Icarus cover
Icarus screenshot
Genre: Simulator, Adventure

Icarus

Icarus Week 172 Update | More Shadow Improvements and Six New Curtains

This weeks update features six new sets of Curtains, with Tier 2 ‘Fur‘, Tier 3 ‘Elegant’ and Tier 3 ‘Reinforced' options.

We’ve also made more improvements to shadows, particularly Skeletal Mesh and Thin Mesh Shadows, along with animated shadows, such as doors.

Finally, we have a breakdown for you on the three new Legendary Weapons coming with the Great Hunts Expansion, and all the other items and deployables you’ll unlock by defeating their respective bosses.

Notable Improvements:



  • Allow placement of doors, windows and curtains on all left and right doorway pieces.
  • Windows and Curtains can also all be placed on the same window frame
  • Electricity and Water tools now show in the players hand
  • Improved bee death animation
  • Further improvements to SuperStruct crash prevention



This Week: New Selection of Curtains



This week, we’re adding six new sets of curtains to Icarus—one crafted from fur (Tier 2) and two from platinum weave (Elegant and Reinforced, Tier 3).

Base design has become a staple of Icarus, and curtains have often been requested to decorate your window fittings and add some color to your different rooms.

Each of the Fur, Elegant, and Reinforced designs come in both window and door options, giving you the choice of having all your entrances and windows match or vary if this is more your style.



This Week: More Improvements to Shadows



Last week, we introduced sweeping changes to the way we render shadows from many of our Deployables. While we implemented the first iteration of these changes last week, this week, we’re fixing several known issues we hadn’t caught yet, including some raised by the community (thank you, everyone, for your reports!).

As discussed in last week's post, we were aware of some limitations with the Distance Field shadows, such as them not playing nicely with thin objects and not casting any shadows at all from Skeletal/Animated meshes. After much tinkering, we feel these issues have been addressed for the most part, but again, we welcome your feedback and reports of anything we may have missed.

Lets go through a few of the changes.

We now have shadows which cast from Skeletal Meshes, such as Storage Cupboards:



Thin meshes (such as the Iron Buildables you can see in the background) are now working much better, no longer covered in shadows or leaking light through:



We were also able to do a pretty neat trick with the doors to ensure that their Shadow Mesh rotates alongside the Skeletal Mesh:



Thanks again for all your feedback and reports, and we hope you enjoy these new performance and quality improvements in Icarus.



Coming Soon: Great Hunts - Legendary Weapons



Two weeks ago, we covered all the new Legendary Weapons coming for free in our massive update, alongside the launch of Icarus: Great Hunts.

This week, we’re talking about the three new Legendary Weapons that are coming with the three new Bosses in the paid expansion that we introduced last week.

Defeating these bosses will earn you Biomass currency, unique to each foe:

  • Rimetusk Biomass
  • Garganutan Biomass
  • Quarrite Biomass



These currencies are necessary to purchase not only each respective weapon but also their attachments, which allow you to customize them however you wish.

Rimetusk:



  • Legendary ‘Frostbreaker’ Rimetusk Sledgehammer



The Frostbreaker is a prototype Sledgehammer crafted from the Biomass of the legendary ‘Rimetusk’ Ice Mammoth. It is both a lethal weapon and a utility tool with repair and mining capabilities, with attachments such as ‘Fracturing Skull’, allowing you to smash and mine large chunks of ore or ‘Chilling Femur’ which gives you the chance to spawn Ice Spires on impact, just like Rimetusk does to you.

The Rimetusk also has new recipes for an Armor Set, Spear, Shield, Trap, Modules, Trophies and Frozen Wool.

Quarrite:



  • Legendary ‘Slate Smasher’ Quarrite Gauntlet



The Slate Smasher is Norex’s first experimentation with Exo-skeletons, aiming to create a weapon that is deadly up close or can keep enemies at bay with ranged attacks, depending on how you personalize it. Experimentation on the Quarrite has unlocked technology to charge it by hitting rocks, storing kinetic energy that can be unleashed in devastating bursts. Attachments such as ‘Cannon Fist' allow you to turn it into a ranged weapon if you prefer keeping distance between you and your foe, with the ability to charge your attacks and release damage how you see fit.

The Quarrite also has new recipes for a Sledgehammer, Rock Golem Gun, Grenade Trap, Defensive Attachment, Protective Module and Trophies.

Garganutan:



  • Legendary ‘Behemoth’ Garganutan Club



The Behemoth incorporates technology derived from experimentation on the Garganutan, particularly its impressive agility and strength. Attachments for this weapon incorporate stamina, speed, power, and strength boosts, but even some unique perks such as ‘Primal Blood’ which boosts carry capacity and reduces over-encumbrance penalties, and ‘Vampiric Blood’ which leeches health from its targets on impact.

The Garganutan also has new recipes for an Armor Set, Grenade, Tonic, Carrying Module and Trophies.



Next Week: SMG (Finally)



Next week, we’ll introduce a new craftable SMG, as we talked about previously before they were delayed to undergo some more changes.

We appreciate your patience as we’ve worked through the changes to this new firearm.



Your support makes these updates possible.



https://store.steampowered.com/bundle/50440/Icarus_Spring_Sale_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

Changelog 2.2.47.134758-rel-Laika



New Content


[expand type=details expanded=false]

  • Fixed SK weighting to allow proper split for PlatWeave and SilkWeave curtains
  • Update preview mesh for curtains
  • Implement new curtain BPs
  • Modified Skeleton and animations for PlatWeave Window curtain, as well as animations on the SilkWeave Window curtain
  • Updated curtain physics assets to have an open and closed version. Updated static mesh to be in correct oriewntation for placement. added a static mesh for the fur curtain
  • Added Curtain Icons
  • Extended bounds on the new curtain skeletal meshs to match the leather curtain setup
  • Reduce collision extents on curtains, to allow corner placement on stone walls
  • Allow placement of curtains on half windows and doors
  • Unlocked new curtain crafts and items
  • Hook up and slightly update collision setups for open and closed window curtains


Fixed


[expand type=details expanded=false]

  • Improve LODs and Texture quality on various meshes. Delete unused assets. Clear out unused texture references from materials
  • Change Electricity/Water tools to hold in hand in FP better. DynamicRainDrops to various materials for meshes held in FP. Remove Focusable entries from ItemsStatic that don't need it. Add additional Focusable DT validation for ItemsStatic. Fix Proxy mesh setup for Glassworking Bench
  • WIP on MA_ITM cleanup pass
  • Updated carpentry bench with new proxy system. Added new textures without baked AO and indevidual asset meshs for the ranching station proxy update
  • Add Cold Steel Sledgehammer to Frozen Ore Field Guide page
  • Add Frozen Ore page to Field Guide
  • Resource crafting - Fixed a bug where if a resource is required to craft something, it didnt correctly drag the right amount of items across. Fixed a bug where if you tried to craft enough of an item that required more than 1 resource container it wouldnt allow you to
  • Resource crafting - Fixed a bug where the tooltip would be red when the item was craftable
  • Fixing spline tools clipping through the hand by adding own unique socket and rotated the socket to better fit the hand position
  • Allow fish mount tooltips to expand slightly to fit longer fish descriptions
  • Added Bees FX on death and updated the bees texture
  • Update radar missing text to mention resupply instead of collecting from dropship
  • FIELD TEST: Fix location of tooltip box on crash site
  • Resource Crafting - fixed dragging correct items dragging on water networks always thinking it had an active water connection
  • Improve reliability on CRYOGENIC snap points spawning, now tries to respawn each reload if there are any issues
  • Update Leather Breakdown talent to clarify that it allows to unlock the character talent
  • Resource Crafting - fixed dragging the correct amount of containers into the processing inventory among multiple recipes/queues. Fixed water always showing as craftable in recipes
  • Adding audio for when the player disconnects a spline node
  • Update Ape Attractor asset to new version
  • Reduce Rimetusk Sledgehammer slam max area, but increase area before damage falloff
  • Updated ape gfur to use the base mesh instead of a different fur mesh. this will remove the hairless patches. Added a second version of the fur mask to accomodate this. Tweaked the compensation settings to reduce the gfur thinning as you get closer to the mesh
  • Filter some recipes from stoves in the FieldGuide (frozen ores)
  • Updated the on death bees FX smoke fade smoother
  • Fix Reinforced and Glass Reinforced doors not animating their shadow meshes correctly
  • Adding audio for all new curtains types
  • Made a new version of the materials and textures for the fur window and door curtains with better resolution fur and less gore on the back of the curtain. Updated meshs and BP with new materials
  • Fix curtain talent icons
  • Fixed Thatch, Reinforced, Steel Barred and Interior Doors being allowed to be placed in right corner slots with another door placed adjacent
  • Re adding data table entry for splines to fix hand holding in correct position
  • DF shadow bias updates on various meshes
  • Fix quality of many DF mesh assets. Fixed some incorrectly referenced Deployable preview SMs. Assign many static DF meshes for SK shadow representation. Update Deployable/Buildings showcase levels and Deploy BPs

[TAG-130]

Future Content


[expand type=details expanded=false]

  • Blockout Eden Base Yollow Quad, Elysium
  • Great Hunt UI - Now shows the current maps great hunt and the missing hunts on the right of it. made sure to remove 'begin hunt' buttons when looking at a hunt that doesnt match with your map. Removed the locked screens on GH buttons
  • Cliff and Landscape Pass in Arctic, Green and Orange Quads, Elysium
  • Adding DM meshes for saplings and for Small Aspen Trees, including proper FLOD setup. Still in progress
  • Adjusted Sandworm Crossbow upgrade pin and slot locations. Added new Icons for Sandworm Crossbow
  • Added maximum spawn count to Faction Mission Spawners (juvenile ape, rock golem) to prevent them from indefinitely spawning. Value set at 6 initially
  • Add tooling and Editor-only function to Building Base to toggle between SHA geo mode and normal for debugging in Editor
  • Hid Rimetusk Carcass from Field Guide, as these don't have typical carcass interaction
  • Split Icy Mammoth Carcass to its own entry
  • Fix SlugLauncher visual effect disappearing early
  • Update ItemTemplate validation to check ItemTemplate isn't development locked on released content
  • Feature locked a development wire tool
  • Added Cavebat Loot rewards
  • Added Fortification Wall Window Icon
  • Updated DCO_Coushion me7shs with UVs oriented correctly to display the patterns
  • Update Alternate Fire wording
  • Added Desert Mammoth Carcass Icon
  • Update ADS reference to while aiming
  • Add tag query for Building.Wood, filtering ONLY Wood base building types
  • minor tweak to C_GT_RayleighColour (geothermal atmosphere sky color)
  • AlienRock_01 - revised mesh and textures
  • Shortening and tidying up any long audio events events that play unnecessarrily long
  • MA_ITM added blend unique normals with tiling texture option for cushion asset
  • Landscape Sculpting Pass, Cliff Pass and IMP Pass, Green and Orange Quads, Elysium
  • Blockout Eden Base Yollow Quad, Elysium
  • Improved look and usability of FLOD Debug overlay cheat. Add Cheat to destroy all Overflow bags and to toggle GFur visibility
  • Added version 2 of the carpentry bench with the tools removed for the new proxy setup. Added a new albedo texture without the AO from the tools. Added the tools as individual static meshs in the Item folder
  • Add IM_C2 location, fix some progression blockers and feedback
  • Added Cave Bat Head Icon and Trophy Icon
  • Weapon Rack - Added potential fix for weapons not showing for clients reloading. Added missing weapon transforms (shotgun/knives/shovels/fishing rods/ sickle/firewhackers)
  • Rescaled Scorpion Rifle bonuses to improve identity. Increased rate of fire
  • Revamped Sandworm Crossbow utility bonuses
  • added a check for proxy mesh on animal bench
  • Separating ape club audio from legendary sledge hammer. Removing success hits from rock etc. balancing whoosh and thumps. Setting up item audio data table
  • Fix Ice Mammoth Sledgehammer mining. Rock Golem Gauntlet now has some base mining rewards
  • Rename Ape Legendary modifiers based on the Legendary part names
  • Adding unique audio event for when you collect ammo from punching rocks. Adding BP behavior to play for server and client
  • Make the offset match the teleport placement disk visuals. Turn on recorders for contents of instanced levels
  • Fix IM_C2 quest not being marked as complete correctly
  • Weapon Rack - Added fix for client reload bug. Added missing transforms (hammer/grenades/lava flamethrower)
  • Tweak number and level of Juvenile apes called in by Great Ape for support
  • Finished DMs, BP setup and Data Table entries for all TU_Aspen Saplings and SML trees
  • Fix Ape projectiles being collision, now projectile damage
  • Fix an issue with the Juvenile Ape GOAP setup. Add jump anim for Juvenile Ape GOAP
  • Slug Axe increase durability and allow attachments
  • Great Hunt UI - Added missing changes to great hunt UI
  • Tidy up audio event and remove harshness from consuming hard food and speed up bult count consome tracking
  • Added DEP_Bench_GreatHunt_Crafting with rig, animation and destructible
  • Legendary Ice Mammoth Sledgehammmer attachment will now repair buildings/deployables
  • Cliff and Landscape Pass in Arctic, Green and Orange Quads, Elysium
  • Blockout Eden Base Yollow Quad, Elysium
  • Great Hunt UI - Added region locks message for when youre on a map and looking at a boss that is on a different map. Removed persisting widgets when hitting the back button
  • Adding unique block audio for gauntlet and sledgehammer. Audio, event and data table
  • Add test level with every deployable deployed, and tooling to re-deploy in the future
  • Update Ape O1 mission to have higher kill requirement but show the spawned den on the map
  • Add damage/destroyed sounds for Legendary Ice Mammoth Sledgehammmer (when blocking)
  • UI pass on Great Hunts Interface
  • Adding delay to the final line of mission dialogue when you kill all hte cave worms in the mission base as it was far too sudden before
  • Replaced ape dialogue line where narrator wasn't as convincing as he could be. Slight improvement to timing too
  • Elysium - testing alien rocks and sml aspens in tundra, green quad
  • Add snow FX to Ice Mammoth SledgeHammer Sweep and Slam impacts
  • Fixed Preservation mentioning Lions for loot, instead of Cougars
  • Removed debug logic from IcarusStateRecorderComponent
  • Fix IM_D explosions not appearing to clients
  • Update IM_D generator, again
  • Trying out new functions for resolving unloaded/missing BP classes on reload
  • Great hunt UI - Readded missing string table entry
  • Added swamp ape attractor v2 SM, SK, DM, materials and textures
  • Ice Mammoth Sledge Hammer Ranged attachment now requires/consumes ice ammo
  • Remove unused interactions for Great Hunt Device (no longer required with multiple benches)
  • Updated Great Hunt Assembler and Communicator to have unique icons and deployable looks, pending new meshes
  • Adjustments and fine tunes to the legendary ice mam sledge hammer impact
  • Save ELY heightmaps for LOD data
  • Permit sweep attack for Ice Mammoth Slege Hammer to damage multiple targets. Make Slam attack for Ice Mammoth Sledge Hammer more statisfying
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Updated base v02 mesh for the ranching station and the generic saddle mesh for the proxy
  • Adding additional ice mam sledge hammer impact snow debris audio. Adjustments to various layers of the sledgehammer for unique improvements
  • Added inital art assets and rig setup for the sand scuttle
  • Golem Gauntlet Hammerfist damage is now a % modifier applied to base melee damage of item
  • Golem Gauntlet Hammerfist and Projectile attack now prompt user to recharge by hitting rocks when out of charges
  • Increase Golem Gauntlet Hammerfist attack radius
  • Removed ability for Golem Gauntlet to harvest rocks into inventory
  • Slightly tweaked timing of Scorpion Rifle item reload animation
  • Update Great Hunt Assembler and Communicator meshes
  • Shift Great Hunt Communicator and Bench in the Great Hunt Blueprint Tree. Allow Great Hunt Radio to be crafted at machining bench, same as Communicator
  • Adjusted Spine attachment to not block the Sandworm Crossbow
  • Updated meshe and textures for DEP_Bench_GreatHunt_Crafting
  • updated mesh,textures, animations for DEP_Bench_GreatHunt_Comms
  • AlienRock_05 - 08 mesh, textures, materials added. Added color tinting functionality to cavity channel in MF_RockCurCav
  • Chemistry bench adjusted the lights and materials to be enabled when electricity tool is connected. Particles bubbles is enabled when crafting
  • fixed LOD material slot issue and updated SK and static mesh for ape attractor v2
  • Updated LODs on the DCO_Cushion assets
  • Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
  • Fix Legendary Ice Mammoth SledgeHammer is processing multiple hits (again)
  • Update projection location on Ape Attractor
  • Elysium - polishing tree placement, landscape textures, decals in Tundra, green quad
  • Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Added the Slinker art assets to the project including models, textures, and animations
  • Added art assets for the 4 Hornet models from trace, including animations
  • Added a box in the top corner that shows the outcomes of the great hunts the player has achieved so far
  • Elysium - polishing tree placement, landscape textures, decals in Tundra, green quad
  • Added a background under other regions. Changed other boss weapon icons according to the boss's weapons
  • Adjusted muzzle socket location on CHAC Repeater

[TAG-240]


Icarus Week 171 Update | Massive FPS improvements with Distance Field Shadows

Week 171 features a substantial performance improvement, with large changes to light sources, shadows and light radius.

These changes are described in detail below, along with examples, so you can jump in and learn how you can implement these changes into your game to get large FPS (frames per second) boosts (based on our testing).

We’ve also got a massive breakdown of the three new bosses coming with Great Hunts, including some lore, combat insights, and what you can expect when facing these goliaths.

Jump in and have a read.

Notable Improvements:



  • Added 40% elemental damage resistance to all tamed creatures; this ensures they take the same damage from physical and elemental damage
  • QuickMove now prioritizes Processor inventories, notably on the Electronic Food Trough Ctrl-Click will go where needed
  • All Pistol and Rifle ammunition icons redesigned



This Week: FPS Improvements



What’s the TL;DR?



