Icarus cover
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Genre: Simulator, Adventure

Icarus

Icarus Week 168 Update | Great Hunts Announcement

Welcome to Week 168.

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


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

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

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

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


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



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

This Supports our Project


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





This Week: Notable Improvements



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


This Week: Beastmaster Armor


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

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




Next Week: Tree Regrowth


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




Your support makes these updates possible.



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

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

Changelog v2.2.43.133489-rel-Laika



New Content


[expand type=details expanded=false]

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



Fixed


[expand type=details expanded=false]

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



Future Content


[expand type=details expanded=false]

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

[TAG-350]

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

Welcome to Week 167.

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

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

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

Jump in and have a read.


Notable Improvements:



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


This Week: Achievement Fixes



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

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



This Week: Sleep Screen QoL



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



Next Week: Tree Regrowth



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

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



Your support makes these updates possible.



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

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

Changelog v2.2.42.133112



New Content


[expand type=details expanded=false]

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

[TAG-60]

Fixed


[expand type=details expanded=false]

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



Future Content


[expand type=details expanded=false]

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

Hotfix 2.2.41.132936-rel-Laika

Contains the Following Fixes:



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

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

Welcome to Week 166.

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

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

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

Jump in and have a read.



Notable Improvements:



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



This Week: Lootable World Bosses



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

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



This Week: Extra Talent Points



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

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

Olympus: NIGHTFALL
Styx: IRONCLAD

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



This Week: Double XP Weekend



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


Next Week: Fixes & QoL


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



Your support makes these updates possible.



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

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

Changelog v2.2.41.132767



New Content


[expand type=details expanded=false]

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



Fixed


[expand type=details expanded=false]

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

[TAG-106]

Future Content


[expand type=details expanded=false]

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


Icarus Week 165 Update | Hammerhead Slug World Boss

Welcome to Week 165.

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

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

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

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

Notable Improvements:



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



This Week: Hammerhead Slug World Boss



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

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

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


Next Week: All World Bosses Lootable



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


Your support makes these updates possible.



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

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

Changelog v2.2.40.132442



New Content


[expand type=details expanded=false]

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



Fixed


[expand type=details expanded=false]

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



Future Content


[expand type=details expanded=false]

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

Hotfix Version: 2.2.39.132295

Contains the Following Fixes:



  • Fix invisible materials for various assets including the Fishing Bench and Creature Deterrent

Icarus Week 164 Update | Lava Hunter World Boss Spawning

Welcome to Week 164.

This week, we’ve enabled the Lava Hunter World Boss on Prometheus to spawn outside of its specific mission. This will allow you to fight it over and over again without having to start new prospects.

We’ve also done a quality-of-life pass on the rest of the world bosses' spawns to address their regularity so you can engage them more.

Jump in and have a read.

Notable Improvements:



  • Fixing the Cold Screen Space Effect, which was applying incorrectly on and persisted unintentionally
  • Fixing the Achievements ‘Styx & Stones’ & ‘Zero to Hero’ so they are correctly tallied and granted on Steam and in-game
  • Fixed Black Wolf Boss Spawners not begin present correctly in Olympus Open Worlds, the Black Wolf Bosses will now spawn correctly
  • Removed Textures and Materials that where not used resulting in a smaller client pack size
  • Texture Optimization which results in lower video memory and client pack size, will help on graphics cards with lower memory
  • Fixed an issue where world stats and difficulty stats where being removed on open worlds when loading into a game with an operation in progress
  • Fixed an issue where bunk-beds would unintentionally duplicate every time a prospect was loaded


This Week: Lava Hunter Respawning



We have enabled the Lava Hunter World Boss on Prometheus to Spawn outside of the Mission.

Like other World Bosses, this can now be encountered randomly in the Volcanic Biome, and the timer for it to respawn will persist after you defeat it.

The Prometheus Mission 'FRACTURE' does not need to be completed for the Lava Hunter to spawn in open worlds.

