Icarus cover
Icarus screenshot
Genre: Simulator, Adventure

Icarus

Icarus Week 156 Update | 3 years of Icarus, and cake!

This week, we’re celebrating Icarus' third anniversary.

Now a toddler, Icarus has grown a lot over the last 156 weeks. We thought we’d do a quick look back and then celebrate with some cake and a full-day livestream and a bunch of giveaways.

Hop in, have a read, and then get baking.

Thank you for all of your support over the last few years as we have endeavored to shape Icarus into the game we know it can be. A truly immersive survival game. We want to keep working on it, making it better, fixing bugs, improving performance and adding new content. As long as people are playing we will keep developing.

Leave a review to show your support, it really helps us out.

Jake Dodunski - Project Lead


Notable Improvements:



  • Improved Weather Culling inside buildings after improvements from a few weeks ago
  • Fixed the Dropship scorch setup, it was so tiny it couldn't be seen and dropships where not culling foliage when they should.
  • Fire Extinguisher and Flamethrower can now be repaired with the right click context menu



This Week: 3 Years of Icarus



After 3 years of Icarus, where we have released a free update every week for 156 weeks and counting, we’re taking a moment to look back and celebrate how far we’ve come.

We released Icarus with the intent for it to be a live-service-like game with a unique take on the survival genre. Our vision was for a fresh session every mission, providing bite-sized, tense, and challenging survival experiences.

We think everyone, including us, would agree it was a rocky launch. The game wasn’t in the state we needed it to be, so we committed ourselves to improving the game bit by bit until it could become what we wanted and the players deserved. This is how the weekly patches were born.

While the mission-based game concept was unique and many people liked it, the demand for persistent drops was overwhelming and we decided to shift focus and provide the core survival game experience that people were craving and Open World mode was born.

With Open World becoming our most popular game mode, we still wanted to provide people with the mission experience we had created as we felt people were missing out on a lot of content, and thus, SMPL3 quests were born. These small dynamic quests could be completed for small amounts of Ren, and have become a staple of the Icarus experience.

To take it one step further, we started converting over our missions and, with the release of New Frontiers, allowed full-length missions (called Operations) to be playable in a persistent Open World. This was then rolled out for free on the other maps of Olympus and Styx.

As we end our 3rd year, we have so many awesome new things on the horizon, with an unannounced expansion (more to come), new epic quest lines that result in persistent changes to your world that culminate in a boss fight, a biolab with a range of upgradeable weapons to craft and use and finally, the Dangerous Horizons expansion, where you will explore a brand new map with new flora and fauna and possibly even NPCs.



This Week: 3 Years Breakdown



As with every anniversary, we thought we’d share some numbers to symbolize the incredible transformation Icarus has gone under since its launch.

Well, we’ve come a wee way since then.

There are now 57 total Operations + Missions after launching with 35. We also have 10 maps, including 7 Outposts, totaling 199 square kilometers of the playable area.

Back in 2021, we launched with 140+ craftable items. That number now stands at 1763, an 11.6x increase, averaging 11.3 new items a week!

Finally, let’s look at some numbers from our players.

In total, you have played 75,227,886 hours of Icarus (as of today).

That’s 3,134,495 and a half days.

Or more impressively, 8,567.66 YEARS.

If we look back at planet Earth that many years ago, the world was in the Neolithic period and most communities were still hunter/gatherers. There were roughly 5 million people on Earth, and humans were yet to invent agriculture or even the pottery wheel.

But what about 8567 light years away from Earth? Well… The Hubble telescope has found a habitable ‘super-earth’ roughly 8000 light years away, orbiting a pair of stars. Sounds like somewhere that could do with some terraforming for human habitation…



This Week: New Mission UI



This week, we updated the mission selection UI. The old one had become quite cluttered as we added things over the years. So, we’ve cleaned this up and also tidied the mission trees to provide a better experience going forward.

One of the big changes is the layout of the STYX mission tree. We have adjusted this so it reflects more of a left-to-right style like the Olympus and Prometheus trees.

We have also removed many of the Exploration Missions. These missions were superfluous after the inclusion of Open World mode, which provided a better experience where you can do Exotic Extraction, Missions, Operations, and SMPL3 quests. Exploration missions were used mainly for exotic extraction, but after talking with the community, we have decided to keep the SPIRIT WALK mission at the end of the OLYMPUS tree; as we know, this has been a popular one for some players.

You may also notice that many of the mission suffixes have been removed. When we first added these, they accurately reflected the type of mission that it was. As time has gone on, our missions have become more complicated and incorporate many of the types. So, in lieu of the suffixes, we have now icons in the mission UI which you can hover over to see what is involved in the mission.



This Week: Cake



In the words of Marie-Antoinette, ‘Let them eat cake.’

In celebration of 3 years of Icarus, we’re adding a new cake recipe. The cake is unique because it is meant to be shared. Once crafted, you can place it on a surface like a deployable and then pick up the pieces individually so they can be eaten.

We currently have three types: Chocolate, Coconut, and Carrot. These can all be crafted on the Electric Stove and require sugar, flour, eggs, oil, milk, and water, as well as their respective unique ingredients.

Their modifiers boast a large boost to max health and stamina and their regeneration, as well as an experience boost.

We hope you bake some cake and celebrate with us!



This Week: Twitch Livestream



Alongside Cake, we’re also doing a full-day live stream from the studio, featuring people from all our different teams.

Come join the developers on Twitch as we answer questions, play Icarus, and do some spot giveaways, including keys for Icarus, the New Frontiers expansion, and our Pet Companions DLC.



This Week: Icarus Suit in Stationeers



This week, another one of the games in the Rocketwerkz family has added an Icarus suit which you will get access to for free if you own both Icarus and Stationeers.

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



Next Week: Shaggy Zebra Mounts



Next week, we are adding a new Mount to the game for players to find and tame in Prometheus Arctic Regions. As always, these juveniles will be aggressively protected by their parents, so don’t pat unless you’ve dealt with the threat first.



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 v2.2.31.130582



New Content


[expand type=details expanded=false]

  • Adding New UI for Prospect Select
  • Adding Mission Types, their images and new table to define, removed icon from faction missions table as they are no longer used, adjusted mission tree some more and fixed some BP errors
  • Fixing issue where the Mission selection would become inactive and unable to be clicked because of the new UI
  • More small changes to Mission UI
  • Add new mission type categories and categorized all prospects
  • Reorganized Prospect tree slightly
  • Changed default mission widget so default is the collapsed widget
  • Update tooltips and open/close functionality on Prospect UI
  • Fix typo in Infrasonic Relay Upgrade string
  • Unlocking Cake & Recipes
  • Added a mid section to Mission widget so that animation doesn't cause texture to stretch when hovered over
  • Added Boss, Fishing and Exotic Mission Icons
  • Tidying UI for New Mission Widget
  • Removing subtitles from mission names
  • Removing all exploration missions except for Spirit Walk

[TAG-101]

Fixed


[expand type=details expanded=false]

  • Fixing the Calf Head Loot as it was currently scaling allowing 2 heads from one calf when skinning
  • Initialize WeatherCulling setup differently (same as RVTBlocker) to hopefully fix issues some players are seeing with different connection combinations
  • Remove dismount text from dropship seats
  • Prevent punching when seated
  • Fixing an issue where when using two different resource types for one recipe (in this case milk and water) it would cause a crash
  • Fix Dropship scorch setup being barely visible (more opacity + larger). Tweak scorch texture to be centered and more opaque at centre. Add RVT blocker to simulate burnt away foliage. Timeout and actor removal after 2 mins
  • Add 'indestructible' tag to player fists so that Dropship doesn't attempt to destroy them
  • Allow Fire Extinguisher and Flamethrower to be repaired with right click menu
  • Prevent Fire Extinguisher and Flamethrower from being destroyed when reaching 0 durability
  • Increased damage that Fire Extinguisher and Flamethrower take slightly
  • Increased Fire Extinguisher hit range by 50%
  • Refactor building weather culling to be another simple mesh instead of dynamically created one, due to transform accuracy limitations causing the system to fail on angled pieces.
  • Update transform on all major base pieces to suit. Automatically update for different damage states. Add cheat to visualize mesh for debugging
  • Reversed order of prospect type icons
  • Fix flamethrower light being toggled by opening/closing inventory (inherited SetVisibility from playerchar) by gating with local WantOn variable
  • Fixed bug where naturally spawning juveniles (moa, buffalo, etc) could be tamed without dealing with their parent first
  • Add MetaData to Rifle Equip anim which is expecting this data and produces a warning without (does have a default fallback which was being used)
  • Changed String linking for mission difficulty text to not require multiple strings that are the same
  • Add translatable text to mission difficulty and modifiers title on load screen
  • Update Splint displayed recipe in blueprint tree
  • COMPOSITION: Fixed Aerosol Emitter Highlight being incorrect string
  • Updated scaling on Orbital Exchange mounts window, to ensure longer strings fit in the same area
  • Shrink thickness of Building Ramp weather culling mesh to hopefully help with weather leaking
  • Reducing the amount of times you hear the wolves howl as it can become excessive during long playthroughs. This needed to be done by reducing the amount the animation is played because the audio is linked to it



