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Genre: Simulator, Adventure

Icarus

Icarus Week 177 Update | New ‘Culinex’ Backpack for extra food buffs

Welcome to Week 177.

We're currently in the middle of a short week with Easter holidays, but we still wanted to keep things moving—so we're happy to bring you a patch this week! While it's a lighter update than usual, it still includes some useful fixes and improvements.

This week, we’re introducing the ‘Culinex backpack' in the workshop. This backpack will help with both the creation and consumption of food on Icarus.

We also provide an update on the Solo Play feature we mentioned last week - it is currently accessible on our experimental branch for anyone who wants a preview.

Notable Improvements:


  • Fixed an issue which prevented fish from being killable with projectiles (thrown weapons, arrows, bolts and firearm ammo).
  • Fixed 'Pain in the Bass' achievement as it wasn't always being granted correctly
  • Fixing issue where custom crafted food would not scale its stats in their tooltip correctly


This Week: The Culinex Backpack



The Culinex Backpack (or Chef's Backpack) is purchasable from the Workshop and can be equipped for use on the planet. It provides a range of benefits focused on food creation, buff enhancement, and survival efficiency.

While the backpack is worn, any food crafted by the player will have an extended duration and increased effect strength. Any player can consume these improved food items to receive the enhanced benefits.

Additionally, any active food buffs on the wearer are further amplified in both duration and effectiveness. This makes the backpack particularly valuable for extended missions or high-intensity scenarios where sustained buffs are critical.

The backpack also reduces the rate of food and water consumption for the wearer, decreasing the frequency at which sustenance is required. This makes it a strong utility item for long excursions or resource-scarce environments.



Next Week: Multiplayer NPC Hitbox Fix



We're currently trialing an improvement aimed at enhancing the experience for players connecting to dedicated servers or friend-hosted games. This update ensures that creature animations are fully played on clients at all times, regardless of their distance from the host.

After a thorough investigation, we discovered that early optimizations made during Icarus' development led to desynchronization issues on the client side—specifically with NPC animations and hitboxes not always aligning correctly.

To resolve this, we've updated the system so that NPCs now check their distance from any active player, not just the host. This allows them to correctly play their full animation sets and ensures hitboxes are accurately positioned on all clients.

Internal testing and feedback from players on the experimental branch have been extremely positive so far with a noticeable improvement, especially on dedicated servers. A big thank you to our Veterans in Discord for helping us identify and resolve this issue.

This fix is available now on the experimental branch, alongside the other changes listed below.


Next Week: Deep Ore Duplication Fix



We’ve resolved an issue where deep ore veins were being duplicated each time a prospect was loaded. This could cause veins to appear as if they had changed resources and led to significantly bloated save file sizes.

While earlier fixes made this more stable, we recently discovered a new issue with deep ore veins on the Prometheus map, introduced as part of the Null Sector update. Some objects were incorrectly configured during world generation, leading to duplication.

We’ve now addressed the root cause and added checks to prevent it from happening again. Additionally, any duplicated veins will now be automatically cleaned from player save files on load, with any attached drills preserved.

This fix is also available now on the experimental branch, alongside the other changes listed below.


Next Week: Solo Pause



As mentioned in last week’s update, we will be introducing a long-requested feature next week: the ability to pause the game during solo play. This functionality is now available for testing on the Experimental branch.

The pause feature is limited to single-player sessions only and does not function in multiplayer or on dedicated servers. This ensures no disruption to connected players in shared environments.

We encourage players to jump onto Experimental and provide feedback. If you encounter any issues or unexpected behaviour, please let us know.



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 v2.2.52.136091



New Content


[expand type=details expanded=false]

  • Unlocking the Chefs backpack so it can be purchased
  • Renamed Chefs Backpack Astron -> Culinex
  • Adjusting the Chefs backpack so its price fits more in where it sits in the workshop tree
  • Fixing the Workshop Backpacks Talent Tree so the Chefs backpack can be selected and unlocked

[TAG-50]

Fixed


[expand type=details expanded=false]

  • Fixing issue where the BaseFoodStomachSlots_+ stat was being incorrectly scaled in the tooltip - making it seem like foods where consuming multiple slots - in cases where food was cooked by a player with the CookedFoodModifierEffectiveness_+% stat
  • Fixed not being able to shoot fish with projectile weapons



Future Content


[expand type=details expanded=false]

  • Potential fix for clients not rotating to correct orientation when teleporting into an instanced level
  • Quarrite: Liberation - Fixed issue where caveworms would spawn inside an object if there were too many worms around it and couldnt find a better spot to spawn
  • Added FTs and temp meshes for geothermal dead trees
  • Fixed an issue where BioLab_ShopItem widget was trying to check feature flags before they were available
  • Fixed issue where BioLab_ShopItem was setting the required feature flag but the internal CachedFeatureLevelCheckResult wasn't being properly invalidated
  • Added DEP_Fireplace_Gas and DEP_Fireplace_Electric with animations and destructibles
  • Adjustments to spacializer and pitch variations and volume of analyzers to accomodate for multiple analyzers next to each other in mission. Small adjustment to general deployable volume over distance to help with same issue
  • Improved prebuilt base building cleanup code
  • Adding pause to the music bus as well as the others
  • Enabling mutally exclusive talent connectors on the IM Tree
  • Fixing Building Transform in IM_O1
  • Doubled Scanning Range of the Recovery Beacon Tracker as there are cases where players could not find recovery beacons, relevant for IM_O1
  • Tagging Organic Analyzer as a quest item
  • Fixed issue on RG_O1 where the organic analzyer was not being saved as a relavent actor correctly
  • Fixed issue on IM_B where the base would duplicate everytime the prospect was reloaded
  • Fixed issue with IM_B where the viscid and mammoth spawners where never being spawned
  • Fixing Spelling Mistakes on the Research Notes on IM_B
  • Fixed issue on IM_B where a new search area would spawn every load / reload - incorrectly
  • Added Code so that when prebuilt bases are cleaned up they now remove their building pieces as well
  • Fixing issue with IM_D where the search area would duplicate every time the prospect is loaded
  • Fixing issue where the base in IM_D would not call cleanup on an abandoned mission




Icarus Week 176 Update | 4 new Brick Signs to place and personalize

This week, we’re adding a brand new set of Brick Signs, with four variants for you to craft, adorn and place around your base.

We’ve also got some insight for you into our development process after we had a perforce outage last week that impacted our development timelines.

Finally, we’ve got some details on an ongoing feature development - a solo pause option.


This Week: Brick Sign Set


This week, we’re adding a new set of Brick Signs, with four different variants for you to craft.

These are unlocked at Tier 3 and crafted on the Advanced Masonry Bench. Ten clay bricks, two concrete mixes, and four iron nails are required for each sign.

The four variants come in floor and wall options, with tall and angled variants for use in different terrains and settings. Just like all other signs, these can be edited to display your own text or icons.



You may have noticed in last week's patch notes that we also improved how signs appear in-game by removing the artificial glow and making them look less digital. The full note is below:

Update Sign widget material to use Decal domain which allows it to take on normals of sign mesh and handles lighting better, removing emissive glow, making the signs look less digital and cohesive within the scene



This Week: Perforce



Last week two Perforce crashes happened on two days in succession. Functionally, this turned our 5 day work week into only 3 days for our normal weekly patch.

Perforce is the source control system we use for Icarus, keeping the developers working in alignment on the code and assets required to make all the different versions of the game (at minimum each week is a new version). Historically, our Perforce instance has been running (not up-time) since June 2016, with our first Icarus code commit seen as 2019.



Since those first commits, the source control has grown to 6TB of project data. We use a Google Drive to keep all the full sized Icarus art assets, so the true scale of the project files is much more. The 6TB is just the raw foot print of the source code and binary assets to build the game for distribution, with the latter accounting for the majority of the 6TB. And then to ‘serve’ the data effectively to developers and build servers bring along additional requirements.

The reason any of this is part of a blog post is because one of our servers experienced a “Blue Screen of Death” recently and caused corruption in our Perforce database files. Bringing Perforce back up required multiple database reads, rebuilds, and verifications. Last week two crashes happened on two days in succession, significantly effecting operations. As developers, we mitigated this by using the time to playtesting on steam and in a few cases juggled feature work in “offline” mode.


Hosting the 6TB of critical data means a lot more than a PC with a few SSDs. Huge failover batteries protect our whole office site, multiple high IO drives for RAID, spares, and backups, and we need NVMe drives to push the architectural limit to serve this data fast over the local network to multiple people. Many syncs early in the morning can saturate our 10Gb uplink.

Since we’re covering our live data footprint, we should also mention that for backuping up the data we provision 20TB of HDD storage so we can have daily backups, snapshots over time, and space left over to take a full fresh backup on demand. But you can’t just have one back up, you actually need a duplicate of your backup, so there’s another 20TB. Mirror that all again, as we must save it all in another form off site in the the cloud, so we provision another 20TB of cold archival storage in a datacenter that is in geographical region outside of New Zealand. You can see how just the 6TB critical data for Icarus has quickly escalated to requiring 100TB of provisioned storage for its stable existence.