This was mainly done so people could tackle the Lava Hunter outside specific missions which may be important in the coming weeks.


This Week: World Boss QoL



World Bosses in Icarus are giant creatures that appear in open worlds and on missions when traversing Icarus. These large creatures can be quite tough to deal with if not properly prepared.

The current world bosses in Icarus are the Black Wolf, Sandworm, Giant Scorpion and now the Lava Hunter. Each map offers different word bosses that naturally spawn. There can also be mutiple world bosses of the same type present on the map at the same time, for example on an Olympus open world a maximum of three sandworms can be present at any one time.

World bosses can be tracked on the map via the 'World Boss Module' module purchasable from the orbital workshop. When equipped into your suit this will display map icons over every world boss currently active map wide.

This week, we have modified the way all world bosses naturally spawn as with the introduction of open worlds there where some side effects which meant they spawned far less often that originally intended.

In the past, every time you started or finished a operation in open world, the world boss timers would restart and not persist, meaning that world bosses would spawn far less often in the world. This has been corrected so that respawn timers now persist, so it will be far easier to encounter these creatures in the wild.

Let us know your feedback on this change and if you’re finding yourself encountering these foes more often in your Open World sessions.



Next Week: Hammerhead Slug World Boss



We will be introducing a brand new world boss to Prometheus next week. This is the Hammerhead slug, found in the Swamp Biome and sporting a deadly splitting attack.



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 v2.2.39.132249



New Content


[expand type=details expanded=false]

  • Lava Hunter now acts as a world boss and can respawn
  • World Bosses can now start on a respawn cooldown instead of immediately spawning on prospect begin
  • Added Lava Hunter spawn point to PROM
  • Lava Hunter mission now waits for player to get slightly closer to spawn location before boss emerges
  • Removed invalid world boss configs from PROM prospect list entry
  • Lava Hunter World Boss no longer starts on respawn cooldown
  • Existing prospects now update when new world bosses are added, fixes issue where people wouldn't have the new Lava Hunter World Boss in the existing PROM save games



Fixed


[expand type=details expanded=false]

  • Project-wide asset optimization pass and cleanup
  • Project-wide asset optimization and cleanup
  • Bunk beds pending cleanup no longer attempt to spawn top bunk actor on begin play
  • Fixed bug where bunk beds were duplicating on prospect reload
  • Fixed a typo in bunk bed tooltip
  • Fixed bug where bunk bed couldn't be picked up after game was reloaded
  • Updated Skeletal meshes for SK_PIC_Obsidian and SK_ITM_Sickle
  • When rate limiting damage numbers, always emit the first damage number immediately if there are no other damage numbers currently being processed
  • Added a fix for recently introduced edge case where the hot/cold post-process screen effects would sometimes persist on screen even after player corrected their temperature
  • Fixed Attachment Slot availability not being shown on ranged weapons
  • Fixed issue where radars couldn't be activated
  • Fixed bug where prospect world/difficulty stats for dynamic missions (operations) were being cleared on reload
  • All prospects (open world and missions) should now have the same number of world bosses that spawn (with a few exceptions). Previously each mission and open world would individually specify the minimum and maximum number of world bosses that could spawn, now this is done on a per-map basis to reduce confusion
  • Fixing Mission Achievements, after the rework the total number of missions to complete was incorrect so they achievements could not be completed successfully
  • Fixed issue with the Mission Achievement Trackers as they where not counting the first mission in every tree - like they should have been
  • Fixing issue where the Exotic Item was not correctly tagged which means it could not be collected and added to the transport pods and sent to orbit



Future Content


[expand type=details expanded=false]