Future Content


[expand type=details expanded=false]

  • Adding item icon for the pitchfork
  • Rock golem spawner - added more mesh to close undersides in case it is exposed when placed
  • Adding Brutalist Square Lamp Setup, Icon and Recipe
  • Clean up pass on Ice Mammoth dialogue FMOD events
  • Fix the navmesh for the Swamp Ape Arena
  • Fixed issue with Radio Communication device so it does not shift the players view to the connected device when interacted with
  • Lots of updates and additions to the swamp ape. Unique travel and impact audio events, unique pickup rock and throw rock audio, volal adjustments and spacial adjustments
  • Add initial implementation data for Pitchfork
  • Fixing Cave lighting issue, using origional atmosphere curves
  • Updated DC Cave Prefab Switchback
  • Commiting updates for some Biomass materials
  • Added textures and Materials for Rock_Golem Gauntlet
  • Added in 3RD person armor setup for the gauntlet and all the individual SM pieces for attaching, 1ST person and DT hookup into new weapon setup to follow
  • New cave type biome added for Great Hunts
  • Workaround some issues with using FLOD actors in instanced levels
  • Cliff Pass and Decal Pass on Scree slopes, Green and Yellow Quads, Elysium
  • Lots more ape notifiers and tweaks to events. Better start of rock flying audio etc
  • second pass on Ape spawners (desert and forest versions)
  • Removed Random Pillar in Great Ape Arena
  • Adjusted the materials and textures of the ice mammoth spears to match those of the ice mammoth armor and shield
  • Unique Ballistic/Payload setup for Slug Grenade
  • Updated chocolate cake BP so all pieces have the correct material asssigned
  • Adding dialogue entries for Ape and Mammoth quests
  • Lots more ape additions. Shorter roar for attacks, adding ape idle scratch sniff and adjustments to timings of notifys etc
  • Adding Ice Mammoth Great Hunt Mission Setup
  • Explicitly destroy any actors with FLOD components when leaving an instanced level
  • Changed colours for Creature currencies under Meta Currency datatable
  • Added subtitles for Quarrite GH tree
  • Added assets for new mission UI
  • Adding Dialogue Row to Interactable notes table so when the notes are read if there is associated audio it can play
  • Added a collectable notes subsystem which binds to events when notes are picked up or read
  • Fixing issue where notes where off by one, displaying text and header of the wrong note
  • Clean up Ape mission dialogue events
  • first pass on great ape desert spawner
  • Adding Chick Head & Trophy Items
  • Fixed Garganutan E mission objective list
  • Rework of crystal column material, increased DF shadow bias on column SMs
  • reimported biomass container textures at 2K, set to large texture group
  • Update Garganutan E mission to not require crafting the device
  • Lots of additions and fine tunes to the ape audio. Adding additional vocalisation scream
  • Setup Lab Desk deployable
  • Added subtitles for Rimetusk GH tree
  • Fix recipe for Brutalist Square Lamp
  • Fix Brutalist Square Lamp material assignment
  • Setup Research Equipment blueprints
  • Submitting Biomes and Atmos file for Golem Arena
  • Fix the build (WITH_EDITOR) round three
  • Fix the build (WITH_EDITOR defines) - for realsies this time
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Fix the build (WITH_EDITOR defines)
  • Updated Nav Blocked on Outpost 9, on Red Quad
  • Added explosion VFX for Slug Grenade
  • Ice Mammoth - Removed chance for ranged attacks (will now always try)
  • fixed bug where mammoth would fly into the sky because of bat attacks
  • added scaling health/armor stats the same as the rock golem
  • Removed crit spot while the ice armor is on
  • Reduced the amount of damage a crit does
  • Bird swarm (each bird will attack a random player for more distribution)
  • Ice kick while in the regeneration phase will now target a random player rather than its target
  • Added a 0.5+/- delay to the ice pillar rising
  • Added godmode to the mammoth when it starts until its ready to attack and during its regeneration phase
  • Elysium - geothermal lake set dressing, testing of volumetric fog in red quad
  • Cliff Pass, Scree Slope Pass on Green and Yellow Quads, Elysium
  • Great Ape now breaks Ponga trees and spawns logs. Tidy up idle loco animation. Change when rocks are spawned during animation to stop Ape damaging itself
  • Adding flask rattle and microscope audio for the lab items
  • Updated Lighting in the Rock Golem Arena
  • Fix Ashlands first note playing audio when collected
  • Added entry for the note in Rimetusk OPT1 mission
  • Fixed a small typo in the name of one of our Rimetusk missions
  • Added subtitles for Garganutan GH tree
  • Replace cascade FXs with niagara systems on Frag and Smoke grenade, improve particle spawning on smoke grenade and performance pass on systems
  • Adding centrifuge spin and lid audio and notify
  • Poison Spot - Remove prototype mesh and decal with wrong projection angle to fix POM artefacts
  • Setup Garganutan mission C
  • Create unique actionable data for Pitchfork so anims work better
  • Updates and fine tunes to ape notifiers for audio
  • Update Slug Grenade payload to spawn a goo puddle near explosion site
  • Added the various additional RockGolem armour skins
  • RockGolem now changes it's armour skin after eating rocks, also applies relevant modifier and enables trail when rolling
  • Re-enabled RockGolem IK
  • RockGolem IK is now correctly disabled when walking and has a shorter trace distance when active
  • Renamed NPCTrailComponent_Slug to NPCTrailComponent_OverlapModifier and made some changes to make it more generic
  • Removed debug skeleton/rifle from RockGolem arena map
  • Updated Shovel skeletons
  • Remove RVT and atmosphere controller from Swamp Ape arena
  • Updated Crystal Not showing in the Rock Golem Arena again
  • Add Farm railings
  • Increased Unique Associated Members from 50 -> 60 for prospects
  • Added Ape Research Equipment icons
  • Updated physics for Tactical Shovel
  • Reverting Golem Arena biome affliction
  • Adjusting DEV prospects mission tree to fit with new style
  • Tidying OLY, STYX, PROM Mission Tree Layouts
  • Updated Crystal Not showing in the Rock Golem Arena
  • Fixed a typo in the GH dialogue
  • Updated collisions forBiomass items
  • Remove fuel from Great Hunt Device
  • Fixing NOVA Station Name so it can be translated
  • Great Ape can now find and pickup logs to fight with (different loco and attacks). He currently can't put the log back down
  • Adjustments to hammerhead slug boss slime volumes, spacializer settings and max instances to account for a million slime balls to stop all audio channels being used up
  • Ice Mammoth - Removed debug logging
  • Added a missing word to the Rimetusk bestiary entry lore
  • Small adjustments to volume and spacializer settings for the lab items
  • Add correct burnt tree R_T1 mesh for AspenVar1, fixing crash in Ely
  • Fix T021 Developer level setup (was uncategorized) and level BP setup (bools should be true)
  • Elysium - geothermal lake set dressing,cliff and macro placement in red quad
  • Enabled distant field shadows, and light source shape changes to Great Hunt Deployable
  • Initial lighting added for Great Hunt Deployable
  • Tweaks and improvements to final RockGolem phase
  • Fixed RockGolem not immediately transitioning to final phase after reaching health threshold
  • RockGolem now becomes temporarily invulnerable at the beginning of each new combat phase
  • Shortened duration of RockGolem heavy hit react montage
  • Made Visual Tweaks to Mission UI. Added Gradient, scanlines, typography changes and alignment
  • Scree Slope Decal pass and Decal pass on cliffs in the ground, Green Quad, Elysium
  • Initial implementation of Barn Doors
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Adding Cheat for spawning AI Spawners to help test the Rock Golem Dens
  • Added WIP first implementation of final RockGolem fight phase
  • Swapped out RockGolem voxel rocks to use new material/mesh
  • Removed RVT volumes from level
  • Added new IcarusAnimNotify_PlayerCharacterMontageNotify which calls delegate on owning IcarusCharacter when fired
  • Re-worked the way BT_Basic_JumpTo works, now relies on new BP_JumpLerpComponent instead of functionality existing in Mount_Base BP
  • Added new BT_Basic_JumpTo_Attack, which is similar to it's parent with an added notify-based attack event
  • Updated RockGolem arena navigation
  • Disabled static lighting support in RockGolem arena
  • 3rd pass on Ape spawners (desert and forest versions)
  • Fixing infinite loop in Rock Golem Spawner when spawning juveniles
  • Ice Mammoth - Ice pillars now only apply aura modifier when finished coming out of the ground
  • Aura no longer escalates but now has 2x the damage (10 +/- 5 every 1 sec instead of 2)
  • Arena blizzard now starts on level startup
  • Added Farm Railing and Farm Gate icons
  • Adding in full setup for golem gauntlet including 1st person and 3rd person armor based mesh setups and relavent sockets, some tweaks needed to combine the bracket parts of the meshes and offset probelms being addressed
  • Great Ape jump attack
  • Adding audio to the farm fence gates animations
  • Show damage numbers when Great Ape knocks over Ponga
  • Update Great Hunt widget visuals on NOVA device
  • Great Ape hit reactions
  • When great ape has found and is carrying a log, there is now a chance the log will break on heavy melee (club) attacks
  • Added light animations and vfx to Great Hunt Device
  • Update pin (changed in 2022...) for AISetup struct in AutomationTestAISpawner BP which started randomly complaining when playing in Oly
  • Adding ape grab tree audio event and notify and tree whoosh audio and event
  • Tweak rocks and trees for Great Ape (and a bit of a refactor). Begin climbing anim loco
  • Adding in setup for Sandworm crossbow including new character socket to sit the crossbow properly and lining up the reload for the crossbow with our existing one, one or two minor bugs related to showing the bolt etc and javelin hookup still pending but weapon working otherwise
  • Elysium - geothermal lake set dressing,cliff and macro placement in red quad
  • Adjustments to rock golem armor break off audio event
  • Moved lights to outlook and points of interest, added ambient light
  • When Great Ape is using a tree as a club, ensure it breaks on the fourth hit (with random chance of break on each hit)
  • Cliff Pass, Decal Pass on Scree Slopes and Added new Foliage Spawner, Green and Yellow Quads, Elysium
  • Did a pass on Woolly Zebra movement speed (mount, juvie, regular)
  • Fixed bug where Woolly Zebra juvie couldn't be tamed
  • Improvements to Woolly Zebra locomotion blend space(s)
  • Update Great Hunt widget visuals on NOVA device
  • First Scree Slope Pass Done & Cliff Pass Blockout on Yellow Quad, Elysium
  • Great Hunt Boss portraits added to Great Hunt Bench UI
  • Added dynamic light material to RockGolem arena geode point lights
  • Increased intensity, length, and duration of RockGolem trail
  • RockGolem trail is now coloured based on current armour modifier
  • Limit draw distance on WorldObject meshes. 500m as some of these can be quite large
  • Splines now scale 100-200m draw distance. Also apply to IcarusSplineMesh
  • Remove debug logging from plots
  • Elysium - geothermal lake set dressing, red quad
  • More ape additions. Adjustments to notifys, adding heavy slam audiuo event etc
  • Updated Textures and glass material on Great Hunt Device
  • Added lights to RockGolem trail particle
  • RockGolem health is now set to 50% directly when beginning last phase (instead of adding x health)
  • Added a new cut down version of RockGolem heavy hit react to play when getting stunned out of it's rolling attack
  • Removing profiling sessions. Fix to ambience weather layers that did not randomize start location of playback of file causing oddities. Setting up ready for Hail weather. Subtler internal rain with high tier building to better match progression and assets
  • Setup Garganutan base. Decals now have the functionality to expire with a small chance in weather
  • Upped Door albedo texture resolution to 2k for most doors (decreased from 4k for Brick version) for texel consistency/quality
  • Remove debug log from WeatherEventTimeline that shouldn't have remained
  • Hide RecommendedObjects UMG widget from Escape Menu while in Space as there are no on-planet objects to display. Same method used as hiding the Party widget
  • Added rooster talent icon
  • Elysium - geothermal lake set dressing, red quad
  • Outpost 13 - Initial map and WorldData setup
  • Adding Account Flag for Drill arrows and hooking up blueprint and recipe
  • Adding hail individual scatter plops and hail loop. Adding to ambiences
  • Decal pass on scree slopes, Green Quad, Elysium
  • Cliff Pass Blockout on Yellow Quad, Elysium