  • 'Light Shadows' are now significantly cheaper to run
  • Lights have an increased radius

Light Shadows


As many gamers will already be aware, rendering shadows can be frustratingly expensive, and lowering your Shadow Quality setting in most heavy-hitting games will likely net you a big performance increase. Icarus is no different in this aspect, but we’ve also tried since the very beginning not to take the simple route many other games take and just turn shadows off.

We want to continue to leave the power in the hands of our players as much as possible, while still being responsible game devs and knowing where/when to draw the line and ensure that all players are being given the best chance of a good experience when playing our games.

So, with that in mind, we’ve meticulously gone through over 100 of our light-emitting deployables (most of which cast shadows) and done a pass over the settings to ensure they’re as optimized as possible. One particular setting we’ve opted for is to use Distance Field Shadows instead of the traditional, more expensive, default shadows.

In this small test scene below (which has about six active shadow-casting lights), we can see a direct comparison between ‘Default Shadows’ on the left and ‘Distance Field Shadows’ on the right. Even with just six lights, there is very little visual difference but almost double the frame rate in this scene.



How Does It Work?



Shadow Rendering cost is directly related to the number of triangles within the radius of the light, and many of Icarus' meshes contain a significant number of triangles to get to the high level of detail Icarus is known for.



The problem with this is that it makes rendering default shadows from lights extremely expensive for the GPU. Luckily for us, there is an alternative method of rendering shadows via a simplified version of the mesh that is automatically generated by Unreal, called a “Distance Field Mesh”. This is a simple approximation of the mesh, and while that may sound like a degradation of shadow quality, it is usually the opposite, with the mesh now casting much softer shadows. This lends itself to a more realistic representation of light as it bounces and scatters throughout a room.



Expectations



To ensure we’re not setting up the wrong expectations, we want to be clear that this change will only affect you if you have your “Light Shadows” turned on in your settings. However, now might be a good time to turn it on and try it out to see how your performance fares with this latest change, if you haven’t been using it so far. Additionally, Light Shadows will only be visible if you have your “Shadows” quality set to High or Epic. It's also worth noting this is set to 'ON' by default, so it's worth checking out your settings when you load up.



Light Radius Increases



In addition to FPS improvements for shadows, this week's update also includes another substantial improvement for most light-emitting sources: increases in light radius.

We initially kept this radius value very small in order to help with performance costs, to the point where some of the lights were actually pretty much useless. Now (with the significant cost reduction generated from our shadow changes), we’ve been able to increase this radius much larger to make the lights more usable and to affect a larger area.

You may find that your base is much brighter now, so it is also a chance to remove some light sources you no longer need, saving you power and giving you even more performance improvements.



Going Forward



As with all things, this is a balance between costs and visuals. We do have some decent control over the visual quality by tweaking the “resolution” of the Distance Field Mesh; however, doing this increases the memory consumption of the mesh exponentially and will also increase the cost of shadow rendering. So, we’ll be keeping an eye out (and an ear out for your feedback) for egregious meshes that need an increase in quality. In general, we’re expecting the quality at present to be the baseline for this change to remain meaningful.

The final thing worth mentioning is we’re aware that Distance Field Shadows don’t cast shadows off skeletal meshes, so things like player characters, creatures/mounts/pets, and any animated Deployables won’t cast shadows. There are some things we can do here regarding using hidden dummy meshes and capsule shadows, which we’re investigating, but in the interest of getting this optimization out to players as quickly as possible, we’ve elected to skip this part for now and introduce further updates later on.



Next Week: New SMG Craftable Firearm



Next week, we’ll introduce a new craftable SMG (Submachine Gun), as we talked about previously before they were delayed to undergo some more changes.

This week’s new bullet icons are a sneak peek of the style we will use for ammunition going forward. Next week, we’ll reveal more of the arsenal.



Coming Soon: Meet the new Great Hunts Bosses



This week, we’re introducing you to the three new bosses you’ll be encountering in the Great Hunts Campaigns.

[TAG-60]

https://store.steampowered.com/app/3315290/Icarus_Great_Hunts_Campaigns/

Rimetusk





Rimetusks are incredibly strong, with thick ice-like armor covering their vulnerable areas. They live in harmony with Vespers and will often summon them to help in a fight. Their stomp is a powerful attack that should always be avoided if you want to walk away with your life. The Rimetusk is an example of what happens when the scientific protocol is ignored. An apprentice was tasked with researching chemical interactions with local flora and fauna within the Prometheus region. He instead chose to conduct his own enzyme research. This did not end well for him, or his team.

Garganutan





Thanks to their chemically enlarged hippocampus, garganutans often use their surroundings to their advantage in a fight. Because of their enhanced intellect, most prospectors will abandon any conflict or interaction with these creatures out of fear for their safety. The Garganutan is the direct result of unsanctioned experimentation conducted on the surface of Icarus. Researchers were trying to gather data on the effect of exotics on the brain and whether it could increase the capability of some animals to learn faster or to a greater extent.

Quarrite





Quarrites have a rather remarkable skill: They consume entire mineral deposits to strengthen and replenish their armor-like coating. They then use this armor to trample or roll over their prey to great effect. Believed to be native to Icarus, the Quarrite is a peculiar creature that, upon first glance, appears to be made of rocks. This is its armor, which must first be removed in order to damage the creature. It can often be found in arid, rocky terrain, which helps it to blend in with its surroundings.



Your support makes these updates possible.



https://store.steampowered.com/bundle/50440/Icarus_Spring_Sale_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

Changelog v2.2.46.134262



New Content


[expand type=details expanded=false]

  • All shadow casting lights now use Distance Field which massively increases performance
  • Most lights receive radius increase due to performance increase from DF shadows
  • Add missing Fill lights where needed
  • 'Basic' lights temperature decreased 5k to 4k to differentiate them from the others
  • Added emissive texture for Brutalist lights
  • Fixed some incorrect DM references
  • Increased DFAO resolution for Wood Floors fixing heavy light leakage
  • Add cheat function to change radius of Deployable lights for testing
  • Update VFX for Sandworm trophy fires
  • Fixed incorrectly sized/positioned FireSettingCapsule on serveral deployables
  • Set Max ViewDistances for VFX to ensure they're being distance culled
  • Cleaned up BPs, removed dead/unnecessary logic
  • Matched each type of Geode light brightness closer to the other (color was influencing brightness heavily, so offset via Intensity)
  • Disabled Shadows on Candle lights because their radius/intensity isn't enough to justify the cost
  • Change BrutalistCandle2 to use correct 'B' mesh, was using 'C' / '3' mesh
  • Corrected some 'on/off' material swaps
  • Socketed Lights properly to Player Landing pad
  • Change Mobility on LightElectricBase class to be Movable to ensure no additional memory is allocated for Static/Stationary lighting
  • Add test level with every light-related Deployable placed and configured to 'on' state for visual inspection/comparison
  • Machining Bench cleanup. Removed duplicate material suggesting its emissive when its not. Clean out dud references in other materials
  • Tweaked Charging Station light materials to be less blown out. Delete unused textures
  • Additional check for Active Processor component before toggling on Active VFX on T4 Carpentry Bench and Electric Furnace, fixing undesired behaviour of effects toggling. Fixing bad logic on Kitchen Stove light active effects and distance culling on VFX
  • Add DTvalidation for items without icons to be flagged for setting to Development feature level. Additional DTvalidation for ItemsStatic rows set to Development where their ItemTemplate row doesn't match
  • Foundry updates: Fixed deployable not updating Active effects properly due to it being gated behind Enery flow being changed.
  • Updating timing on animation to better match impact with audio and added spark VFX to impact.
  • Don't play first loop of animation upon deployment.
  • Add Projection Widget locator to better suit the large mesh
  • Remove completely flat normal map from T4 Battery glass and more expensive refraction setup from material (doesn't work without normals). Delete unused textures.
  • Decreased emissive amount on Battery causing color blow out. Remove partially setup Emissive setup from Rack material


Fixed


[expand type=details expanded=false]

  • Added 40% elemental damage resistance to all tamed creatures, this ensures they take the same damage from physical and elemental damage
  • Fixed existing assault rifles being unable to be repaired
  • Fix repairing of existing assault rifles mentioning it can be repaired on the 'no recipe set' bench
  • T4 Electronic Food Trough: Improve Texture quality, remove unncessary 6th LOD and adjusted screensize settings.
  • Modify Backpack QuickMove order to prioritize Processor inventories ahead of General inventories, meaning CTRL+Click will move food into the top inventory and begin processing instead of moving to the bottom storage inventory.
  • Remove unnecessary Sort and Fillable elements from Inventory UI.
  • Hooked up Take All button to take all content from the bottom storage inventory
  • Water no longer adds alterations on items with the 'item.fillable.water.nodrink' tag
  • Fixed Electronic Food Trough UMG after component was renamed and decided to become a scene component instead of a UMG component
  • Fix Fortification Spikes overlap box being too small and in some cases preventing hits from happening. Add/Fix ProjectionWidget location for all fortification pieces
  • Pet Water Bowls now automatically fill during rain storms when unsheltered
  • Increase Advanced Armor Bench durability from 500 to 1000. Increase Electric Armor Bench durability from 500 to 1500 to represent their increased tiers
  • Fixed bug where objectives wouldn't properly collapse in list when completed, leading to large empty spaces between remaining objective steps in UI
  • Fixed cake being able to go into food slot and be instantly consumed
  • Added an Item.Deployable.Food tag, for items like cake to not be eaten but still go into fridges for example
  • Change T4 Food Trough progress vars to be replicated so that Clients can see the Omni Feed progress bar update
  • Fixing issue where low level rain sounded too drippy with puddles for the intensity of the rain. Fixed a few UI volume discrepencies
  • Fixed a typo in LM armor text


Future Content


[expand type=details expanded=false]

  • Disabled asset-registry resolution of BP class names during recorder reload - should reduce occurrences of misc SuperStruct crashes
  • Pre-loaded DYN_Lost quest to reduce occurrences of Prebuilt_Base SuperStruct crashes
  • Removed debug code from SuperStruct crash work
  • More work tracking down SuperStruct crash
  • Added potential fix for 'missing SuperStruct' related crashes caused by RecorderComponents not loading BP parent classes
  • Removed interact from Bird Feeder
  • Updated Scorpion Rifle to use new reload animations
  • Update animations on Submachine Gun
  • Update recipe and repair costs of Submachine Gun and Assault Rifle, including Titanium Plate, repair now costs Titanium Plate but these have dramatically increased durability
  • Assault Rifle now uses Assault Rifle Rounds
  • Weapon Rack - Weapon rack now correctly works on clients
  • Add Assault Rifle Ammo, unlocked Assault Rifle
  • Update SMG to use Pistol talents and attachments
  • Added a slight fire rate penalty to the handcannon attachment for Pistol, this should be negligible on the pistol itself but bring the SMG in line when used with this
  • Sandworm Crossbow - Friendly sandworm now spawns for clients
  • Implement Submachine Gun assets and balanced slightly
  • Added option to lock Legendary Weapon purchasing behind DLC package flag row handle
  • Adding unique slug luancher grenade explosive event and BP addition
  • Fixed Ape_A mission not showing correct note progress to clients
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Cliff Pass, Landscape Sculpting Pass and Foliage Pass, Green and Yellow Quads, Elysium
  • Adding in reworked sandworm crossbow pieces to work better with 3RD person anim set, currently waiting on materiall pass and 2 of the arm pieces otherwise new anims etc all added and working
  • Fix DMs with invalid material setup
  • Added missing ST entry for Legendary Weapon 'Buy' button tooltip
  • Added Rayleigh Scatter curve color and adjusted Sun Intensity for Geothermal D_Atmosphere
  • Cliff Pass, Landscape Sculpting Pass and Foliage Pass, Green and Yellow Quads, Elysium
  • Adding friendly sandwomr pre spit unique event and anim notify update. Also adding emerge sound when friendly sandworm is spawned
  • Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
  • Added destructible meshs for the three retaining wall pieces
  • Tweaking fire animation on the SMG to hide the bullet for now until we move it to a particle based system
  • Added updated 1st-person fire / ADS fire anims for Submachine Gun
  • Cleanup Sandworm assets
  • Adding shell drop eject for scorpion rifle reload
  • Replacing all dialogue NPC test audio with better processing and balancing. Removed some vocalisations that werent as good. Adjusted priority of some vocals to be more seamless. Added adsr so any cutoff dialogue does so smoothly
  • Added art assets for the wood retaining walls
  • Add EDS Ammo icon, renamed EDS round to EDS Ammo to reflect that it is universal (like Crude Ammo)
  • Ice birds - Enabled avoidance so they will be less likely to clump together
  • Added a cap (currently 60) of birds that can be spawned at a time
  • Arena - Removed collision on all rocks that the player had no way of ever touching
  • Removed rocks entirely behind terrain that there was no way of seeing from any angle
  • Increase EDS modifier rewards
  • Stat pass on Sandworm Crossbow, significantly reduced its base damage but increased many of the upgrades. Reduce mobility and critical damage while using by default. Now has its own debuff area applying a seperate debuff
  • Reduced Slug Launcher ammo usage and tweaked bounciness stat
  • Add seperate cheese material for audio/effects for decorative cheeses
  • Added a heavy poison damage to slug grenade, adjusted initial damage
  • Reduced biomass coss of inhalers, changed Prometheus unlocks to cost Reds to unlock instead of normal exotics. Reorganized positions slightly
  • Separated wood logs mesh from the othe 2 fireplace meshes
  • Increase Icy Mammoth bestiary point requirement
  • Ice Birds - Increased the avoidance weight to make them move more
  • Added new textures for sandworm crossbow rework and added in extra ARMS meshes that were missing, still waiting on a couple textures otherwise all technically hooked up and working
  • Final balance pass checking all upgrades for the slug launcher. Audio seems good to go
  • Increase slug launcher slow
  • Add new Active effects (emissive material swaps, heat and smoke VFX, etc) for Generator
  • Fix IM_A base position, IM_B note position and prevent notes respawning indefinitely after being picked up
  • Friendly sandworm - Fixed bug where friendly sandworm wouldnt retread. Added new animations to allow sandworm animations with caveworm sounds
  • Final balance pass of legendary flame thrower audio. Subtle differences and reduction in intensity for first and third person for the fireball and AOE burst. Ticket is now done
  • Added missing BT for RockGolem
  • Removing behavior that causes the friendly sandworm to play combat music
  • Adding a more appropriate PM for the cheese so it doesn't seem like bloody cheese. Thats disgusting
  • Fix tree chop decal overlapping with foliage and updated tags from sickle to axe for the aspen trees
  • Updated RockGolem entry in D_GOAPSetup
  • Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
  • Cliff Pass, Landscape Sculpting Pass and Foliage Pass, Green and Yellow Quads, Elysium
  • Added wall mounted hitching post DM to the project
  • Updated ManualAISpawnPoint min/max spawn level param in RockGolem Arena
  • RockGolem now spawns at level 100 (has same health as previously)
  • RockGolem will now attempt to destroy walls or deployables blocking it's path when walking around
  • Fixed bug where RockGolem's heavy walking slam attack wasn't damaging targets more than once
  • Added art assets for the wall mounted hitching post
  • Adding test dynamic music audio and event setup for vibe checks
  • Added cheats to start / re-roll dynamic quests on test levels to make it easier to debug specific ones
  • Unlocked Submachine Gun row again, as this has been crafted with existing recipes
  • Increase durability on legendaries
  • Ape Club now uses Utility slot
  • Rebalanced Ape Club to attack slower but do much more damage. Reduced effectiveness of some modifiers granted by the club
  • Sandworm Crossbow - Fixed bug where buttstock would get in players face when jumping. Reenabled ADS now that the model is smaller
  • Added Bird feeder wall and sewing machine icons
  • Feature locked SMG, new Assault Rifle and Assault Rifle ammo
  • Fix Slug Launcher showing you can water plants and give mounts water with it
  • Adding rock golem punch rock collect ammo type sound to indicate that ammo or a charge is being collected when this action is done
  • Added TU_Aspen_SML trees with variants, as well as SMs for additional variants of the Aspen saplings, plus made some adjustments to the large Aspen trees, including adding and extra LOD. Still need to finish proper setup for these new trees
  • Updated textures for DEP_Bench_GreatHunt_Comms
  • Cliff Pass and Landscape Sculpting Pass, Green and Yellow Quads, Elysium
  • Blockout Eden Base Yollow Quad, Elysium
  • Added decorative cushion art asstes to the project
  • Hookup new icons for workshop ammunition
  • fixed vert count for ArtDeco_Railing mesh
  • Adjusted Black Wolf Revolver bonuses, reducing utility bonuses and increasing power of other bonuses. Shifted Fire damage bonus to Burn Chance, to make elemental bonus a less clear choice paired with that upgrade, and increased elemental bonus damage. Increased on-hit chances to 100%
  • Increased Black Wolf Revolver base damage and reduced cost of 2nd upgrade
  • Scorpion Rifle increased energy mechanic bonus, changed bonuses of different ammo capacity upgrades to have clearer pros and cons
  • Adding audio for when an ape spawner is spawned in world to help give directional feedback to the player to help assist with finding them in missions
  • Sandworm Crossbow no longer has a movement penalty, will adjust other utility options for movement plate upgrade
  • Lava Hunter Flamethrower increased fuel storage significantly, rescaled weight and wear upgrades, removed bonus damage from burn upgrade and increased range on range upgrade, and reworded many upgrades
  • Added DEP_Bench_GreatHunt_Comms with rig and animations
  • Updated flag and alteration for EDS Round to EDS Ammo
  • Fixed Icy Mammoth bestiary being tagged as boss, so granting additional kill points
  • Updated messhes and materials for sandworm Crossbow for new setup
  • Update icons of pistol, rifle and assault rifle ammo types
  • Blockout Eden Base Yollow Quad, Elysium
  • Add fence and wood logs to Art Deco fireplace after they were separated out. Tweak LODs on fence
  • Added destructible mesh for the roof mounted solar panels
  • Adjusting right shouldler for when using golem gauntlets which looked like the shoulder was missing. better realism for the animations
  • Added art assets for the roof mounted solar panels
  • Adjustment to shoulder while using the golem gauntlet in 3rd person while shooting to make the pose look more natural
  • Updated homestead item text
  • Blockout cliff pass in volcanic on Orange/Purple Quad, Elysium
  • Adjustments to rock golem gauntlet and adding damaged row in item audio. Investigating why these weapons aren't taking damage audio
  • Adding pre recorded audio assets and events for more convincing female character vocals for potential future use

Icarus Week 170 Update | Seven new Operations, and six new recipe alternatives

This week’s update completes the conversion of Operations in Open World mode and expands your cooking options by adding six new alternative resources for crafting ingredients used in high-tier recipes. This gives you options if certain key resources are scarce in your area.