  • IMP pass blockout in the swamp on Orange/Purple Quad, Elysium
  • Implemented Homestead Cabinets
  • Implementing Alternate Fire on the Legendary Flamethrower and Stat which govens if the alternate fire occurs
  • Lava Hunter Flamethrower has 2 Alternate Fires now (Fireball & Flame Burst)
  • Cliff Pass in Arctic, Green Quad, Elysium
  • Adjustments to ape gas cloud timing and adding wave whoosh
  • Hammerhead slug - fixed niagara effects only playing on cocoon start and not end. Lowered base slug hp. Removed tusks from the ice mammoth
  • Foliage pass in Tundra and Cliff Pass in Arctic, Green and Yellow Quads, Elysium
  • IMP pass blockout in the swamp on Orange/Purple Quad, Elysium
  • adjusted light source on flamethrower
  • Adding short roar and volume adjustments and crit hit timing adjustment for better audible notify
  • updating GH mission images to source
  • Deleted tree meshes under developer folder
  • Adding in riccochet hit indicator event for new hit zone for the Rock Golem. Data table setup
  • Critical hit areas can now conditionally apply for only some damage types
  • Ricochet area now only applies to projectile damage
  • Pickaxes now do 5x damage to golem armour instead of 10x
  • Adding rock golem roar audio, event and notify
  • Added new 'long jump' montage for RockGolem that has the Golem in air for longer
  • Added new quick variant of RockGolem roar montage
  • RockGolem now waits for player to get near enough into cave before jumping out and roaring to start the boss fight
  • RockGolem's face plate armour now always ricochets incoming projectiles
  • additional slope rocks, tweaks to PFS_LC_Slope_Rocks, 2 new cliffs + textures/materials
  • Added anim BP, control rig, NPC BP and mount BP for the Raptor creature. added entries in the AI setup data table
  • Added art assets for the Raptor creature
  • Adding unique legendary flamethrower audio to child actionable. Added flamethrower actionable to the data table to point to correct item
  • Added new ballistic mechanic that allows projectiles to ricochet off certain strong points
  • RockGolem in final phase now attacks at least once after each jumping attack
  • Increased minimum time between separate collision damage events on RockGolem roll, less chance to be double-hit
  • Hits on rockgolem armour plating now ricochet bullets, dealing no damage
  • Add DT validation for ItemTemplate entries that don't point to an ItemsStatic. Remove 2 entries
  • Added DEP_Bird_House_Standing_Wood and DEP_Brid_House_WallMount_Wood with materials, textures and DMs
  • Adding completely new fire audio for the glob gun which turned out to be more of a grenade slug goo launcher than a goo gun. data table setups, audio and events
  • adding GH mission images to source
  • Adding Missing Lava Hunter Biomass
  • Initial Pass for Boss Resource Drops
  • Initial Pass for Boss Resource -> Biomass Conversion
  • Initial Pass of Legendary Weapon Costs
  • Resized boss currency icons and added slight gradient to them
  • Updated Wet materials for DCO_Planter_Box Wood
  • Re-hide weight of items stat (as this is shown in item tooltips)
  • Updated slime creature, materials, textures and static meshes
  • Reparent BP_InstancedCaveEntrance mesh, so scaling the mesh doesn't scale the teleport placement disc
  • Fix Processor Recipe for Condensed Exotic pointing to wrong meta resource entry (was testing)
  • Added Elysium additional Ridges voxel pools for all biomes
  • Fixes for EDS rounds
  • Fix Ice Mammoth Great Hunt O2 steps
  • Fixes for ape bossfight music, with additional cleanup on RockGolem and Ice_Mammoth
  • Adding Orka vocals attack and spot events and vocalisation table setup. Also adding V2 pistol muzzle shot for testing - possible use and adjusted shotgun V2 to be slightly less
  • Further break up the screams when Great Ape is throwing rocks
  • Fixes for ice mammoth bossfight music
  • Great Ape now performs different screams when throwing rocks
  • Adding intro briefing to the dialogue data table
  • Optimized Raptor textures. Fixed missing Physical Material defines. Added 4th LOD. Delete StaticMesh
  • Fixes for rock golem bossfight music