Icarus Week 155 Update | Go big with the new 20-round Light Automatic Carbine

Welcome to Week 155.

This week is all things firepower as we add the first automatic weapon to Icarus, the Light Automatic Carbine.

This packs a punch with a 20-round magazine, using small caliber (pistol) ammo.

We’ve also got some details about our 3-year anniversary celebrations next week and how you can share some virtual cake with us.

Jump in and have a read.

Notable Improvements:



  • Allow basic fertilizer to be crafted on the chemistry bench
  • Updated Ashlands sidequests so the NPCs and Trucks will attempt to spawn on reload if they've accidentally been removed as part of the quest cleanup steps
  • Doubled the range at which chickens look for a nearby coop to automatically place eggs after laying (from 10m -> 20m)
  • Removed Ice Mammoth Great Hunt Arena Entrance from Prometheus (Congrats to those who found it)



This Week: Light Automatic Carbine



The odds have been flipped. The Light Automatic Carbine has been added to Icarus and is unlockable and craftable at T4 on the Fabricator. This automatic firearm has a mag consisting of 20 rounds and uses small caliber ammo (pistol ammo). Because it’s automatic, however, plan to carry more reserves than you would for a single-fire pistol.

As stated last week, this is the second in a series of new weapon types (the first being the flamethrower) that we are introducing before adding some new unique foes and events that will require the extra punch.

As you would have seen last week we mentioned that this week we were going to be releasing an assault rifle. When we first designed this weapon it was going to be that, an automatic rifle. During the testing phase we found that using the rifle ammo made this weapon way too powerful, even for where it sat in T4 and we decided to test with the pistol small caliber ammo. It felt a lot better, still providing the damage to sit at T4, but much more in line of where we wanted it to be. So we decided to commit to this and to help avoid confusion we renamed the weapon the Light Automatic Carbine, removing rifle from the name and having the description state that is uses pistol ammo. This leaves room for a true assault rifle in future too.

Jake Dodunski - Project Lead





Next Week: Icarus 3 Year Anniversary



Next week, we are celebrating Icarus' third Anniversary, a milestone we are absolutely chuffed to reach with you all. It's been a long journey, and we have fixed, altered, adjusted, and added a lot over the years. We will be doing a full-day live stream with a bunch of different developers from all the different teams starting at 10 a.m. NZT

We will also be adding cake to the game so you can eat and be merry with us, even if we can’t send you a slice of the real one.



