waves of aggressive creatures (which vary in type and increase in difficulty). Each time the player defeats all 3 waves the device “levels up” and upon next activation the level of the creatures spawned is increased significantly, making each play through more difficult to complete.
Reap the Rewards
Upon completion, Exotics will be deposited into the Vapor Condenser machine as a reward. This whole event can be repeated an infinite number of times, but the Exotics reward cap is limited, currently at 3. After that, the rewards will become inert and instead of Exotics being rewarded, Condensed Enzymes will be rewarded instead.
Condensed Enzymes are a new resource to Icarus and are starting their journey as an ingredient for crafting Statues, which can be used as trophies in your base to show off your horde completionist skills. In the future, Condensed Enzymes may expand into various other special recipes.
For the moment, completion of this event on an Outpost will only reward Condensed Enzymes, as Exotics cannot be taken back to the HAB with you from an Outpost and would serve no purpose as a reward.
In addition to item rewards we also reward a nice chunk of XP (around 2500) which also scales with the number of completions.
NVIDIA Reflex + Engine Upgrade
NVIDIA Reflex low latency technology is now available in Icarus, providing the best responsiveness available to date. This new feature is one of many NVIDIA backed technical improvements we’ll be bringing to Icarus in the future as part of our partnership with them, and will available with your most recent NVIDIA drivers update.
We have also recently completed a UE4 engine upgrade from 4.26 to 4.27, which will minor in it’s broad impact, is important for us keeping up-to-date with the latest technology and allowing us to stay cutting edge when it comes to Icarus’s development. Unfortunately it does mean a bigger download this week as its quite a big upgrade, but the impacts you will see with this upgrade include better stability, multiple engine Nav Mesh fixes, better frame rates and overall performance improvements.
Remove from Prospect Button is here a bit longer
Last week, we mentioned our intent to remove the ‘Remove from Prospect’ button from the in-game menu, as it’s original intention was no longer needed.
In rather ironic timing, we experienced a series of outages over the following weekend, which we apologize for and thank you for your patience while dealing with them.
As a result, we have reneged on our plan to remove the button while we test out the adjustments we’ve made to our servers and to protect players characters a while longer as we confirm these improvements will not put your hard work at risk.
A major change in future is going to be doing more to provide tools for our community to enjoy the game. Providing Olympus as a full outpost map, customization for outposts, and indeed this update with Horde Mode - is about us working to expand on the concept of what ICARUS is as a game, and the communities role in shaping what it becomes.
As part of this we will be releasing Dedicated Servers in the future and providing them is now one of the highest priorities on the team. This will serve many purposes, particularly in helping ensure great performance for larger teams playing ICARUS together - dedicating the heavy lifting for hosting to a dedicated application.
Additionally, we will be continuing work to decentralize storage of character and prospect data, which will open up more possibilities for modding and user generated content - as well as forming your own communities around dedicated servers. We will continue to release more details in future updates, and extensive testing will be occurring with the community as is custom with any of our large updates.
Many of the changes we make for this won't only benefit those using multiplayer, as their functionality will directly feed into those playing in the offline mode of the game. We also acknowledge the difficulty in maintaining balance for solo and multiplayer, and will continue to work towards better balance for both play situations.
COMING SOON | Outposts: Respawn Location
Some have noted, both on the forums, discord, and reddit, how frustrating it is to try and enjoy the Olympus Outpost map when you spawn in at the drop location each time. We will be addressing this in a future update as a priority.
If you were also wondering why this patch is a day early, it’s because tomorrow is Matariki, New Zealand’s national holiday to celebrate the Maori New Year.
Changelog v1.2.4.97945
Note: The changelog now includes all changes to the project, not just ones to the product.
Horde Mode
Add biome-specific horde waves (not yet hooked up into level)
Fixed up Horde DT row handles on BP actors to represent what biome theyre in and added function for updating this
Adding New Datatables and Enteries for new Horde System
Adding Component and logic for new Horde System
Hooking up Analyzer Transmitter to use new Horde System
Adding First Pass of Horde Mode to Engine
Adding New In World UI for horde mode which reflects the machines statem, number of waves, progress in current wave, etc
Adding Inventory for Horde Rewards to the Analyzer Transmitter
Setup Basic Horde Mode Datatables so new Hordes can be created and Triggered
Updated Both Inworld UI and Interacted with UI for Vapour Condensor so it works with the Current state of the Horde
Added CompletionsUnitInert and InertReward elements to the Horde Datastructure
Hookedup the multipler so each Horde which is triggered is scaled by the number of completions present on the Enzyme Geyser
Adding new Experience Event For Horde Completion
Horde Mode is now completeable multiple times on a single node with the multiplier scaling the difficulty and rewards upon each subsequent use
Added ability for Horde Spawners to spawn around pre-designated QuestMarker actors placed in the level, instead of using a generic EQS centred around condenser location
Added prospect difficulty and player count scaling to horde mode spawning
Fixed issue where horde mode could spawn more AI during a wave than desired, and go over the 100% completion progress limit
Change item rewards for Horde inert to be a single Enzyme item
Horde mode in world widget UI pass.
Change interacts around (Hold F now activates, Press F opens inventory) to prevent accidental wave stopping
Replaced references to waves in the UI to mention stages as to allow it to make more sence in terms of activating a machine rather than a game mechanic
Added a 1s delay between simultaneous horde spawns to spread out AI and reduce likelyhood of FPS hitches
Add new Getter function for spawned creature levels with a larger (0.5x) multiplier to increase the creature levels per horde completion (now 25 -> 38 -> 50 etc)
Add character growth setups (matching Jaguar) for Cougar and Snow Leopards, so they will now scale with their level
Fixed spelling on Vapor Condenser itemable
Tweaked horde waves: Shorter delays for 2nd waves, only 1 additional Bear per player, Polarbears spawn at level 1, more Hyenas at a time, numerous changes to make Scorpion wave more difficult
Fixed erroneous setup of Jaguar which was getting its health and melee stats from two different sources, doubling its effectiveness
Multiplied base stats curves of Jaguar (also shared with Snow Leopard and Cougar) by 1.5x after dual stat correction (slight nerf to Jaguar, buff to Cougar and Snow Leopard)
NPCs no longer leave blocking collision behind temporarily after death, should make large groups of AI more predictable when fighting and will stop them running into invisible barriers
NPC corpses no longer tick when their ragdoll simulation has full settled; significant performance boost in situations where player is surrounded by many dead NPCs. NPC corpses that come into net relevancy will now use the hosts cached ragdoll pose instead of having the cilent re-simulate their own. This should further reduce cases where dead NPCs fall through the world, especially when returning to carcass from far away
Dont reward Exotics on Outposts as they cannot be taken back to HAB from an Outpost
Enzyme Geyser
Add Deer Statue Decoration Wood item as first recipe which uses Condensed Enzymes in recipe (Crafted on Rustic Decoration Bench), more statues to come
Add 21 Enzyme Geysers to Olympus in .Vision/Geysers folder
Added NS and M Meta Mist Geyser FX
Meta Geyser VFX added periodic explosions + tweaks
Adding geyser analyzer hoard mode start - loop - end audio and blueprint implementation
Adding analyzer transmitter device deploy sound and geyser loop
Add Editor Locator beacon setup for Geyser BP with toggle
Small position tweaks to Enzyme Geysers on Olympus
Add Enzyme Geysers to Outpost002, 003 and 005.