Recently, rapid system halts and “blue screen of death” has caused us data corruption in our Perforce database, to the point Perforce is turned off for repair and the developers have to immediately adjust their work schedule. What does repairing Perforce involve? Perforce by design works and manages our files, the versions, and meta history for those, through several dozen paired databases. When the system halts and those databases are open or are being written, they break and they break in ways that are very bad for productivity. Luckily, there are specific Perforce tools and commands that are run as a check on the database file pairs and we keep documented in our internal wiki the process.


Fixing the corrupted perforce instance has a few steps. After the first attempted read of the database set, all the corrupt files are identified. A second pass is done to write out new replacement databases identified from the last successful checkpoints. These new replacement databases are replaced in their directory and another different integrity check is run on all the databases. This step is very slow and can take a several hours. If everything goes well, there are no more corrupt database files found. But if we find another corruption in this check, we have to redo the whole process until all corruptions are fixed.


Ultimately, the Perforce service is returned to working condition, with developers and the build servers now all syncing at the same time. Now the developers are happy again and continue to work unimpeded in Unreal and the build servers can go back to assembling builds for you.



Coming Soon: Solo Pause



We’ve been working on a new feature for Solo play. It allows players to pause their session rather than the game continuing to run in the background.

This is quite a large change and requires layers of experimentation and testing internally to iron out any bugs or issues that arise. For example, multiple mission chains have to be tested as a pausing feature may impact (or impact, vice versa) their logic.

At this point, we’re putting out early iterations of this change into our experimental branch, which gives us a much larger testing pool to catch bugs or oversights that slip through the cracks. We’ll be ready to release this onto the main branch once we are comfortable it is at a standard we are proud of.

A quick note: this will not work on multiplayer or dedicated servers. This is due to the presence of other players and their own sessions, as well as the logic required to run a dedicated server.



Next Week: Chef Backpack



Next week, we’re adding a new ‘Chef’ Backpack for culinary arts specialists.

This will allow prospectors to craft better foods with longer-lasting buffs. Alongside a decrease in the food consumption requirement, there is also a buff to water consumption, so you’ll be able to last longer without two of three pillars of your prospector's well-being.


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 v2.2.51.135901



New Content


[expand type=details expanded=false]

  • Added sign blueprints and item setup
  • Resave items datatable for sign grouping
  • Update new sign item variant grouping
  • Add new sign talents and recipes
  • Unlocked Brick Sign recipes, item and talent for release
  • Added temporary brick sign icon



Fixed


[expand type=details expanded=false]

  • Fixed Beehive Processing VFX to replicate on client
  • Add translatable text to Operations banner on C0NT4CT device
  • Adding interact audio for when opening up a dead prospectors inventory. Adding to base class
  • Fix spelling of Juvenile on Desert Training talent description
  • Fixed Taxidermy Knife being called Trophy Knife
  • Fixing typo spelling of Juvenile in talent tree



Future Content


[expand type=details expanded=false]

  • Adding the correct ammo types to the dead bodies in the GH RG Base A Location
  • Dead researchers in GH_APE_A now correctly hide the items in their hands when looted
  • Fixed a number of typos in mission objectives for GH chains
  • Added implementation of Swamp Ape Attractor, and localised attraction mechanic
  • Added ability for generic actors to act as spawn tethers via a new interface
  • Fixed radar material on swamp ape attractor not turning off when unpowered
  • Adding interact sound for the great hunt device so its not just silence when you enter the UI screen
  • More various updates and improvements to GH UI audio
  • Adding goop dialogue line into dialogue data table. Fixes to some dialogue events where things were cut off abruptly, updating shorter mission complete line where appropriate
  • Initial setup of prototype Drone AI
  • Adjust name of Icy Mammoth -> Enzyme-Enhanced Mammoth in the Bestiary
  • First pass on Strange Troop mission rework: Moved location to nearby cliff. Add Garganutan Jnr lair spawn where they now spawn from. Add poison cloud surrounding area to encourage antipoison pill usage and stackable poison modifier. Players must destroy lair and any spawned Jnr Apes to complete the mission
  • Show instanced level exits on the compass (only as there is no map)
  • Updated the icy mammoth bestiary image to match the new textures
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Setting PM on wood corner stairs thats used in GH Lab base so that the footsteps played are wood and not default which is usually grass - dirt sounding
  • Putting ape lab door on its hinges - on the wall so players dont open it through the ground. Visually it looks like the ape broke out through the bloody broken wall
  • Elysium - cliff and ledge placement, decal and foliage painting in geothermal, red quad
  • Added FTs for Stick trees (vars 1-3)
  • Mammoth now sprints to arena after being hit by bullet
  • Shifted the ice chunks on the back of the icy mammoth in the character and carcass BPs
  • Mammoth now sprints to arena after being hit by bullet
  • Move any attached arrows to corpse inventory when various Great Hunt bosses die
  • Added trophies for the icy viscid and icy mammoth
  • Adding updated text for the graves in the GH RG mining outpost A
  • Adding legendary gauntlet aint - power up loop audio, events and notifys
  • Change particle system attachment for Legendary SledgeHammer Impact Ribs
  • Temporarily adjusting mission talents to reroute instead of mutually exclusive to prevent missions from being blocked. Can undo once fix is in place
  • Added first pass art assets for the geothermal stick tree to be use for blocking
  • Small update to the opening and closing the fort gate used in GH mission to make it feel more appropriate. Small adjustments to scorpions volumes in world to make sure they werent too intense compared with their vocalisations
  • Adding various UI sounds for great hunts and a few that were missing from the main menu for no reason. Added missing hover over various items and adding select difficulty audio and biolab menu and item clicked etc
  • Elysium - Added V2 blockout mesh for Iris Biolab to Eden
  • Modifying Talent System to now support different talent types such as mutally exclusive selection which is required for great hunts, setting up new mutally exclusive talent connectors for all the great hunt mission trees
  • Added PRP_Bench_PSU
  • Fix DT Validation
  • Elysium - cliff and ledge placement, decal painting in geothermal, red quad
  • Removing ducking from various weapons that were causing the ambience to lower in a way that was not subtle enough. Especially noticeable during the rock golem earthquakes or by rivers etc
  • Added emissive textures for the exploder bat and the ice dart bat
  • GOAP Tweaks for baby apes (no longer chase birdies)
  • Great Ape: More balance for large numbers of players
  • Great Ape: Wire Norex world stat
  • Add new world stats for rewards for great hub ape missions
  • Great Ape: More ongoing balance tweaks
  • Potential fix for instanced levels where everyone dies, leaves and then terminates the server instance before save happens
  • Fixed bug where clicking RTCS / Quit / Unstuck wouldn't work until you unpaused the game
  • Pass over all dialogue lines used in GH missions. Adjusted any dialogue that felt off, adding unique log voices, sharpened up timing etc
  • Fixed issue with ESC-menu pause that prevented other players from joining while paused
  • Elysium - cliff and ledge placement, decal painting in geothermal, red quad
  • Adding correct death collision audio event to ape juvis so they play the death fall sound
  • Disable shadow casting on invisible weather culling mesh spawned from BP_CaveInstance which was causing shadow artifacts to appear on cliff faces near cave entrances
  • Initial implementation of the new Alpha Wolf art assets
  • Add various new ape related world stats to mission outcomes (stats still not wired)
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • IM_C3 removed debug testing logic
  • Geothermal material instances for various meshes
  • IM_C3 mammoth can no longer be killed, is tethered to it's spawn location, fades out after reaching arena location, freezes correctly if a player causes the tile to be unloaded
  • Fixing issues with legendary sledge hammer playing spear equip sound when aiming.
  • Did a pass on spear equips to make sure all of them worked subtley and woudlnt cause issues under different circumstances
  • Fix Ape Norex World stat isn't quite working as intented
  • Added SK files, as well as Materials and Textures and BP, for Desert Bounder. Implimentation still in progress
  • Great hunts selection is now data driven from new DT. Added in changing item displays
  • Ensure GeoThermal pool VFX is distance culled
  • Wire Ape Expuragtion world stat
  • Wire Ape Escape world stat
  • Fix instanced level compass exit does not show up for clients
  • Wire Ape Blackmarket world stat
  • Update BP_Crevasse to use Atmospheres enum to drive material overrides for future expandability
  • Adding more GH UI main menu sounds. Adding the hover for upgrade slots, and select for upgrade slots
  • Added WiP material override functionality to BP_crevasse
  • Elysium - landscape sculpting, cliff and crevasse placement in Geothermal, red quad
  • BP_Crevasse - assigned material overrides for geothermal and volcanic
  • Added altenative fur setups for the alpha wolf to be compared for performance
  • Pausing the audio when the game is paused for better indication of whats happened
  • Update Ape_B mission to spawn a creature with the item, instead of having the item already on the ground
  • Fixed stones in pickable oxite mesh not rendering properly. Fixed LODs
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Adjusting where the GH device interract sound plays from to ensure it plays each time
  • Further BP setup for Bounder and Carcass, as well as a second pass on the gFur. Passing on to Joe to do the final BP and Data Table setup
  • Wire Ape Strange Troop world stat

Icarus Week 175 Update | Envirosuit Swapping & Seeds Buffed

Based on your feedback on last weeks seed changes, we’ve further tweaked parts of the new seed system. Extracting seeds is now faster and requires less produce. Seed Pouches have more slots and we’ve added a Seed Harvester to the Harvesting Cart.