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 v2.2.30.130308



New Content


[expand type=details expanded=false]

  • Renaming Assault Rifle to be Light Automatic Carbine
  • Unlocking the Assault Rifle
  • Fixed out of sync hands and gun during 1st-person assault rifle reload animation
  • Added remainder of Lab Equipment Meshes, along with animations
  • Firearm camera-shake intensity is now halved in third person
  • Slightly increased ADS camera-shake when firing assault rifle



Fixed


[expand type=details expanded=false]

  • Allow basic fertilizer to be crafted on the chemistry bench
  • Update animal carrying stat to just say carrying. Update talent for animal carcass carrying to correctly say carcasses
  • Update Ashlands sidequests so the NPCs and Trucks will attempt to spawn on reload if they've somehow despawned, and tidy up after they've been rescued
  • Fixed build failure
  • Fixed bug where mount icons wouldn't display the correct image when choosing which tames to bring down from orbit
  • Added Wall Torch to the Machining and Fabricator (this was already on higher tier carpentry benches, but is a popular request)
  • Doubled range at which chickens look for nearby coop to automatically place eggs after laying (from 10m -> 20m)
  • Removed the 'Unreachable' modifier that was automatically applied to chicken coops when placed off navigable terrain (not as necessary anymore that chickens don't have to walk into coops to lay, was confusing, chickens will still walk into coops if a path exists)
  • Fixed a few typos in item descriptions
  • Don't hide the version number UserInterface element in Editor as it now contains other relevant info



Future Content


[expand type=details expanded=false]

  • Do not record base level teleports that are instanced to link arenas
  • Add a temporary Swamp Ape Arena to Outpost_009 for instanced level testing
  • Added SM_BLD_Farm_Fence_Wood and SK_BLD_Farm_Gate_Wood, with all materials, textures, DMs and animations
  • Use a concrete class when spawing teleport links in instanced levels
  • Outpost 009 now uses correct den entrances instead of the test ones
  • Tidying the Rock Golem Den Entrance
  • Added RockGolem IK
  • Added/tweaked some existing RockGolem attack montages
  • Reduced intensity of RockGolem earthquake screenshake
  • Adding Cake & Piece icons and images, fixing cake modifier images, fixing issue where player could get unlimited cake pieces after deploying a cake
  • Fixing Rock Golem Den Entrance, its collisions where bad not allowing players in to interact with it and thus transition into the next area
  • Fixing Rock Golem Den Entract Position in world as it was slightly too high to walk into nicely
  • Updated physics asset for the ape juvenile. Updated carcass BP and created Carcass anim BP. Updated Meshable and Item static data tables with new Juvenile assets. Added LODs to the skeletal meshs and Gfur
  • Setup Ape Great Hunt quest markers
  • Fix Ice Serac collision accuracy (is now also cheaper) remove unnecessary LODs and optimized a few other settings
  • Ice Mammoth - Adjusted weather event to be less foggy/windy. Added isvalid check on destroying ice pillar
  • Ice Mammoth - Adjusted damage on ice pool damage (half damage)
  • Added VFX to Rock Golem Stomp and make FXs more visible on Light Attacks
  • Adding in extra animations for Ape boss behaviour, various attacks and movement state changes
  • Rock golem den entrance - replaced geothermal BPs with their base mesh components and added steam particle FX
  • Fixing material load errors on Bat DM
  • Modifier states validation now checks for '_?' instead of 'Is' when determining if a stat should be treated as a boolean
  • RockGolem now has it's initial health/armour scaled based on number of players & difficulty level
  • RockGolem is now resistant to damage when it has armour
  • RockGolem takes 10x damage from pickaxes while armour is active
  • Armour damage is now dealt after applying critical hit area modifiers
  • Adjust the capsule size and critical hit areas for the Great Ape
  • Ice mammoth - Ice pillars now get destroyed when attacked by ice projectile. DoT on a bunch of the ice effects
  • First implimentation pass of the Swamp Ape Juvenile. Added skeletal meshes. Set up materials and textures. updated BP with gfur and new assets
  • Cliff, Foliage Pass and Added new PFS, Green Quad, Elysium
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Adding Rock Golem Den Entrance to Olympus Map
  • Adding ability to Show / Hide Boss Dens and added cheat for the same thing
  • Adjusting Great Hunt Dens so they have their meshes as child component from a scene component so we can adjust visbility etc
  • Elysium - geothermal lakes, additional macro placement in red quad
  • Scaled the Great Ape down and reworked the locomotion animations. Added basic BT attacks
  • Adding Ape Spawner Blueprint
  • Setting up DLC Package Data for Outpost_009 - Frostfall - a volcanic / arctic / tundra hybrid outpost
  • Ice Mammoth - Playtest 2 changes. Modifier changes,more health, more armor, more hp scaling, rotating and scaling ice pillars randomly, more ice kicks/ice pillars
  • Fixing Rock Golem Den Entrance Teleport Spots
  • Made changes to which attacks occur in specific phases of RockGolem fight
  • Added new heavy slam attack to RockGolem
  • RockGolem should now correctly use navmesh when navigating towards barrier walls
  • Added some extra screen shake to RockGolem_Burrow_Montage
  • Added 'Earthquake' aura modifier that is applied when RockGolem is performing it's burrow attack
  • Stop transport pods from damaging buildings when they're on landing pads, greatly reduced knockback and damage to players
  • Added initial functionality for player pod to not damage while landing on landing pads
  • Tweaked RockGolem heavy attack montage notifies
  • Placing the Ape Den in The Styx Map
  • Remove float from location coords button as we don't need sub-CM positioning. Unified cheats + tooling to all work with this setup
  • Hooking Up Developer Outpost
  • Added developer outpost (Outpost_DEV)
  • Update Outpost009 generated images. Fixed filenames. Updated Lava minimap mat to be closer representation of original
  • Cliff, Foliage Pass and Added new PFS, Green Quad, Elysium
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Adding take a piece of cake audio and BP imp
  • Remaining boss character health bars should now also take priority on screen
  • Fixed bug where boss health bars would temporarily become hidden if there were too many projection widgets on the screen at once, boss health bars should now always be visible
  • Upped maximum projection widgets visible on screen from 20 -> 50
  • RockGolem can no longer be sneak attacked or killcam-ed
  • first pass on Rock Golem Juvenile Spawners
  • Adding all mission dialogue for Ape, Rock-G and Ice Mam. Audio and events
  • Added bestiary lore entries for the Garganutan, Rimetusk, Quarrite, and Hammerhead
  • Fix padding on great hunt mission UI close button
  • Fix deployment of great hunt device, so it now folds out correctly
  • Restricted great hunt selection by terrain
  • Removed old includes from SavedMountFunctionLibrary.cpp
  • Added Special Resource, Super Cooled Ice, Geysers, Wood Veins, Obsidian, Scoria and Adjusted Nav Voloumes, Removed Dens from level on Outpost 9, on Red Quad
  • 3rd pass on elemental rock golem spawner
  • Fixed missing texture in material for Great Ape den entrance
  • Added textures, materials and meshes for Lab Equipment mission props. Still have additional meshes to add
  • Add basic rock throws and roll attack for great ape
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Landscape Sculpting Pass, Cliff and Macro Pass on Green Quad, Elysium
  • rough first pass of Ape spawner
  • second pass on Rock Golem spawner
  • Increasing distance and volume of rock golem final death call
  • Fixed respawn pod allowing you to leave midair
  • Adding dialogue entries and FMOD events for Rock Golem missions
  • Adding appropriate audio cues for homestead items deployables and tiny adjustment to timing of great hunts deploy audio
  • Adding swamp liquid to ape ambient event
  • Rock golem dialogue cleanup pass
  • Fix assignment for Outpost_009 biome map
  • Update Outpost_009 Volcano area spawn options
  • Setup dev setups for prospects for Outpost_009 and Elysium to ensure play in editor spawns work correctly
  • Update Outpost weather in-dev to be less extreme
  • Setup Outpost_009 fish spawn map
  • Initial setup for Outpost_009 biome and spawn maps
  • Setting up Silo item for Homestead, it allows food / plants to be placed in side, crafted at masonary bench
  • Setting up Quilted Bed item for Homestead, crafted at carpentry bench
  • Adjustments to rock golem arena audio and break armor event to be less dramatic if breaking multiple times quickly
  • Setup Great Ape Corpse and rewards
  • Update OP009 minimap images again after den removal

Icarus Week 154 Update | Cows, Milk and most importantly, Cheese

`Welcome to Week 154.

Cows, Milk, and Dairy products have arrived on Icarus, opening up new recipes and farming systems to use.

With new animals also come new trophies that can be crafted and placed in your base.

Lastly, we’ve got a preview of a new weapon type that is coming to Icarus next week.

If you are using an NVIDA GPU and have updated your drivers recently to NVIDIA Driver 565.90 or newer you may be experiencing more frequent crashes with Icarus and other games. We have contacted NVIDIA and let them know. In the meantime we suggest reverting to 561.09.