Adding Enzyme Geyser BP Object and setting up snapping points
Added C++ Base Classes forthe Enzyme Geyser and added a recorder component so its state can persist between saves
Added Condensed Enzyme Item, which is currently rewarded when Enzyme geysers reach an inert state
An Enzyme Geyser now goes inert after a certain amount of activations completions so that the high value reward is not limitless
Update EnzymeGeyser to use new mesh and erruption effects
Update Geyser socket and scene component info to suit new mesh
Fix UMG Widget text for geyser collapsing instead of hiding, causing the widget to not fit on screen
BP_EnzymeGeyser audio state updates when an Analyzer is attached - currently switches on and off, will update to apply an EQ parameter instead. Created a new DeployableFoundationInterface to allow attach/detach events to be fired on generic foundation actors to enable this behaviour. Also refactored ADeployables foundation actor functions to use the new interface.
Fix missing ref in BP_EnzymeGeyser audio implementation
Fix geyser FX not restarting when VapourCondenser is destroyed - Deployable wasnt calling detach events correctly from its EndPlay.
Update to distancing of the Geyser
Updated the Static Mesh and Skeletal Mesh LODs for the asset DEP_Analyzer_Transmitter_Device
EnzymeGeyser mesh, textures and material
Split out Geyser niagara effects (eruption from main) for audio purposes
Adding more geyser audio burst events and adjusting standard geyser audio to be more appropriate for updated visuals
Tweaked arctic geyser positions to be in less sparse/open areas making it easy to complete waves
Polish and Optimization pass on Meta Geyser, reduced saturation, emissive, particle spawn count, etc
Meta Geyser Eruption VFX increased duration and delay and fix Lit Water VFX Material
Virtualizing geysers and limiting to 1
Placed 23 Enzyme Geysers in Styx
Adjustment to fmod audio attachment area for the vapour and geyser. Made sure it was where it was meant to be
Analyzer
Adding Prototype Analyzer Transmitter device, animbp and corresponding animation assets, setup basic deploy and activate logic for the visuals
Adding new UI Widgets for Analyzer Transmitter
Setting up basic interaction and temporary effects
Adding Analyzer Transmitter Item to Datatables Creating a BP
Toggle material when AnalyzerTransmitter is active. Add Projection widget locator to fix animation moving info box
Improvements to PhysicsAsset for AnalyzerTransmitter mesh
Small update to analyzer deploy audio. Also added Bait Deploy audio and adjusted flies ADSR to have a more natural start / stop
Fix replication of analyzer transmitter device audio states
Added vapour condensor icon to D_Itemable.
Setting up basic snapping deployment logic on the for the Analzyer onto the Geyer Object
Renamed AnalyzerTransmitter to Vapour Condenser because the name did not represent what it was
Adding new player interactions to access UI and Inventory of Transmitter
Added Rewards (Both XP Items) to Vapour Condenser
Added a recipe doe the Vapour Condenser and added it to the Fabricators Recipe List
Redesigned Vapour Condenser widget active state.
Fix spelling of Vapor from Vapour
Small adjustment to spacializer override settings for the vapour condenser to be more directional at a closer range
Small update to the vapour analyser deploy audio sound. Less metal thunk at the end which didnt sit quite right
Update DM to ElectricDrill for Vapor Condenser
Fixing issue where the T4 Talent for the Vapor Condenser was pointing an invalid Item which was causing build errors
Fixing issue where the Recipe for the Vapor Condenser was pointing to and invalid it which was causing build errors
Fixed Vapor Condenser readout not displaying correctly for clients
Remove ProjectionLocation component from Vapor Condenser and set SK mesh to not update bounds when animating (ComponentUseFixSkelBounds) to prevent widget from wiggling during animation
Update Vapor Condenser icon
Add proper meshable setup for Vapor Condenser
Improvements to Vapor Condenser widget for better readability
Swapping out Analyzer Transmitter mesh for proper pass mess with correct Textures, reimported animations on the new skeleton to include fans turning and slightly more polished deploy animation
Missed base skeleton asset from the last analyzer transmitter commit
Fixing Screen position for Vapor condenser to line up with proper mesh better
Fixing Wrong material being assigned to Vapor Condensor when in active state
Updating vapour condenser deploy sound to match updated animation and slight adjustments to the geyser loops
Fixed screen widget size and position on Vapor Condenser after mesh update
Other Additions, Changes and Fixes
Adding Radar Pulse for Central Scanner used in the outpost unlock mission. Adding blueprint implementation and audio
Add new Highlightable entry for Caveworm Nest used in Gossamer mission, with name/description and assigned in actor blueprint
Rename Rustic Decor Crafting Bench to Rustic Decoration Bench so it fits better on the UI
Add DT validation for Deployables which dont have focusable set
Removed seemingly erroneous Radar deployable define on Dropship in ItemsStatic and improve DT validation to exclude special case animal carcasses
Added Numerous client strings for UI elements so that they can be translated accordingly
Added Bronze Elephant statue to project.
More elements to the bear cub audio.
DCO_StatueBuffalo_Stone mesh, material and textures
Adjusted mud footstep to be more appropriate in volume. Also put a spacializer on it which was missing
When an Online Prospect save occurs we now also trigger a local save which caches out the Prospect Blob data locally so we have save files with players prospect progress saved locally when the backend server goes down. This can be used in future to restore state if required. Files are saved to Saved/OnlineBackup
Delete unused Prospect Image
DEV - Set up overlap-triggered versions of basic audio objects
IcarusAmbientSound and OverlapAudioComponent, actor and component audio emitters with inbuilt overlap triggers
Removed the audio listener collider from BP_IcarusPlayerCharacterSurvival. Replaced it with a dedicated AudioListenerCollider placed on a new native base class IcarusPlayerCameraManager
Removed an old unused audio emitter version
Increased the weight of crystals gathered in the NIGHTFALL mission, as multiple stacks can be carried of these to increase the possible travel time if required.