This week also features a breakdown of all the free content coming with the massive free update alongside the Great Hunts DLC when it releases.

Jump in and have a read.

Notable Improvements:



  • Fixed Light Automatic Carbine being unable to be repaired
  • Added potential fix for 'BPQ_Travel_C SuperStruct' crash that sometimes occurs
  • Fixed killcams on Stryder causing players to be locked and the projectile not hitting.
  • Optimization and quality increase on water troughs



This Week: More Olympus Operations



We’ve converted the final selection of Missions to Operations this week, so you can play them in Open World mode on Olympus using the CONT4ACT Device or Radio.

These include:

  • INFLUX
  • RESURGENCE
  • SANDY BRIDGES
  • FIRE WALK
  • PAYDAY
  • STATION TO STATION
  • DUST UP

BEACHHEAD and SPIRIT WALK weren’t included as they don’t suit Open World mode well, but they are recommended as tutorial Missions to help you learn the basics before diving into an Open World map.

This brings the total number of Operations up to 54 on Olympus, 24 on Styx, and 24 on Prometheus.



This Week: New alternatives to common recipes



We’re adding a bunch of alternatives this week for commonly used consumables in high-tier recipes, giving you multiple ways to craft them if certain raw resources are limited in your region. These are:

  • Corn -> Flour
  • Potato -> Flour
  • Soy -> Vegetable Oil
  • Avocado -> Vegetable Oil
  • Kumara -> Sugar
  • Honey -> Sugar

We have also renamed Seed Oil to Vegetable Oil to more accurately reflect the resources used to craft it.

Keep giving us feedback on other recipe changes you might like in Feature Upvote.



Coming Soon: Great Hunts Free Content



A massive free patch will be added to the Icarus base game alongside the upcoming Great Hunts Expansion. We thought we’d go into some more detail this week breaking down everything you’re going to get as part of this update.

All current World Bosses are going to get a substantial upgrade, with their own legendary weapons and new currency to earn.

These new currencies are:

  • Sandworm Biomass
  • Black Wolf Biomass
  • Scorpion Biomass
  • Lava Hunter Biomass
  • Hammerhead Slug Biomass



These will drop when the respective World Boss is slain, and can be used in the new Biolab to craft the new applicable Legendary Weapon and its numerous attachments.

Sandworm World Boss | Legendary ‘Sandslinger’ Sandworm Crossbow



The ‘Sandslinger’ is a gigantic crossbow with an impressive four-second reload time and up to 81 combinations of attachments to the Jaw, Plate, Spine, Barb, and which fires Javelins instead of Bolts. This includes a spine attachment called ‘Pheremone Spine’, which grants a high chance to spawn a friendly Sandworm to fight alongside you.

The Sandworm also has new recipes for Trophies, Attachments, Modules, and even a Building Tier.



Black Wolf World Boss | Legendary ‘Bloodmoon’ Black Wolf Pistol



The ‘Bloodmoon' is a snub-nosed revolver that packs a powerful punch with an extra +15% weak point damage as its base bonus. There are 81 combinations of attachments including one called ‘Lupin’s Fang,' which grants you dramatically increased reload speed, allowing you to shoot so fast that your bullets catch fire and deal extra fire damage.

The Black Wolf also has new recipes for an Armor Set, Shield, Modules, Traps, Attachments, and Trophies.



Scorpion World Boss | Legendary ‘Clawfire’ Scorpion Rifle



The ‘Clawfire’ is a curve-stocked prototype rifle with multiple ways to personalize it, including attachments that allow for multiple spread projectiles, ricocheting projectiles, and even homing projectiles. There are 81 combinations of attachments, including ‘Replenishing Stinger, ’ which allows for self-sustaining electric damage to be added to the projectiles that recharge while in use.

The Scorpion also has new recipes for a Fishing Rod, Modules, Attachments, and Trophies.



Lava Hunter World Boss | Legendary ‘Magma Surge’ Lava Hunter Flamethrower



The ‘Magma Surge’ is a prototype Flamethrower with a lethal 25 fire damage dealt at 140 bursts a minute with a blink-and-you’ll-miss-it 0.9 second reload speed. With 81 combinations of attachments, you can personalize this arsonist dream to your heart's delight including ‘Persistent Cocoon,’ which creates lava puddles when you fire it at the ground.

The Lava Hunter also has new recipes for Mines, Turrets, a Backpack, a Sickle, a Fuel Source, Modules, Attachments, and Trophies.



Hammerhead Slug World Boss | Legendary ‘Slugger’ Hammerhead Slug Grenade Launcher



The ‘Slugger’ is a modified Grenade Launcher that shoots toxic slime projectiles with devastating impacts on your foe. With 81 combinations, this can be upgraded to launch corrosive slime puddles, projectiles that slow and poison your foes, or impact explosives to quickly dispatch groups of enemies. For group play, the ‘Rejuvenating Cephalon’ instead heals on impact and leaves healing zones for you and your teammates.

The Hammerhead Slug also has new recipes for Grenades, Epoxy, Axes, Attachments, Modules, and Trophies.



Next Week: Massive FPS improvement on light deployables



Next week, we’re implementing a sweeping change to over 100 deployable items that either directly emit light or have a light source as part of their design.

In some cases, this has led to 2x FPS improvements, thanks to DistanceField shadows.

We’ll have many more details next week, but this should improve the frame rate for most players in large bases with multiple deployable items.



Your support makes these updates possible.



https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

Changelog v2.2.45.134012



New Content


[expand type=details expanded=false]

  • Unlocked remaining Olympus missions for Open World
  • Add alternate recipes for Flour, Oil and Sugar
  • Renamed Seed Oil to Vegetable Oil



Fixed


[expand type=details expanded=false]

  • Fixed a number of typos
  • Added fix for Steam overlay friends list 'Join Game' / 'Invite to Game' buttons not working
  • Removed most DMs, Materials and Textures in the Root BLD folder
  • Created base class for Water Troughs instead of everything inheriting from Small water trough
  • Changed Luxury Fountain PM to Concrete instead of Gravel, Increased Normals to 4k, Add scaled preview mesh to match BP scale
  • Add Water plane setup for Luxury fountain and removed second LOD (LOD0 is 85 triangles)
  • Removed BP logic changing position of waterplane in Troughs which didn't work with all setups
  • Remove unused/unreferenced AudioOcclusion1 scene node
  • Fixed troughs automatically receiving 250ml of water upon deployment
  • Increased opacity of Stone Water trough
  • Converted all troughs to use WaterPlane setup instead of mesh swapping to decrease bloat
  • Delete unused water materials and textures from Troughs
  • Removed the last of the SMs from the root BLD folder, on to materials and texture removal
  • Slightly reducing teh chance of moa idle audio playing, and also slight adjustment to reduce volume over distance for the far layers as they felt a touch too loud in world
  • Fixed issue where stryder could sometimes get a killcam but the arrow not hit and it would float between the eyes. Increased the hitbox of eyes in physics asset. Added top most bones to a blacklist so it tries to not target it. Thanks to Funreaver from the steam forums for providing the amazing clip!
  • Replaced DC Storm Debris VFX
  • Coconut now decays into spoiled plants
  • Removed another large list of old assets from the root BLD folder
  • Existing LAC can now be repaired and scrapped, these are now legacy items, any newly crafted LAC will be converted to Sub Machineguns
  • Added potential fix for 'BPQ_Travel_C SuperStruct' crash that sometimes occurs
  • Reduced sizemap of BPQC_AnimalSwarm
  • Disabled PRO_Story5_EnterOutpost's animal swarm spawner as it was never spawning a valid AI type
  • Relocked BEACHEAD, as this mission doesn't work well in an Open World environment



Future Content


[expand type=details expanded=false]

  • Add DT Validation for missing Audio entries in ItemsStatic for Focusable items
  • Adding Fireball AOE audio for flamethrower upgrade. Audio event and BP Imp
  • Updated the component class of the aspen sapling foliage type assets
  • Updated text for homestead decor items
  • Reduce amount of explosions in IM_D
  • Fix IM_C loot populating in wrong killed creature
  • Update BlackWolfRevolver core mesh Physics Asset to better encapsulate entire weapon. This fixes the weapon flickering due to occlusion culling (by the hand) when ADS
  • Reduce IM_B search area
  • Move statue and flip bed in IM_A base
  • Legendary weapon upgrades now correctly attach to their socket, instead of only having their initial location set
  • Increased cooldown length between Golem Gauntlet special attacks
  • Adding sub machine gun audio. Fire close, mech, tail, event and data table setup
  • Clear out lingering reference to redirector from Ramp2x1x1 base class
  • Adding additional idle audio to end of ape scream idle event to lengthen the sounds to better match the animation
  • Updated the comoponent class of the tundra aspin saplings, edited FLOD data table
  • New stat to cap number of projectile bounces (used by Slug Launcher)
  • New stat for multiple projectiles (used by Slug Launcher)
  • Legendary Flamethrower toned down vfx and added rotation on lava mesh based on landscape
  • Elysium - cliff placement + decal and foliage painting in volcanic area surrounding geothermal, red quad
  • Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
  • Cliff Pass, Landscape Sculpting Pass and Foliage Pass, Green and Yellow Quads, Elysium
  • Added tundra aspen saplings to the project
  • Removed more assets from the BLD root folder
  • Statify projectile payloads for Legendary Slug Launcher
  • Elysium - fixed material complexity inconsistency in Tundra grass (removed terrain blending from some materials)
  • Added unique wolf spawn ability to Black Wolf Legendary Weapon
  • Custom rotation socket added for unique spears, Ice mammoth spear melee rotated
  • fixed rotation for SM_ DCO_Knitting_Decor
  • Ice Mammoth Arena - Moved spawn closer to get rid of unfinished cave. Added a mountain range to hide prom map from the sky. Moved ice around in the map to cover holes that could trap the player
  • Added five decorative wildflower art assets to the project
  • Elysium -Removed temp biome override volume in geothermal. Cliff placement + decal and foliage painting in volcanic area surrounding geothermal, red quad
  • Tweaks to slug launcher (stat names, direct heal stat)
  • Adjusted FogTint, MoonIntensity, and SkyLight curves for Geothermal atmosphere - reduced fog and night time brightness
  • Update M_Liquid shader to be usable with Niagara as requested by ChemistryBench VFX
  • Elysium - revised slope rock meshes - packed into single texture set, custom LODs
  • Elysium - revised biome heat map, updated gametexture
  • Hide mission specific generator from Field Guide
  • Added ITM_Lantern_Antique, including materials and textures
  • updated rotation for SK_GRE_Swamp_Ape_Grenade
  • Updated DEP_Hanging_Pots_Copper
  • Updated mesh and destructibles for BLD_Wall_HalfPitch_Upper_Brick_R
  • Adding the sound of the black wolf revolver pistol spawning a wolf by adding a louder more intentional growl when spawned. Audio event and BP
  • AlienRock_02 - 04 mesh, textures, materials added
  • VASE deploy auduio and check over jam jars
  • Rocking chair deploy audio
  • Fixed an issue where EQS was spawning cave worms indoors. Changed mining platform collision to be 'landscape' instead of 'building' so the eqs works as intended
  • deploy setup for coffee grinder audio
  • Adding sewing machine foot pedal and loop audio for when crafting on the sewing machine. Audio and BP Imp
  • Fixed issue with Black Wolf corpses not being ragdolled correctly for clients joining game after Wolf was killed
  • Ice Mammoth Trap now has it's own modifier
  • Added Vintage Jars, Honeypot and Birdfeeder icon
  • Allow slug launcher to be filled in water devices. Increase water usage and storage, and improved wording of fillable consumption stats
  • Separated wood logs from SM_DEP_Fireplace_Interior
  • Fixed workshop unlocks for biomass not showing correct icon. Added currency to Norex workshop page, shifted Norex consumables to correct spacing
  • Added Rayleigh Scattering Color to D_Atmospheres
  • Add first pass of slug launcher projectile coloring
  • Added a bunch of Homestead Item Icons
  • Update balance of Slug Launcher
  • Update Legendary Weapon cheat to only show upgrades for current weapon (dev)
  • Update poison spots and slug grenade modifiers to only play audio on initial modifier addition
  • Increased melee attack range on Rock Golem Gauntlets
  • Tweaked Rock Golem Gauntlet action cooldowns
  • Made Rock Golem Gauntlet's slam attack happen slightly earlier during animation
  • Adding audio trigger for lava hunter mine turret. Audio, event and anim notify
  • Fix bestiary progress visual tracker multiplying if gained in a short period
  • Adding more appropriate ballistic data entry for the friendly sandworm. Adjustment to movement sounds to make them more subtle. Added pre vomit, fixed melee attack vocal being caveworm. adjustment to ballistic impact intensity. Removing profilers
  • Updated Cave Bat Nest in LC & SW Cave Templates
  • Small adjustment to sandworm idle friendly move audio
  • Updated Cave Bat Nest in DC & GL Cave Templates
  • Sandworm crossbow - added new idle anim/animbp for friendly sandworm so we can have different sounds than the larger one
  • First few adjustments getting friendly baby suzie ready for sandworm crossbow audio. ANIM BP needs duplicating and animation swapping for audio
  • Cliff Pass, Landscape Sculpting Pass and Foliage Pass, Green and Yellow Quads, Elysium
  • Update Sewing Machine to use Skeletal Mesh which animates when crafting. Updated DM to be correct mesh
  • Fixed LODs swapping to wrong materials
  • Updated Cave Bat Nest in CF Cave Templates
  • Sandworm crossbow - Fixed a bug where friendly sandworm wouldnt attack. added new animations to match the new sandworm mesh
  • Updated Cave Bat Nest in AC Cave Templates
  • Give players more info about ammo types required when the run out and try to reload (short press reload)
  • Added SK_GUN_Sub_Machine with reload and fire animations
  • Fixed bug with Legendary Weapons where only the base SK mesh was correctly occluding outline shaders
  • Hammerhead Slug Axe - Fixed client issue where the charge would always do 100% of damage regardless of charge %
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Foliage Pass, Green and Yellow Quads, Elysium
  • Added Lava Hunter Mine BP changes missing from earlier commit
  • Updated Lava Hunter Mine to use new SK mesh / egg assets
  • Increased texture group quality for Lava Hunter Mine materials
  • AlienRock_01 - texture and material tweaks
  • Shortening some long fmod events and adding adsr to stop vocalisation cutting out abruptly
  • Weapon/Tool display rack prototype
  • Slight reduction in the legendary ice mammoth sledgehammer reverb send
  • Adjustments to the distancing of the projectile of the ice mam sledgehammer to better match the distance. adding correct items stat audio row and item audio row
  • Updated physical material for the honey pot meshes
  • Adjusted lighting on the Rimetusk Chandelier to highlight vfx and add more light around around the ice shards
  • Added snow VFX to the Rimetusk Trophy, adjusted lighting
  • WIP AlienRock_01
  • Adding corrosive sizzle overlap audio for slug slime gun, also healing overlap sound
  • Added separate mesh for DEP_Trough_Luxury_Water
  • Added snow flakes VFX to Ice Mammoth Chandelier
  • Fix rocking chair seating positions
  • Fix Ape_C2 progress percentage showing decimal
  • Tweaking socket on the hunting rifle skeleton used by the scorpion rifle legendary weapon to be able to animate the gun based reload anim, adding gun based reload anim to work with custom 1ST and 3RD person reloads for the scorpion rifle
  • You can no longer trigger killcam against targets with armour, should fix issues where killcam was getting stuck after shooting Juvenile Rock Golems
  • Killcam now correctly takes strong-point and weak-point damage into account when determining whether or not the shot was going to be a killing blow, was previously treating all hits against strong-points as headshots
  • Shifted critical hit damage multiplier code into funtion library so it can be queried elsewhere
  • Added Deep Ore Deposits to Small Caves and Foliage Pass, Green and Yellow Quads, Elysium
  • Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
  • Swapping ape juvi bite for a different event with more impact
  • AlienRock_01 mesh, textures, material (WIP)
  • Elysium - cliff placement + decal and foliage painting in volcanic area surrounding geothermal, red quad
  • Removed debug prospect join logic from PlayerControllerSpace
  • Updated buildable mesh references in Dev level
  • Shortening some overly long audio events taking up channels. Set some boss vocalisations to presets for tidy ups and easier adjustments







Icarus Week 169 Update | Tree Regrowth and free Great Hunts content

Welcome to Week 169.

This week we have added a long-awaited feature: Tree Regrowth. This comes with the new Localized Terraforming Device which activates regrowth in a radius around it.

We’re also taking a deep dive into the massive free patch that will debut alongside the Great Hunts. This patch will offer a ton of new content for all players, regardless of whether they purchase this new DLC or not.

But first, we’re excited to debut the full-length trailer for Icarus: Great Hunts.