  • Fixed wrong cave ID in ape and golm Great Hunt Instanced Levels
  • Resaved data table with moved muzzle flash location into correct folder
  • Resaving FMOD to try and fix banks breaking
  • Adding test VFX smoke with reduced size, opacity and time for potential use
  • Added art assets for the weather vane
  • Fixed the material for the wet version of the planter box
  • Hammerhead Slug - Fixed slugs not being spawned at the correct % hp after recombining then dying again
  • Adding impact audio for slug grenade ballistic
  • Project-wide asset optimization pass and cleanup
  • IMP pass blockout in the swamp on Orange/Purple Quad, Elysium
  • Adding fireball audio for flamethrower. Explosion, and travel audio
  • Hammerhead Slug - Fixed incorrect scaling of slugs. Fixed slug manager cleaning up after all slugs are dead
  • Many Rock Golem Great Hunt Fixes: Weakness poison tracking fix and add damage leeway, final hunt travel step location set, rebuilding biofuel mission assignment fixed, prototype progress clamped, mission selection lockout fixed, elimination mission numbers and tracking fixed
  • Fixed Great Hunt device objectives list not clearing on reset
  • Adding quest markers, location markers and blockout for DH mission 1
  • Split RPC calls to show damage numbers over mutitlple reps rather than flooding in one frame (clients and buckshot)
  • Adding quest markers, location markers and blockout for DH intro mission
  • Dummy prospect adjustment to see if it fixes FMODs error
  • Replaced crystal mesh to black plain in Great Hunt Instanced Levels
  • Commit to try fix FMOD
  • Adjustments to volumes and spacial of ricochet hits on rock golem
  • Remove an empty section form JuvenileApe_Attack_Montage
  • Point the Juvenile GOAP anim actions to JuvenileApe_Idle_Montage
  • Fixed issue where ballistic ricochets weren't using the correct logic to spawn damage numbers, meaning audio wasn't played correctly
  • SpawnFloatingDamageNumbers no longer fires off a reliable multicast containing damage information for debugging purposes unless verbose damage logging is enabled on server
  • Adding flamethrower fireball fire audio and event, data table setup
  • Implemented Bird Feeders
  • Fix instanced cave entrance assets after parent class modified
  • Added DEP_Bird_Bath_Iron, DEP_Bird_Bath_Gold and DEP_Bird_Bath_Water, as well as their Materials, Textures, and DM's
  • Adjustment to volume of crit hit hit volume adjustment from rock golem
  • Removed cave entrance from BP_CavePrefab25 and Replaced with static mesh. Green Quad, Olympus
  • Adding air release audio to eds canister and deploy audio
  • Adding GH Radio Device / Talents / Recipes etc
  • Voxel Pass, Green Quad, Elysium
  • Modifying QM locations for the RG Great Hunts as they were in the wrong locations
  • Applying distance scaling to ape audio threat override
  • Applying distance scaling to ice mammoth audio threat override
  • Fix Rock Golem A Great Hunt, quest initialization was unhooked for testing
  • Applying distance scaling to rock golem audio threat override
  • Adding Forbidden Talents so that missions are locked out when choices are made for the Ice Mammoth Great Hunts
  • Feature Locking the Ice Mammoth Great Hunt Mission Talents
  • Adding Great Hunt Images to the Project and Setup as part of the Missions
  • Enabled Ice Mammoth Missions so they can be played
  • Added missing DT changes to fix build
  • Stormwall material WIP
  • Added first implementation actionable behaviours for various RockGolem gauntlet actions
  • Living weapons can now specify multiple default meshes instead of just one per slot
  • Added a function to query if given living weapon has a particular upgrade
  • IMP pass blockout in the swamp on Orange/Purple Quad, Elysium
  • Foliage and Landscape Painting Pass on Tundra, Green Quad, Elysium
  • Ape Great Ape D2 fixed mission descriptions
  • Adding orca flinch vocalisation, event and data table setup
  • Added new alien tunnel meshes, textures, material
  • Garganutan A Great Hunt now grants craftable lab equipment account wide
  • Fixed Garganutan B Great Hunt map marker and steps description to clarify
  • Dummy dialogue adjustment to try fix dialogue lookup bs