Notable Improvements:



  • Deep Wood Veins will now appear in the Null Sector Zones in Prometheus. This fixes an issue last week where they would not appear on existing prospects
  • Stonejaws now take damage while wet if they're enraged, and wetness is removed from them after 5 seconds (the Fire Extinguisher is an effective anti-stonejaw weapon)
  • The issue with the Talent Points not always being granted from the Null Sector Final Mission, and the associated exploit with brand new characters has resolved, if you have completed the mission and have the account flag, all of your characters receive the three bonus talent points - once only.
  • Teenage Caveworm Fire Resistance has been reduced from -1000 to -100


This Week: Cows & Milk



Cows have come to Icarus. You can now purchase Calves from the orbital workshop and bring them down to your prospects, where you will need to then raise them up into Cows the same way you raise Terranus foals or Moa chicks found in the wild.

When the Calves mature, they will become Cows and periodically produce Milk if they are kept fed and watered. Two new items, the Milk Pail and the Milk Bottle, allow milk to be collected.

The Milk Pail (craftable on the Anvil) holds 5L of milk, but the Milk will slowly spoil, and once spoiled, the pail will empty. Milk bottles, craftable on the glassworking bench, hold 2L, but the Milk inside will not spoil.

Milk can then be crafted into Cream or Cheese or even drunk on its own for a stamina buff.

Cream and Cheese can be used as an intermediary for some new recipes, including Butter, Pavlova, Bacon Butties, Cheese Pizza, and Rolls, with more coming in the future.



This Week: Trophies



With new animals come new trophies, in Calf and Cow versions. These are craftable on the Trophy Bench.

A reminder: you will have to kill and collect the vestiges of both Calves and Cows to be able to craft these, so don’t get too attached.



Early Next Year: Husbandry



This addition is part of a bigger project we’ve been working on that we hope to bring out early next year - Husbandry. Specifically, with Cows, Bulls, Chickens, Roosters, Sheep, and Rams, we will be introducing a way to breed your animals to create new juvenile ones. We have this working internally but want to spend some more time testing and honing all the functionality to make sure it fits the game well and is rewarding to use. We are also looking into having some inherited traits to further the system.

Alongside this, we plan on updating the talent tree to include these changes and a few features that have been added over the years but haven’t been incorporated into the the tree fully.



Next Week: Assault Rifle



Next week, we plan to release the second new type of weapon in the ‘series’ we’ve been debuting—the first of which was the flamethrower.

This will be Icarus' first automatic assault rifle, which may seem overkill for the current foe you encounter but will make a lot more sense with some other upcoming features that will require a bit more firepower.



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 v2.2.29.129911



New Content


[expand type=details expanded=false]

  • Fixing it so calves only grow up into cows for now
  • Added cow talent tree icon
  • Assigned cow talent icon
  • Adjusted calf locomotion speed to match animations, should reduce foot sliding
  • Fixed cow and calf meshes hovering below and above ground
  • Fixed additional, uninitialised tooltip showing on juveniles
  • Tweaked fuzzy search on CustomComboBox widget to show exact match first
  • Added ParentCharacter variable to IcarusCharacter and IcarusCharacterRecorderComponent, is currently used to record and restore a juvenile's birth parent
  • Domesticated juveniles (calf, lamb, chick) can now be led/tamed even if they have a parent creature
  • Added cheat to make nearest animal pregnant (if supported)
  • Tweaked lookat height for both cows and calves
  • Fixed bug where IcarusMountCharacter::HusbandryBehaviourState wasn't replicating correctly
  • Fixed calf carcass itemable name
  • Updated the INT_02 dropship texture with Sol tribute added to one one of the post it notes
  • Added small amount of physics sim to calf/cow tails
  • Fixed bug where domesticated juveniles were designating nearest mount as parent on spawn
  • Update Seat camera/springarm setup to make it customizable so that RespawnPods can have their camera adjusted to be inside the pod
  • Add FirstPerson arms to Respawn Pod
  • Show FirstPerson arms when in first person and seated
  • Restrict FP camera rotation amount in dropship seat to prevent players looking through FP arms
  • Unlocking Workshop Item: Cryogenic Calf
  • Unlocking Cow
  • Unlocking Cheese, Cheese Recipes, Milk Containers and Associated Blueprints
  • Milk can now Spoil - when spoiled the milk container will empty
  • Adding Milk Function Library for Easy use of milk related items
  • Unlocking Cow / Calf and Milk Related Items Blueprints and Talents
  • Adding Descriptions to Milk Pail and Milk Bottle to describe if milk spoils when contained within
  • Added interactable to cow that calls milk bucket actionable behaviour
  • Flipped boolean condition inside BT_Tame_CowIdle to fix cows not producing milk correctly
  • Slightly increased precise reach height multiplier for Cow BP
  • Milk can now be consumed for a stamina regen & shared xp bonus
  • Milk now provides water when consumed
  • Adjusting Cow Milk production times (as 12 seconds for a cow to produce a full udder of milk was just a test value)
  • Adding Cream, Butter, Cheese Roll, Cheese Pizza & Pavlova Recipes
  • Cows now have their fillable set to milk by default
  • Cows produce ~1.5 L per 10mins if they are fed and watered, they hold a maximum of 30L
  • Fixed bug where calves couldn't eat from food containers
  • Added cow, bull, and calf trophy art assets. Updated cow and bull torphy BPs and created calf trophy BP. Added cattle bestiary image and updated bestiary data table
  • Added Cattle bestiary text
  • Setup Cattle bestiary stats
  • Fixed Skittish bestiary trait icon being missing
  • Fixed stack sizes and recipe sets for new dairy recipes
  • Added modifier stats for new dairy food items
  • Added variant recipes for pastry and crispy bacon using butter
  • Workshop crates that spawn juvenile NPCs will now automatically start the taming process and make the spawned NPC follow interacting player
  • Adding Cow / Calf Vestiages / Trophies and unlocking
  • Updated cattle trophy fur meshs LODs. Uopdated cow trophy LOD with custom LOD to prevent fur clipping. Added splines to cow trophy Gfur
  • Adding Recipes / Items / Icons / Modifiers for Butter, Cream, Pizza, Pavlova, Bacon Butties, Berries and Cream
  • Adjusting Milk Pail Fillable Size, reducing cow fillable size, and reducing the amount of milk produced per 10 minutes
  • Added bestiary points for milking cows
  • Added setup for emptying milk, controls and resetting the milks spoil timer when the pail is empty and you get new milk
  • Update milk resource color to be closer to white but still slightly tinted (to differentiate from oxygen)
  • Setup milk field guide resource
  • Fixed food tag on new dairy items (food slots, ice box, refrigerator)
  • Changed milk resource icon colour
  • Unlocking Workshop Calf as it was locked
  • Fixed bug where cow would immediately fill up with milk on first tick of relevant idle logic
  • Increased the efficiency of Butter alternate recipes
  • Fixing issue where cream and butter would not spoil into anything
  • Fixed new dairy not being able to be placed in Deep Freeze. Updated tag for Deep Freeze, Icebox and Refrigerator to all use a Spoilable_ColdSlowsSpoilRate query, so items that can go in one can go in all of them
  • Adding Recorder Component for cows so their milk status is saved
  • Fix Bestiary setup for Dribbo (from the quest) being not set
  • Coffee can now correctly be crafted with or without cream, adding cream now grants the Coffee with Cream flavoring, instead of the Coffee flavoring. Crafting Coffee without Cream correctly grants the Coffee flavoring (instead of Coffee with Cream)
  • Fixed cheese, butter, milk pails and cream being not storable in fridge or icebox
  • Updated calf trophy LODs to remove base mesh crashing through Fur. Updated Deployable data tables with correct placement meshs
  • Fixing Coffee With Cream Recipe to Include Cream



Fixed


[expand type=details expanded=false]