Notable Improvements:



  • Fixed issue where non-boss versions of the Black Wolf that spawn as part of the enzyme geyser were not counting towards geyser progress
  • Fixed an issue where the Sand Worm's health bar wasn't initializing correctly for clients
  • Fixed Durability on railings to match their buildable scaling: Reinforced increased 500->750, Clay Brick increased 500->1000, Concrete increased 750->1500
  • Updated textures of the German Shepherd for higher quality
  • Re-imported the Titanium Crossbow mesh with correct vertex normal settings
  • Update Wood, Interior Wood, Reinforced Wood, Clay Brick and Concrete Railings to have more accurate collision so projectiles can be shot through them



This Week: The Localized Terraforming Device



We have added a tree regrowth system to Icarus.

The Localized Terraforming Device operates in the same vein as the Thumper, but instead of replenishing ore it replenishes trees in the surrounding area.

The device needs to be powered and it consumes Condensed or Synthetic Enzymes to charge. When interacted with, the Device will fire a burst of terraforming enzymes into the air that trigger tree regrowth in a surrounding area.

Condensed Enzymes can be obtained by placing Vapor Condensors on top of Geysers, which condenses the vapor into exotics and condensed enzymes.

Synthetic Enzymes can be obtained by unlocking and crafting them on the Chemistry Bench. They can all be purchased in a workshop pack via the Orbital Exchange Interface.



This Week: Tree Regrowth



Icarus was designed initially as a session-based survival game in which players drop-down, complete a Mission, and extract from the planet. Over the last few years, due to your feedback, we added the Open World game mode which allows operations and missions to be completed in a persistent world. With time-limited Missions there was less need for a tree regrowth system, so it wasn’t in our original plans. Tree regrowth required us to rework some of our existing systems to implement, hence the amount of time it’s taken.

We decided to introduce a Device for tree regrowth, rather than a system where players plant their own trees, as it was less complex and would help optimize performance.



Coming Soon: Great Hunts



Last week we announced the Great Hunts Campaigns DLC.

If you haven’t seen the full length trailer, it’s at the top of this page.

The Great Hunts are three separate campaigns included in the expansion, each containing branching missions that affect your persistent open world sessions. You’ll be able to launch and play these Great Hunts from the surface, each culminating in a brand new boss encounter.

Alongside the three Great Hunt Campaigns included in the paid expansion, we’ll also be dropping a massive free update with even more content. All existing world bosses will receive their own unique legendary weapon which can be upgraded multiple times, with up to 81 combinations of attachments. There will also be an assortment of brand new items to craft on planet, including vestiges and armor sets.

For a look at the lengendary weapons (paid and free), and how the biolab works, check out this video from our weekly Twitch stream, below:



Next Week: More Olympus Missions



Next week, we'll be converting more Olympus missions to Operations, which can be played in Open World, as part of our larger project to convert as many over as possible.

More details next week.



Your support makes these updates possible.



https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

Changelog v2.2.44.133793



New Content
[expand type=details expanded=false]

  • Adding Animations to Enzyme Cannon
  • Adjusting Enzyme Cannon so it uses a state rather than a bunch of booleans
  • Adjuisting Enzyme Cannon so it has interactions for both charge and trigger events when charged rather than happening automatically
  • Adding animation audio for enzyme machine. Also separating audio events to make more sense with a charge up - release type behavior. To add to BP when free
  • Fixed atmosphereic fog sphere on Enzyme Cannon being set to 20x scale by default before machine was activated
  • Did a pass on Enzyme Cannon to clean up replication-related issues, fix IsCannonCharged race condition, and fix serialization of charged state progress
  • Adding Synthetic Enzymes Items that can be crafted at the Chemistry Bench or Purchased from Orbit in a Resource Pack
  • Adding BP's for Localised Terraforming Device and Synthetic Enzymes
  • Setting up workshop pack and items, as well as item icons and fuel sources for the synthetic enzymes and packs
  • Balancing the Localised Terraforming device to use 5 Condensed Enzymes or 50 synthetic enzymes for triggering a tree regrowth process
  • Adding BP behavior for triggering charge loop and discharge behavior for enzyme cannon. May require further fine tuning and tweaks
  • Unlocking Enzyme Cannon, adding recipe, talent, description and item setup
  • Set Enzyme Cannon to require 30mins charge time and require <100 condensed enzymes to trigger
  • Enzyme Cannon updates: Console will now go orange while charging and green when charged. Charged event has more localized VFX (lightning sparks, smoke/clouds). Discharge event now has over-head huge VFX. WIP VolFog assets (not used). Adjusted Power socket location
  • Fixed bug where BPQC_HordeMode wasn't detecting when spawned NPCs died, only when their actors were destroyed. This will fix issue with Enzyme Condenser not progressing in forest biomes



Fixed


[expand type=details expanded=false]

  • Update Wood, Interior Wood, Reinforced Wood, ClayBrick and Concrete Railings to have more accurate collision so projectiles can be shot through them. Delete unused SHA assets. Remove now-redundant Wood Custom Collision railing mesh
  • Updated meshes and destructibles for BLD_Wall_HalfPitch_Upper_L and BLD_Wall_HalfPitch_Upper_R
  • Fixing the cave light on - off switch not playing for clients. Also removed unnecessary flame extinguish sound from BP
  • Fixed Display name of Cured Leather Head Armor
  • Adding carpet impact and dirt impact to the repair hammer events to account for buildables that can be fixed that are those physical materials
  • Fixed Durability on railings to match their buildable scaling: Reinforced inreased 500->750, ClayBrick increased 500->1000, Concrete increased 750->1500
  • Removed Collision and LODs from Dirt buildable SHA geo. Fixed self-shadow artifacts from DF
  • Fix Icy Mammoth Corpse has no icicles
  • Fixed T1 Water Purifier Water mesh not synching position correctly on clients, use correct water material, tidy blueprint. Simplified collision. Improved LODs. Optimized Textures
  • Disable Shadow Casting on Dirt Mounds to alleviate floating shadow uglies. Change materials to use ITM shader instead of more expensive RVT Decal shader
  • Update GL_SML_001 cave prefab to improve some buried voxels. Add ability to get current camera location to WorldManager tool
  • Masonry Benches polish pass: Fix stone position for T3 proxy mesh. Remove Resource row from T2 Masonry Bench causing it to be a toggleable device for no purpose. Reduced Durability of T3 Masonry Bench to 1000 which puts it between T2 (500) and T4 (1500). Increased weight of T4 Masonry Bench from 20kg to 35 and reduced weight of T3 Masonry Bench from 35kg to 25kg to better represent their physical size. Add DT Validation for D_Resources checking if no data has been defined and removed unused Masonry Bench entry
  • Fixed bug where items spawned in via the field guide cheat couldn't be consumed (bandages, elixirs, food etc)
  • Fixed issue where Sand Worm's health bar wasn't initialising correctly for clients
  • Disable Box Projection for Ice Reflection causing lighting uglies, especially inside Caves
  • Updated textures of the German Shepherd for higher quality ones
  • Fixed Spelling 'Localised' -> 'Localized'
  • Added bestiary image for the icy mammoth. Added image to the source art folder. Updated bestiary data table with the new image
  • Re-imported Titanium Crossbow mesh with correct vertex normal settings



Future Content


[expand type=details expanded=false]

  • Fixed the rotation of SM_DEP_Weapon_Rack and changed PM to wood
  • Updated animations for Scorpion Rifle and Rock Golem Gauntlets
  • Halved fuel consumption on T3_Cleanser
  • Sandworm Legendary Launcher now includes that it launches Javelins in the descriptions
  • Fixed recipe set name for Nova Station (now Great Hunt Assembler)
  • Update Great Hunt Radio to refer to Great Hunt Communicator (split from Nova Station)
  • Fixed Great Hunt Assembler and Communicator being uncraftable
  • Updates to the crit hit indicator ricochet audio event so its not heard when shooting the sky or things too far away
  • Updated meshes for Sandworm trophies and added destructibles for each
  • Adding new rock golem fire audio. Adding new audio to scorpion rifle reload thats more apprpriate. Updating gauntlet punch impact sound
  • Added DEP_Hanging_Pots_Copper_A, B, C and D with destructibles
  • Updating max instances of several events to help prioritize explosions in mission
  • Adjustments to priority and max instances to help stop explosions from cutting out during mission where the base explodes
  • Commit datatable after fixing validation issues
  • Update slug launcher payload spawning, including AoE affecting the final splash area. Update healing / damage and modifier application. Increase initial projectile speed and reduce bonus from projectile speed upgrade. Clarify some stats
  • Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
  • Permit sledgehammers to damage buildings
  • Added DEP_Fridge_Enamel with SK, SM and DM, as well as textures and material
  • Delaying dialogue line after killing ice mammoth to give a brief break before the Ai jumps in to chat
  • Fix Rimetusk Sledgehammer does multiple damage each hit
  • Added variant of AspenLeaves decal for use on snow
  • Update Asset Validation to include more information about verts
  • Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
  • Update slug launcher effects, WIP modifiers. Decal now tints based on upgrade effect
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
  • Adjustments to ice mammoth distant explosive building audio and limitations on building tick damage sounds for how many can play at once to reduce taking up too many channels unnecessarily
  • Allow Generators to be rotated during placement. Set Navigation on Dog Trophies based on validation requests
  • Improve billboard material for Aspen trees and decreave pixel size for billboard LOD on Fir and Pine trees
  • Set Buttercups to culll as grass
  • Add ammo type to reload prompt
  • Fix IM_O1 final quest completion detection
  • Update tooltip hover for biolab weapons, allow clicking the weapon to open the full weapon info page
  • Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
  • Increased leaf size on leaf textures, as well as made several adjustments and changes to the billboard materials and textures to help improve the look and feel of the Aspen trees. First pass
  • Moved navmodifier volumes to persistent level
  • adjusted Quarrite Lamp strength, and colour
  • Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
  • Added BLD_Railing_BarbedWire with all textures, materials and meshes, including DM
  • Updating line after the demolition to make the timing more realistic. Felt too rushed before
  • Created proper collision on the physics asset for the Enamel fridge
  • Adding dead prospector comms static audio to mission dead prospector and also flies and NS flies to mammoth bones in mission for better audible detection
  • Fixed a few sound oddities. Reverb for the mammoth was not turning down to its correct level when occluded. reduced volume of distant predator bird slightly with spacializer as it was too loud when in mission base
  • Adding correct audio data table setup for mission research container
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Some missed tweaks to Homestead Lamp Posts
  • Update Homestand Lamp Posts lighting and VFX. Add additional LODs and tweaked screensizes
  • Added test lighting to RimeTusk trophies
  • material duplicates cleanup on TRE folder
  • Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
  • Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
  • Elysium - cliff placement + decal and foliage painting in volcanic area surrounding geothermal, red quad
  • Adding new Entry for Submachine Gun, the Old Assault Rifle Entry is now a legacy item, it points to new submachine gun rows. We cannot delete the Old Assault rifle entry as it will remove the item from peoples games
  • Setup Assault Rifle T4 as the new Assualt rifle, the existing will be swapped to a machine gun when the mesh is through
  • Adding Destructible Meshes to Sandworm Trophies
  • Adding Cave Bat Trophy and Head Setup
  • Cave Bat Loot now has its own entry to seperate it from arctic bats
  • GH_IM_O1 override RVT material with snow material
  • Re-imported Rock Golem gun with proper vertex normal settings
  • Fixing some instances where the mammoth and moas spacializer settings and reverb send didnt match up causing volume oddities within mission base
  • Adjusted LOD distances for all copper pots, as well as added a number of assets to Collections that weren't previously added
  • Added custom LODs for flag
  • Updating rock golem gauntlet impact punch audio for rocks to sound correct. Reducing the size of the rock impact NS slightly to match audio more closely. Less huge rocks and more like broken rocks scatter. Deleting profilings
  • Elysium - added variant of CaveIn mesh for use on landslides/rockfalls etc
  • Removed numerous outdated assets in BLD root folder
  • Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium


Hotfix v2.2.43.133571-rel-Laika

Contains the Following Fixes:



  • Fixed an issue where NPC's (Mount and Tames) could be effected by hyperthermia when they shouldn't have been, this means they could get a modifier, take damage and die if they where too cold. The Modifiers for Tames and Mounts are not supposed to be this punishing.

Icarus Week 168 Update | Great Hunts Announcement

Welcome to Week 168.

We have a big announcement to make: Great Hunts Campaigns will soon be available


Great Hunts is our newest expansion, available now to be wishlisted.

https://store.steampowered.com/app/3315290

This DLC accompanies a free update which includes content that enhances how everyone interacts with bosses in Icarus.

Hunt Bosses in a brand new way through Campaigns! Proceed down branching paths of missions on your way towards investigating each boss. Your choices affect the world around you, unlock unique tools, and degrade the boss’ abilities.


Each campaign ends with an instanced boss encounter in their own bespoke arena. The first three campaigns available to owners of Icarus, Icarus: Styx, and Icarus: New Frontiers are Quarrite, Gargantuan, and Rimetusk. Existing boss experiences, such as the Black Wolf, Sandworm and Scorpion Boss are updated in the free patch to introduce their currencies, planetary equipment and legendary weapons.



Each campaign also unlocks the blueprint for a respective Legendary Weapon. These have up to 81 combinations of attachments, so you can personalize them with special buffs and perks to suit your prospector.

This Supports our Project


Great Hunts Campaigns are not essential for the game, and a lot of base game mechanics will be updated for free. Our DLC is made to provide a way for those who enjoy the project to further support it, and in return receive some new content. This content is not essential to have fun or be competitive in Icarus. Thank you for your support.





This Week: Notable Improvements



  • Fixed bug where if a player gained less than 10 experience for something, the shared XP would round down to 0 for all players. Now the minimum shared XP is 1
  • The Black Wolf Boss is now lootable in the same way as the other World Bosses. It no longer requires skinning and cannot be carried
  • Fixed bug where world bosses that respawned after being killed weren't populating with loot correctly upon being killed again
  • Fixed bug where animals/tames would continue to attack targets long after they had died
  • Projectiles no longer affect physics bodies. This should fix an issue where animals would 'disappear' after being killed with buckshot due to pellets pushing the simulated corpse
  • Fixed Item reward scaling from loot. It was mistakenly only ever using the max value when rewards were set to scale instead of rolling a number in between
  • Fixing Envirosuit Workshop Layout so that 'Hark' Suit is positioned further back in the tree and and adjusted the costs to match
  • When destroying smaller objects that do not have specific described meshes, we now play a small particle instead of not having any effect


This Week: Beastmaster Armor


The LM Beastmaster armor has been added to the workshop this week. This armor separates itself from other workshop armors as it provides buffs to mounts and tames during combat and general play.

While wearing the armor, any mounts or tames that you own will receive the following if all pieces are worn:
+ 22% Maximum Health
+ 10% Physical Resistance
+ 10% Movement Speed
+ 20% Melee Damage
+ 40% Health Regeneration




Next Week: Tree Regrowth


Last week we mentioned we were going to release the tree regrowth feature, but we have decided to delay this for a week to take a bit more time with the feature. We plan on having a build on the experimental branch this coming Monday for people to try early ahead of the next patch. We appreciate your patience and feedback as we continue refining it.




Your support makes these updates possible.



https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

Changelog v2.2.43.133489-rel-Laika



New Content


[expand type=details expanded=false]

  • Adding new system so that objects without destructible meshes can now specify a destruction particle to display, this is really only valid for small meshes which do not have destructible meshes, such as jars
  • Fixing Envirosuit Workshop Layout so that 'Hark' Suit is position futher back in the tree
  • Adding the Beastmaster Workshop Suit
  • Fixing Physical Resistance for Mounts not being granted via armor correctly
  • Fix Envirosuit unlock costs with reorganized tree



Fixed


[expand type=details expanded=false]

  • Fixing Stat Affliction Vulnerable was not connected up correctly
  • Added fix for crash related to FlammableComponent::CanPropagateToTarget
  • Added tooltip for rotational snapping of deployables (R) and allowed toggling between 15/30/45 degree angles. Fixed snapped rotation not working when played outside buildings
  • Force FogColor to use zeroed constructor when adding new items to weather manager biome map (potential intermittent pink sky fix)
  • Allow Beer, Wine and Mead in fridge
  • Fixing delay in flash on shotgun muzzle FX that was causing the light to happen just after the shot
  • Fixed duplicate lava hunter trophy recipe entry
  • Fixed boss loot not being based on AI Setup entries
  • Fixed boss looted heads scaling by rewards (always grants 1 head)
  • Fixed boss heads not being linked to AI setup head entry, preventing bestiary progress
  • Fixed boss loot population not being notified to relevant systems
  • Fix Alpha Wolf boss ItemRewards applying scaling to Head/Vestige item
  • Added fix for crash that occured when exiting the game within an instanced level in-editor
  • FMOD bank refactor
  • Fixed bug where if a player gained less than 10 experience for something, the shared xp would round down to 0 for all players. Now the minimum shared xp is 1
    Reworked Leaf Break particles to Niagara and reduced max instance count to less than 10 max to fix FPS drop when chopping trees
  • Adjusted Player Rewards system to be Generic instead of being hardcoded, this means any future currency will be able to be taken to orbit correctly rather than just the Purple & Red Exotics, this involved upgrading the save game files and a conversion from the old system to new system on load.
  • All Existing Data should be maintained
  • Remove gate hiding 0XP notifications as this unintentional rounding down should now be resolved in code
    stone, dust, glass, wood and jar generic destructible vfx
    fixed to face X forward for the needler, zebra and crocodile stone statues
  • Optimization and cleanup on Creature related assets.
  • Fixes to Carcass setups and GFur related content.
  • Remove unncessary nesting of Materials and unwanted texture inheritance.
  • Fixes for Creatures which had no Alert setup causing their widgets to be positioned incorrectly.
  • Clean up Meshable entries that were setup for Caracass to be carryable when its not.
  • Removed unused/wip assets.
  • Alpha Wolf no longer carryable
  • GOAP Corpse will now clear material overrides after skinning and after harvesting, fixing incorrectly applied materials on Carcass or Bones mesh.
  • Rewards that don't scale will now still apply the min/max range logic instead of simply awarding the max amount
  • Fix shadow casting lights on deployables not setup properly
  • Swapped animal bench PM from carpet to wood which fixes the repair hammer not making any sound when hitting it
  • Deleting multiple DMs for old buildable assets from BLD folder
  • Fixed bug where world bosses that respawned after being killed weren't populating with loot correctly upon being killed again
  • Fixed bug where animals/tames would continue to attack targets long after they had died
  • Projectiles no longer affect physics bodies. This should fix issue where animals would 'disappear' after being killed with buckshot due to pellets pushing the simulated corpse
  • Fixed bug where top bunk wasn't spawning (or able to enter)