  • Hammerhead slug - Fixed physical damageon slug spit
  • Hammerhead Slug - Reduced duration of slime. Reduced poison damage and increased physical damage
  • Adjustments to orka vocal levels and adding to data tables
  • Updated ITM_Ape_Hide textures to a better quality version
  • Hammerhead Slug - Added missing bool from proj component and reenabled health override on slug projection components
  • Deleting profiling session that was committed. Also adding missing cave context eq to some of the dropship layers causing some layers to not be muffled
  • Fix missing translation entries in orbital exchange and damaged ship mission interface
  • Allowing WorldTalentManager to always be relevant and replicate to clients, this enables clients to interact with the great hunt device
  • Fixing Mission Cheat to Allow for Correct Setup of World Stats, Weather, Boss Spawning and other Dynamic Properties
  • Adding snapshot to reduce volume of ambience when big boss music is playing. Helps declutter busy mixes. also slight reduction in other players assault rifle volumes and reloading
  • Add Intro when first interacting with NOVA station
  • Fixed feature lock on EDS Canister
  • Added some cheats to debug inventory subcontainers
  • Hammerhead Slug - Added projection health bar to each version of the hammerhead slug. Added override to allow any creature a health bar with a checkbox. Slugs will no longer try to merge with other slugs that are in a cocoon state
  • Fix EDS Canister (mission item) physical material and client side effects
  • Garganutan Great Hunt: Added audio triggers to wave defense mission objectives
  • Fixed waterfall swimming and looking the wrong way when entering the ape arena in Great Hunt Instanced Level
  • Update Garganutan Great Hunt kill progress missions to show progress percentage, O1 to have a progress stage indicator, mission E to have resupply, fix EDS Rounds typo
  • Fix Drill Arrow and T3 Cleaning Device material opacity being 100%
  • Splitting dialogue into two events as requested. Adding events to dialogue table
  • Deployable Decals (dev facing) are now swapped with world objects on load to improve performance
  • Updated Garganutan Great Hunt prebuilt lab to reduce deployable count
  • Ensured Bunk Bed top bunks are cleaned up if their lower bunk is cleaned up
  • The Sandworm Crossbow now fires Spears as intended
  • Adding Norex Weapon Crate Mesh for the Legendary Weapons, so when they are dropped they appear as the box and not their core pieces
  • Further increase the chance that Great Ape will produce noxious gas when low on health
  • Fixed waterfall not showing up in ape arena Great Hunt Instanced Levels
  • Changed colour scheme on NOREX Great Hunts Radio
  • Updating the ape fx to not use its own unique one rather than scorpion burrow. Adjusted values for better visibility and to be more appropriate
  • Fixed phys material on base meshes of Great Ape den entrance
  • Project-wide asset optimization pass and cleanup
  • Added Great Hunts Interface Assets
  • Redone oasis at the start of desert on Yellow Quad, Elysium
  • Voxel Pass in Tundra, Green Quad, Elysium
  • Garganutan Great Hunt Black Market mission: Revamped to require construction
  • Balance pass over lots of the legendary - boss weapons. Reducing some third person volumes and volumes etc
  • Added ITM_GreatHunt_Radio, with new materials and textures
  • Added ITM_WeaponCrate_Norex
  • multiple new cliffs kitbashed from existing assets, new alien tunnel segments + entrance
  • Hammerhead Slug - Slug now stops aggro when 100 meters away and no one else close
  • Further reduction in volume of the ambience when big boss fight music is playing. Also faded the snapshot with the music fade param
  • Added Sandfalls to Rock Golem Arena, Rotated player entrance and added a cliff to block a seam
  • Toggle GreatHunts EntrancePlane blocker + PP volume based on existing actor visibility logic
  • Fixing issue with the Rock Golem and Ice Mammoth Missions referencing the wrong Terrain and thus spawn group making arctic animals spawn in the desert on Olympus
  • Add text wrapping to bonus rewards from missions