  • Fix Lupine: Extraction is not granting players ability to craft black wolf items
  • Add translated text to Operations selection button
  • Fixed animation on gears as the small ones driving the stones were going the wrong direction. Turned out being a seeming limitation on how many times a bone is able to rotate in an animation in UE4
  • Update quest strings to permit keybinding
  • Add ability to show bound/remapped keys in quest steps
  • Fixed a number of typos
  • Fixed highlight tooltip not following overflow bags if they fall due to gravity
  • Stonejaws now take damage while wet if they're enraged, and wetness is removed from them after 5 seconds (the Fire Extinguisher is an effective anti-stonejaw weapon)
  • Fire Extinguisher water usage increased
  • Cleanup Olympus: remove many Notes that are now obsolete, ungroup everything, remove (unsupported) vertex mesh painting to dramatically reduce developer level filesize, flush grass cache
  • Correcting the stone pickaxe crafted sound to be the correct generic craft sound not the crafting bench sound
  • Fix final nullsec '3 character talents' is awarded, but does not apply to subsquently created new characters, or other existing characters
  • Reduced amount of hitching when opening loadout screen via Orbital Exchange Interface
  • Fixed HEAL device being unable to be crafted at the Machining Bench
  • Added translatable text to server join message when the server is in lobby mode
  • Fixed multiple error messages showing when the Orbital Exchange device is sheltered
  • Adding Logic so Frozen Wood Viens will now spawn on existing prospects
  • Fixed a typo in some generic dialogue
  • Adjusting Teenage Caveworm Fire Resistance to match the cave worm (-1000 -> -100)



Future Content


[expand type=details expanded=false]

  • Quick Prototype of a Mission Radio Device that accesses a C0NT4CT device when held in your hand so you can kick missions off while not being at a C0NT4CT device
  • Adding IceMammoth Trap Description and Lore
  • Setup up Great Hunt device as a device brough from orbit
  • Great Hunt Device can now access hunts or open the crafting menu depening on interact point
  • Add Scorpion, Sandworm, Lavahunter, Black Wolf, Slug, Lava Hunter, Ice Mammoth, Rock Golem & Great Ape items to the great hunt device
  • Adding Blueprints and Setup for the Rock Golem Trophy Lamp
  • DLC2 - swapped entrances and added switchbacks to new DC caves
  • Modifying WorldStats Subsystem so it can incorperate all of Prospect Stats, Great Hunt Stats and Custom Game stats into the World Stats List and calls update appropriately where required
  • Adding World Stats for the Rock Golem Great Hunt and Assigning to Various Missions
  • The World Talent Manager now spawns as part of the IcarusGameStateSurvival, is set to spawn everytime and set to findonly when reloading
  • Added most appropriate armour audio set to swamp ape armour in data table setup
  • DLC2 - duplicated meshes and BPs for DC cave entrances, added switchback segments to CAVE_DC_MED_001_DLC2
  • Shifting the Location of one of the sub quests in GH_RG_D
  • Placing Outpost Quest Markers for GH_RG_C2 & GH_RG_D
  • Making Ice Version of the Rock Golem Juvenile Spawner
  • DLC2 - added 3rd new impassable for desert
  • Adding open audio for hte great hunt interfaced device. Audio, event, notify
  • Small fix to assault rifle recoil which was meaning it would move more horizontally than vertically with each shot
  • Added DEP_LandingPad_T4 with meshes, animation, textures and materials. Also added the meshes to the BP. Still need to add lights to BP
  • Adding appropriate audio for rock golem boss trophys
  • Fixing build issue for D_DeployableSetup_Rock_Golem_Lamp_B
  • Updated DEP_Trophy_Golem_2 and destructible
  • GH_RG_C mission has had the mining platform updated
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Landscape Sculpting Pass and Cliff Pass on Green Quad, Elysium
  • Delete Portable Beacon actor accidentally placed into Outpost 002 level and folder cleanup
  • DLC2 - test mesh and FT for cliff foliage
  • Adjustments to great hunt device deploy audio volume. Also adjustment to sledgehammer whoosh
  • Adding Widget for displaying images on the great hunt device
  • Added lights to the BP for DEP_LandingPad_T4
  • Adding unique sledgehammer events and notifys with anim data to swap depending on what sledgehammer is used
  • Adding audio for ape swinging in trees. Audio event and anim notify
  • Fixed Rock Golem Chair crafting and placement
  • Add power requirement to light up the landing pad
  • Filled in some interior holes in DEP_LandingPad_T4 to make it a bit more air tight
  • DLC2 - duplicated LC SML rocks+ FTs, new decal for covering slopes
  • Adding biome entries for GH arenas
  • Updated all meshes for ITM_Sledeghammer_IceMammoth with added Core Skeletal Mesh
  • DLC2 - added new sand variant materials for remaining cliffs and lrg rocks
  • Added additional control for sand overlay on master rock material
  • Landscape Sculpting Pass and Cliff Pass on Green Quad, Elysium
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Added combined mesh for DEP_LandingPad_T4 to use for placement
  • New BuildingBase weather blocker mesh no longer affects raytracing
  • Added all textures and updated materials for the different mineral variants for the Juvenile Rock Golem
  • Fixed Great Hunt UI image reference link for Ape hunt
  • Fixed IceMammoth Sledgehammer Core blueprint reference
  • Progress on Garganutan Great Hunt missions D, C and C2
  • Adding IceMammoth Sledgehammer Item Icon
  • Rock golem balance pass. Adding cave reverb snapshot to cave ambience so cave audio is triggered in a controllable way. vocal priority adjustments and general distance tweaks
  • Fix IceMammoth sledgehammer meshable setup
  • Updated ITM_Sledgehammer_IceMammoth Skeletal and static meshes
  • DLC2 - various desert and tundra material variants for cliffs and rocks, adjustments to master rock material to fix snow overlay not matching landscape
  • Fixed landing pad preview mesh
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Landscape Sculpting Pass and Cliff Pass on Green Quad, Elysium
  • Added inital setup for the flamethrower living weapon textures, materials, and static meshs
  • Add Ape great hunt mission C and C2
  • Adding Rock Golem Gauntlet Upgrades
  • Added HG_Aspen_Var1 with it's colour variants, including the burnt version, FTs and BPs
  • balance of boss arena reverb level
  • Adding Ape Leagendary Weapon Upgrades
  • Adding Hammerhead Slug GLob Launcher Upgrades and setup to Datatable
  • Display localized keybinds correctly in mission objectives overview
  • Adding correct biome to rock golem biome override
  • Adjustments to ice pillar audio culling and volumes, adding boss biome fmod param to set reverb for each. Adjustments to ballistic travel and impact
  • Added Garganutan quest step setups and first 2 mission implementation framework
  • Adding audio rows for the boss biomie arenas
  • Great Hunt Dep Blueprint updated with widget and mission images
  • Great Hunt Dep widget updated
  • Great Hunt Dep images added to screen widget
  • Setting up Lava Hunter Flamethrower Legendary Weapon
  • Added 3 Custom LODs and two generated LODs for DEP_LandingPad_T4_Base as well as generated LODs for SK_DEPLandingPad_T4_Lights. Also added more appropriate PMs for all materials
  • adding Great Hunt Dep info screen images
  • Adding ice pillar audio event and blueprint imp for ice mammoth boss
  • Fixed some decal FTs that weren't correctly aligning to landscape
  • Adding Ice Mammoth Sledgehammer Legendary Weapon Part Setup, it can now be purchased used and upgraded
  • Fixed an error in the flagpole description
  • Setting biome override on Ice Mammoth and Rock Golem arenas to new entries
  • Adding unique events for the great hunts boss arenas
  • Adding back mesh context for condensed exotic meteor and hooking up to Meshable and BP
  • Ice Mammoth - Added ice pillar attack that targets every nearby player and spawns them under the bats. Added weather events for the ice mammoth
  • Adding correct deploy audio for landing pad
  • Added BLD_Door_Barn_Wood_1by1, BLD_Door_Barn_Wood_1by2 and BLD_Door_Barn_Wood_2by2 with animations
  • Added ice mammoth montage instead of mammoth montage to the ice pillar behavior tree. Adjustment to speed curve of mass projectiles
  • Reduction in rooster vocal frequencies
  • Elysium - started blockout of red quad geothermal area
  • Adjusting Great Hunt Talent Controller so it doesn't require a character state to perform operations as its linked to the prospect and not the character
  • Fixed resistance and weaknesses on Lava Broodling world spawns
  • Ice Mammoth Boss - Added frost spots to the larger ice projectiles, Added auras to both the ice pillars and the ice mammoth that applies a cold/slow that then becomes frostbite, Added weather forecast for ice arena
  • Growth tweaks to the hammerhead slug boss fight to increase damage to structures and some cooldown tweaks to sweep volley attack for medium sized slug
  • Small further reduction to bounciness of smaller ice mammoth projectiles to stop mass audio and adding unique bat kill NS to play death FX at correct angle facing hte camera
  • Fixes put in place to stop ice mammoth projectile spawning infinite amounts of ice spots that would cause hundreds of audio cues to try and play. Reducing bounciness and spawning the ice spot on settle which is almost instant. Cooldowns on audio events to limit amount of times they can play
  • Add DX11/DX12/DX12+RT information to the UI to help diagnose with screenshot reports
  • Adding Virtual Stat Calculations for the Ape / Rock Golem / Ice Mammoth
  • Adding Stats for the RockGolem / Juvenile, Ape / Juvenile and IceMammoth and setting up their bestiary enteries + progressive stats
  • Ice Mammoth den entrance - added ice detail and adjusted mesh positions
  • Adding frost spot snow ice crack and snow PM to ice mammoth frost spots
  • Balance and behaviour pass for the hammer head slug world boss, upped health values, added a few new attacks and behaviors and general scaling per player connected
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Landscape Sculpting Pass, Cliff and Macro Pass on Green Quad, Elysium
  • Adding frosted wind gust ice crack for potential use on overlap of frosted spot. May use something else depending on VFX pass. Not added to BP yet until visuals are updated
  • WIP Ice Mammoth den entrance
  • Added new ForceGripIK curve to 1st character rig that will enable left-hand IK for any animation that has the curve (not just weapons as the system currently works)
  • Remove custom UIProjectionLocation component from Caveworm Drop actor after its base class was changed and now inherits one already
  • Slight reduction in size of bat kill fx
  • Add Ape D2 Great Hunt mission
  • Added sockets to the Lava Hunter Flamethrower skeleton
  • Fixing focusable disabling the back context for the mesh by adding in 1H focusable and dummy cube context mesh
  • Fixing Bestiary Progressive stats for Ape & Juvienile
  • Updated flamethrower legendary weapon meshs, testures, and materials. Added skeletal mesh. Added assets to the data table
  • Landscape Sculpting Pass, Cliff and Macro Pass on Green Quad, Elysium
  • Add the rest of the Garganutan Great Hunt missions
  • Add DT validation for FLOD Flammable Tree entries with no Burnt FLODEntry defined
  • WIP Great Ape arena entrance, mossy CF cliff material variants
  • Rock Golem now has a loot inventory that is populated upon first interaction after death
  • Resaving soem elephant assets to try fix error
  • Fixed a few typos in GH quest descriptions
  • Increasing the distance of the spacializer of ice mammoths ballistics so they can be heard coming towards the player sooner
  • Added LookAt to Rock Golem and associated curve on various montages to disable it when necessary
  • Added screenshake to a number of Rock Golem heavy attacks
  • Fixed Rock Golem Juvenile not having it's modifier removed correctly
  • Increased intensity of Rock Golem's roll screen shake
  • Added extra knockback strength, damage, and range to Rock Golem's heavy slam attack
  • Increased Rock Golem's base melee damage by 70%
  • Setup Ape Great Hunt tree and restrictions
  • Fixed Garganutan Head Armor item info
  • Setup Garganutan Armor bonuses and set bonus
  • Ice Mammoth - Scaled bird spawning. max birds/spawn rate dynamically change value based on nearby characters. 'Scale int' distance now set to 25000 from 15000
  • Ice Mammoth Arena - Added cave enterance/Prep for instanced level
  • Ice Mammoth Boss - Turned on external actors/Removed RVTs
  • Added ActionAnimMappings to chick BP, enabling correct juvenile behaviours
  • DEV: Added deployable decal setups to allow easy placement of decals in the world while building bases for missions
  • Added chicken family bestiray image with rooster and chick included. Added art assets for the rooster and chick trophies. Updated rooster trophy bp and created chick trophy BP
  • Rock Golem Den Entrance - first pass
  • Great Ape Den Entrance - revised foliage, added extra detail + required material variants for rocks and cliffs
  • Adding Descriptions and Flavour text for Legendary Weapons
  • Ice Mammoth - Made ice pillars/map locations replicated
  • Added SM_DCO_Bed_Quilted_Double and destructicle
  • Added DCO_Rocking_Chair_Single and Double
  • Adding ability to see the number of units of a resource required for a recipeAdding all remaining meshes, materials, textures, FTs, BPs and data table entries for all variants of the Aspen trees
  • Added SM_DCO_DeskLamp_Var2_Brutalist, which has a square lampshade rather than a round one like the current Desk Lamp
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Initial setup of Ape Jr creature
  • Adding in unique event for when the rock golem loses some of its armor. Also adjustments to some distances for better audible cues for important moments
  • Landscape Sculpting Pass, Cliff and Macro Pass on Green Quad, Elysium
  • Add a temporary Ice Mammoth Arena to Outpost_009 for instanced level testing
  • Updated DC Cave Prefab Switchback
  • Added legendary weapon - hammerhead slug launcher static meshes, materials and textures
  • second pass on Rock Golem Den Entrance
  • Ice Mammoth - Fixed replication issues on pillar on client. Client wasn't able to see ice pillars coming up due to timeline being on server only
  • Rock Golem Boss VFX for Death/Burrow/Idle/Roll/HeavyAttacks/LightAttacks/Roar/Rock Payload
  • Added sk meshes for legendary weapon - hammerhead slug and updated data table
  • Various setup for Great Ape (Anim BP, Blackboard, placeholder behaviour tree etc.)
  • Adding BaseLevelRecorderComponent to BaseLevelTeleports, this is set to FindOnly and currently only records the teleport active state
  • Reparenting Den Entrances for Great Hunts to use the Teleport Main base class, fixed collision on assets and placed a single interact point inside the entrances
  • Replaced the Main Teleport in outpost 009 (temporary) with the Ice Mammoth Den Entrance
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Added art assets for a large plate and three cake flavours. Updated cake blueprints with new assets
  • Replaced the BP for the hammerhead slug launcher
  • Updated data table for legendary weapon - hammerhead slug launcher
  • Elysium - Building out geothermal area in red quad, added some material variants and decal for underwater geothermal assets
  • Adding IceMammoth Den to Prometheus
  • Shield no longer equips when holding a weapon with the 'thrown' tag