Ensured all billboard textures are using correct optimized texture settings
Remove unnecessary references in materials causing more texture loads
Fix expensive lossless compression settings on some textures that dont need it
Moved some assets out of dev folders
Delete unused and expensive assets
Fixed missing icon on Rustic Decoration Bench RecipeSet DT
Fixing issue where the Deployable and Deployable setup Data tables had unsaved changes and referenced the wrong rows, preventing the build from compiling and failing build validation
DEV - fix PlayerReflectionAudioComponent cluster size values only being set if debug was enabled
Fixing typo in GrantedAuraWeightReduction_? stat description so it makes gramatical sense
Fixing cooking station having concrete / stone deploy sound. Changed it to heavy wood deploy
Fixed UMG_CharacterProfileSlot compile error.
Fix Frag and Smoke Grenade physics assets, causing stretched visuals when rolling on the ground after being dropped (not thrown)
Fixed Survey Unit tooltip, used in the NIGHTFALL mission.
Fix up special deployable DT errors with dummy content to pass validation checks
Increasing Calming Presence Aura range to match what is written in the talent description (5m -> 20m)
Updating Game Meat to correctly be called Gamey Meat as all our meat is Game Meat and this specific meat is Gamey
Fixed crafting speed of devices being calculated incorrectly
Fixed crafting timer not using correct crafting duration
Adjusted all crafting recipes after code change to keep current crafting speeds the same
Fix materials on destructible mesh for Electric Deep Mining Drill
Tooltip when hovering over potential prospects in the prospect browser now show correct number of Ren and Exotic rewards given
Increase texture poolsize back to 6000 and increase VT memory pool size back to 256 after .27 upgrade changed back to UE default
Build Issues
Merging 4.27.2 Engine upgrade to Trunk
Modified make setup to run venv after to avoid soft lock
Fixed make setup so now venv doesnt activate after installing
Adjusted how make setup works to see if it fixes build issues
Added make setupteamcity which skips venv since some teamcity jobs get stuck on that
Reuploading .exe for UGS because I think we lost them during engine upgrade
Prospect Abandon button UI Pass
Implemented first pass of mount prototype
Committed missing saddle class from mount prototype commit
Fixed mounts not forcing clients into third person perspective when entering saddle. Fixed bumpy camera movement when riding mount
Can no longer strafe left and right while mounted. Added HeadBlocker collider to mount. Moving backwards on a mount is now 80% slower. Made buffalo AnimBPs movement start/stop less glitchy. Fixed prototype mount damage source location being in the wrong position. Added fur to buffalo mount. Mounts can now play idle montages when not ridden
Moved character stamina cost related functions out of IcarusPlayerCharacterSurvival and into IcarusCharacter. Shifted GetMaxSpeed movement mapping function from IcarusNPCGOAPCharacter to IcarusNPCCharacter.
Added new bespoke AIGrowth and movement speed values for mount. Fixed player being deducted sprint stamina cost if they try to sprint while crouching. Mount can now sprint and swim
UMG_Stamina now generically looks for CharacterStates stamina value on possessed pawn instead of casting to BP survival character directly. Fixed sprint stamina cost only blocking IcarusPlayerCharacters from sprinting, instead of anything with stamina.
Fixed AIcarusCharacter::IsSprinting not using normalised accel/velocity values when it expected them.
Fixed bug where adding to max stamina wouldnt keep the current percentage of stamina.
Fixed sprinting not working for mounted clients. Added very simple BT for mount behaviour.
Mount controller is now cleaned up correctly when a player receives control
Adding in previs riding pose for the ridable creature prototype
Art & Map
DeepMiningOreDeposits removed emissive on materials
Add additional material for DeepMiningDrill with emissive disabled (default)
Added LOD Materials for DC Uderwater Rocks and Adjusted SM_Rock_CF_Underwater Material LOD distance
Landscape Sculpting, Cliff Placement and Detail Pass On Custom Cave Entrance, Outpost 008
Added New Foliage Spawners For Snow Trees and Bushes, Outpost 008
Decal Pass On Cliff Meshes, Finishing Up Voxel Pass and Polishing Cliffs, Outpost 008
Polished riverbanks, cliffs and decals, added voxels and completed underground cave, Desert Outpost 007
Polished cliffs and decals, added BP_Cave volumes and cave voids to handmade caves, added light components to drop-down caves, edited waterpoints on all lakes and rivers, Desert Outpost 007
Edited decals and foliage, fixed BP_Cave trigger volumes and edited cave lighting, Desert Outpost 007
Polished decals, cliffs, riverbanks and foliage, playtested in editor and fixed double foliage issue, polished manual cave entrance and BP_Cave volumes, added resources around cliffs, Desert Outpost 007
Landscape painting, decal placement cliff placment around impassable on Outpost 006, Forest Outpost 3
Resource Crop Spawning, Voxel Resource Placement, Water Bodies pass on Outpost 006, Forest Outpost 3
Meta Resources, Spawn Locations Clean Up on Outpost 006, Forest Outpost 3
Polished underwater area painted decals on Outpost 006, Forest Outpost 3
Cleanup Polish Pass on Outpost 006, Forest Outpost 3
Cliff clipping through cave on Blue Quad, Styx
Flushed Grass on Red/Yellow Quad, Styx
Covered impassables around arctic in L10/L11 with cliffs to improve collision, fixed floating voxels and resources around Blue/Green quad, edited underwater foliage in Green Quad lakes, removed BP_Tree_AC_Fir_01 and BP_Tree_AC_Pine_01 from arctic transition areas, flushed grass all across Styx map
Added BP_Tree_AC_Fir_01_SnowLite and BP_Tree_AC_Pine_01_SnowLite for Arctic transition areas
Flushed grass on Outpost 004, 007 and Olympus
Added RVT Swamp Water Shader and Textures
Added FlowMap functionalities to Swamp Water
Swamp Rocks - committing prototype and first pass work
Volcanic Rocks - committing prototype and first pass work
Added Texture Maps for Swamp Landscape Material
Styx Cinematic Sequencers Files
Daybreak / Olympus Outpost Hotfix
In yesterday's update we introduced a highly-anticipated outpost mission including the entirety of the Olympus map. Unfortunately this was gated behind the 'Nightfall' mission incorrectly, and players were still unable to access it even after completing the pre-requisite mission.
Hotfixes are disruptive due to downloads
We do apologize for doing the hotfix, as we know it is disruptive with how the downloads work and Steam has to verify the entire game. This can take a long time, depending on your storage hardware. Unfortunately we really do need to get this change out, as it restricts access to the main feature of this week's update.