We’ve also implemented the long-requested ability to swap your envirosuit while on planet, allowing complete customization of your player loadout in Open World.

Notable Improvements:




  • If tamed mounts fall out of the world without freezing correctly, they will now attempt to teleport to owning player (if online) or to their last grounded location

  • Fix auto reload message showing up for both client and host when initiated by client

  • Fixed clients being able to see the Hammerhead Slug boss spawner and boss icon at the same time

  • Attempted Fix of the Crop Plot Tooltips so they display correct information and growth progress when snapping between them as a client




This Week: Seed Revisit and Buffs



Last week we wanted to ensure that seed amounts throughout early, mid and late game were meaningful, and give players more options to opt-in to a larger seed stockpile when they want to start a farm.

The passionate reception to this has identified some continued annoyances that we’re addressing this week; seed processing time, specific large plant seed amounts and seed storage.

Last week’s addition of the Seed Extractor took too long to process each seed. We have lowered the 60 second timer to 30 seconds. We kept the seed extractor crafting cost low so players can choose how many to build, just like the drying rack or furnaces, allowing you to drop off a bunch of produce, go on a mining trip and return to seeds ready to plant.

We also saw that some of the seed recipes were too expensive, when compared to the harvest quantities from the wild. We reduced many of the requirements to create seeds, and boosted some crop yields. Yields can feel significantly different from player to player depending on if they are hand picking in the wild, crafting sickles, farming, building greenhouses, using talents,crafting attachments, using fertilizers, or bee keeping.



The Seed Pouch and Farmers Satchel are also receiving buffs to their number of slots this week. The Seed Pouch capacity is doubled to 12 (from 6) while the Farmers Satchel can carry 8 more seeds for a total of 24 (from 16).

This week we’re also adding a new attachment for the harvesting cart to make mass seed gathering on the farm easier, the Seed Harvester. This will enable your cart to quickly provide seeds, allowing you to rapidly expand your farmland.

As always our continual aim is to improve the game as a whole for both new and old players. With the diverse range of playstyles and experience levels throughout the community we have many factors to consider, so we appreciate all your feedback and strive to guide the game in the best direction.



This Week: Equippable Envirosuits



A major change this week allows players to bring multiple envirosuits from orbit via the Orbital Exchange Interface and replace your current envirosuit.

In the original mission based format the player loadout selection (and envirosuit decisions) were locked-in choices that modified your gameplay. Envirosuits were a special case vs all other items in the game. Even after our transition to an open world game, envirosuits remained a complex case, which required refactoring of several core inventory systems.

With this update envirosuits can now be replaced by another suit, allowing players more customization options each time they leave their base. This also allows us to add more envirosuit options without worrying about locking players in to their decision for an entire prospect.

This feature was enabled on development builds a couple of weeks ago, allowing us to test during our Great Hunts play sessions, as we further refine our mission content.



Next Week: More Base Deployables



Next week brings some rework to the sign system, allowing more sign materials and allowing you to label and decorate your base in more styles as you desire.

We’re continuing to work on Great Hunts and Dangerous Horizons, with plenty of map and mission work underway.

Find out more 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 v2.2.50.135633



New Content


[expand type=details expanded=false]

  • Added new attachement slot to Harvesting Cart
  • Added new Seed Harvester attachment item to enable collection of seeds on Harvesting Cart
  • Add Seed Harvester cart recipe
  • Halved the amount of time taken to craft seeds in Seed Extractor (60s -> 30s)
  • Increased the number of inventory slots in Seed Pouch and Farmers Satchel, 6->12 and 16->24 respectively
  • Removed incorrect stat on Harvest Cart which implied it could harvest seeds without the use of an attachment
  • Added temporary WIP icon for Seed Harvester Attachment
  • Fixed wonky wheels on the cart physics assets when dropped in world
  • Envirosuits can now be brought down from space, either in the dropship or orbital exchange
  • Added extra logic in to make sure player can't duplicate envirosuit by equipping it AND taking it in dropship cargo (duplicate is ignored when dropping)
  • Renamed Volatile Exotic Seed to Volotile Exotic Bulb, to differentiate it from other seeds (eg it can still be gathered without seed gathering equipment)
  • Updated Seed Harvester attachment icon
  • Seed pouches - Fixed a bug which caused seed pouches to lose its reference to its inventory when shifting its location within an inventory. This should fix these issues
  • Shifting seed pouch made seeds no longer automatically go into the pouch
  • Icon showing how many seeds are within the pouch not updating correctly
  • Dropping the seed pouch straight onto the ground doesnt remove the reference to that inventory, so all seeds would teleport to the seed pouch that is not on your character
  • Automatic seed pouch drop would only work with the first pouch placed into your inventory, all subsequent seed pouches will need to have seeds manually placed
  • Fixed mount saddle attachement slot (in mount inventory screen) not updating correctly when swapping in and out different carts
  • Fixed bug where exotic resource deposit map markers weren't being shown for clients after performing a scan nearby



Fixed


[expand type=details expanded=false]

  • Update DF shadow setup on T4 Cooler
  • Fixed collision for DCO_Bookshelf_MetalGlass to allow item placement on shelves
  • Attempted Fix of the Crop Plot Tooltips so they display correct information and growth progress when snapping between them as a client
  • Fix auto reload message is showing up for both client and host when initiated by client
  • Adding bigger moment for when reaching level 60 in the level up audio cue. Balance levels under that to better work with hitting L60
  • Hammerhead slug boss icon - Fixed issue where the icon on the spawner would stay visible even when boss has spawned. now will dissapear when the slug is alive and a new one follows the boss
  • Update display of flamethrower fuel use to show per second
  • Reworked input and output mesh areas for the T4 Anvil, as well as separated the animated piston from the main mesh and added it as a separate Skeletal Mesh. The main bulk of the asset is now a Static Mesh, minus the previously mentioned piston SK, which should help with perfomance as well as Distance Field Shadows
  • Fixed broken vertex normals on BLD_Window_Curtain_Fur
  • Added backface geo to certain Lett Cot elements
  • Hammerhead slug icon - Fixed clients being able to see both boss spawner and slug icon at the same time
  • Add custom snow material for Scorpion Arena that spawns in the Arctic biome
  • Reverted T4 Anvil Proxy crates to fix issue with a mission crate BP issue. Also created separated crate meshes as generic props from the T4 Anvil proxy meshes
  • Chem bench lights now turn on when connected to a network that has supply and vfx play when processing
  • Fix LOD2 and LOD3 on Fur Curtain having noticable artifacts
  • Remove Wolf Jump anim reference from Boar BP. Tweaked jump arc to better suit animation (more vertical). Tweak blends of jump montage to match other jump montages. Expose jump delay timer as variable for fine tuning and debugging
  • Fix Striker/Stalker using Wolf montages with incompatible skeleton. Creature can now jump properly. Fixed swim height by offsetting root bone in AnimBP. Fixed EyeSocket rotation
  • If tamed mounts fall out of the world without freezing correctly, they will now attempt to teleport to owning player (if online) or to their last grounded location
  • Fixed shadow on workshop animal containers not fading out correctly
  • Hammerhead Slug Icon - re fixing client seeing boss spawner and slug icon
  • Fixed hammerhead slug icon not updating properly for clients
  • Bat Orientation - When bats leave the nest they reset their orientation so that they dont fly at weird angles depending on the rotation of the nest
  • Added new Albedo texture fo Arctic Moa with properly adjusted values for fur, while retaining HSV levels for non fur parts like legs and beak, etc



Future Content


[expand type=details expanded=false]