Free Weekend & Double XP Event

Icarus Week 153 Update | Flamethrower, Double XP & Performance

FREE WEEKEND & DOUBLE XP NOW ON


For this weekend the base game of Icarus is available to play for free! All with a Double XP event for everyone. The Double XP Event will run until Monday NZ Time. We have also included a special bundle for this weekend so if people are enjoying the game you can get the game and its expansions with a big discount.


https://store.steampowered.com/bundle/46753/Icarus_Free_Weekend_Bundle/



Welcome to Week 153.

This update comes a little early this week as its timed with a free weekend, a Double XP event and a reddit AMA.

This we are adding a brand new weapon type - a flamethrower. The first in a series of new weapons that will be introduced prior to some new creatures and bosses.

We provide a breakdown of some building optimizations and speak about Frozen wood veins we decided to add based on player feedback.

We currently have a reddit AMA for Icarus live where, Dean Hall - CEO, Jake Dodunski - Project Lead, Adam & Josh - Designers and other members of the team will be answering questions. You can find it here: /r/SurvivalGaming Icarus AMA

Also a quick preview into next weeks patch with the introduction of Cows, Calves and milk.

Notable Improvements



  • Adding Scoria, Clay and Obsidian Resource Packs purchasable in the Orbital Workshop
  • Players can now collect the notes in the Null Sector Missions as items and keep them to read them when they would like
  • Reduced Sandworm & Landsharks weakness to fire damage (21x → 2x)
  • Adding water as a requirement to craft a fire extinguisher, it now crafts full of water



This Week: Building Occlusion Optimizations


Investigations have been underway for a little while now into why large prospects really don’t hold up well, performance wise. We found that some settings were being applied to building meshes that actually prevented some engine-level optimizations (“Occlusion Culling”). In most games, when you put your camera up against a wall/rock/whatever, the objects you can’t see behind that object get occlusion culled. This happens for pretty much every object in Icarus, except it wasn’t happening for Buildables. So while your base may have been on the other side of that mountain, it was still being rendered if you looked in that direction.