'Daybreak' Outpost Pre-Requisites Removed
As many players have already completed the 'Nightfall' mission, 'fixing' the problem would require us to manually update their database records to reflect the correct value. After the server outages experienced last night, we've opted to instead avoid these changes by removing the mission completion requirement entirely- making the 'Daybreak' outpost mission available to everyone.
A Note on Server Outages
In the ~15 or so hours since yesterday's update, we've experienced several outages lasting from 1-2 hours each. We've experienced similar outages in the past, and as part of a long-term effort to mitigate these issues have been working towards a solution that places less dependency on our online infrastructure and puts more control in the hands of players through offerings like a dedicated server package. While this work has already been underway for some time, the outages tonight will force us to look at how we can expedite this even further - possibly at the expense of other development work. These discussions will certainly be top of the agenda for Monday morning.
In the meantime, in the active connections graph below you'll see we've performed a couple of reinstalls of one part of our back-end infrastructure. We've reduced the number of nodes with each successive attempt, with an aim to reduce the overall memory footprint. As Dean mentioned in his 4AM announcement, this treats the symptoms but is not a permanent solution. We're hopeful this will keep the system available while we work through our expedited replacement plans already underway.
Finally, I'd like to apologize to all the players who were affected by these outages, and extend a massive thanks to Dean, Ben, Shin and the other engineers who worked through the night to either work directly on the issue or to keep people on Discord and the Steam forums informed on their progress.
Icarus Week Twenty-Eight Update | Outposts #1
This week we start our process of refreshing Outposts, starting with adding new functionality and personalization along with the entire Olympus map now being playable as a huge 64sqkm Outpost. Configurability in Outposts will include options for adjusting the difficulty, allowing you to customize your experience to suit your play-style. With Olympus available as a full persistent map, you’ll have an abundance of resources at your disposal also. We’re excited to see how you take this new opportunity and create magic with it.
Outposts were not something we originally thought of providing, but early on based on community feedback prior to and during the beta, great ideas developed and we wanted to pursue them. However, it has been hard to find the time for that focus as there were some foundational issues with the game that we wanted to change first. It is exciting for us to take our first look at what we can do with this area of the game, and are even more excited by what we can build on this with later on.
Like with out performance and optimization patch a few weeks back, this is not the last for our outpost ideas. There will, in many cases, be a series of updates with focus on new areas. Also remember that while outposts are the focus, you will note in the changelog that our usual fixes and optimizations will also be flowing in each week as well.
Olympus Outpost
You can now explore Olympus without any restrictions, and return at your leisure to create your own hub on the surface of Icarus. The entire 64sqkm Olympus map will be a persistent, playable outpost available to all players with this update. Previously, this wasn’t possible due to the amount of data being saved and how this impacted performance. Recent updates and improvements to replication and performance have now allowed us the ability to execute this confidently, but it’s worth noting that performance will still be impacted at the extremes of data generated. In simple terms, building thousands of buildings or extensions to your base will ultimately degrade performance, but we’re confident that in the current state of the game this extremity is much more realistic and sustainable for players to be able to create and build to their hearts content.
If you wish to wipe the slate clean and start again, Olympus outposts can be deleted the same way the smaller versions are, and these will save to your PC rather than to the cloud to limit the impact on our servers.
Why is the full map outpost not only for those with then Supporters Edition?
We have wanted to provide more value for those who purchase the supporters edition for some time, however we cannot do this at the expense of the larger community. We understand that is frustrating, but every development moment we have continues to be prioritized towards changes that benefit everyone. We do have some exciting ideas to help reward those supporting us with the supporters edition, but locking this kind of content behind that is not the way.
It is absolutely vital that we nurture the community as a whole well before we risk dividing it with content
So, in time, we will look at ways to increase the value of the supporters edition. In the meantime, we do hope those who have it understand that we must prioritize content for everyone first, even if it hurts us in revenue.
Outposts will now also have the option to be customized to suit any players personal preferences. These will be labelled as ‘difficulties’ and will allow you to customize the weather severity and aggressive wildlife spawns. Harder difficulty settings will provide more volatile weather conditions and more numerous, powerful foe to contend with, but it will still provide a safer, easier environment option for players who prefer to be able to focus on other systems without the impact of contending with challenging dynamics.
The ‘Extreme’ option will also disable visual maps and locators, similar to how it behaves in prospects.
While exotics won’t be mineable in Outposts, all other voxels and interactive features will be. You can explore to your hearts content, craft all deployables and structures and venture into all biomes on Olympus to seek the specific ingredients you need for whatever your heart desires. While missions will not be available, you can still complete these on standard prospects to earn the valuable currency you’re after. We’re excited to see how you personalize your Outposts, and what these new possibilities will spark in your creativity.
Note: All outposts will show the same changes, regardless of the biome specifics. For example the Arctic Biome will show an increase in Lion Spawn Percentage at higher difficulties, but this will not be applied due to the biome’s characteristics.
Olympus Outpost Unlock Mission
The new Olympus Outpost will be locked behind a special mission for you to complete. This will be on Olympus, and require you to complete a final set of research for the UDA to deem it satisfactory for permanent inhabitance. Your briefing is as follows:
NIGHTFALL: Survey
// OPERATOR: UDA // BIOME: All // BACKGROUND: Operator is expanding their research operations to encompass a greater area for development. // MISSION: Complete a survey of the area and gather data on remaining apex predators to determine the viability of permanent bases in this region. // TERMS: Flat fee. All resources and construction materials are the responsibility of the Contractor.
Note: ‘NIGHTFALL: Survey’ requires completion of previous missions in an applicable path to be unlocked. If you do not have a completed path to this mission yet, you will be required to complete them first.
Key Improvements
We’ve made some major improvements this week which will have a large influence on the in-game experience which we wanted to note.
We’ve completed a major texture optimization pass. This should result in improved performance (especially if GPU was previously memory limited) and smaller game package size. There will be more to come in our next update.
The Thrown Spears/Knives Highlighting talent was previously breaking if looking at the object and then looking away. It now remains highlighted in that case, correctly.
Several missions were doing an invalid check of prospect difficulty, so design intent wasn’t being fully realized. These missions should now scale, as designed, with difficulty.
We’ve made some changes to the system which deals with 'player teleporting' if falling through the ground which should hopefully result in a better experience. This is still in development, and will be addressed in future updates also.
Next Week Preview
Next week we will be removing the “Return From Prospects” Button as it was only ever supposed to be a Beta feature and has prevented us from really leaning into the character attachments and loss we originally envisioned for Icarus.