  • Redo of DLC2 arctic cave entrance BPs to fix bad positioning of cave blockers
  • Adding Cold Aura Around Ice Mammoth Clues and Experiments in the Ice Mammoth Campaign, this aura lowers players temperature when they are within range
  • Fixing Mutated Mammoth Experiment Blueprint to use the correct ice armor in its back, rather than the scaled up enzyme crystals
  • Adding Spliced Viscid Spawning in Arctic Regions of Prometheus when world stat is present
  • Adding Arctic Viscid Loot which drops enzymes when killed
  • Adding Spliced Viscid Spawning as an outcome in the Ice Mammoth Campign, it comes as a result of not destroying the research base, allowing research to continue
  • Fixing issue where the Spliced Viscid AISetup data row was renamed
  • Setting up Enzyme / Snow Slug Trail and Attacks so they use the correct effects and meshes
  • Created and added Slime Trail Materials assets for Red / Blue Versions if required (also uploaded materials to G-Drive)
  • Adding new Landmine Types (Poison, Burn, Shock, Freeze) - These are not Player Craftable
  • Fixing Landmine Stats (they where displaying Pure Damage on their tooltip but Dealing Explosive Damage)
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Fix Ape_D collection requirement not progressing
  • Add helper text to indicate progress on Ape_C
  • Slight adjustment to the ape spawner. Decreased volume but increased sound size. To account for players hitting with pickaxes not just shooting with guns
  • Adding ape juvi scream upon aggro to add more intensity to fight. Also slight adjustment to idle distant layer to make it play slightly more to give more ape awareness in the world
  • Increasing ape juvi footstep velocity volume. Adjustment to sonic device start and loop. Increased volume of distant ape scream in mission to make it more evident
  • Adding blueprint logic to play audio loop when ape sonic device is turned on
  • Halved Arena Juvie Ape GFur layers from 32 to 16 as a perf test
  • Resave deployable setup datatable
  • Adding sonic ape device audio event and audio
  • Balance pass on Female 2 vocalisations
  • Allow golem lamp to turn on and off
  • Great Ape: Reduce the number of gas fungi particles
  • Adding Female 2 death vocalisation
  • Setting up unique Ape Sonic Device BP so audio can be added to that instead of being within mission BP
  • Fixed Ice Mammoth arena entrance spawns player backwards
  • material variants for seracs and SW rocks for ELY caves, material swaps and general polish of ELY arctic caves
  • Reduce number of cards, remove collision and adding batching for Ape Gas Clound AOE
  • Small adjustments to ape slam, and sprint audio
  • Replaced other campaign buttons with newer buttons, added hover animation and changed the background of GH UI
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Improve exotic infused creature and adjusted particles to reduce perf cost for gasflyer
  • Added NoFoliage variant levels+prefabs of ELY arctic caves
  • Small adjustments and improvements to ape velocity speed footstep volumes and simplifying bear idle distancing curves. Small tweak to L60 level up sting
  • Added prefabs for ELY arctic caves (I knew I forgot something)
  • Resaving IM_D & IM_A base with Landmine Fix
  • Fixing issue where landmines where not dealing damage after leaving and reloading a prospect, they where setup to use the wrong recorder component meaning they never received stats, which means when they tried to deal damage it was using the value of 0
  • IM_D - Adding Turrets, Landmines, New Generatores and Expanded Base
  • IM_D - Adjusted Explosion Logic so its self contained in its own quest
  • IM_D - Adjusted quest steps to provide more information and swapped a map marker to use a search area until the base is found
  • IM_D - When the explosive is deployed you will have have 30 seconds to evacuate the area or be hit by the explosion
  • Blueprint unlock widgets now give more information about resource network and fillable storage information so that better informed decisions can be made before unlocking
  • IM_D2 Updating beacon placement and tracking logic so its more of a game / challenge with greater feedback as to what is happening
  • Added DEP_Armor_Stand_T4 with destructible and animations
  • Dropping Enemy Turret Health From 10000 -> 2000
  • Adding new Item Icon for Partially Digested Enzymes so it can be distinguished from regualr enzymes
  • Adding extra spawn on ice mammoth bat nest to ensure bats are there when players enter the area
  • Adjusting IM_B so that travel and examine steps are now explicit, also adding new info descriptions for the digested enzymes for greater quest context
  • Removing Interaction from IM_B Mammoth clue as it is not required
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Removing audio references for the ape sonic device from the mission BP and playing all audio from the Sonic Ape Deployable BP. Stopping audio loop from being able to be triggered if not properly powered
  • World boss button layout change, Great Hunt Interface layout changes and alignment, added boss item display widget to Great Hunt Interface
  • Added custom collision meshes for SW/GL/TU MACTOP meshes - more polys on top surfaces, less on sides to improve playability
  • Added BP_WeatherBlocker for use in ELY
  • Added flightless tank skeletal mesh to the project
  • Update Sign widget material to use Decal domain which allows it to take on normals of sign mesh and handles lighting better, removing emissive glow, making the signs look less digital and cohesive within the scene
  • Added Unique VFXs for Slug Launcher projectile, hit and spot for all ammo types (base, poison, healing, explosive)
  • RG_OP1 remove map marker as quest no longer requires a specific location
  • Adding unique triangulation beacon deploy audio with sonar pulse in it to help signify that its finding direction. Increased importance of explosion for mission to help play more consistently
  • Elysium - swapped cave prefabs to DLC2 variants in Yellow+green quads
  • Enable external caveworm spawns for Quarrite Great Hunt
  • Add placeholder ape cage
  • Added BP_WeatherBlocker in volcanic on Purple Quad, Elysium
  • Testing weather blocker BP in Tundra, green quad. Test placement of voxels in geothermal pools, red quad
  • Fixed Ice Mammoth arena entrance spawns player backwards
  • Added Ice/enzyme version of Viscid, with SK, DM, materials and Textures. I also updated the meshes and materials in the BP. Joe will do a pass on the back ice spikes to imporve skinning for some animations
  • Fixed Weather Blocker actor render distance settings preventing it from being picked up by shelter scene capture
  • IM_O3 Adding additional quest steps to kill specific creatures, adjusting mutation frequency so its all arctic creatures, updating quest objectives so its a bit clearer what is going on
  • Added Manual call to creature subsystem to notify on bat death, as it wasn't occurring
  • Adding ability to turn off map icons via the map icon component
  • Adding ToggleCaveVolumeDebug cheat to visualize cave volumes in-game
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Adding all main dialogue lines and events for DH
  • Replaced Map icon for dGH Deployable device
  • Elysium - voxel and foliage placement, decal painting in Geothermal, red quad
  • Updated Panda German Shepherd Albedo texture to a higher quality version
  • Updated skinning on the ice viscid skeletal mesh. Tweaked physics asset, and added physical material to the ice material
  • Added art assets for the unbroken drone including skeletal mesh and animation
  • Adjust Ape E logic and location and reduced smaller ape movement speed
  • Elysium - Foliage and decal painting in Geothermal, red quad
  • Setup modified snow viscid carcass
  • created bee processing VFX and implemented to BP_Beehive
  • Fixed bug where bats would run to 0,0,0 if it cant reach its random location
  • Move blood trail from first ape mission to second ape mission
  • Add additional location requirements to ape E quest
  • Flushing grass cache on PROM, all quads
  • swapped out T4 anvil proxy crates for standalone prop versions in yellow quad, prometheus
  • IM_O1 - adding 2 prebuilt structures for the mission, and outpost and a base for the researchers
  • Extending range of Recovery Beacon Device Actionable and reducing the number of actors it queries
  • Swapped out old T4 Anvil Proxy with new Crate SM for BP_ResearchCrate
  • Adjusting in Mission Reward to be Raw-Red Exotics instead of Purple
  • Shifting Quest Locations to make IM_O1 work, adding new prebuilt structure for quest
  • Adding Intro Dialogue back to IM_O1
  • Added Functionality to New ECHO Device item, so you can switch between targets, adjusted UI so its nicer and added various quest test and missions steps to make the mission nicer to play
  • IM_A Number of Now Slugs that Spawn is now scaled by player count
  • IM_O1 - New Quest Find Stabalise and Extract Researching while finding their Research notes which help find the weakness to the Rimetusk Boss
  • Adding new Blueprint and Recipes for the ECHO device, a device which tracks recovery beacons
  • Scanners now have an overrideable function to apply extra filtering methods to searched for actors
  • Scanners now have an overrideable function so you can specifiy more than one class to filter for in the scanner if required
  • Adding Concept of Recovery Beacons which is a component which can be added to any icaurs actor or character and then tracked with a special device
  • Adding Recovery Beacons Datatable to tracking of recovery beacon data
  • Adding Recovery Beacon Tracker for tracking npc's objects with a device, could be used to tag and follow creatures in the future
  • IM_OB - Setting up Mammoth Corpse / Nest to correctly reload and adjusting the quest so you need to break the nest open and not just interact with it
  • Great Hunt Interface animation tweaks, added region label to other region buttons
  • Sharpening up lots of GH dialogue lines with a quicker more to the point ending that also mentions the radio device. Fixed lines where the inflection felt wrong or word emphasis felt strange
  • Resave Ape_D2 map marker
  • Ape_D2: Updated mission including a travel step and higher quest requirements
  • Add background blur to central elements of Processor UI to make text easier to read and give it the desired level of focus
  • Fixed issue where new BP_WeatherBlocker wasn't being passed though world generation
  • Fix stairs in Ape Lab being unreleased version
  • Adjustment to dialogue interrupt timings for DH
  • Fixing issue with quest step previews
  • Fixing Missing Craft Step from IM_O2 and adjusted quest text
  • Adding item icons for Enzyme Elixir and Creature Tracker
  • Adding new Epic Creature to IM_C3 that the player needs to shoot with the tracker
  • Adjusting Steps for IM_3 so that you now have to draw the Epic Mammoth Out for delivering the Experimental Solution
  • Adding Enzyme Elixir which can be used to draw Enzyme-Enhanced Creatures to you
  • Updating Objective Preview Steps for IM_C2
  • Swapped EDS ammo to include Synthetic Enzymes instead of Crystallised Miasma
  • Adjustments to IM_C2 so that you need to upgrade the base and prepare defences for the next mission instead of building a base from scratch
  • Updating Bases for IM_C so it has to be rebuilt, and IM_D so there as better placed defences
  • Adjusting Objectives for IM missions (Infected -> Enzyme Enhanced)
  • Updating Mission Preview Objectives for IM_A,B,C,D, D2,O1,O3
  • Icy Mammoth -> Enzyme-Enhanced Mammoth, Spliced Viscid -> Enzyme-Enhanced Viscid
  • Adjusted GH_RG_OP1 Analyzer steps so they can be reused in other quests
  • IM_C changed mission so you find a facility, hunt and skin some creatures then analyze the samples
  • Setting up Trophy Skinning Items for Enzyme-Enhanced Mammoth and Enzyme-Enhanced Viscid
  • Updated meshes for DEP_Silo
  • Fixed Ice Mammoth arena entrance spawns player backwards
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Update ice slug carcass blueprint
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Updated Arctic bat besitary image and added the image to ther source art file
  • Replacing agent line for better clarity
  • Legendary sandworm crossbow - Movement Speed Slows on reload based on 'MovementSpeedWhileReloading_+%' stat and matching modifier applied
  • Tightening up and adjusting lots of dialogue events. Replacing a few agent lines with better emphasis of key words.Adding ape goo dialogue line and event
  • Updated the frosty mammoth textures to snow covered look. Updated Gfur with new materials using the new textures. Updated Icy Mammoth Carcass BP to display the gfur textures correctly
  • Elysium - cliff placement and decal painting in Geothermal, red quad
  • Adding delay to dialogue when first spotting the rock golem juvis so it gives the player a chance to spot them properly once they spawn
  • Updated arctic bat BP to use the blue material variant. Updated the glowing wing trail VFX to colour match the blue material. Updated the arctic bat trophy to use the blue material
  • Added new delegates to CreatureSubsystem that are fired when juveniles start taming process, or once taming progress completes
  • Adding additional DH dialogue lines
  • Applied new exotic infused material to NPCGOAPCharacter
  • Adding proper socket names for the ape juvi so it plays the death collision audio when it falls on the ground. Adding new setup for World Ape Juvi to play combat music
  • Small dialogue volume adjustment, increased length of ape spawner cry so its more audible in mission when spawned, reduced ambience ducking on sub machine gun which was too harsh, other small tweaks
  • Added DEP_Fireplace_ClayBrick_Grey and DEP_Fireplace_ClayBrick_Red (firplace, extension and cap) with destructibles
  • GH_IM_C3: Mammoth now disengages and runs away to arena location after being hit with bullet