Future Content


[expand type=details expanded=false]

  • More balance/tweaks to Ice Mammoth SledgeHammer legendary weapon
  • Fixed IM_B mission search area not appearing for clients
  • Adding new audio loop audio to the mission juvi spawners to indicate whether they are active or not
  • Submit den entrance for unable to enter state
  • Adding rock golem and ape juvi spawner constant loop to indicate that the spawner is still alive. Stops when the spawner is destroyed
  • Tweak anims for ranged attack stat for Ice Mammoth Sledgehammer
  • Enable an Unable to Enter state for boss entrances
  • Adding in 3RD person version of the rmammoth sledge ranged attack to match up to 1ST person variant
  • Tweaking 1ST person aiming idle loop by removing camera animation and smoothing out loop
  • Wire ranged attack stat for Ice Mammoth Sledgehammer
  • Submit teleport interact requirement for invalid entry to dens
  • Adding legendary ape club right click heavy impact audio, adding ice mammoth ice pillar shatter audio, adding legendary right click whoosh
  • Seismic Probe polish update
  • Added more Biolab UI transition Animation, added pattern material background to buttons and background. Changed Weapon Info Title Font color
  • Adjusting delay on GH_RCKGLM_B_3 now that it plays in the correct place. Now waits 2 seconds before playing audio about the cave worms being out
  • Fix Ape E and O2 defend progress being divided by 10
  • Fixed a bug where if you buy a living weapon it would show blank spaces where weapons should be.
  • Fixed a bug where clicking the 'biolab' button from the exotic exchange in world would not play the animation to show your living weapon inventory
  • Update to many great hunt item costs and benefits
  • Update Brazier effect to allow better scaling for different sizes
  • Fix Great Hunt RG_E electronics not being required, as the progress logic is automatically marked as complete
  • Adding sonic device audio to play on Ape mission. Effected to sound like its playing out a speaker with limited vocal variations to leave boss fight audio more exciting
  • Updated meshes for DEP_Trough_Luxury and Luxury_Filled with new DM
  • Update Seismic Probe to lerp to target, added supporting VFX and fixed Audio triggers.
  • Add new meshes that are more accurate to final BP assembly.
  • Fixed Meshable data.
  • Add SM versions of component meshes for Combined mesh assembly
  • First Great Hunt mission now says start instead of continue
  • RG_C fixed boss spawn clipping set dressing
  • Trigger RG A quest step after defeating spawner and spawned creatures
  • Added New Background for Great Hunt Interface. Moved Mission Briefing to make more space for objectives and outcomes on mission sidebar. Changed font thickness
  • Adding audio for ape sonic device. Adjustments to random banks breaking build
  • Setup recipes for Black Wolf armor and Great Hunt initial release boss attachments
  • Added first and third person sockets to the sandworm crossbow to fix the hands not sticking to the gun correctly
  • Fixed ResetBossCooldowns cheat not being configured/working correctly
  • LivingItemUpgrade cheat no longer prompts for desired socket, now shows user-facing alteration name
  • Setting sonic ape device volume to a much more balanced level. Was far too loud
  • Fixed emissive on Caveworm (is Mask but didn't work as non-sRGB, so increased Brightness Curve to compensate for linear). Deleted duplicate unused textures and repathed default material to actual used default
  • Updating legendary sledge hammer fire audio. Also adjusted payload audio behavior so it plays and accounts for surface types
  • Added potential fix for Rock Golem getting stuck in burrowed state during fight
  • Change the decayable of IceMammoth SledgeHammer projectiles so they don't melt mid flight
  • Fixed issue with outcomes text shrinking and flickering, changed GH mission Interface to match concept, changed look of weapon button on GH mission Interface
  • Sandworm Crossbow (LW) - Added stat to LW upgrade to spawn both a toxic cloud and a nearby new friendly sandworm on % chance. Increased the amount of particles in the 'gascloudAOE' niagara effect to prevent periods of emptiness
  • Great Hunts will now go on cooldown once boss has been killed and players won't be able to re-enter the arena
  • Updated cooldown UI on World Boss / Great Hunt buttons
  • Updated info text on GH RG missions to make it clearer that extra pickaxe damage only applies while creature is armoured
  • BaseLevelTeleporters can now have an activation cooldown
  • Added ability for interaction popup to show currently disabled interactions, this is used on great hunt arenas to show that they are on cooldown
  • Added cheat to reset all GH / World Boss cooldowns
  • Enzyme Cannon WIP
  • Adding in legendary ice mam sledge projectile shoot sound, travel and impact event. Added missing anim swing whoosh
  • Update Quarrite Earthquake icon
  • Fix seeds/snap actors being unable to be deployed after rotation adjustments
  • Adding distant ape roar to dialogue event to play just before it mentions 'thats a big one' so it makes more sense. Ape C2_4
  • Fixed IM_B cleanup. Fixed RG_A Elimination quest
  • Adjusted delay for after killing the ape so that the dialogue allows the ape to have its death montage before abruptly coming in
  • Adding item audio data to the lab doodads research equipment
  • Adding offset for the sandworm crossbow to compensate for the new spear position
  • Great Hunt RG_A split quest steps to better communicate requirements, updated descriptions slightly
  • Ape E and O2, removed decimals from progress display
  • Small adjustment to the sandworm crossbow reload timing
  • Added ape juvie trophy art assets and blueprint to the project
  • Fixed Great Hunt IM_B interaction tracking breaking on reload
  • Added quarrite juvie trophy art assets and blueprint to the project
  • When players unstuck in an instanced level, place where entered
  • Adding distant ape roar into other mission branch where it was mentioned but not heard
  • Update Exotic Processor/Cleanser VFX
  • Updated IceMammoth Trap to apply different modifier via an affliction (so can be resisted) and reduced pin time on players
  • Hypothermia now affects NPCs, this should only be able to be granted via the IceMammoth trap
  • Added IceMammoth Armor stats and set bonus
  • Fixed durable setup for Quarrite Sledgehammer
  • Quarrite Sledgehammer and Gun now accept attachment, gun now benefits from shotgun modifiers
  • Added Juvenile Rock Golem Trophy Icon
  • Update screensizes on Wood Barrel mesh. Simplified collision
  • IM_C removed unused node
  • IM_C Mammoth now tethers to spawner
    missing water material from last commit
  • Changing Ape Rug Dropped Mesh to be a Generic Crafting Kit
  • Adding more dressing and filling containers in the IM_A mission
  • Update Enzyme Cannon HUB to swap to 'on' material when activated. Removed screen info from
  • Albedo as it comes from Emissive
  • Fixed collision and final LOD on 10FT Extractor
    adding vocalisations and events and splitting ape juvi idle events for setup
  • More Enzyme Cannon Tweaks
  • All Legendary Weapons can now be repaired with the Repair Kit the same way most workshop items can be
  • Fix typo in Garganutan Jr Head name
  • Allowing Biomass to be transferred to the Orbital Station
  • Fixed water materials for various troughs + T2 water purifier
  • Fix Juvenile Quarrite Trophy mesh assignment
  • Swapping anim notify for gauntlet whoosh for one that uses player perspective and added adjustments based on first and third. Slight adjustments to whoosh audio
  • Fixed background not changing from last commit
  • Added ammo counter to Rock Golem Gauntlets
  • Rock Golem Gauntlets now correctly use up charges when alt-attacking
  • Rock Golem Gaunlets melee attack no longer triggers at the same time as Hammerfist attack
  • Actionable OnActionHit and related functions now pass through TraitBehaviour that called the function, allowing for extra filtering back in the behaviour classes
  • Added stats to show extended functionality attached to Rock Golem Living Weapon upgrades
  • Adjusting Enzyme Cannon to use Toggle-AI base with Generator Component so it only consumes Enzymes when active and when out of Enzymes it Shuts down
  • Adding UI of Enzyme Cannon
  • Starting to add layers for idle juvi ape
  • Added icons forJuvenile Ape Head and Juvenile Ape Trophy
  • Polish pass on 10FT Extractor
  • Changed Great Hunts Interface background.
  • Made GH Campaign buttons bigger and gave them a red border.
  • Weapon now has over animation.
  • Added Gradient to top and bottom of Mission interface so that they don't make the tops and bottom bars busy
  • Updates to the gauntlets audio. Heavy impact now has debris layers, first and third person whoosh balance, whoosh now has more metallic rattle layers etc
  • Split out two ape varients with different GOAP setups (one for ape missions, one for ape arena)
  • Block out and systems setup for Web VFXs
  • Switched the model for the friendly worm to be a sandworm instead of a cave worm and reduced the size
  • Add Rock Golem and Ape Juvenile trophy blueprints
  • Extended delay on dialogue that plays after killing the ape. The final death animation was longer th an expected so was still being interrupted at 6 seconds. Now is 9 seconds delay
  • Removed ADS from sandworm crossbow to prevent clipping through shoulder
  • Updating the trail and payload VFX for the ice mammoth sledge hammer fire to make more sense for a players weapon. Previously was based on boss ice kicked projectiles
  • Add recipes for ape items, slug and rock golem grenades
  • Update tags for all grenade types
  • Update slug grenade area and Hammerhead area attack to refresh periodically
  • Adding in 1ST person version of the gauntlet Shield Bash anim
  • Resave DT due to whitespace
  • Prevent Enzyme Cannon from being always active in D_Energy
  • Prevent Enzyme Cannon from stopping once started and ensure cannot be started without power
  • Fixed rotation on new trophies and wall mounted cabinets
  • Bees now do -75% damage to buildings, these are designed to diversify gameplay and encourage melee instead of cause damage to your base
  • Sandworm crossbow - Changed override for friendly sandworm crossbow audio to stop combat music when friendly is near
  • Extended D_Actionable functionality to support player input injection into a single action instead of all attached actions at once, this should make it easier to design and configure items with multiple complex actionable behaviours like the rock golem gauntlets
  • Increasing Base Stats of Black Wolf Revolver
  • Cliff and Landscape Sculpting Pass, Green and Yellow Quads, Elysium
  • Resave quest datatable
  • Updated sandworm trophies to me more consistent in scale. Updated the two sandworm brazier blueprint so lighting and vfx are in the correct location for the new scale. Updated the phyical materials of the sandworm body section of the trophies to be carpet instead of flesh. Added a detail normal to the two larger trophies to compensate for the lower texture resolution
  • Splitting Great Hunt Device into Two - Crafting Bench and Communicator, setting up new items, crafting recipes and blueprints
  • Setting up correct feature levels on blueprints in the GH blueprint tree
  • Adding GH feature level icon
  • Adding Icon for the EDS rounds & EDS Canister
  • Fix fish appearing offset to the Garganutan Fishing Trap, add offset to rotation to avoid symetrical appearance
  • Fix Great Hunt IM_D base having generator unsheltered, replaced with special undamagable, unremovable version
  • Added fix for bug where entering photo mode in a multiplayer game could blur other players' equipped item
  • Added keybind prompt on Photo Mode screen for toggling UI visibility
  • Adjusted Revolver second trigger upgrade icon image
  • Fixing issue post save upgrade which was causing Red Exotics to be granted as well as purple exotics after extracting purple exotics to members who where not online while exotics where exported prior to the save upgrade code
  • Adjustments to spacializer settings and delaying FX of tree regen until audio has built up. Added correct deploy audio. For Enzyme Tree respawner
  • Feature locked Young Quarrite Carcass so it doesn't appear in Field Guide until released
  • Increased resolution of albedo and normal texture for the Luxury Trough asset
  • Adding in heavy overhead slam for the club and sledge legendary weapons
  • Ice pillar now destroys when colliding with a gravestone
  • Changed back button and Start/continue Hunt button look
  • Fixed GFur components on Apes not having LOD setups. Fix Alert component on Apes not being set to a correct bone
  • Adding in fix for incorrect socketing for the legendary sledgehammer in 3RD person by reparentaing and baking anim asset with offset
    additional tweaks to trough water material normals
  • Adding enzyme cannon audio to BP. Adjusting timing to match audio and device. Adding ending gas cloud audio decay
  • Updated the ape boss fishing trap trophy with a more appropriate design at the bottom
    Added functionality to the back button on great hunts interface and disabled it when you cant go back any further
    fixed up pivot points of these stone statues
  • Deal with some reload problems with the Enzyme Cannon
  • Adding WIp enzyme cannon audio and event. Also some adjustments to some of the ape juvi layers
  • Allow attachment on Great Hunt armor pieces
  • Add recipe for Ice Mammoth trophies
  • Added additional stats for easy config of golem gauntlet & related upgrades
  • Increased durability of rock golem gauntlet
  • Added new fuctions in base Actionable behaviour that allow easy adding and removing of temporary stats to owning item
  • Golem gauntlet shield upgrade now blocks damage when used
  • Added separate screen shake assets for different golem attacks
  • Fix seating position on Rock Golem Chair
  • Fix alpha wolf head armor being crafted requiring itself, rather than an alpha wolf head
  • Updating audio of slug grenade to 1.5 build up to match updated effects build up as requested
  • Updated SM_DEP_Trough_Luxury and Filled version, as well as updated textures and Destructible
  • Blocking in Tundra to Desert Transition pass on Yellow Quad, Elysium
  • Resave datatable
  • Basic Setup of Butter Churn, Coffee Grinder, Lamp Post (Ground & Wall), Cheeses, Hanging Meats,
  • Vintage Jars, Rocking Chairs, Ranch Signs, Sewing Machine, Picnic Table and Barbed Wire Fence
  • Prefixing All Homestead content with Homestead and setting up missing recipes, tags, deployables and items
  • Adding NPC vocalisations for dangerous horizons test NPC enemy. Attack, flinch, death, spot, idle. All audio, events and vocalisations data table setups. Including presets for distance eq, reverb and gain
  • Adding in 3RD person version of the golem gauntlet block bash
  • Added Gfur to the juvenile ape trophy
  • Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
  • Change the filter on Ezyme Cannon to block only buildable and deployables
  • Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
  • Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
  • Extended the floor section for the dead prospector asset and updated textures to match the new UVs
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Adjustments and updates to the NPC enemy audio vocal events
  • Implementing Achievements for killings the new GH bosses, Slug, Lava Hunter, both normal and hard mode
  • Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
  • Added duplicate Scorpion Rifle reload montages and switched to magazine reload type
  • Added stats for new Scorpion Rifle upgrades
  • Increased Scorpion Rifle loudness and physical recoil amount
  • Fix spawn assignments for Garganutan to fixed Ape_O1 mission
  • Add stats to dyamic spawners to take more damage from explosive and pickaxes
  • Updated scale of the ice mammoth trophies, updated destructible meshs and updated one of the physical materials
  • Removed bad normal maps on lab equipment assets and added hard edges to meshes, including SKs, SMs, and DMs
  • Adding rock golem gauntlet fire and impact events and data table setups
  • Adjust the rate at which Enzyme Cannon burns Condensed Enzymes (given short warm up diuration)
  • Fixed bug where gauntlet/charge axe would have weaker charge attack the longer the animation took. Added charge attack to the slug axe
  • Cleaned up tagged notes for itemable rows that needed a text pass
  • Update IM_C sample granting to grant samples on kill reliably
  • Added Safety Check so that we never subtract currencies when matching player extraction vs prospect extraction records
  • Loaded rows for GH accolades
  • Deal with edge cases where Great Ape can be killled whilst swinging in trees (new anims/logic)
  • Updating behavior of tree regrowth device. Needs BP adjustments for audio. Adding loop section, buildup, and release audio. Routing NPC vocals correctly
  • Adjusting Greaty Hunt crafting tree to be accessed at level 30
  • Fix some compiler warnings about no default value assigned in struct
  • Fix an ensure in the WorldTalentManager where delegates were being assigned twice
  • Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
  • Added homing, ricochet, shotgun upgrade types for Scorpion Rifle Legendary Weapon
  • Added stat to add number of ricochet bounces to any projectile
  • Enabled aim-assist component on BP_RangeTarget for debugging purposes
  • Added custom Scorpion Rifle Ammo Controller to enable multishot when stat exists
  • Added new stat to control strength of homing projectile correction
  • Added Great Hunt Modifier Icons
  • Change the collision profile for Juvenile Apes used in arena and turn on RVO avoidance (stop Great Ape tripping over them)
  • More balance for Great Ape on hard difficutly:
  • Reduce the scale on Great Ape health for hard difficulty
  • Great Ape will only retreat to high in trees and regen health a certain number of times in fight
  • When Great Ape retreats to high in trees only perform a single regen of health
  • When Great Ape is enraged only melee and rock attacks will be performed
  • Fixed mask texture and added snow variant material for CaveIn mesh
    smoothed and raised polycount of CaveIn mesh to improve quality when scaled up
  • Added DCO_Knitting_decor sm meshes, materials and textures
  • Fixed bug where NPC Actor Death multicast was getting called multiple times on clients
  • Added fix for Alpha Wolf and Ice Mammoth ragdolls teleporting to 0,0,0 after stopping physics simulation on clients
  • Adding audio to the scorpion rifle reload animation
  • Fix Rock Golem lamp trophy deployable blueprints. Delete duplicate item template row
  • Adding new lightning event to enzyme cannon. Also adjustments to spacializer and volumes
  • Update Black Wolf Trap pin time on players and add Hemorrage (to creatures) and wound (to players)
  • Rebalance Drill Arrow, reduced amount crafted and damage but increased damage to Quarrites
  • Reduce price of new boss modules, added recipe for Black Wolf Trap, added additional costs to worm trophies, Fix IceMammoth chandelier using wrong ice mammoth material in the recipe
  • Added new 1ST and 3RD reload animation for the scorpion rifle to work with a clip based system
  • Adding lightning strike event for enzyme machine so that the audio is controllable and manageable with all the sounds happening
  • Enzyme Cannon - fix windup sounds aren't being multicast and stump lifetime
  • Slug Axe - Added new swing animations to fix the disjointed segments. Charge now works properly and no longer runs through past actionables
  • Fix up material errors, delete unused assets causing errors
  • Add DT Validation to ensure ItemRewards stack sizes are good
  • Added Storm and Lightning VFX to Enzyme Cannon Deployable
  • Black Wolf world boss can no longer be picked up or skinned, keeping in line with all other world bosses
  • Added new boolean to GOAPCharacter BP that prevents NPCs from being replaced with corpse item on ragdoll settle
  • Fixed issue with Ice Mammoth Boss where clients weren't able to open up loot inventory
  • Fixed bug where clues from PRO_Story6 mission weren't being cleaned up properly on quest end
  • Added recipes for sandworm buildings
  • Add placeholder blueprints for non-boss unlocks
  • Adding audio for jars, honey, cheese and hanging meats. Correct data table setups and adding generic small deploy audio
  • Move Bat Nest assets out of Creatures folder
  • Implementing Achievement for crafting a Legendary Weapon - fixed DT as it was incorrectly formatted
    cleaned up Asset Library level for buildables asset
  • Adding in test enemy NPC with human dialogue. AI setup, ai auduio setup etc. Adjustments to reverb on vocal events
  • Implementing Achievement for crafting a Legendary Weapon
  • Updated sandworm trophy to a material instance with the physical material set to carpet insetad of flesh
  • Elysium - removed flowers from Tundra grass type (LGT_AC_Tundra_DLC2)
  • Updated meshes for DCO_Honey_Pot_A, B, and C
  • Added DEP_Fireplace_Brick, DEP_Fireplace_Brick_Extension, DEP_Fireplace_Brick_Cap and Cap_SML with destructibles
  • Move Bat Nest assets out of Creatures folder
  • Added proxy mesh system for ranching station and carpentry bench for testing - Developer mode enabled
  • Updates to the audio and BP logic for the tree regrow device to play audiuo correctly at the right time - loop and then release
  • Change the stat on the Hammer Head Slug Launcher Muzzle A to be and AOE radius
  • Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
    Blockout cliff pass in volcanic on Purple Quad, Elysium