Important things to know:
The ‘Return From Prospect Button’ will be removed
Another Button “Abandon Prospect” will be added
When this new button is clicked, if the prospect has insurance, the character will be safely returned to the station with the loadout they took with them gone. If the prospect does not have insurance the character will be abandoned along with all their gear. You will now longer be able to use this character and will have to delete them to remove them from your roster.
Alex Gomersall, In Memoriam
You will notice in the credits, an addition in memoriam of a colleague. A talented member of our team, Alex Gomersall, passed away a couple of weeks ago. Alex was a brilliant talent and even better friend, and his influence on Icarus and our team can not be understated. We hope you will get to enjoy his amazing work in-game for many years to come, in his memory.
Alex contributed a great deal to how incredible the game looks, his passionate eye for bringing the best in our materials and shaders really helped shape our terrains. Working with Alex on the Arctic snow was a real highlight, as he was as passionate as I was about really giving our arctic biomes the feeling of majesty that a cold biome brings. Having worked with Alex, we understand what a loss he is for us all and our thoughts are with the family and friends he leaves behind.
Changelog v1.2.3.97663
Adding new Difficulty Settings to Outposts so players can choose settings for weather and animal spawns
Adding Olympus-wide Outpost to the Outpost Screen
Can now modify key bindings from the title screen
Thrown spears/knives/etc are highlighted in world talents now correctly prevent the highlight being cleared when looking at the item and then looking away
Fixed various texture settings for consistency and compatibility with tooling
Optimized or deleted unused expensive (4k) texture assets.
Fix Stone Arrow having ‘None’ defined for Additional Stats which caused Komodo Bite modifier to appear erroneously in item tooltip. Add DT Validation to pick up on this in future
Fixed some blueprints using the wrong GetDifficulty method which was preventing correct difficulty scaling
Added a fix in to teleport players that fall through the map back to their last grounded location. Improved teleport fall-back case to pick nearest dropship/respawn pod spawn location instead of the assigned player dropship
Adding final sound for the egg nests. Adding removal of items from egg nest ‘gooey slosh sound’
Adding in the sound of ‘removing mission item from downed supply crate’ for delivery mission Styx
Implemented new icon for the Trained Hunter talent.
Added Wooden piranha statue to the project.
Added stone piranha statue to the project.
Added DCO_Candle_Holders_Wood_Carved
Added AMM_Pistol
Fixed Icebox inventory tag to allow all food, rather than only spoiled food.
Added difficulty setups for Outposts
Fix spelling of Scorpion in Stats description
Assigned SpawnRate types for Crocodile, Komodo
Separate ‘Hard Creature Stats’ from ‘Hard Creature Spawn Rates’ for better control
Added bounds mask in Generic folder
Small adjustment to gloopy egg sound based on mission play. Also adjusted positive affirmation delays for the mission
Small adjustment to the remove the flesh tear sound from egg sack removal
Improve AssetInfo texture checking methods.
Fix filenames on Pine02 burnt textures
Fix filenames on various textures
Making carry radar sound more subtle. Slightly less body to the sound and less invasive when running with a radar for a long distance
Updated the LOD Groups and LODs on certain Static Meshes
Updated physical material for the stone elephant statue.
Updated wooden deer statue textures.
Updated physical material on stone deer statue.
DCO_StatueBuffalo_Wood mesh, material and textures
Updated the DM_WallShelf_Wood assets as the texture update was look for an auto generated texture in Engine
Updating DMs an Mats for DCO_Carved wood Bookshelf and Desk Lamp
LOD adjustments for Desk Lamp and Bookshelf
Scorpion Boss tweaks to VFX biome switch, added extra biome scripts for Niagara systems
Fixed issue with repair hammer not playing hit sound on the Wood Hedgehog, due to missing physical material
Added new copies of existing Prospect Image textures to new folder with themed naming schemes for grouping
Added new Prospect Images textures
Changes to bespoke cave entrances in Blue and Green quad Styx.
Updated mission step in Husk: Extermination mission to say Textiles Bench instead of Armor Bench
Removed ore overlap in large G3 cave Blended cliff with landscape in D5 on Red Quad, Styx
Added Chamois transition, carcass, fur and textures
Added descriptions to the workshop vaccine modifiers.
Initial work overhauling audio quad delay system (WIP)
Moves quad delay to a dedicated PlayerReflectionAudioComponent
Can be turned on for dev testing by ticking a box in BP_PlayerEnvironmentalAudioComponent which will instantiate the new component and bypass the old system
Existing outposts now show the right difficulty level - or show Easy if they were made before outpost difficulty was added
Added Reward Display under Talent_Prospect.
Point Prospects to new images and minor DT fixes
Ordered FactionMissions DT to match ProspectList DT for easier maintenance/comparisons
Deleted Hard/Hardcore prospects no longer used since Difficulty refactor
Changed system to not validate image resolution if no image is specified
The Olympus wide outpost now points to the correct terrain and players can now launch the outpost successfully
Adjusted Reward Display color and size
Updated the LOD groups and LODs on certain Static Meshes
Fixed Compile error on UMG_ProspectRewardDisplay
Updated UMG_CreditsPage
Fixed WorldStatsSubsystem trying to add to the virtual Buffalo and Boar spawn rate stats instead of base stats. This fixes issue where BoarSpawnRate and BuffaloSpawnRate stats weren't being applied correctly
Added stats to control spawn rates of crocodiles, komodos, and zebra
Fixed sorting of ProspectList and FactionMissions DTs
Fixed missing meta data info in missions
Removed hard references to images in UMGs
Pointed FactionMissions to new image files
Deleted old image files
Fixed issue where the UI and Selected Outpost Difficulty could be out of sync and be displaying the incorrect difficulty and stats
Checked that teleports players who fall out of the map now only considers players falling if their Z velocity is negative, instead of solely relying on a Falling MovementMode
Fixed a few incorrect subtitles and typos on various mission voiceovers
Adding base mission flow for Olympus Outpost unlock mission and relevant quest markers in D_QuestQueries data table, added in mission item BPs and Central Scanner Device BP which at the moment is a reskinned crash ship to retain base logic
Added Quest items, Crystal and Battery Items static, meshable and itemable setups for use in Olympus Outpost unlock mission
Added Talent for new Mission, Adding Character Flags for new Mission to unlock the Olympus wide outpost, Adding New UI to Outpost Selection, to show locked status
Added some collision volumes beneath ground in underwater caves to ensure the new out-of-bounds teleporting works as expected in those areas of the map
Added New UI of New Omni_Olympus Mission
Added Inventory tag queries and slot setup
Riverbanks/Cliff Underwater Assets Pass on Outpost 006, Forest Outpost 3
Landscape painting Decal placement on Outpost 006, Forest Outpost 3
Landscape Sculpting, Cliff Placement And Custom Cave Work, Outpost 008
Added foliage, PFS_Resources and hand painted resources, polished decals and cliff blending, in Desert Outpost, 007
Removed SM_ROCK_DC_LRG_10 from Outpost 007
Foliage and resources pass, Nav Modifier Volumes placed in the persistent level and polished decals around cliffs, Desert Outpost 007
Added Dropship spawning points, Ore deposits, polished landscape blending with cliffs and decals, painted voxels and added details to foliage, Desert Outpost 007
Checked all impassable collisions and fixed landscape blending with canyons, decal polish pass, and built underground cave, Desert Outpost 007
Delete unused Faction Expedition Blocker mesh
Fix dresser DM material warning
Icarus Update Week Twenty-Seven | Scorpion World Boss
Week Twenty-Seven introduces the newest World Boss to Icarus, the giant Scorpion. This new challenge will prove dangerous and is no longer limited to the desert biome - but if you can take it down your reward may be the distinctive Scorpion Armor with its strong stats and unique damage-dealing perks.