Icarus Week 174 Update | New ‘opt-in’ mechanics and tools for seed harvesting

This week, we’re introducing a big change to how seeds are collected for farming. This includes four new items and a new ‘opt-in’ mechanic for harvesting seeds.

We’ve also got an update on our internal playtesting of the upcoming Great Hunts expansion.

Notable Improvements:



  • Allowing more items to be placed on other deployables, including the tackle box, many vases and the workshop cooker and heater
  • Reduced Fire Capsule size on MXC Campfire so that you can no longer catch on fire by simply standing next to it
  • Added camera shake to horse mount kick montage for added zest
  • Changed fluid ammo weapons to have a progress bar display rather than shot numbers



This Week: Seed Collection Changes



Since the introduction of seeds, one common piece of feedback we've received is that collecting crops in the wild often clogs up players' inventories. While these crops can be useful, many feel that the game provides an excessive amount that isn't necessary unless they actively participate in cooking and farming activities. The introduction of the Seed Pouch aimed to address this but was more of a ‘bandaid’ fix rather than anything permanent.

We decided to tackle this problem by making seed collection an ‘opt-in’ mechanic. That is, when farming or collecting wild crops, you will no longer automatically collect seeds, resulting in less inventory clutter.

To get seeds, you will now need to follow one of the methods below:

T1 - The Seed Extractor

  • This device automatically turns crops into seeds when you place them inside. It takes about a minute to generate one seed, which can then be planted in crop plots or dirt mounds like normal.

T2 - Progenitive Fertilizer

  • This fertilizer will enable seeds to be collected when harvesting from dirt mounds or crop plots.

T3 - Sickles Threshing Attachment

  • At T3, we have added a sickle attachment that will allow sickles to collect seeds from wild plants or crop plots, as you currently do.

Workshop - The Reaper Sickle

  • We have also added a workshop sickle called ‘The Reaper’, which acts just like the threshing attachment mentioned above with some added bonuses for seed yield.

In addition, we have added 2 new talents to the ‘Cooking / Farming’ player talent tree, which increases seed yield when harvesting in one of the ways mentioned above.

Seed Master

  • Increases the Yield of Harvesting Seeds from Wild or Farmed Crops

Prolific Crop

  • Increases the number of Seeds that Farmed Crops can produce

This has wider effects as well, especially in the early game, with the collection of seeds for recipes and the creation of vegetable oil. Both of these recipes may become more relevant outside of cooking in the future.

What is next for farming? And why not just drop the concept of seeds entirely and go back to how the game was at launch?

On one hand, seeds provide a nice way to pace and balance farming, something that wasn’t present in the game on release. On the other hand, an issue we are aware of is the abundance of food in Icarus. People don’t really struggle to keep their food meter full, as it is very easy to find, grow and cook decent meals, which really goes against the survival nature of the game.

We feel this patch moves the game in the the right direction, as it will help players now make more meaningful choices when it comes to finding and growing their own crops for food rather than every crop being easily accessible on planet.

In addition, a feature we would really like to add in future is the ability to genetically modify your crops, and even carry inherited 'traits' from one generation of plants to the next. This would open up the posibility of providing buffs to crops when they are used in food, manipulation to be able to grow crops outside their natural biomes or even allowing cross-pollination or the creation of entirely new plants.




Coming Soon: Great Hunts



While playing through some of the Great Hunt Campaigns internally, we have decided to invest more time into raising these to a higher standard in line with our vision for the Expansion.

To give everyone context, there are over 40 new missions across three campaigns in this new expansion. We’ve designed this to be engaging and immersive, so our efforts are to keep refining these with this in mind. We want to make sure we get this right and deliver a quality that we can be proud of.

This may mean delaying the Expansion a bit as we continue to work and iterate, something we’ve done before, such as on ‘Null Sector’ when we deemed it needed more polish.



Next Week: Envirosuit QoL



Next week, we’re making some changes to allow envirosuits to be swapped out on the planet without leaving the prospect.

More details to come.



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 v2.2.49.135257



New Content


[expand type=details expanded=false]

  • Added Threshing alteration icon and attachment icon and added to Itemable and Alteration Datatables
  • Adding Workshop Inaris 'Reaper' Sickle which allows for seed collection when harvesting and increases seed yield from harvesting
  • Lowered the Cost of the Larkwell Martinez Sickle as it was massively overpriced
  • Enabling Seed Extractor, Sickle Attachment for Collecting Seeds & Seed Fertilizer
  • Enable Talents for collecting Additional seeds
  • Adjusting all D_ItemRewards for Crops / Wild Plants / Sickle Rewards so that Seeds Require a stat to drop, adjust seed drop chance to 100%
  • Adjusting Crop / Wild Plant / Sickle Harvesting so they all run through the same function and use the same scaling
  • Added More Seeds and Progenetive Fertilizer Modifier Icon, Added Seed Fertilizer Itemable icon, Added Prolific Crop and Seed Master Talent Icons
  • Added art assets for the T1 Seed Extractor Device
  • Adding Count to the Recipe Element Images so that on Auto Processors (like the campfire or seed extractor) can view numbers of inputs
  • Fixing Preview Mesh on Seed Extractor
  • Fixing T1 Blueprint Layout of Seed Extractor
  • Adding Seed Extractor Icon
  • Added seed extractor particles and hooked up animation
  • Split seed extractor mesh into seperate SK and SM for moving and non moving parts
  • Updated seed extractor meshs, updated seed extractor BP and deployable setup DT with the new meshs
  • Adding seed extractor loop for animation and extracted seed audio and data table setups
  • Added revised proegenitive fertiliser modifier icon
  • Seed Outputs and Crafting Outputs now display the proper seed item image



Fixed


[expand type=details expanded=false]

  • FireArms now actually care about the Fire Shake Scale param. Set all entries and Default value to 1.0x so no behavior changes yet
  • Fixed inverted normals on BLD_BeamDiagonal_Brick_SHA and BLD_Wall_Door_DBL_Brick_R_SHA
  • Fixed translation of BLD_Wall_Door_DBL_Brick_L_SHA to align properly with the main mesh
  • Fixed a typo and updated bestiary text for icy mammoth
  • Fixed DMs for DCO_Dresser_MetalGlass and DCO_Wardrobe_MetalGlass
  • Update LOD and collision on Biofuel Composter
  • Cave lights now turn off at 7pm instead of 9pm
  • Update LODs on Interior Wood crates
  • Increase weight of White/Soft meat from 50g to 200g each, bringing them closer in line with the other meat weights
  • Disable collision on Carpentry Bench proxies causing highlight/interact issues
  • Fixed normal map and mesh vertex normals for DEP_Bench_Masonry_T3
  • Disable DF shadows on campfire meat proxy, blocking the main light
  • Add DoorBase to blacklisted actors for Deployable placement, preventing floating deployables when doors are opened/closed
  • Optimized Gfur settings on all Trophies and standardized LOD settings. Add tooling for finding incorrect settings
  • Decrease drop chance for Coconut Seeds from Palm Tree ItemRewards from 100% to 25% as this is rolled per-leaf, and Palm Trees have a lot of leaves, resulting in nearly 100 Seeds per tree unintendedly
  • Allow more items to be placed on other deployables including the tackle box, many vases, homestead DLC items, and the workshop cooker and heater
  • Decrease drop chance for Coconut seeds from Coco Palm trees significantly further
  • Removed darkened bottom on Small Water Trough
  • Update MXC Crate description to show how many slots it comes with (by default)
  • Update Resource Network connection points on Electric Furnace
  • Increased Windmill weight from 5kg to 20kg to better represent its size
  • Make Binoculars overlay black instead of grey
  • Add camera shake to horse mount kick montage for added zest
  • Reduced Fire Capsule size on MXC Campfire so that you can no longer catch on fire by simply standing next to it