[TAG-350]

Icarus Week 167 Update | Achievement Fixes, Sleep Screen improvements, and more

Welcome to Week 167.

This week, we have a number of smaller fixes and some QoL. We have highlighted some below, but check out the patch notes for the full list.

We go into detail about the Achievement Fixes and Changes and a new addition to the sleep screen.

Finally, we discuss a feature that has been requested for a long time—tree regrowth—which, if all goes well, will be released next week.

Jump in and have a read.


Notable Improvements:



  • Fixed an issue where the Game would suffer from persistent frame drops after interacting with the Orbital Exchange Interface
  • Increased XP gain from killing world bosses significantly
  • Dirt and Stone Buildings now take damage in Lava as intended
  • Cakes can no longer be placed on Walls
  • Increased the zoom level on the map to double the current amount
  • Removed the level lock on the Arctic Armor talent, Big Game Hunter talent, Ghillie Armor blueprints, and Arctic Armor blueprints
  • World Boss Icons have been updated to more accurately reflect their state
  • Updated the Bestiary overview page to show the biomes of creatures in addition to their image
  • Adjusted Meshes in the desert to use ‘Far Shadows,’ which increases the shadow quality visuals
  • Made adjustments to the shadows on floor torches to reduce the performance impact
  • Adjusted Muzzle Flashes and Smoke on most guns as it was causing unnecessary obstruction to the player's view
  • Removed an exploit where you could use a shovel on a dirt building piece to collect unlimited dirt


This Week: Achievement Fixes



We have had some issues with Achievements in the past, specifically the ‘Styx & Stones’ and ‘Zero to Hero’ achievements. One of these issues included a bug where the game was not correctly sending the complete data to Steam (specifically, it was ignoring the missions, which were unlocked by default). This resulted in the two achievements never being completed, which has now been addressed.

We have also adjusted the ‘The Bigger They Are…’, ‘… The Harder They Fall’, ' Leader of the Pack', and ‘Sting Operation’ so they now award the achievement to everyone who is on the server fighting the Boss rather than just the player who deals the final hit. This was not only an issue for teammates but sometimes even for the whole lobby, as Mounts, Tames, Fall Damage, and Poison could all do the final hit, rendering the achievement given to no one.



This Week: Sleep Screen QoL



We have also added a small QoL to the sleep screen, so you will now be able to see who is sleeping and who you are waiting for in your play session. This can help larger prospects quickly track down who you are waiting for and dish out some well-earned condemnation.



Next Week: Tree Regrowth



We are in the middle of testing out the implementation of tree regrowth.

This involves building and powering a device that will trigger tree regrowth inside a preset radius. We know the community has been asking for this for a while, so we are taking our time to make sure it works as intended. If we don’t feel like it is ready early next week, we will do a smaller patch with some QoL and Fixes instead.



Your support makes these updates possible.



https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

Changelog v2.2.42.133112



New Content


[expand type=details expanded=false]

  • Added name and shame for people not sleeping to the sleep screen and sleep icons next to players names on the party list

[TAG-60]

Fixed


[expand type=details expanded=false]

  • Fixed on MF_Dolerite and MF_CheapTriplanarUV that disables world aligned when UseObjectPos is enabled for rocks
  • Add Custom Highlightable setup to Exotics Deposits so all primitives highlight together when looked at. Same approach as Deployable base. Some component render distance optimization
  • Check to see if hit actor is a buildable before rewarding shovel resources in order to prevent infinite dirt exploit by shoveling a dirt mound
  • Fixed a few typos in the alterations table
  • Add missing building tags to Lava TagQueries to ensure that Scoria and Scoria Brick are the only two building types that can survive being placed in lava, as designed
  • Fixed Operations text on mission device being untranslated
  • Update Water Trough/Bowl water material to be darker and more visible so its easier to tell if the container has water or not
  • Slighty reduced size of Dribbo shellhead
  • Gate Reinforced Wood behind the Carpentry Bench directly, instead of being Beeswax, as the Reinforced Wood is meant to be combined with Stone buildables
  • Set shadows on Floor Torches to be DistanceField (which can result in 2x perf increase). Enable CastShadow on mesh but disable DF shadow (removing self-shadowing artifacts but allowing sunlight to cast shadows off it). Fix BP Highlight errors after original mesh setup was changed
  • increased flash light distance, reduced strength, and reduced fall off. This should result in less bright light up close, and a similar visibility from a distance
  • Fix normal textures for Cactus resulting in bad lighting reaction and reenabled alpha channel for billboards (roughness)
  • Defaulted max normal angle for Cake placement (was 180). Remove unnecessary rotation step
  • Increased Experience granted from bosses significantly
  • Removed Double XP weekend banner and stats
  • Removed level lock on Arctic Armor and Big Game Hunter talent, and Ghille and Arctic Armor blueprints
  • Spline Meshes now cast Far Shadows which should help substantially increase the shadow quality visuals in the Desert
  • Update experience tracker notifications to stack similar events, not show 0 xp events (eg for shared XP) and added a short fade out
  • Produce warning when saving assets with a final LOD vertex count >1000 to ensure LODs are being properly added to every asset. Update LOD tooling
  • Delete unused SHA geo, ungroup SHA in level
  • Project-wide asset optimization pass and cleanup
  • Update Dropship used in Olympus 'Forsaken Recovery' mission to have a lower impulse (parts were headed into lower orbit) and fade out destructible mesh pieces after delay
  • Fix crafted device in Field Test: Recovery mission bouncing around when dropped. Created single combined mesh. Removed no longer needed blueprints. Updated quest description to be more specific



Future Content


[expand type=details expanded=false]

  • Garganutan Arena lighting updated, and assigned in DT
  • Adding extra data to Biolab Weapon Info so it can be displayed on the UI
  • Small Touches to the Biolab Weapon Info UI
  • Renamed Garganutan arena biome controls
  • Adding Updated Biomass Images
  • Made a few changes to ensure subtitles match dialogue in RG missions
  • Adding mission explosion audio, event and BP imp
  • Update Rock Golem B dialogue to trigger after damage dealt, instead of after spawn, to ensure players are aware of the spawns
  • Setting up Biolab Weapon info to include the purchaseable upgrades
  • Fixed Great Hunt Miner typo
  • Added overall description text to each Great Hunt
  • Did a pass on GH item text, added flavour and fixed a few typos
  • Fixing dialogue line that plays at den entry. Removed reference to drill step
  • Made a few changes to ensure subtitles match dialogue in IM and APE missions
  • Adding and replacing rock golem end 3 dialogue file so it makes more sense with the mission
  • Cliff Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
  • Fixed Hole in Cave_GL_MED_002 Prefab
  • Setting up Remaning Legendary Weapon Part Names
  • Adjusting one of the Rock Golem Gauntlet Alterations so that is provides bonuses to both melee and projectiles so it is not reliant on another upgrade
  • Living item preview lighting should now be the same between HAB and on-prospect contexts
  • Added Ape VFXs, impact, regen, enrage,gas, log/rock throw. Changedd materials for destructible log
  • Fixed issue where terrain and other non-weapon geo was being displayed in the living weapon preview screen
  • Voxel Pass, Added Deep Ore Deposits, Green and Yellow, Elysium
  • Wire sweep attachment stat for Ice Mammoth Sledgehammer
  • Fixed Golem Gauntlets being rotated incorrectly in Biolab preview screen, as well as attachement meshes not being correctly positioned
  • Added 'PreviewMeshOverride' to D_LivingItem rows, allowing living weapon preview screen to use a non-default mesh when previewing items
  • Adding Various Helper Text to GH_RG Missions
  • Moved the cave entrance to better suit the base, Green Quad, Olympus
  • Adding disconnect spline audio and event. Not currently hooked up. Also dummy changes to try force fix FMOD banks
  • Added sk mesh and anim for DEP_bench_sewing_machine
  • Resaving D_Ballistic Throwable Log Entry
  • Added new firing blend space for the slug launcher and fixed incorrect anim overlay type being used, 3RD person now using custom firing anim sequence
  • Improve collision accuracy on GL Macro rocks by using a lower LOD
  • Fix a problem with auto equipping shields and new legendary weapons that may have block actions
  • Update backpack and module icon in workshop
  • Adding reduced opacity smoke muzzle flashes for guns resulting in far better visibility. Kept farmers rusty shotgun smokier as this makes sense for the weapon
  • Garganutan D2 mission ensure Goop is still granted while on final objective
  • Tweaked timing of bio lab weapon fade in, fixed fade in happening for slot UI when same weapon was selected twice
  • Ice mammoth bats - Changed exploding bats NPC type to passive so other world bats wont attack them on sight
  • Changed their displayed name from lava flyer to arctic flyer
  • Ice mammoth bats - Swapped exploding bat out for its new mesh. Fixed bats death destructible mesh having incorrect materials
  • Fix blocking attachment stat for Ice Mammoth Sledgehammer is not blocking
  • Small adjustment to ice mammoth sledgehammer. Reduced metal ring on hammer slightly and also reduction in volume to the spider in in world context
  • Adding 1ST person animation for the mammoth sledge ranged attack
  • More Biolab UI tweaks. Changed Golem Gauntlet Slots and Pins locations, Changed font colours on statbox row, removed coloured tints on Biolab Upgrade slot choices, biolab store button now removed and changed to Back button
  • Adding appropriate audio for opening and removing exotics from mission exotics deposit
  • Adding in block montage and anims for the ice mammoth sledge
  • Updated Garganutan A base setup, added more blood and updated habitat contents. Reduced travel area so players trigger dialogue once within the base
  • Adding legendary sledgehammer ice pillar audio event and BP Imp
  • Improvements to sprite presentation to children of BP_note, adjusted materials with emissive pulse to improve visibility
  • When spawning based on chance, make the ice pillars not so OP for the Ice Mammoth Sledge Hammer
  • Update Ape O1 search area size
  • Update descriptions for Garganutan mission O1 and ensure spawning happens when required
  • Adding correct spawn logic to other rock golem spawners that are used in the missions
  • Fixing carcass material on the rock golem juvie that was using the wrong carcass mask
  • Adding niagara system to deployable note BP
  • Fixed JRG 'popping' when swapping from Character -> Corpse BP
  • Fixed JRG corpse bones using the wrong material
  • Raised JRG Character mesh up a bit to make feet more level with ground plane
  • Changing world notes to play at location rather than 2d. Added spacialisers and BP settings
  • Turned off shadows on Editor-only locator spheres for Deployables
  • Restrict IceMammoth spawn by stat
  • Adding open computer terminal note audio and close. Adjusted open note and close note audio to play off BP instead of UMG so it could be changed per note type
  • Rimetusk D Unhooked testing logic
  • Rimetusk D mission, added a slow while explosions are happening if you approach the base
  • Reduced NOVA station exotic price, increased credits price. Reduced the unlock price and increased the purchase price
  • Reduce variance in Rimetusk D explosive damage
  • Adding Rock Golem Juvie bones and textures and hookup to BP
  • WIP generic destructible particle effects
  • Added DCO_Small_Ranch_Sign, with textures, materials and DM
  • Wire block attachment stat for Ice Mammoth Sledgehammer (currently using GolemGauntlet anims)
  • Wire chance to spawn ice spire attachment stat for Ice Mammoth Sledgehammer
  • Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
  • Fixing GH_RG_O1 Map Marker being at the wrong location
  • Fixing GH_RG_E not ticking off the fill biofuel / water quests correctly
  • Biolab weapons no longer fade in when previewing attachment options
  • Added some aditional polish to biolab weapon preview
  • Increased zoom level on map to double the current amount
  • Wire slam attachment stat for Ice Mammoth Sledgehammer
  • Updated the Giant Ranch Sign with a rigged gate, as well as proper collision and destructible meshes. The mesh was also reduced significantly and the textures updated
  • Elysium - new LC plant debris decal, new LC erosionblend variant. Cliff placement and foliage painting in volcanic area, red quad
  • Update Garganutan Gas attack to provide a buff to the creature while in the cloud
  • Rescaled Garganutan HP and resists to be primarily based on HP value, with exceptions to poison, fire, projectiles and melee (instead of resisting all damage types with lower HP values)
  • Removed unutilized Hammerhead HP Curves (now uses flat values)
  • Adding legendary flamethrower lava sizzle audio event and BP IMP
  • Fix Half Pitch for Ice, Limestone and Tempered Glass
  • Fix Great Hunt UI being hidden in release builds
  • Replaced Legendary Weapon images to higher resolution ones
  • Add Great Hunt outcome stat and fight changes
  • Great Ape noxious gas clouds now cover a larger area and persist longer
  • Tweak the socket position for Great Ape tail attacks
  • Added empty slots to weapon list
  • Weapon now highlighted when selected for upgrade
  • Pins now don't highlight on opening the upgrade screen
  • Weapon buttons now don't started highlighted
  • Added slide in animation for both the weapon bar and currency boxes
  • Changed text in button from Back to Return To Store
  • Fix Rock Golem Great Hunt O2 not tracking poison damage
  • Add cheat function for restoring trees in radius
  • Great Hunt IM_B updated map icon
  • Great Hjunt IM_D add map icon, update quest text
  • Add helper text to Rimetusk B mission
  • Additional dialogue delays to give time for action to happen before its talked about
  • Adding slight delay before mini hip flinch or death audio vocal plays so that the impact can be heard first before the vocal. Currently feels like the vocal plays too abruptly
  • Added dialogue delay to make more sense in mission
  • Fixing Mission steps in GH_RG_C2 so they can check the containers inventory once again - was accidently removed when the spawner replenish logic was put in
  • Fixing Rock Golem Spawners in some special cases they get healed and start spawning again - in this case they where healed and never spawned anything - this is now fixed
  • Removed WIP blueprint, pending implementation
  • Fixed feature level on great hunt bosses and Rimetusk Bats
  • Fixed loot on Icy Mammoths and Quarrite Juvenile
  • Fixed bestiary progress granting on NOVA station
  • Added in segmented 1ST person ranged attacks for the Mammoth Sledge to use a click and hold and release method for firing
  • Added 3RD person ranged attack for the mammoth sledge to match the 1ST person version
  • Fixed Legendary Weapon attachments having blurry textures initially when first previewing them in the bio lab; relevant meshes and textures are now pre-loaded upon first selecting the Legendary Weapon
  • Fixed sandworm crossbow loaded state not being held properly due to missing animbp setup, moved to parity with the basic crossbow animbp and added missing anim states
  • Fixed notes not being interactable on client
  • Fix Bear, Elephant and Juvia RockGolem carcass materials not looking skinned. Fix RG Juvie mask being inverted
  • Mentioning that you will need a taxidermy knife in GH_RG_01 durinf the first quest step
  • Adding legendarya Ice Mammoth and other sledgehammer whoosh
  • Fixed issue where game could become laggy after interacting with the Orbital Exchange Interface until restarting or returning to main menu
  • Living Item Preview now only captures scene when relevant UMG is visible
  • Decreasing Weight of the ammo the Slug Gun Launcher Legendary Weapon uses
  • Added world boss icons in map icon form
  • Reducing Number of young quarrites which spawn in the very first quarrite mission
  • Adding the Alternate Fire for the Legendary Weapon Ape Club, adding new particle effect for the slam
  • Adding new Stats for the Legendary Weapon Ape Club Slam attack, as well as the 3 possible effects based on selected upgrade
  • Fixing Various Alteration Description Typos
  • Fixed Ape D2 mission giving unreasonable amounts of Goop on the final objective
  • Update Bestiary overview page to show the biomes of cratures in addition to their image
  • Renamed world spawn Ice Mammoth to Icy Mammoth
  • Setup Icy Mammoth slightly different loot table and spawn zones
  • Setup Bestiary information for Garganutan, Rimetusk and Quarrite, and related world spawns
  • Add resistance and weaknesses for Garganutan Jr, Quarrite and Jr, and Icy Mammoth
  • Fixed weapon list not scrolling, changed button look on biolab resource display
  • Fixing Dropshadow that was blocking interactable widgets on the weapon customisation screen
  • Replaced slugger biolab info image. Changed compression settings of Living weapon images
  • Reimported GH weapon Hunt images to images divisible by two. Changed compression settings to Default from UI
  • Fixing Biolab Currency Exchange Widget as it had outdated variables
  • Adding Biolab Currency Exchange Widget
  • Fixing Slug Launcher and Flamethrower Meshables BP's so they do not inherit the flamethrower mesh
  • Fixing an Issue where the World Talent Manager was sometimes causing crashes when players would load in to a prospect with GH talents
  • Fixing Juvenile Rock Golem Item Rewards so they don't give exotics any longer
  • Added missing LODs for DCO_Giant_Ranch_Sign
  • Added DCO_Coffee_Grinder
  • Added DCO_Butter_Churn
  • Added pixelated effect to biolab preview item fade-in, also added drop shadow
  • Allowed dead miners (quest asset) to be removed/deleted by holding X
  • Cliff Pass and Landscape Painting Pass, Green and Yellow Quad, Elysium
  • Great Ape tweak state changes after health and resist stat changes
  • Tag some logs in Swamp Ape Arena to able to be picked up by Great Ape (rather than him having to knock them over)
  • Update level scaling of dynamic spawner creature spawning (typically for Quarrite and Garganutan spawners) to be a small flat amount, instead of multiplicitive on the area level
  • Adding audio event and BP for probe scanner
  • Adjusting Black Wolf Revolvers Name as one of its parts was named the same
  • Gret Hunts Interface UI tweaks, changed hunt sidebar colours, moved weapon button out of side bar

Hotfix 2.2.41.132936-rel-Laika

Contains the Following Fixes:



  • Fixing an issue where the sandworm was not populating its loot, when it should have
  • Adjusting Prospect/Mission UI to Show if players have gained the extra rewards or not - shows a tick and a green rewards box if they have been obtained

Icarus Week 166 Update | World Boss Exotics, Double XP & Extra Talent Points

Welcome to Week 166.