Hotfix Version: 2.2.38.131942

Contains the Following Fixes:



  • Fixed issue where radars and scanners couldn't be activated which could block both exotic scanning and various mission progress.

Icarus Week 163 Update | New Year Bug Fixes & QoL Improvements

Welcome to Week 163.

This week's theme is bug fixes and QoL. Thanks to feedback over the holiday period, we have addressed a number of issues. We have also fixed an issue that was limiting client performance.

We also have some details on what is to come next week involving the Lava Hunter present on Prometheus.

Jump in and have a read.

Notable Improvements:



  • Coconut Trees grown in crop plots now provide Wood when harvested
  • C0NT4CT Radio will now find the most upgraded C0NT4CT device to connect to, rather than the closest
  • Modifiers (Buffs / Debuffs / Auras) have been optimized so they will not perform updates every frame
  • Fixed various issues with Crop Plots as they would sometimes take damage when sheltered, but not in greenhouses
  • Made adjustments to SMPL3 quest rewards not to include outdated items as rewards, and added new items where applicable
  • Did a balance pass on all fillable objects (Canteens / Water Troughs etc). In general, they have received a greater maximum capacity



This Week: Bug Fixes



This week, we are releasing a number of smaller bug fixes and some small quality-of-life improvements that have been requested in the past. With the new year, we thought we would take the time to address some of these issues.



This Week: Client Performance Improvements



In the past, we have spoken about ‘occlusion optimizations’ regarding buildings (week 153). Recently, we performed the same treatment on deployables (benches / trophies / decorations, etc) and came away with some performance improvements.

When we pushed this live a few weeks ago, we made a mistake: it was only active on servers or single-player, so players connecting to others or a server would not receive any of the improvements. This has now been enabled so that all players will receive the improvements.



Next Week: Lava Hunter Respawning



Next week, we will enable the Lava Hunter to Respawn on Open Worlds so that it can be fought again once the operations have been completed.



Your support makes these updates possible.



https://store.steampowered.com/bundle/49493/Icarus_Weekend_Deal_Bundle/

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

Changelog v2.2.38.131742



Fixed


[expand type=details expanded=false]