Jump into our new mission HUSK: Extermination to take down two of these apex predators and gather the valuable Carapace you need to craft your new armor sets. Happy hunting, Prospectors.
Scorpion World Boss
The Scorpion World Boss is the second world boss to roam Icarus, and will provide a frightening challenge when encountered in the wild. Larger, stronger and with a strengthened hide and a fatal stinger, engaging with this new threat is not advised, and any attempt should be executed with extreme caution.
The World Boss variant of the Scorpion is not restricted to the desert biome like its smaller counterparts and can be found in more foreign territory, requiring you to be on alert at all times.
This week we're unleashing the Scorpion world boss onto Styx missions, along with a mission to hunt a couple of them to discover the Scorpion Armor recipes! The armor is a great combat armor that even has a chance for your assailants to hurt themselves when attacking you, but take care, as the armor set might also draw some unwanted attention! - Shawn, Game Designer
Scorpion Armor Set
The reward for slaying this foe is the chance to craft the Scorpion Armor set.
Scorpion Armor comes with bonuses to Projectile and Physical Damage Resistance plus some unique perks. Any foe who engages in hand-to-hand combat will take damage from its sharp exterior, although the design is less camouflaged against the landscape so may make you a target for nearby predators.
To craft the Armor you need the unique ‘Carapace’ materials which can only be gathered by engaging with the larger variant of the arachnid and break away from its hide as you deal damage.
A full set of armor is available to craft with this week’s update.
New Scorpion Mission
To introduce the new Scorpion World Boss to Icarus, you have been tasked with a mission to eliminate a pair of the apex predators from the Styx territories. Your briefing is as follows:
HUSK: Extermination
// OPERATOR: Lagos Unit
//BIOME: All
// BACKGROUND: Icarus's native scorpion is an enduring threat to operations in all regions. However, it may have value as a resource for new recipes in development.
// MISSION: Track the creature to its origin, and destroy it. Contribute to research on its materials before returning to orbit.
// TERMS: Risk assessment for this contract is judged as extreme. Experienced Contractors only.
Detailed Change Log:
Version: 1.2.2.97363
Added Scorpion World Boss.
Added Scorpion World Boss Armor.
Adding new Item Prototype Creature Tracker
Adding new Aura for Providing a modifier that reveals the boss creatures on the map
Adding Stats for % Chance to Return Melee Physical Damage
Adding Stat for % of Melee Physical Damaged Returned
Adding new Stats to Scorpion Armor
Adding new Damage type Returned
Updates to water immersion parameter. Slowed created LCL version and adjusted seek speed to be slightly slower. Added to other layers of croc since its in the water a lot.
Improved the machete skinning effectiveness and allowed it to reap plants.
Sand mesh blended into ground in N13, Floating Rock moved in K6 Bug fixes on Green/Yellow Quad, Styx
Removed the leaf layer on the wood stack asset.
Edited desert cliff sticking out of impassable, Red Quad, Styx
Reduced crafted knives durability and tweaked talents to help mitigate this.
Tweaked talent tree positions for better readability and aesthetics.
Ammo count displayed on UI is now cached, improving performance
Update AssetInfo tool to scan complex-collision-as-simple meshes to verify their setups for performance implications.
Update several meshes which had less than ideal setups to improve performance and quality. Many meshes needed additional 1 or 2 LODs for visual and collision reasons.
Player Character names have been added to mission objectives in RENDEZVOUS: Delivery
Adding navigation blocker to the delivery container so that the Mammoth Boss will no longer get stuck on RENDEZVOUS: Delivery
Fixed issue where pickup sounds wouldn’t play when players picked up a creature or fish corpse.
Fixed missing textures on Destructible Meshes for Horizontal and Diagonal Stone Beams.
Fixed animal bone Niagara particle not playing when fully harvesting carcass skeleton.
Removed spark and glow on hit particle from impacts with bone type physical surface
Player gravestones now have a static overflow bag placed in the exact position they died. This gives anyone else a secondary interact/revive location in the case of a ragdolled body clipping through the world or becoming unreachable
Fixed minor bug in talent tree allowing you to unlock certain talents without the visual requirements.
Updated descriptions on Steel Bloom, Anvil Bench and Fireplace to better communicate Steel smelting requirements.
Fixed a case where the craft/queue button on backpack crafting screen would not become enabled after adjusting amount being crafted to a valid amount
Several cave fixes on Olympus - Cave entrance missing in yellow quad O12. Improved the cave entrance in red quad F1/F2. Removed white bush from yellow quad. Removed floating voxel in cave in yellow quad.
Fixed bug on client where arrows attached to an NPC that just died could become re-attached strangely or float in the air.
Fixing issue where the aura modules where not correctly adding the buffs to nearby players
Fixed not being able to scroll between focused hotbar slots on inventory and crafting screens
Fixed issue where SandWorm wouldnt spit at target if there was an NPC within melee range. Possibly fixed issue where SandWorm would go dormant while player was nearby
Beacons can now be deployed using the right click context menu.
Fixed bolt action rifle using wrong shoot animations for 3RD person
The post-AI-death life span of actors spawned via BP_ManualAISpawnerBasic is now 15s instead of 3s. This fixes issue where caveworms could be destroyed before they finish their death animations
Fixed animation bug where pistol hammer would return to fired postion after reloading
Fixed cases where ore drills would not restart correctly after loading game or could enter states where they could not be re-activated. NOTE: Bio-drills will turn off automatically the first time you load game after this patch, on subsequent loads they should preserve their running state.