Future Content


[expand type=details expanded=false]

  • Elysium - alien rock placement and decal painting in Tundra, green quad
  • Added new UMG to the great hunts UI to better show off the outcomes of the great hunt
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Knitting Decor: Remove ColorTintMask param referencing white texture (no change with it disabled). Adjusted LOD screensizes to make swaps more subtle. Removed some unnecessary LODs
  • Moved and replaced old achievements in source art folder
  • Updated text for sewing machine bench
  • Rimetusk Sledgehammer: Reduced hold time of repair upgrade
  • Fixed shadow geo for BLD_Wall_Window_Brick
  • Revised material and textures for crystals on rock golem trophy 1 and 3
  • Tidying up the Achievements UI Art Folder and Image Imports to Unreal
  • Updated DEP_Trophy_Golem_1,2 and 3 as well as DM's and updated in BPs
  • Adding new Rig and animation for DEP_Bench_GreatHunt_Comms
  • Disable shadow casting on Windmill blocker mesh. Setup Custom Highlightable. Remove DF on related meshes that don't need it so save memory
  • Refactor Ice Mammoth Sledge Hammer behaviours to make repairing stat behaviour identical to the repair tool
  • Replaced old Ape Attractor icon to new one
  • Hammerhead slugs now have an icon attached to them
  • Added border and title for outcomes box and did a bit of spacing and resizing for it
  • Split Machining Bench into separate elements to help with DF shadows
  • Hooked up Great Hunt Communicator animation
  • Adjusted Great Hunt Crafting animation, finished the animation after crafting finishes, turn light on and off when crafting
  • Add icons for Homestead Hanging Meats. Decrease durability to 100. Move BPs out of Trophies folder and into Decorations folder
  • Setup proxy mesh function in BP_Deployable base, fixed bug and implemented proxy mesh function for some deployable benches
  • Cliff and Landscape Pass in Swamp, Orange Quad, Elysium. (Godspeed Soldiers o7)
  • Tweaks to new Machining Bench meshes LODs and collision. Add additional supporting invisible cubes for enhanced DF shadows
  • Converting quests that where using old inventory functions to use the new ones
  • Inventory Function Cleanup, new functions have been added in preperation for the tag based crafting implementation and other functions renamed and cleaned up, gameplay will not have changed at all. The Functions are now FindItemByX {Type / Query / Data} - Finds first item in the inventory that matches and returns its location, FindItemCountByX {Type / Query / Data} - Finds and returns the to total count of all items that match that query within the inventory, FindItemsByX {Type / Query} finds and returns references to all items & locations to all items in that inventory
  • Updated PhysicsAsset and BP for DEP_GreatHunt_Comms
  • Legendary Ice Mammoth SledgeHammer:
  • Rename the repair stat for clarity
  • Hide reload options as ranged slot can't be reloaded (pulls direct from inventory)
  • Show no ammo available and play no ammo trigger click sound when tther is no ammo
  • Show number of shots availalbe for the Legendary Slug Launcher (water fillable ammo)
  • Ice mammoth arena - Removed passive cave bats spawning on the outskirts of map
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Replaced Great Hunt Device icons
  • Ice Mammoth Arena - Removed collisions on objects mammoth needed to walk through. Widened waterfall enterances to prevent mammoth from sometimes getting temporarily stuck behind it
  • Adding Base parent class for dead prospectors so that the audio behavior for the loop plays for all of them
  • Genericize Fillable rows for Oxygen to prevent duplication
  • Fix IM_D event triggering immediately
  • Fix lighting and mesh LODs on Great Hunts device
  • Elysium - rock placement, foliage, decal painting in Tundra, green+yellow quads
  • Tweaks to alien rock materials, added tundra material variant for LC ledges
  • Ice Arena - Regenerated paths to prevent mammoth getting stuck
  • Fix Great Hunt Crafting Bench not requiring shelter
  • Update legendary stat descriptions to better communicate upgrades
  • Converting UI that where using old inventory functions to use the new ones
  • Ice Mammoth - Increased the frost vfx on frost pillars to make standing in it more obvious.
  • Reduced the amount of ice pillars.
  • Reduced the max amount of birds while keeping the spawn rate the same.
  • Removed collision on the ice spike on top of the waterfall to prevent collision with the boss
  • Adding adjusted GL fog and sky colours layers for potential use to project
  • Add Active FX for Forge
  • Expose GFur Data to Blueprint for tooling purposes
  • Elysium - rock placement, decal painting, polish pass in Tundra, green+yellow quads
  • Add some stubs for procurement of Legendary Weapons in the FieldGuide
  • Elysium - added unique biomes with temp naming to D_Biomes, updated heatmap to match
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Add ammo (biofuel) number display for the Flame Thrower and Legendary Flame Thrower
  • Change UI alignment to stop the ammo numbers from bouncing around when they change rapidly (flamethrower)
  • Elysium - cliff placement, decal painting, polish pass in Tundra, green+yellow quads
  • Show fuel type for Legendary Flame Thrower on FieldGuide
  • Adding all of Mos lines for DH. first pass editing. No events setup yet
  • Ice mammoth - Mammoth now melee attacks the player if the first movement call fails to get it out of the waterfall
  • Added the art assets for the flying tank creature to the project including animations
  • Update LODs on Great Hunts Crafting bench
  • Separated slug SMs from their tanks on the MED and SML slug trophies. Updated BPs and tweaked the glass shader to obsecure them more
  • Updated DCO_Butter_Churn to new version and also added larger DEP_Butter_Churn_LRG with animation
  • Increased cull distance for SML aspen trees from 10k min/12k max to 15k/20k
  • Updated SHA meshes for BLD_Wall_HalfPitch_Lower_Iron_L and BLD_Wall_HalfPitch_Lower_Iron_R to the correct ones. They are now the correct size
  • Adding In World Widgets on Screens to show Boss information on the Great Hunt Communication Device
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Added other rows for legendary field guide pages
  • Elysium - rock placement, decal painting, polish pass in Tundra, green+yellow quads
  • Show which ammo is required for Legendary Ice Mammoth Sledgehammer and Legendary Slug Launcher on no ammo prompts
  • Adding spacializers and updating BP to play audio of radios at owning players location instead of 2d
  • Update LODs on Repair Bench. Add hidden geo to assist with DF shadows
  • Flame Thrower statify biofuel consumption
  • Legendary Flame Thrower now consumes statified biofuel for alt fire slottables
  • Added material and textures for the flightless tank
  • Increasing volume of background handler voice when hes muttering to himself to better cut through ambience
  • Added DCO_Sign_Iron_A,B,C,D and DCO_Sign_Concrete_A,B,C,D and DCO_Sign_Brick_A,B,C,D and DCO_Sign_Composite_A,B,C,D
  • Fixed spawn rate of rock golem juvi idle audio being set to high for testing purposes
  • Fixed broken vertex normals on mesh, as well as filled in holes on bottom of frame pieces
  • Adjusting Turret base so that targets can be adjusted in child BP's and additional stats can be granted in child BP's
  • Adding new Enemy Turret Blueprint and configured to fire at players
  • Adjusting IM_A mission structure to add a power tower, turrets, landmines
  • Adjusting IM_A mission so that you now have to search for the base and a specific map marker will appear when you are nearby
  • Adjusting IM_A mission by adding new quest markers to the Prometheus Map
  • Adjusting IM_A mission adding new warning text for players as rushing straight in will get them killed
  • Fix race condition (and BP pin) for respawn in instanced levels
  • Added in missing juvi rock golem armor break audio. Also adding the aggro state vocalisation that was missing
  • Add some attempts and comments on IM_D explosion reloading issues
  • Adding last of GH crafting bench crafted audio
  • Adjustments to GH crafting bench timing and also adding recipes for GH bench to have more appropriate crafted audio
  • Adding Gh comm bench audio
  • Adding audio for the great hunts communicator bench and also the crafting bench
  • Ice mammoth - Lowered alpha on pillar vfx to increase visibility when many pillars fill the arena.
  • Fixed a bug where bats would spawn past the cap.
  • Increased the bat cap back to 60. Bats now spawn less when the armor is off the boss to make more of a calm period
  • Elysium - cliff placement, decal painting, polish pass in Tundra, green+yellow quads
  • Added BP_Firefly_FX as child of BP_WaterfallBase, changed inclusion layer settings on aspen trees, added FT for CaveIn_02
  • Added Map Arrow Icon for Great Hunt Mission
  • Fix animation loop on Great Hunt Crafting bench
  • Reduced materials for DEP_CaveLight_Floor and DEP_CaveLight_Wall from 6 to 2, and added a V2 of each with better collision and scaled up 1.5x
  • Edited the text for the GH benches and radio
  • Great Ape: Fix players cannot be revived inside gas fungi cloud (collision channel of overlap sphere)
  • Adjustment of IM_B so that the 3 locations can be visited in any order
  • Adjustment of IM_B, Location Alpha now has an outpost with a dead researcher, with notes on creature experiments
  • Adjustment of IM_B, Location Beta now has an empty corpse, all swamp creatures will drop digested enzymes which need to be collected
  • Adjustment of IM_B, Location Gamma now has a mammoth corpse which Vespers have created a home in, you need to now kill the vespers and loot the corpse
  • Cleanup of UMG_InteractableNote Display so it is larger
  • BP_Nest parent class now has a function to inject extra loot if required
  • Adding new Enzyme smoke particle effect
  • Removing NavObstacles from Quest Sphere Triggers in IM_B
  • Adding new Blue / Enzyme Effects for the Enzyme Infected Slug
  • Added DCO_Sign_Stone_A, B and C
  • added separate materials slot fior Emissive on DEP_Bencch_GreatHunt_Crafting
  • Adding audio for the great hunt crating bench to play when the bench is activated. Adjustments and fine tune to the servo parts for better audible experience
  • Adding more unique GH device loop with low level distorted voice
  • Fix washing machine LODs
  • Fix PhysicsAsset for GreatHunts Crafting SK. Fix material naming scheme. Moved Active Effects logic for BP into existing override function and simplify animation logic. Adjusted water visuals to better suit new active FX. Improve lighting setup and DF shadows support
  • Great Ape: Fix localized area gas fungi modifiers are lasting longer than visual effects (and reduce duration of modifier when applied to players)
  • Fix gas fungi is making Juvenile Apes attack the Great Ape
  • Great Ape: Reduce AOE radius (was scalling with server player count). Great Ape: Slightly reduce the health ramp (scales with server player count)
  • Fix Legendary Flame Thrower Alt (slottable) actions consume ammo, but don't require ammo for use. Add a cooldown to Legendary Flame Thrower Alt actions
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Elysium - decal painting, FT rocks, polish in Tundra, yellow+green quads
  • New ScreeSnow decal, AC and TU variants added for Slope Rocks
  • Give Legendary weapons with fillable full tanks on creation. Remove duplicate StoredUnits entry for Scorpion Rifle. Fixed incorrect spelling of Scorpion in numerous locations
  • Fixed NS_SmokeDrop to lessen bad overdraw and obvious planes when looking up
  • Added Homestead Bellows and Fireplace Decor SM, SK, DM, ANI materials and textures
  • Fix stamina consumption with the Legendary Ice Mammoth Sledge Hammer for very specific hold focus behaviour
  • Adding a few more adjustments and fine tunes for the rock golem Juvi.
  • Added a stomp for the idle anim which better represents its intensity and some improvements to the roll velocity.
  • Also reducing ambience and SFX slightly when the player is dead to better inform the player when alive / respawned
  • Fixing issue introduced in refactor where turrets would not target enemies correctly, only enemy turrets would. This has now been corrected
  • Fixed organic analyzer tracking in RG_OP1 mission, correctly indicating power. Reworked power requirement and mission pacing to have a longer analyze time but use increasing power over time
  • Fix drop pod socket on player craftable landing pads
  • Fixed Hole in CAVE_DC_SML_002_DLC2, Elysium
  • Drop pads now relocate when player landing pad foundations are destroyed
  • Added variant cave entrances and cave levels for DLC2 MED and SML AC caves
  • Added distance-based culling and spawn rate scaling to Fireflies niagara FX
  • Replicate visibility of Rimetusk den when made visible but not yet accessible via mission
  • Updating great hunt communicator to have a version with handler in the background distorted
  • Added DEP_Armor_Stand_T2
  • Update numerous deployables to use correct Preview static mesh. Update tooling
  • Remove obsolete GH Crafting Bench materials referencing deleted textures. Update new material to use albedo so lights aren't grey when off
  • Adjust rage modifier to give melee and range damage bonus, instead of physical damage
  • Change fluid ammo weapons to have a progress bar display rather than shot numbers
  • Rimetusk Sledgehammer Utility head upgrade now provides frozen ore instead of repairing
  • Ape_O1, ensure ai spawner is checked for after initial load
  • Create new variation of Mangrove tree for use in GH Ape Lab, with adjusted screensize values to suit 0.06x scaling of mesh
  • Fix explosive weakness on creature spawners and fix Ape_O1 mission progress related to spawners
  • Elysium - decal painting, FT rocks, polish in Tundra, yellow+green quads
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Hook up fuel gauge on Lava Hunter Flamethrower. Removed duplicate flamethrower portion of BP filename