  • Hot and cold post-processing effect blending is no longer done via multicast, it is now entirely client-side
  • Damage number spawning is no longer a reliable multicast
  • Hot and cold post-processing effects are now gradually eased in and out when applied, should fix bug where effects would pop in and out if player moved quickly between cold/normal/hot areas
  • Tooling to detect buried voxel brushable actors so they can be adjusted. Added actor transform manipulation tools
  • Add overlapping/duplicate actor detection to Prefab tool
  • Update Crocodile crit setup to be more accurate and provide more predictable hit-reactions
  • Significantly increase weight of rifles and shotguns. Rescaled pistol weight (T3 reduced, T4 increased).
  • Reduced weight of pistol rounds, increased weight of shotgun shells.
  • This will better differentiate firearms and have weights be more reflective of the weapon size
  • Fixed a typo in the kiwi mission
  • Fix crops taking damage when sheltered but not inside a glasshouse
  • Shrink thickness of Floor weather culling mesh to prevent weather leakage when jumping into the piece from below
  • Adding updated destructibles for Turrets
  • Fixed mission explosive (used in Zephyr and new missions) using an unessecary skeletal mesh instead of static mesh
  • Updated Turret destructibles
  • Tweaked Light Assault Carbine gunplay to be a little more tame (animation, screenshake), improved muzzle VFX
  • Modifying the Contact Radio logic so that it always finds the most upgraded closest mission device, this will mean it always finds the most upgraded mission device rather than just the closest
  • Adding IM_A prebuilt structure
  • Moved Seed to the Resources section of the Field Guide so it shows the recipes it is used in
  • Fixed Turret Stand DM material. Add logic for spawning additional turret DM pieces upon destruction
  • Rename actors in Olympus from StaticMeshActorXXX to actual mesh name for readability/organization
  • Remove HLOD texture/material setups for underwater rocks causing additional texture loads, no MIP biasing and poor visuals for no performance gain. Upped DFAO bias to remove artifacts
  • Fixed Medic Cabinet collision to ensure shelter is correct when the cabinet is inside
  • OLY: further level actor cleanup
  • STYX: Remove empty mesh actors, clean up Outliner folder structure
  • Increased Rope albedo resolution to 1k and fix missing phys mat define
  • Removing final(tm) traces of unncessary materials from levels
  • removed 'GT' from Geothermal atmosphere as it is missing from MPC_BiomeTransition and causing errors
  • Clear usage of unwated materials in levels, prepping for deletion
  • Set BloomKernel texture to 512px, saving about 30MB of VRAM, matching later engine update optimization
  • Remove Outpost002 as the map entry for Space row in D_Terrains, causing fishing data to be incorrect on Arcwood. Add DT Validation to catch this
  • Fixup redirectors across project
  • Fake change to Prom to trigger worldgen
  • Remove unnecessary material overrides in Cave Prefabs
  • PROM: Cleanup Outliner structure, delete empty SM actors
  • Add utility for viewing all processors & generator/transmutable times
  • Fixed Arctic Vesper trophy crafting not granting bestiary points
  • Add Max Stack size text to Field Guide
  • Fixed Beeswax Advanced Set being called Base set in the tech tree
  • Clean up Fillable data (removed unused & combined duplicates), removed related & obsolete Item data
  • Fix Deployable Highlightable and View Distance initialization being server-only. Now Deployables with custom highlightable setups (single mesh highlighting for multi-mesh setups) will work on Clients and so will the recent view distance optimizations
  • Fix Wood Cupboard being uncraftable on Maching Bench and Fabricator
  • Updated DTs and Validation: Ignore validation on certain bespoke items. Disable Meshable root bone rotation checks because they're being ignored and slow validation. Remove duplicate Decayable rows, genercise names and update previously used defines. Update DeployableSetups as per navigation validation requests
  • GFur settings pass & optimization across entire project. Updated tooling to find incorrect settings
  • Update Gfur settings on Cold Steel items for improved physical response to movement (looks less like underwater). Removed GFur from Axe/Pickaxe/Sickle as its not visible in FP making it a wasted performance cost
  • Disable Light Functions on Medium shadow quality (not just Low) for a potential performance boost without needing to disable shadows entirely
  • Updated SMPL3 quest rewards, adding Brambles and Coconuts, and their seeds
  • Removed Thermos drinks from SMPL3 quest rewards as they were for the old drink system
  • Increased Enzymes reward count for SMPL3 quests to 2-5
  • Grants a small amount of XP when harvesting bones
  • Cleaned up usage of Fillable data by genericising row names, deleting duplicates and reassigning.
  • Add DTValidation to pick up on duplicate Fillable rows.
  • Balance tweaks include increasing Large Water Trough from 15L to 30L, increasing Filtered Water Trough from 30L to 60L, decreasing Water Barrel from 300L to 150L, increasing Watering Can from 5L to 10L and Watering Cart from 300L to 250L
  • Fixed Biofuel Radar not playing deploy animation by gating tick logic off the deploy animation being completed
  • Fixed Biofuel Radar screen visuals by adding a black screen behind UI widget
  • Prevent Radars from being interactable before deploy animation has finished
  • Tidied Base class blueprint for readability
  • Add Socket to Biofuel Radar mesh so that the widget is properly connected to a bone
  • Fixed Highlightable on Meta Radar with separate Head mesh
  • Fixed RMA on Biofuel Radar being wrong preset resulting in it looking wet
  • Fixed Radar materials not having Physical Materials set
  • Rename MA_DEP_Radar (which is a unique shader that is not required) so it can be deleted and MA_ITM used instead
  • Fix low resolution textures on Biofuel and Electric radar meshes
  • Fixed NOMAD progress breaking if players disconnect while the starting dialogue is playing. Ensured Tomato grow properly skips to next step