We’re kicking off a Double XP weekend, a great chance to earn those talent and blueprint points that have been evading you.

World Bosses have also been given a valuable update, with lootable resources that include exotics.

We have also converted two existing missions so that on completion you will earn additional talent points for your characters.

Jump in and have a read.



Notable Improvements:



  • Fix Seed tooltips and links in Field Guide
  • Clip the player modifiers to the bounds, ensuring it doesn't overlap into the players inventory
  • Caveworms outside caves will now show a small mound instead of rocks
  • Caveworm carcasses & loot clean up faster than before
  • Improvements to the Sandworm Death should mean less instances of worm floating in mid air after death
  • Reduce title screen keyart images filesize from 140MB to 12MB
  • Reduce uncompressed Terrain button images from 180MB to 5MB



This Week: Lootable World Bosses



All current world bosses are now lootable, and this will remain true for any future bosses as well. World Bosses can be looted the same as other creatures, but don’t require skinning. You can go up to the carcass and interact with it to access its loot pile.

All of the World Bosses Loot have been rebalanced to provide some more of their unique parts than before as well as granting exotics as one of their rewards, giving you a new way to collect currency for the Orbital Workshop.



This Week: Extra Talent Points



This week, the same way we did with a mission in the Null Sector, we have added the ability to gain some additional talent points for your characters by completing missions on Olympus and Styx.

These missions can be completed as standalone missions as part of an open world.
The missions are listed below:

Olympus: NIGHTFALL
Styx: IRONCLAD

If you have completed the mission in the past you will need to complete them again to collect your new talent points. Each Mission will provide an additional 2 talent points which can then be spent in the player talent tree. Once complete, all of your existing or new characters will gain 2 extra talent points.



This Week: Double XP Weekend



We’re putting on a Double XP boost this weekend, so you can jump and gain those valuable levels for more blueprint and talent points. This will run from when the update goes live through to when we remember to turn it off again.


Next Week: Fixes & QoL


Next week we are dedicating the patch to smaller fixes and Quality of life.



Your support makes these updates possible.



https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

Changelog v2.2.41.132767



New Content


[expand type=details expanded=false]

  • Lava Hunter, Scorpion Boss, Sand Worm now all have lootable carcass inventories when killed
  • Update loot table for Black Wolf corpse
  • Add additional talent point unlocks to Nightfall (Olympus) and Ironclad (Styx)
  • Show hints on Styx Expeditions as to which unlocks shorcuts between different biomes
  • Added Double XP Banner and Added Double XP for Players
  • Added descriptions to boss carcasses



Fixed


[expand type=details expanded=false]

  • Project-wide asset optimization and cleanup
  • Fix DeployableSetup DTValidation using half height for nav checks rather than full height (and setup some bespoke exclusions for checking). Update entries. Setup T4 toughs to be obstacles to get Creatures to only nav over if necessary
  • Improve collision on Trough meshes to better support creature navigation
  • Remove 8k texture from landscape shader that isn't used
  • Reduce title screen keyart images filesize from 140MB to 12MB
  • Reduce uncompressed Terrain button images from 180MB to 5MB
  • Project-wide asset optimization pass and cleanup
  • Remove Beta weekend UI content
  • Fix a warning about UI.HideAmmoCount for legendary weapons
  • Re-added dummy ItemRewards row referenced in Tree Prefabs
  • Delete voxels inside arctic prefab cave in Olympus that were placed in the world and not in the prefab itself
  • Fixed remaining issues with Prefab caves having overlapping voxels. Improved tooling to pick up on this better
  • Grass cache flush on OLY
  • Fix Seed tooltips and links in Field Guide
  • Adjusted description for Desert Master talent suggesting movespeed is decreased when its actually increased
  • Add Fur for Drac lootable item rewards
  • Fix Chase Em Down not being unlockable after Quick Clean UP in Hunting Tree
  • Fixed floating deep ore deposit, Styx
  • Clip the player modifiers to the bounds, ensuring it doesn't overlap into the players inventory
  • Swapped DC_MED_001 with a new cave the removes cave entrance, Green Quad, Olympus
  • Adjustment to make the anvil t4 constant loop more subtle as requested . Also removing the 'auto activate' from the audio in the BP
  • Clear trailing whitespace at the end of Doggo names. Add DT Validation to detect this
  • Pushing dummy fmod tweaks to force banks to try fix themselves to fix build
  • Added unique entries for kill/skin XP events to fix up some DT validation warnings and ensure XP descriptions match creature names.
  • Updated DT Validation to be simpler and remove bespoke exceptions.
  • Corrected Large Antelope's name to be Large Antelope and not just Antelope, causing confusion in some Hunt quests.
  • Fixed up some cases where Kill vs Skin XP wasn't consistent (eg: Skinning a Terrenus was awarding more XP than Killing it, Skinning should be roughly 50% of the Kill XP.
  • Destroying a Beehive was giving same XP as Killing a Bear)
  • Fixing Spawner Issue where condensed Exotic was not correctly being processed into smaller exotics and enzymes in the cleaning devices
  • Wall torch: Removed Small light doing very little. Re-added existing light setup as Icarus point light so that settings work with these deployables again
  • Fix cube used for Slotable casting shadows when it shouldn't
  • Fixup redirectors in Dev folder
  • Copy data from Prometheus_V2 to original Prometheus DT entry and delete duplicate row causing additional unused assets to be packaged
  • Fix Display names in Biomes DT being the same, breaking the Weather cheat function. Added validation in to catch this in future
  • Fix issue where Caveworms can be looted for Sandworm loot
  • Added cleanup to Caveworm carcasses after a short delay
  • Outside caveworms will now show a small mound instead of rocks
  • Doubled trace distance for Sand Worm's death IK, should mean less instances of worm floating in mid air after death

[TAG-106]

Future Content


[expand type=details expanded=false]

  • Optimized geothermal stalagmites into single material/texture set, new kitbashed stalagmite formations, placement tests in red quad
  • Proxy mesh system progress update. Logic will be tested on Animal_Bench
  • Cliff Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
  • Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
  • Wire new stats for Slug Launcher muzzle atttachment
  • Fix a BP warning in the Slug Launcher
  • Hide ammo counts for Slug Launcher (fillable ammo)
  • Adding spawn and destroy audio for ape and rock golem spawners. Event and BP Imp
  • Imported new Mammoth image and Norex Logo for Grat Hunts Background. Tweaked Boss button animations. Tweaks to the Great Hunts Interface UI
  • Improvements to Hammer Fist input action (rock golem gauntlet)
  • Updated ricochet damage floating number icon
  • Fixed Juvenile Rock Golem incorrectly losing track of target perception during fight
  • Added new BB and Controller for Juvenile Rock Golem
  • Juvenile Rock Golem will now perform a rolling attack if target is too far away
  • Increased brightness of Rock Golem trail cloud particle
  • Shifted Rock Golem's eye socket location to be unaffected by rolling animation
  • Adding static to cover naughty word in dialogue
  • Fixed a few typos in GH content
  • Adjusted a few GH subtitles to censor some colourful language
  • Fixed scorpion crossbow arm alteration phrasing
  • Updated the texture of the patchwork variant of the homestead curtain fabric to match the quilted bed asset
  • Added destructible mesh for the homestead shutters
  • Adding rock golem idle event and data table setup. Also putting limitations to how many caveworm screams can happen at once and increasing chance of the scream being a more subtle version for better variation for missions with lots of caveworms
  • Add DTValidation for FLOD entries which had flammable set to false but still had a flammable row entry defined causing undesired filtering results
  • Update Billboard materials on BushB assets to blend better
  • Added skeletal mesh and destructable mesh for the saloon door asset
  • Balanced updated GH audio file to sit in the mix now that its clearer. Slight adjustment to the ducking to be less dramatic
  • Added DCO_Vintage_JamJar A to G and DCO_Honet_Pot_A to C
  • Update Snare Trap base class to support varying damage values. Set Scorpion Trap to existing 50 damage, Ice Mammoth Trap to 75 (+ cold modifier) and Black Wolf trap to 100
  • Update Snare Traps with new base class, unified logic and cleaned up now obsolete data
  • Adding restrictions to play amounts of some audio events and adjusting destroy golem nest to be louder
  • Adjustments and fine tunes to rock golem juvi vocals
  • adjustments to sounds played on rock golem roll in
  • Smoothing up the 1st person version of the basic gauntlet attack to feel better, 3RD person to follow
  • Adding new Lab for the Ape Quests
  • Fixed blocker walls in Rock Golem arena not destroying correctly on clients
  • Landscape Sculpting Pass, Landscape Painting Pass and Cliff Pass, Green and Yellow Quads, Elysium
  • Blockout cliff pass in volcanic & flushed grass on Purple/Orang/Blue Quad, Elysium
  • Added Biolab background assets
  • Removing profilers. removing FX from rock golem death that were used for the main rock golem that didn't make sense on a juvi. Removing aggro vocal from Rock golem Juvi. May replace it
  • More Great Hunts Interface tweaks and animation tweaks
  • Quarrite Great Hunt B: Initial worm spawn is now immediate, dialogue now plays after a short delay
  • Fixed bug where mission complete dialogue wasn't playing when operations completed
  • Landing dialogue now plays when starting operations via the contact device (it previously wouldn't because the player never 'dropped')
  • Fix Quarrite C and Rimetusk C2 Great Hunt dialogue timing
  • Elysium - new stalagmite mesh clusters, adjusted materials/textures for geothermal stalagmites and terraces
  • Lots of rock golem juvi movement events and animation notifys. WIP
  • Fix mission complete dialogue for all Great Hunts
  • Quarrite and Rimetusk Great Hunts: Removed incorrect dialogue entries for prospect data
  • Improvements to rock golem juvi events including roll velocity dynamics
  • Added art assets for the chicken nest homestead asset
  • Adjusting Biolab based on concept
  • Set correct atmospheres for Arena_SwampApe and Arena_IceMammoth
  • Added fix for Rock Golem Juvenile BT crash
  • Added ricochet areas to Juvenile Rock Golem
  • Added target to a scaling function that wasn't working correctly in GH_RG_B_Eliminate
  • Juvenile body armour mesh now uses rock golem's physics asset
  • Adjusted blending times for Rock Golem roll montages
  • Removing rock golem layers that were meant for the main boss and not the juvi. adjustments to cave reverb etc
  • Reverted to old JRG physics asset
  • Fixed bug where only JRG head was applying ricochet modifier
  • Fixed bug with slug grenade where clients and server would have missmatched explosion locations
  • Proxy Mesh System sample on animal bench. For testing
  • Elysium - stalagmites and polish of lakes in geothermal, red quad
  • '- Toned down RG earthquake screen shake
  • Increased distance of RG burrow, jump attack screen shake
  • Added screen shake to RG roar
  • '- RG now becomes 'vulnerable' for a period of time after rolling, allowing players to freely attack
  • Added light hit reacts to RG light attack BT
  • Updates particle system used for RG jumping attack
  • Fixed bug where BTTask_Basic_JumpTo was launching the target in wrong direction
  • Added time limit to RG rolling attack when targeting player
  • Fixed bug where RG would fall through ground when killed
  • Rocks now fall from the ceiling when RG performs a jump attack in final phase
  • moved nav modifier volumes to persistent level
  • Blockout cliff pass in volcanic & flushed grass on Purple/Orang/Blue Quad, Elysium
  • UI pass on biolab store screen, added animation and custom buttons specific to biolab
  • Elysium - stalagmite placement and polish pass of lakes in Geothermal, red quad
  • Fix the line trace for ape gas (was hitting foliage before landscape - which wasn't tagged)
  • Updating OEI interface so the Biolab works correctly
  • Add alternate proxy mesh sample setup for artists
  • Adding Dead Researchers to the Ape Lab
  • Adding new Deployable for Dead Prospectors for easy mission placement
  • Adding new Dead Prospector materials (white) for researchers
  • Adjusting prebuild ape lab to include items in inventories and place researchers
  • Adjusting dialogue delays to make more sense within missions so they don't spoil big moments before - as they happen
  • Added new biome curves for Arena's
  • Added art assets for the homestead saloon door variant
  • Fix Garganutan Jr desert spawn location being underground
  • Cliff Pass and Landscape Sculpting Pass, Green and Yellow Quads, Elysium
  • Fixed muzzle flash position and ads offset of the black wolf revolver by adding corresponding sockets
  • Fixing GH_RG_A Camp and resaving with notes in correct locations
  • Fixed Spelling Errors in GH_RG_A Camp prebuild save
  • Adding Collectable Note (Laptop) and setting up
  • Adjusting Save / Load Prebuilt cheat so it now sorts the avialable quest markers by distance
  • Adding Missing Ape Blood Prebuilt Structure
  • Adjusting the juvi spawner audio location so its in the right place
  • Added art assets for the plant pots. 5 different shape variants with 4 different texture variants on each
  • Adding slightly more intense spawn juvi sound and distancing for better audible cue
  • Display Melee Damage stat on main inventory window for Mounts/Pets
  • Added mission descriptions for GH mission trees
  • Fixing issue where the parent quest was not ticking off the information correctly in GH_RG_D
  • Adjusted common craft quest to allow for machine specificity
  • Adding heavy rock golem gauntlet attack audio and event. Reducing weight of ape juvi attack and other ape juvi adjustments and fine tunes
  • Biolab upgrade screen Slot and Pins adjustments and added background blur to upgrade slots
  • Prevent spectating players when dead in instanced levels
  • Added DMs for lamp post and wall mounted lamp
  • Added proper DMs, as well as updated the animations and added proper colision for all meshes
  • Fixing Spawner Issue in GH_RG_D which was spawning 2 rock golem spawners on top of each other
  • Fixng the Retrieval Pod in GH_RG_E so it has a set location rather than a dynamic one
  • Blocking in Tundra to Desert Transition pass on Yellow Quad, Elysium
  • Tidy AICreature validation
  • Adding new manual spawn point for the retrieval pod for GH_RG_E, this should fix issues where the pod spawns underground
  • Fixing the Biofuel Calculation Quest in GH_RG_E as it was not summing the amount of biofuel stocked correctly
  • Setting up Vintage Jars, Sewing Machine, Honey Pots, Ranch Gate and Sign Items for Homestead
  • Adding Currency Conversion for the Biomass items into a intermediate resource and then back into biomass for exchanges on the orbital station
  • Adding new Ice Mammoth Prebuilt Structure for the research lab
  • Adding new bespoke Ice Mammoth Experiment for GH_IM_D quest
  • Resaving spawners to fix the default variable assignments
  • Adjusting Spawner Code for Ape / RockGolem Spawners and base faction mission spawners so that they scale and spawn appropriately code is not longer using the swarm component as it is not appropriate for the way the things are being spawned, added safeguards such as max creature spawn, minimum spawn distances etc
  • Fixed Ape Spawner as it was spawning apes underground
  • Adding in 3rd person grip socket for the slug launcher and the lava hunter flame thrower, currently unsure if they are setup to use the 3rd person sockets but they are ready to be used
  • Fixing hands position and sliding on the slug launcher and lava hunter flamethrower, one small issue where the equip animation for the flamethrower doesnt use the left hand grip socket, fixing next commit pass
  • Adjusted sandworm crossbow ADS to better align with the spear end
  • Fixing the spear not loading correctly in the sandworm crossbow by redoing some bones in the animation to match up with the base skeleton
  • Adjusting the scorpion rifle ADS to match up with crosshair
  • Fixed armour materials sparkly issue to light and did an optimize pass on the master default textures
  • UI pass on Biolab Upgrades screen. MAde adjustments to nodes, slot and wire locations
  • Cliff and Landscape Pass on Tundra, Green and Yellow Quads, Elysium
  • Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
  • Prevent biome reverting to none when player dies and is a spectator inside a biome override (for clients)
  • Elysium - stalagmite placement and polish pass of lakes in Geothermal, red quad
  • Added DEP_Well_Reservoir with all SMs, SKs, DMs, Materials, Textures and Animations
  • Adding new gun tool break audio event and data table setup for better indication that a weapon has broken. Slightly delayed and also a metallic mech element to it
  • many more ape juvi sounds including new attack vocalisations, idle, idle far, aggro, whoosh and slams improving the ape Juvi experience a lot
  • Added lamp post and wall mounted static meshes, material and textures
  • Added 3 additonal fabric material assets for the homestead curtains. Updated homestead curtain 1 and 2 textures with adjusted colours
  • Fix leave area size for Rimetusk D Great Hunt mission
  • Update account flag for Garganutan unlock to match mission name
  • Elysium - stalagmite placement and polish pass of lakes in Geothermal, red quad
  • Update Rimetusk D to use a single explosive, pending prebuilt structure
  • Adding DEP_Bench_Kitchen_Homestead_Stove, Sink and Filleting with destructibles
  • Various updates and improvements to mission and legendary items
  • Ignore collision for Fortification Spikes deployment, allowing them to be deployed more easily
  • Fix Legendary Weapon preview not loading textures correctly by forcing MIP level & LOD on the SK/SM components and enabling updates on every frame for RenderTarget
  • Elysium - added variations of buttercup flowers from Prom grasslands to Tundra grass type
  • Updated Quarrite B dialogue to play explicitly when first spawn is successful, rather than after a delay
  • Correcting audio timing of spawning juvis form the spawners
  • Added default audio for Rimetusk Great Hunt D mission
  • Update Rimetusk Great Hunt D mission requirements to match new building
  • Update Workshop deployables to properly destroy when they reach 0 durability
  • Update Garganutan Great Hunt A unlock text to be clearer that the items are just decorations
  • Make Great Ape more vulerable to melee attacks
  • Statify more elements of Slug Laucher attachments rather than switch on attachment type (to give players more feedback)
  • Creatures can no longer climb the drill or large rocks on the rock golem spawners
  • Adding dead Miners to the GH_RG_A_Mining outpost
  • Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
  • updated weapon rack static mesh and textures
  • Landscape Painting Pass, Decal Pass and Cliff Pass, Green and Yellow Quads, Elysium
  • UI pass on Biolab Weapon Screen. Reimported Biolab Background Artworks
  • Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
  • Fixing white squares which where showing on fillable legendary weapons
  • Adding Stat that can be added to items which means they no longer require to be carried in a utility slot
  • Adding Setup for the LavaHunter Flamethrower Legendary weapon so when upgraded it doesn't need to be carried in the Utility Slot
  • Fixing Rock Golem Spawners so they spawn the juveniles and not the Rock Golem Bosses
  • Adding Revival of the Rock Golem Spawners during Mission RG_C2