Icarus Week 173 Update | New 9mm Submachine Gun and 5.56mm Assault Rifle

Week 173 brings the long-awaited rework of our firearms range, introducing the SMG and Assault Rifle as replacements for the now sunset Light Automatic Carbine.

The Submachine Gun is similar in style, using low calibre 9mm ammunition with a fast fire rate, while the Assault Rifle keeps the look of the Light Automatic Carbine but uses 5.56mm rounds at a slower fire rate with more punch.

Notable Improvements:



  • Increased leniency on Vapor Condensor waves, reducing cases of creatures getting stuck and interrupting the flow of the event
  • Bees now return to their nest if outside a certain range, even if they've attacked recently
  • Drastically reduced the cost of the plants required for cocoa, wild tea, green tea and coffee & coffee with cream drinks



This Week: Submachine Gun



This week, we’re adding the new Submachine Gun to Icarus.

This new firearm uses 9mm ammunition rounds, has a capacity of 20 rounds per clip, and a rate of fire of over 400 rounds per minute. It also reloads in a lightning-quick 3.2 seconds.

The Submachine Gun trades speed and fire rate bonuses for a slight decrease in reduced damage. Headshots will deliver less damage compared to the Assault Rifle and slightly less general damage also. However, it does have three times the durability of the old ‘Light Assault Carbine’, so will last considerably longer before needing to be repaired with Titanium Plate.

9mm ammunition is the same as that used in the current array of pistols, making it much cheaper to craft. This will be handy while you shoot up to 400 rounds at your target per minute.

As we mentioned in previous weeks, this will be replacing the Light Automatic Carbine, and all existing versions in-game will be converted over to Submachine Guns with this update.



This Week: Ammo Rework



This week's theme of firearms also includes a rework of our ammunition options, which aim to provide a more accurate pairing between weapon and bullet.

Here’s a list of everything that’s being added or changed:

  • Pistol Rounds → 9mm Round
  • Rifle Rounds → 7.62mm Round
  • Assault Rifle Rounds (new) → 5.56mm Round
  • Shotgun Shells → 12ga Buckshot



This Week: Assault Rifle



We’re doubling up on firearms this week, adding a new Assault Rifle also that uses the Light Automatic Carbine mesh.

This weapon fires 5.56mm rounds, has a clip capacity of 15, and fires 300 rounds per minute. Its reload speed is slightly slower, at 3.6 seconds, compared to the Submachine Guns 3.2, but it packs more power and will deal more damage for its smaller capacity.



This week: Ask your Great Hunts questions in our live stream



Do you have any questions about Great Hunts or what’s coming soon in Icarus?

Our Stream Team streams every Friday at 2:30pm NZT / Thursday 9:30pm EST, and we’re inviting you to jump in this week and ask any questions you might have. The team will do their best to answer them (without getting in too much trouble).

twitch.tv/rocketwerkz



Next Week: Seed & Farming Changes



Next week, we’re making some changes to how you gather seeds to plant your own crops.

More details to come.