Fixed case where electric drills could continue to run without power.
Fixed drills not mining at correct speed for the deposit they are placed on after loading game.
Removed dynamic snow from ore materials used in VFX Fixed snow particle issues on voxels
Fixed Kea spawning inside of buildings
Fixed regression with latest update to client/server projectile attachment replication breaking ability to auto-pickup attached arrows when picking up a carcass. Also fixes arrows not being automatically added to loot inventory when skinning carcass
Spoiled Plants and Spoiled Meat can now be placed in the Icebox and Fridge, this means if food spoils while in the fridge or icebox the spoiled meat / plants item created is not lost.
Added a fullstop to the Steel Pickaxe description.
Adding cave worm egg nest audio. Gloopy sounds and close up heart beat. Added egg opening audio and creature die when destroyed. Small adjustments to the sack opening sound for the egg nest. Also added zebra carcass to the correct data table entry for audio so it plays the pick up sound.
Dont use Meta axe icon as default icon and genercize mission unlock text for Workshop item nodes
Disabled the PawnSwarm attached to BPQ_STYX_C_Expedition_Drill_Cave_2, this fixes the issue where caveworms were spawning underneath the map when drilling at the second drill spot (inside the cave). Possible fix for audio cue triggering too early during this mission step also
Adding small delay to dialogue table for positive and negative one shot lines so that in missions they dont happen the instant the player achieves the goal. Particularly noticeable in Gossamer research
Adding audio for the Kea stealing food off the campfire. Also added Kea idle silly move flap side to side audio
Impassable mountains not actually changed, but setups slightly modified (lod-as-collision specified value) to suit the tooling as some data cannot be accessed (override collision geo)
Implement new model and updated flavor text for Wood Hedgehog. Updated hitbox for Scorpion Hedgehog to more reliably hit creatures.
Update meshes for Copper, Gold, Aluminium, Titanium and Steel ingots
Update mesh for Ice and fix physical material being set to wood.
Fix Glass item mesh having 4 LODs when LOD0 is 200 triangles. Fix materials having no physical materials assigned
Optimize Wildboar textures down to 2k.
Implementing Damage Returned Stats
SandWorm no longer drops scales for instances of fire and poison damage, damage must have originated from physical attack (projectile or melee)
Adding extra information to tooltips which describe modifiers and afflictions
Quick Pass on Item Stats UI Element to include better buff / debuff visualisation so players can have a better understanding of whats buffs / debuffs do
Sand Worm and Scorpion Boss now give the player much more experience when killed (1000->5000)
Last week we dropped the biggest content update to Icarus yet with the Styx Map & Missions Pack DLC. This week’s update brings a large batch of bug fixes, performance improvements and gameplay balances.
We’re also unlocking the final two promised Styx missions and introducing the Larkwell Bow and arrow varieties to the Orbital Workshop for the hunters among you.
Performance and bugfixing has been a priority since we began the beta, but with a more solid foundation we now have the ability to make some of our weekly updates focused directly on improving both the stability of the game, and how it runs. This will be the first of what will be many updates focused on general performance and bugfixes. Note optimization takes time and requires a great deal of caution and testing; improvements come gradually over time.
Please ensure you check you are running the latest graphics card drivers!. We have worked directly with video card manufacturers and they have made changes to their graphics drivers directly to improve performance. It's vital you keep these up to date. - Dean Hall, Gamerunner
2 New Missions
This week we’ve unlocked the RENDEZVOUS: Delivery and BALLISTIC: Extermination missions to complete the sixteen mission pack that comes with the new Styx map. Your briefings are as follows:
RENDEZVOUS: Delivery
// OPERATOR: Uniao
// BIOME: Alpine Valley
// BACKGROUND: The operator requires a very delicate biosample from the surface.
// MISSION: Retrieve the required sample and ensure its safe return to orbit. Note that the sample will be highly sensitive to temperature.
// TERMS: Flat fee. No acknowledgement will be given for damaged or unusable samples.
BALLISTIC: Extermination
// OPERATOR: Sinotai
// BIOME: The Oasis
// BACKGROUND: Sinotai has been made aware of an increase in hostile wildlife within their granted research plot.
// MISSION: Dispatch any hostile wildlife in the region to guarantee the safety of the operator's team.
// TERMS: Flat fee. All safety and survival concerns are the responsibility of the Contractor.
Larkwell Bow + Arrows
This update adds several new items from Larkwell Martinez to the Orbital Workshop, including the long awaited High-Performance Compound Bow. Providing a deadly silent option for the elusive prospector, this bow comes with a range of arrow options, allowing you to personalize it even further.
Ballistic Arrow - A small yet devastating explosive charge which detonates on impact. Handle with care.
Tazer Arrow - Somewhat clunky to use due to its weight, the Tazer arrow will briefly slow creatures.
Bleed Arrow - Equipped with serrated edging to maximize damage, this arrow will cause on-going damage after the first hit lands.
Standard Arrow - Not your typical run-of-the-mill arrow head, this precision crafted arrow flies fast, true and hits like a train.
In addition to the new arrows we also performed a balance pass of the existing workshop bows giving them a much needed damage increase.
Bows have been highly requested for some time, so this release will quench that thirst while providing new strategies for tackling the toughest foe. Happy hunting, prospectors.
Bug Fixes
We are humbled by the amazing response we’ve had to Styx, and in this week's update we’ve included numerous numerous patches and fixes that focus on performance, player experience, memory optimization and balancing. These improve both the core Icarus game and the Styx missions even further.
Read a detailed breakdown in the Detailed Change Log below, but here are some highlights:
HALCYON: Extermination Mission, tweaked the Cub spawn rate to scale with connected players and prospect difficulty, is now slightly easier as a single player and ramps up with more connected players, added entry for Polar Bear Boss in AI_Growth so we can control the scaling apart from the base Polar bear, added in scaling for Den mother spawn to ramp up level with connected players
RICOCHET Expedition: Fixed the Difficulty scaling pointing to the wrong difficulty setup in the Prospect system, second stage of worms now correctly scales with selected difficulty and connected players
Implement Jaguar, Snow Leopard and Kea skinning bench options
Added scorpion to skinning bench.
Reducing Performance cost of Dropships and buildings as they where performing expensive operations when they did not need to.
Polished landscape at cave entrance, fixed river spline and fish volume, edited floating landscape and voxels around and added cliffs in desert area to correct collision issue, Yellow quad, Styx
Detailed Patch Notes:
Added BALLISTIC: EXTERMINATION - Dispatch any hostile wildlife in the region to guarantee the safety of the operator's team.