[TAG-107]




Icarus Week 162 Update | Weapon Fix, Coconuts & Performance Improvements

Welcome to Week 162.

This week we go over a multiplayer weapon fix that has now been tested, and the performance improvements that come along with it.

We also feature the new Coconut Seeds, which will drop from wild coconuts and can be planted to grow your own crop back at your base. These can also be brought down from the Orbital Workshop.

We’ve also got a look ahead at what to expect next week.

Jump in and have a read.



This Week: Weapon Fix & Performance Improvement



As mentioned previously we have had an experimental build up over the holiday period testing a fix for players connecting to a multiplayer game and being unable to fire weapons in some circumstances, particularly in older prospects.

Guns, bows and crossbows were unable to be fired by players in older prospects unless they were the server. These types of items have their own special inventory controlled by a container inventory manager. They differ from the the regular inventories on benches as they track ammo & attachments. This meant the game was not aware of ammo levels, as it was waiting for the information to be replicated from the server. The replication was not occurring because of the sheer number of these inventories that needed to be replicated. Other items that act in a similar way are the medical kit, seed pouches and anything that contains an attachment (so most T2 equipment and above).

There was a few different things that were causing the issue.

  • We were not always cleaning up old container inventories. These could come about by having items be created, used and discarded or destroyed, their inventories would still exist. We have now improved this so the inventories are now cleaned up appropriately, we have also added checked when a prospect starts up to clean up any unused inventories to cater for ones that should have been cleaned up but were not.
  • There was too much data to replicate to clients all at once. As prospects get older and people create new weapons, seed pouches and medical kits the amount of data to replicate becomes quite large. We have also modified the way this data is replicated to allow for targeted updates to prevent network flooding every time a single gun is fired and its inventory its updated.
These fixes provide a performance improvement by having less inventories to manage and keep updated for each player in the game. This also means that we are sending far less networked data which allows clients to be kept in a better up to date state and reduces the amount of unnecessary replicated data to process.


This Week: Growable Coconuts



From this week on, when you harvest coconuts, you may get a coconut seed. Like all seeds, this seed can be used for crafting or planted to grow your very own coconut tree for harvesting.

In addition, there will be packs in the orbital workshop so you can bring seeds down to the surface. This will also mean you’ll be able to grow coconuts on maps where they aren’t found in the wild.

Coconuts have also received a small QoL as they are now stackable, their weights have been adjusted and they now yield more from wild harvests.

This was added to ensure that all food plants were now growable, regardless of location.


Next Week: Bug Fixes and QoL



Next Week we are planning on addressing several bugs and issues found over the holiday period that have been reported and some other small QoL improvements before we start back up into the planned work for the year.



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 v2.2.37.131606-rel-Laika



  • Enabling Coconut Seeds, Workshop Coconut Seed pack and Coconut Palm which is growable in crop plots
  • Coconuts now stack to 10
  • Coconuts weight Adjustment 200 -> 800
  • Upped Coconut yield when harvesting locally (1 to 2-3)
  • Doubled maximum partial network bunch size from 64kb -> 128kb
  • Added a fix for prospect files where clients couldn't use or reload various ranged weapons
  • Server host now cleans up orphaned inventory container component data on prospect load, this should prevent issue where clients weren't getting inventory containers (weapon mags, seed pouches, etc.) replicated to them because the initial replication packet was too large
  • Increased various default network connection timeouts from 3->6 minutes