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 v2.2.48.135044



New Content
[expand type=details expanded=false]

  • Updated SK mesh for GUN_Sub_Machine and new textures
  • Create new BlendSpace for Pistol FP anims to reduce wrist twisting when sprinting.
  • Move GripSocket further forward on SubmachineGun so the left hand is positioned in front of the magazine
  • Reduced Assault Rifle fire rate and increased Assault Rifle ammo cost
  • Reapply Submachine gun stats and unlock new Assault Rifle and Assault Rifle ammunition
  • Added variation of 1st-person pistol equip that doesn't contain twirl
  • Adding more appropriate equip audio for submachine gun that reflects the fact that the gun is not being spun the same way as the standard pistol
  • Added Submachine Gun Icon
  • Adding logic so that when removing envirosuits / bags / etc, anything that was in the inventories will try to be replaced before being ejecting onto the ground, in the past removing your bag would throw items that did not fit onto the ground instead of trying to place in the hotbar
  • Update legacy Light Automatic Carbines to Sub Machineguns
  • Hide legacy LAC (now SMG) from Field Guide
  • Disabled killcam support on automatic weapons

[TAG-70]

Fixed
[expand type=details expanded=false]

  • Allow Vapor Condensor completion with 10% of creatures still alive, prevents creatures getting stuck preventing completion
  • Adding focusable data table entries for jerrycan so it uses the correct updated animations data
  • Bees now return to their nest if outside a certain range, even if they've attacked recently
  • First pass updating jerrycan being held upside down and with a pose that was not visible. Correcting first and third person. Need focusable table to complete. Will do next
  • Reducing chance of wooly zebra audio neigh and also reducing idle vocalisations for more subtlety when multiple mounts are around. Also adding test version of NS Mount Run effects for consideration. Less dramatic smoke for mount footsteps
  • Remove duplicate Stationeers Bobblehead DT entries
  • A few very small audio UI adjustments for slightly better representation of whats happening in the action for better player awareness. Reduced frequencies in very fast triggering UI elements that can cause annoyances
  • Remove Highlight logic from Building Upgrade Actionable as it was already running on the Repair Actionable, both of which are simultaneously running on the Hammers since merger
  • Fixed issue which caused CustomDepth to permanently remain on building pieces once they had been highlight by Hammers, causing Occlusion Culling to fail permanently over time. Tidied and commented Highlight logic on Repair Actionable
  • Disabled WeatherCulling mesh on Building Wall pieces because it was causing highlights to fail and they're thin enough to not need it
  • Removed obsolete/unhooked Weather Culling setup function from Building Base and cleared out some unhooked dead references
  • Also fixing coffee with cream recipe as it was still using 40 coffee plants to craft
  • Drastically reduced the cost of the plants required for cocoa, wild tea, green tea and coffee & coffee with cream drinks 40/30/20 -> 5, so they can now acutally be used without a a large farm & talents (Previously it would cost ~13 wild plant harvests with no stats, with a sickle ~9 and farming ~7)
  • The Add to Stacks Button no longer automatically sorts the inventory after stacking items. The sort was causing problems with auto-crafters such as furnaces, drying racks and campfires where placement order in the devices inventory determines the recipe which is crafted first
  • Allow curtains to be craft on electric textiles bench (thanks Khana!)
  • Fixed left hand being positioned incorrectly when playing 3rd-person pistol equip animation
  • Slight reduction in size and intensity of the Mounts footstep VFX. Previously was using a VFX meant for a creature attack. Now uses duplicate with reduced opacity and size resulting in a more realistic impact dust from mount feet



Future Content


[expand type=details expanded=false]

  • Adding more appropriate deploy audio for great hunt mission device
  • Adding code to player tracker listener to allow for completion of new GH Achievements (Completing final mission in a GH & Completing All Missions in a GH
  • Adding Code to the Accolade Subsystem so it can recognise and read a GH row handle so it can be displayed in the task lists for completing all missions in a GH
  • Setting up Mission lists for the GH Achievements
  • Implementing Achievement which requires extracting 1000 Biomass
  • Adding New Seed Fertilizer Item which enables seeds to be gained when harvesting, reduces produce yeild and provides a big increase to seed yield
  • Adding new Talent (Prolific Crop) which increase planted crop seed yield
  • Adding new Talent (Seed Master) which increases harvesting crop seed yield (foraging, farming and sickle)
  • Adding new Seed Scaling logic based on seed yield reward stats to both wild plants and farmed plants to be used on seeds when the seed rework is enabled
  • Stats for Forgaing / Farming and Reaping Seed Yield now work as intended
  • Adding logic to the crop plot / wild crops harvest reward generation that allows respecting of the bRequireStatToDrop boolean specified in D_ItemRewards
  • Fixing issue where rewards that weren't ment to scale where being scaled unintentionally when harvesting from crop plots
  • Adding New Threshing attachment for sickles that will enable harvesting of seeds after the seed rework has been implemented
  • Adding new stat which enables the harvesting of seeds from wild crops and crop plots when the seed rework is enabled
  • Adding T1 Seed Extractor Item, Setup, Recipe and Blueprint
  • Adding Crop -> Seed Recipes for all current Crops for the Seed Extractor
  • Fix Weatherproof Cladding talent being unlockable without prerequisite talent
  • Removing cave worm mouth vocalisations from within the roar scream event. Instead adding additional emerge animations without the roar into the emerge montage to help diversify the experience when surrounded by multiple caveworms. This will really help reduce the audio fatigue from caveworms in heavy use. Adding randomize section to BT for caveworms and teenage caveworms
  • Updated slug boss large trophy to seperate the glass case and the contents into two seperate static meshs. Updated these in the BP
  • Fixed autonomous spawns not being blocked by the stat unless they were ground spawners
  • Added updaded mesh and textures, made by Marcos, for DEP_Trophy_IceMammoth_LightStand
  • Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
  • Update legendary item descriptions to correctly name the type of item it is
  • Updated ape boss trophy with the glass case and ape static meshs seperated
  • Ice mammoth - Added death animation to replace the previous ragdoll
  • Update wording on Rimetusk sledgehammer alternate fire upgrades
  • Removed unecessary LODs, fixed LOD material slot issue
  • Remove RedGoat and Wulv character setups. RIP
  • Remove Floatable and Focusable data from new Armor pieces
  • Add icon for Laptop collectable. Set collectables to field guide blacklist
  • Added updated textures for scorpion boss with missing details added to the underbelly of the creature. Texture update done by Marcos
  • Elysium - polishing tree placement, landscape textures, decals in Tundra, green quad
  • Elysium - polishing tree placement, landscape textures, decals in Tundra, green quad
  • Updated separate SM and SK for DEP_Bench_GreatHunt_Crafting
  • Updated separate meshes and rig for DEP_Bench_GreatHunt_Comms and updated animation
  • Implementing achievement for fully upgrading a legendary item
  • Fixing issue with GH Achievements where completing any GH mission would count as progress for all 3 Campaign achievements, each mission will only complete once now for each of the campaign achievements
  • Adding Talent Archetype data to GH Datatable so the hunts can be categorised if needed
  • Adding Trackers to GH Achievements to finish all missions, and implementing Steam ID connections so progress can be seen on steam
  • Tagging IceMammoth, RockGolem, Ape and Lava Hunter as Bosses
  • Fixing issues where a the IceMammoth, RockGolem, Ape and Lava Hunter would not grant killed & killed on hard achievements in the GH Set
  • Exposing Quest Complete Notifies to the Player Tracker Subsystem
  • Hooking up Implementation for Completing GH Campaigns and All Operations within a Campaign
  • Adding all Steam ID's & Steam Variables for GH Achievements so the information can be correctly send to steam to gain the achievements
  • Adding images for All GH Achievements & Adding all Achievment Images to Source Control
  • Updated mesh for SM_ITM_Sledgehammer_IceMammoth_Handle_Cammer to shift handholds
  • Updated mesh and rig for GUN_HuntingRifle_CHAC_Repeater
  • Rock Golem Gauntlets VFX Pass, Shield, Hit, Charge, Projectile, etc
  • Give players more (stat based) detail about Legendary Ice Mammoth Sledge Hammer ranged projectile slotable
  • Add SK to Ape Attractor
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Fixed issue where Ape Club could deal double damage
  • Updated description of Ape Club Dampener upgrades to make it obvious a secondary attack is added
  • Fixed Ape Club secondary attack not being put on cooldown between attacks
  • Tweaked timing of Ape Club's hit event during slam montage
  • GenericMelee actionable now supports custom anim notify hit events instead of just 'DoHit'
  • Replaced Great Hunt Achievements to Red ones
  • Fixed ensure and log spam related to new SetDynamicQuest cheat function
  • Adding PhysicsAsset for GUN_HuntingRifle_CHAC
  • Removing sockets added to rig for offset of jerrycan and splines and instead adding the general right hand sockets with offsets that make the items sit in the correct places
  • Replaced Sandworm Crossbow shop Icon
  • Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
  • Updated mesh and destructible for DEP_Trophy_Golem_2
  • Tweaked biome heatmap for PROM to fix GL to SW transition (Map tile F8)
  • Revised material and textures for crystals on rock golem trophy 2
  • Adding Lamb Carcass & Workshop Item Icons
  • Updated textures and SK for GUN_Rock_Golem
  • Stopping the Lamb from being visible when carried on the players back and hiding from the field guide
  • Devlocked Homestead items so they don't appear in Field Guide until ready for release
  • Adding audio for lamb. Events and data table setups
  • Added Mesh ADS sockets for CHAC Rifles to fix up ADS alignment without modifying existing Skeleton. Enable DynamicRainDrops to material. Decrease Fire rate enough so that the animation doesn't break and decrease Visual Recoil to suit power of the weapon
  • Re-saved D_Stats
  • Give users more feedback when repairing with the Legendary Ice Mammoth Sledge Hammer
  • Fix highlight on Great Hunt communicator
  • Great Hunt Interface UI pass on Objective List
  • Hooked up SK to great hunt crafting and communication devices
  • Added Notes to Eden Base for jake to look at Yollow Quad, Elysium
  • Adding ability to swap out envirosuits on planet


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.