Added RENDEVOUS: DELIVERY - Retrieve the required sample and ensure its safe return to orbit. Note that the sample will be highly sensitive to temperature.
Existing workshop bows have been provided with a damage increase (+75% Projectile Damage)
Watermelon now gives twice as much water. Reduced oxygen consumption buff to reduced water consumption instead. Fixed description text and name.
Updated meshes used for Archers, Gatherers and Survival backpacks. Update collision and LODs
Metal Ingots visual redesign - polish pass on textures to give each ingot type a more distinctive look.
Moved oxygen bladder to be closer to Oxite Dissolver in T2 talent tree.
Update Iron and Steel Pickaxe descriptions to better communicate access to higher tiers of ore.
Pass on the Crocodile and Komodo Physics assets to bring them closer to our other animal ragdolls.
Health regen granted to anchored NPCs retreating can now be controlled via a stat. Can now choose whether or not an AI spawned via a BP_ManualAISpawnPoint receives regeneration while retreating, enabled by default, turned this off for some minor enemies in OLY_Omni_Research_2 mission. Anchored NPCs can now teleport directly to their anchor target if they've been blocked for too long, this behaviour is enabled by default for NPCs spawned via BP_ManualAISpawnPoints. Added ability for GOAPAction Blueprints to override the stats granted to the NPC during execution of Action. (Low level NPCs with anchor points are not longer guaranteed health regen when retreating. NPCs with anchor points can now teleport to target if stuck).
Halved attack range of polar bear cubs (6m->3m).
Increase base weapon damage multiplier on Shengong Bows from 1.0 to 1.75x and Larkwell bow from 1.0x to 2.25x to better compare against their base Recurve and Compound Bow equivalents.
Fixes:
HALCYON: Extermination Mission, tweaked the Cub spawn rate to scale with connected players and prospect difficulty, is now slightly easier as a single player and ramps up with more connected players, added entry for Polar Bear Boss in AI_Growth so we can control the scaling apart from the base Polar bear, added in scaling for Den mother spawn to ramp up level with connected players.
RICOCHET Expedition: Fixed the Difficulty scaling pointing to the wrong difficulty setup in the Prospect system, second stage of worms now correctly scales with selected difficulty and connected players.
Fixed visual issue with workshop unlock requirements for Envirosuit variant ‘XIGO ‘Hark’ S5 Envirosuit’.
Fixed scale (size) for 'Poison Paste' mesh as it was way too big.
Fixed Concrete Furnace crafting time being too quick.
Fixed tooltip in Superfoods to “raw food provides more sustenance”.
Fixed double stacked voxels in transition cave on Styx H5.
Fixed issue where any projectiles attached to cave worms on death were disappearing. They are now placed inside a loot bag. Any projectiles attached to cave worm on death are now removed and placed inside loot bag.
Fixed AI carcass not filling with correct amount of attached projectiles when skinned.
Fixed AI sometimes having attached arrows disappear when its ragdoll froze.
Fixed issue where trying to customize the cosmetics of an offline character would leave the character headless. Fixed issue where any changes made to an offline characters cosmetics after creation wouldn't be saved.
Fixed Thatch Roof buildables not being upgradeable due to not being defined in the BuildingVariationsStructure struct.
IcarusPlayerCharacter now uses CapsuleComponent bounds instead of actor bounds when calculating nearby temperature effect. This fixes the bug where getting a critical shot with a ballistic (explosive) arrow would heat the player up from a distance.
Fixed World Bosses not being visible on map for clients with relevant tracker module or trait. Updated description of stat granted by World Boss tracker module.
Fixed issue where multiple nearby campfires/fireplaces would not grant the Warm and Cozy buff, blocking players from sleeping.
Fixing crocodiles spawning in the incorrect location during Ballistic: Extermination due to an outdated spawn config.
Fixed highlight/interaction prompts being visible while unconscious. Fixed animals unintentionally highlighting briefly when looking at them.
Fixed Concrete Furnace interaction camera clipping through the roof.
Fixed swimming up and down using jump and crouch keybindings.
Fixed various instances of ApplyRadialDamageWithFalloff not using the correct node, and therefore not dealing AOE damage: this includes Sandworm, Sandworm WorldBoss, Smoke grenades, and others. CaveWorms and TeenageCaveWorms were left un-touched as to not affect the balance of missions using them.
Fixed issue where the player facing name for STYX was incorrectly names STYX PREVIEW.
Fixed CaveWorms spawning very large for server during RICOCHET: Expedition mission on STYX.
Additions:
Added Jaguar, Snow Leopard, Scorpion and Kea skinning bench options
Adding in delay so Sol doesn't talk the very second bosses are defeated
Applying water immersion eq to all creature death vocalizations so they filter when they fall under the water. Added preset for immersion
Added Slow and Immobilize resistance stats to all aggressive creatures, based on their size/difficulty/strength. Ranges are from 10% to 50% and up to 100% for Boss creatures
Performance
Fixing Performance of Deep Vein Ore Deposits as they are where doing many operations that they did not need to be doing
Reducing Performance cost of Dropships and buildings as they where performing expensive operations when they did not need to.
Optimizing Fish so they are no longer use expensive ticks or replication
Memory dependency improvements which will help to reduce the amount of data required to be stored in memory while various elements of the game is running.
Ammo count displayed on UI is now cached instead of being recalculated per frame, improving performance
Improving Performance of Widgets that were Tracking and displaying Survival Variables (Oxygen, Water, Food, Temperature, Shelter) by preventing them from triggering updates in situations when they are not visible or not relevant to the current contextual situation.
Removing various legacy debugging popups for UI elements which were triggering very expensive updates.
Removing unnecessary replication of many elements (WaterBodies, HuntingClues, Rockets, RocketParts and Seats) and preventing smooth sync movement which was not needed
Map changes:
Polished landscape at cave entrance, fixed river spline and fish volume, edited floating landscape and voxels around and added cliffs in desert area to correct collision issue, Yellow quad, Styx
Bug Fixes, Waterfall fixes, Blending mesh into the landscape, Moving floating voxels Cave Fixes on Green Quad, Styx
Fixed Riverbank Seams, Fixed Floating Cliffs and Fixed Ores Spawning Mid Air, Blue Quad, Styx
General Cliff And Riverbank Fixes And A Decal Pass On The Riverbanks, Blue Quad, Styx
Edited voxels and resources in transition cave, polished decals and foliage, Red quad, Styx
Decal Pass On Riverbanks and Foliage Cleanup, Blue Quad, Styx