Icarus Week 165 Update | Hammerhead Slug World Boss

Welcome to Week 165.

Today, the Hammerhead Slug World Boss is introduced to the swamps of Icarus.

We also give a sneak peek into what is coming next week, allowing all bosses to be lootable when killed and a quality pass on their rewards.

If you want to fight the Hammerhead Slug, you will need to play on the Prometheus Map in the New Frontiers Expansion. It can be purchased here:

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

Notable Improvements:



  • Added additional Black Wolf spawn points to Olympus arctic areas, updated the Bestiary as the Black Wolf is in the Arctic on both Styx and Olympus
  • Shifted the Black Wolf boss spawn zones from the starting areas of Olympus
  • Various texture and material optimizations to reduce size and memory usage while playing



This Week: Hammerhead Slug World Boss



The Hammerhead Slug is the first world boss we have added to Icarus in a long time, but it will not be the last.

The Hammerhead Slug spawns in all Swamp Regions of the Prometheus Map and has some rather unique abilities.

When the Hammerhead Slug takes enough damage, it will split, not once but twice, and prospectors will quickly find themselves fighting more than one creature. Prospectors will also need to be careful as these splits will attempt to combine back into their larger counterparts as time goes by.


Next Week: All World Bosses Lootable



Next week, all world bosses will now be lootable when killed, and their drop pools will be rebalanced to reflect the difficulty of taking them down.


Your support makes these updates possible.



https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

Changelog v2.2.40.132442



New Content


[expand type=details expanded=false]

  • Adding NZ On Air Logo in the Credits Section
  • Updating the NZ On Air Logo in the Credits Section
  • Adding Entry for the Hammerhead Slug boss into the Bosses Json
  • Added new Boss icon for the Hammerhead Slug
  • Hammerhead Slug - Added 5 spawn points in prometheus for the slug spawn
  • Health bar now only appears once the boss fight has started
  • Fixed replication bug where the client wouldn't see the final slug/health bar cleaning up
  • Added valid check to prevent warnings on getting blackboard as slug dies
  • Hammerhead Slug - Slug will now return to anchor point if straying too far
  • Hammerhead Slug - Added missing isvalid checks
  • Hammerhead Slug - Changed how the slug manager was cleaning up
  • WorldBossSpawner override so slug doesnt bind on big slug death
  • Fixed bug where final slug would sometimes explode instead of curl into a ball
  • Hammerhead Slug - Slug carcass now highlights. Removed debug testing
  • Hammerhead Slug - Switched poison modifier to be -50% sprint speed instead of -5% movement speed to try reduce chance of not being able to move when having all debuffs added to you
  • Hammerhead Slug - Added 30 minute timer after the final slug dies for it to cleanup
  • Removed the 'reload dead boss' bool for the slug
  • Smaller slugs will spawn the slug manager if there is none present
  • Changed loot row table on slug to correct boss row
  • Hammerhead Slug - Removed Development flags
  • Removed space at end of hammerhead name
  • Hammerhead Slug - Slug will now respawn correctly when slugs tile is reloaded
  • Changed eqs such that the slug ignores itself when looking for targets that damaged it



Fixed


[expand type=details expanded=false]

  • Project-wide asset optimization pass and cleanup
  • Obsidian Pick: Updated physics asset to capsules, added extra LOD, optimized textures, changed PM to metal
  • Project-wide asset optimization pass and cleanup
  • Fixed UVs on ITM_Sickle_Obsidian
  • Fix 130MB guide texture down to 300KB due to non-pow2 size and no compression



Future Content


[expand type=details expanded=false]

  • Adding legendary weapons items static audio data
  • Adding pickup legendary weapon crate audio and item audio table setup
  • Great Ape club attack only has a break chance for slams
  • Great Ape Fix a montage where the animation length has changed
  • Fix Rock Golem Op1 Analyze not showing complete at 100%
  • Fix Rock Golem Ape E water step requiring biofuel
  • Adding GH Mission Radio Icon
  • Balancing player damage taken from creatures to accomodate for heavy hits as well as small and medium impacts. Small adjustment to collision damage event because projectilces use this too
  • Great Hunts Cinematics Sequencer and BP Assets
  • Final pass on great hunt music
  • Added 'cave in' mesh/materials, tunnel cap mesh, tweaked Cliff_11_DLC2 to remove base
  • Added stats for some of the Rock Golem Gauntlet upgrades
  • Rock Golem alternate secondary attacks are now enabled when using relevant upgrades
  • Fixed some input logic bugs within Rock Golem Gauntlet attacks
  • Stormwall material and BP setup WIP
  • IMP pass blockout in the swamp on Orange Quad, Elysium
  • Swapped Tundra voxels to ridge variant, Foliage Pass and Cliff Pass, Green and Yellow Quads, Elysium
  • Fixing accidental change to FMOD preset instead of event volume that added ADSR to cave contect preset which caused everything to be broken that used that preset
  • Fix DT Whitespace validation. Again
  • Adjustments to new Great Hunt UI
  • Make GreatApe more immobilise and slow stat resistant
  • Great Ape make high rocks fall faster
  • Applied threat distance modifier curve to Ice mammoth boss, adjusted behavior tree to trigger music at more appropriate time during intro sequence
  • Adding ADSR to waterfalls to avoid harsh starts when entering ape arena. Also intensifying very heavy impact hits from creatures like club hits to make boss combat feel more weighty
  • Adding location markers and blockout for DH mission 3
  • Hammerhead Slug - Removed slug from ice arena and readded mammoth to the arena
  • Resave Ape Lab with correct position
  • Fixing music override bp on ape boss
  • Adding load spear into sandworm crossbow
  • Added separate action behaviours to Rock Golem Gauntlets and filtered them by upgrade type
  • Fixed Rock Golem Gauntlet third person montages not being on the right slot
  • Adding new Great Hunt UI
  • Add Garganutan Great Hunt steps to collect the Sonic device, for if the player has dropped it into a crate for example, so players will be able to collect the device before starting the mission
  • Slight increase in Great Hunt bossfight music volume
  • Shortening overly long tail events within the assault rifle that was taking up too many channels unnecessarily. Also fine tuning distance curve after multiplayer playtest
  • Fix many dialogue timings for Quarrite Great Hunt
  • Added border and hover border and UI tweaks
  • Adding sandfalls audio and BP imp. ALso adding heavier jump land to rock golem so its initial entrance is more dramatic
  • More nav blockers for Great Ape
  • Updated Sandfalls to respond better to light and hold CPD on begin play
  • Added destructible mesh asset for swamp ape club
  • Added spinning wheel art assets including skeletal mesh and animation
  • Add Rimetusk Great Hunt quest crafting recipes, final quest and remove many DNT entries
  • Dev lock future content releases
  • Fixed looking the wrong way when entering the Ice Mammoth Arena
  • Shortening overly long vocal event when taking generic low damage
  • Added Lamb sk meshes, materials and textures
  • Resave atmospheres datatable
  • Exported higher resolution source textures for the raptor creature
  • Named boss atmospheres correctly
  • reduction in volume of the ricochet hits
  • dummy changes to files within certain banks to try force fix errors
  • Slug Launcher - Add stats and effects for Backpack, Loader and Splash Guard components
  • Rock Golem rolling attack now pushes hit targets to the side instead of straight forward, reducing chances that players are hit successively
  • Rimetusk Great Hunt: Add additional craft step to O2 quest, add quest objectives to all missions
  • Voxel Polish Pass and Swapped FIR saplings with Aspen Saplings, Green and Yellow Quads, Elysium
  • Finished first macro pass blockout in the swamp on Orange Quad, Elysium
  • Fixing Atmosphere Datatable
  • Fixes to Ice Mammoth arena material after recent updates
  • Applied new meshes and material for stormwall
  • Adjustments to rock golem armor break audio. More audible over busy mix
  • Added splinter mesh for destructible ape club vfx
  • Removing mentions of thumper from dialogue. ALso increasing volume slightly of away from mic part so it is still audible over ambience
  • Multiple new kitbashed cliffs for Elysium volcanic
  • Adjustments to some legendary weapons. Smoother bolt load sound, gauntlet volume adjustments, data table update etc
  • Resubmitting audio files in banks to attempt to fix any issues part 2
  • Fixing Atmosphere & Equippable Datatable
  • Add tooltip to Swamp Arena exit
  • Fixing Atmosphere Datatable
  • Fixing Legendary Weapon GH button so it correctly only works on appropriate maps / with dlcs
  • Ensure RVT are refreshed when player dies in instanced level and respawns to main level
  • Adding Legendary Weapon Images for Viewing their info
  • Adding Legendary weapon view screen and ability to click on weapons when great hunts have been selected
  • Adjusted livingitemshopitem data to include backgrounds and weapon images
  • Cliff Pass on Trunda to Desert Transition, Green and Yellow Quads, Elysium
  • Elysium - New CAC maps and FTs for geothermal stalagmites, new lake added to geothermal area, red quad
  • Wire destructable mesh for Great Ape Log/Club
  • Set up gfur for lamb and added trophy mesh, material and BP
  • Added Emission channel masking to M_Creatures and setup emission on Ape
  • Sandfall Polish Pass In Golem Arena and Cliff Pass in Tundra, Green and Yellow Quads Elysium
  • Added depth fade and minor adjustment on mesh for stormwall
  • Adding World Boss Names to Great Hunt UI
  • Fading Weapon Images on GH & Boss enteries so they are only visible when hovering
  • Added missing socket to black wolf revolver, causing the left hand to be held in mid air instead of the gun
  • Polish Pass on Sandfalls and Made changes to Sandfall_03 Material
  • Changed materials on Hammerhead Cocoon and added a cocoon forming VFX
  • Tweaks to Sandfalls_03 Mesh UV to reduce streeching on sides
  • Adding Respawn Timers on the GH UI for world bosses
  • Fixed issues with World Boss Information so it displays number of potential spawns, as well as the number currently active
  • The GH Device now tracks and updates boss information and replicates it to clients for display on various UI's
  • Fix Garganutan Great Hunt progress tracking for wave defence missions. Clarified objectives in damage type missions
  • Added ability for main mission objective text to be hidden if it is blank, but helper text (blue) is still shown, updated resupply missions to be blue/info text
  • Decrease Sewing Machine RMA to 1k
  • Prevent biome transition when player dies and is a spectator inside a biome override
  • Added DCO_Cheese_A to F and DCO_Hanging_Meat_A to F
  • Changed Ape Boss Hide to use ITM shader. Increased texture resolution
  • Adding weight layer to ice mammoth and other sledge hammers
  • Adjusting Great Hunt Talent Trees so they fit within the space allocated on the UI
  • Added panning feature for main textures of MA_ITM. Set to disabled by default
  • Add Ice Mammoth Great Hunt O1 setup, notes and dressing
  • Updated Garganutan Decals to only clean up those specific decals, so if they are used in other missions they will still be cleaned
  • Added Wall_Candle_Holder_Wood, with textures, materials, and DMs. Also added a candle proxy mesh with materials for multiple colours
  • Added Cuckoo Clock with textures, materials, skeletal meshes, animations and DMs
  • Consolidating the Alpha Wolfs Name, as it was called Alpha & Black interchangeably, it is now called the 'Black Wolf' everywhere
  • Added Research Crate icon
  • Adjusting Great Hunt Talent Trees so an overview of the hunt is displayed before clicking on missions
  • Added Shield Ricochet icon
  • Small volume adjustments to various dialouge lines within the DLC to make sure the off mic parts are still audible. Increasing ducking amount on the music and ambience by a touch to help dialogue lines from being drowned out in storms or during combat or music events. Increase to sandfall volume and size and play amount
  • Update all Great Hunt quest names and titles to new format
  • Increase NOVA Station durability
  • Removed Thumper from Rock Golem E dialogue subtitles
  • Added tile texture and panning for MA_ITM
  • Elysium - more lakes, stalagmite and decal placement in geothermal, red quad
  • Fixed bug where Great Ape wasn't responding if players fired at it/attacked it from a great distance
  • Extended RecentDamageCausers EnvQueryGenerator to allow ignoring distance when generating valid targets
  • Added skeletal meshs for the homestead curtain variants. Updated roughness maps for the fabric variants and adjusted tiling on the the shaders
  • Update Respawn dropship seat camera offset logic, camera shake & FP mesh visibility handling to also work for clients
  • Fix client desync with mammoth trap due to bones not ticking on dedi server
  • Adjusting source audio file of GH cover mic effect for better clarity but still feeling worldized. Previously felt too muffled in the mix
  • Added catch all proxy mesh setup to windmill (uses dry recipe output by default)
  • Updated the spinning wheel rope texture and updated UV on the static and skeletal mesh to utilise the new tiling material feature
  • Resave terrains selection for translatable text
  • Add destuctable mesh to Great Ape thrown logs
  • Updated LOD screensizes on Biomass meshes
  • Decreased Obsidian Sickle textures from 2k to 1k
  • Rimetusk D Great Hunt, added helper text to craft explosives quest step
  • Fixed typo in Quarrite spawner quest name
  • Fixed Quarrite Great Hunt B worms stopping spawning if there are already too many spawned (will now automatically clean up spawns after a delay)
  • Adding Biomass rewards to bosses & adjusting boss material conversion rate
  • Garganutan Great Hunt O1 fix spawn locations not spawning
  • Adding rock golem juvi flinch and death audio, events and data table setup
  • Linked translatable text to Olympus terrain selection
  • Updated tundra to desert transition and added palm bushes to oasis on Yellow Quad, Elysium
  • Added prototype mesh for weapon rack for testing, material and textures
  • Added first pass SM for DCO_Giant_Ranch_Sign with materials and textures
  • Elysium - added temp FT for Kumara, foliage placement test in volcanic terrace area, red quad
  • Fix Biofuel Radar not being able to be toggled
  • Added missing EQS change from previous fix to Great Ape detection range
  • Duplicated most necessary anims for Juvenile Rock Golem and placed in own folder
  • Did a pass on Juvenile Rock Golem locomotion animations and speed
  • Added armour to Juvenile Rock Golem
  • Fixed Juvenile Rock Golem t-posing after death
  • Fixed Juvenile Rock Golem not playing correction animations for GOAP actions
  • Updating Biolab UI based on Concept
  • Adding Purchasing functionality to the Biolab Weapon information screen
  • Adding Images for the Biolab Legendary Weapons background
  • Landscape Sculpting Pass, Cliff Pass and Foliage Pass on Tundra, Green and Yellow Quads, Elysium
  • WIP proxy mesh system
  • Great Hunts Interface animation and UI tweaks. Replaced Norex logos
  • Added art assets for the Homestead curtain variants
  • Added art assets for the homestead shutters window variant
  • Added art assets for the homestead saloon style door including a texture variant for a whitewash look