Early on in the project we implemented a method for preventing weather effects appearing when standing inside buildings. While this works perfectly fine, the method implemented relies on a setting which also prevents occlusion culling on the building mesh itself, and as we discovered recently during early testing (thanks testers!), also prevents us from applying distance culling optimizations too. After rejigging the way in which we handle weather culling on the building meshes, we’re now able to ensure the building meshes are now both Occlusion and Distance culled, giving you the best possible performance!

In addition to the Buildable optimizations, we have also applied some more aggressive distance culling values to Deployables and Spline networks. The draw distance for Buildings, Deployables and Splines is now based on your “View Distance Quality” setting in the options menu.

In our test scenario, these changes resulted in a nearly 2x performance increase. We completely expect this result to vary based on a nearly infinite number of factors, but in general, players with large, heavy-hitting prospects should see a tangible performance increase.

We welcome your feedback on this change, let us know how your performance has changed (and what hardware you’re on and some details about prospect object numbers!), has the shorter draw distance negatively (or positively) impacted on your gameplay? Are certain buildings now leaking weather effects? Please let us know!




This Week: The Flamethrower


This week we are introducing the first of our new weapon types in preparation for some new creatures and bosses that are on the way.

Flamethrowers shoot a jet of flame and will deal continuous damage to anything within the area. Any flammable objects in the world also have a chance of catching on fire, further adding to the destructive power of this weapon!

The Flamethrower is crafted on the Machining Bench and is required to be filled up with biofuel to use. As the weapon’s recipe also takes biofuel, it comes with a full tank to start with. A handy gauge will keep you updated on how much fuel is remaining.



This Week: Free Weekend & Double XP Event


This weekend to coincide with the Free Weekend we have decided to introduce a double XP Event, this event will run through until Monday NZ Time. We hope you all enjoy it!
Also, for the duration of the free weekend you can get all the expansions and main content packs for the ultimate ICARUS experience at a great discount! Check out the Free Weekend Bundle above.




This Week: Frozen Wood Veins


Listening to feedback due to the lack of wood in the Null Sector we decided to add a very limited number of frozen wood nodes that can be drilled into with the Ice Borer. This allows wood, without having to trek all the way back out, which is an extremely long journey. We have only added a few so be on the lookout while in the Ice Sheets.

Frozen Wood Veins will provide Frozen Wood when drilled. This Frozen wood then needs to be heated up in a furnace, campfire or any of the heat based benches or devices, this then converts the frozen wood into wood.



Next Week: Cows & Milk


Next week we are introducing a new animal and resource. This is the cow. You will purchase a frozen calf in the orbital workshop and then raise them up into a cow. Cows then need to be fed and watered to produce milk. With that new milk resources comes a range of new recipes.

This is the first step we have towards animal breeding, in future you can expect Bulls, Chicks, Roosters and Lambs, we are ironing out the breeding mechanics at the moment and we will release it when we are happy.



Your support makes these updates possible.



https://store.steampowered.com/bundle/46753/Icarus_Free_Weekend_Bundle/

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


Changelog v2.2.28.129531



New Content


[expand type=details expanded=false]

  • Unlocked scoria, clay and obsidian resource packs for release
  • Add V2 version of flamethrower effect for comparison
  • Adding all flamethrower footstep anim notifys
  • Adding first pass flamethrower audio, event and blueprint data
  • Adding new aim fire anim to reduce recoil spam on the assault rifle, rejigged reload anim and added 3RD person variants of the animations
  • Flamethrower v2 prototype assets
  • Setting up flame thrower actionable BP to trigger and stop audio based on click hold. Currently playing extinguisher as a placeholder
  • Tweaks to the flamethrower audio. Also reduced equip canteen volume by 3db and added missing equip audio
  • Updates to Flamethrower VFX V2
  • Update Buildables, Deployables and Splines to all have reduced draw distance (Distance Culling) based on View Distance Quality setting
  • Change CustomDepth pass to false (default) for main buildable mesh as this has no effect except causing the mesh to not be considered for Occlusion Culling
  • Tidy up of Building Base BP, split up Event Graph into separate graphs for readability
  • This change should have a substantial (in some extreme cases, up to 2x) performance improvement for larger prospects with many buildables/deployables
  • Added Local Space VFX system to Flamethrower to fix gap when moving or turning
  • Enabling Double XP Event, XP Bonus and Title Screen UI
  • Unlocking Frozen Wood -> Wood Crafting Recipe in Most heated benches and devices
  • Adding 6 Frozen Wood Deposits to the Icesheets Biome
  • Unlocking Flamethrower Blueprint, Recipe and Item
  • Adding biofuel as a requirement for crafting the flamethrower initially so it comes with a full tank
  • Added Frozen Wood to advancced deep ore scanner
  • Updated tag on Frozen Wood show it will show as a resource, and benefit from wood carry talents
  • Updated Workshop Extractor and Battery to show on each other's Field Guide pages
  • Updated Workshop Biofuel Canister to return to orbit again
  • Change V2 flamethrower FX to be CPU not GPU to fix barrel disconnect. Increase sphere trace range from 5m to 10m
  • Add new local version of Flamethrower FX as a _V3 revision and use V2 version for now. Flamethrower will now ignite any flammable target (not just Creatures)
  • Tweak flamethrower hit length and radius to better match animation
  • Fixed resource recipes not showing an icon when in the processing queue
  • Small reduction to the pilot light audio on the flamethrower to avoid it becoming annoying at longer times of use
  • Enable CustomDepth for Buildables during storms as it handles the weather culling. Don't apply Distance Culling to Destructible Meshes as their pieces can fall through the ground and decide it should cull the entire mesh
  • Removed light particles from Flamethrower FX to avoid flickering when tesellation is on. Added fill light to Flamethrower BP
  • Adding additional blend layers to the flamethrower to make it feel more weighty and dangerous. More low end gas boom
  • Adding dry fire audio for flamethrower when its out of ammo and tries to be fired. Blueprint Imp
  • Lowered landshark and caveworm fire damage weakness
  • Adding Image for Double XP event and adjusting connecting overlay so its displayed on the title screen
  • Add custom weather culling setup for buildings which allows the main building mesh to no longer be used for this purpose which allows further culling optimizations to be made. Small cleanup to Building Base BP to allow for additional begin play logic
  • Add weather culling setup to Dropship so it no longer rains inside on your way down from space
  • Don't allow flamethrower to be fired underwater. Remove secondary screenshake on fire-off. Dial back screenshake amount for initial shake
  • Update unsaved Obsidian resource pack cost
  • Fixed resource pack positioning for dirt
  • Reduced clay and scoria resource pack cost slightly, increased obsidian resource pack costs
  • Fixed third-person animation issues related to player not being able to look up or down when using the flamethrower.
  • Fixed bug where flamethrower could get stuck in ADS animation when swapping focus from an equipped firearm.
  • Added new TwoHandedRifle overlay state that should apply up/down movement dynamic additive anim
  • Reduced cost of scoria, clay and obsidian workshop packs, but added red exotic cost
  • Add Camshake setups for Flamethrower
  • Remove distance culling on Building meshes as this breaks weather culling. Still should see solid gains via the remaining CustomDepth setting being removed preventing occlusion culling, but this needs to be disabled during weather again due to weather culling support. Investigation into alternatives to using CustomDepth for weather culling should happen at some point in the future but its heavily embedded into the codebase at the moment
  • Tweaks to Flamethrower VFX, better bounding box and removing unnecessary persistent ID
  • Tweak flamethrower hit length and radius to better match animation




Fixed


[expand type=details expanded=false]

  • Disable navmesh generation on the base mesh for Scoria/etc nodes. Animals were getting caught on the upper meshes so they should nav around them instead
  • Fixed bug where CHAC Pistol and Assault Rifle gun animations weren't playing correctly
  • Add translatable text to RELOCATED and VOYAGER
  • Adding new Collectable Note Items, Logbooks and Audio Logs, these can be picked up and re-read whenever players want
  • Adding new stat to goven what text / setup a note item refers to
  • Converted ashlands / icesheet notes into this new format on reload
  • Significantly reduced the Sandworm fire weakness (21x -> 2x damage taken)
  • Fixed power toggle being visible on windmill where not required
  • Add water to the fire extinguisher recipe and output
  • Add water mention to fire extinguisher description
  • Update weight of workshop creatures to not be 10 grams
  • Fix another intermittent terrain anchor crash reported in Sentry (again)
  • Fixed skinning bench slottable helper text being untranslated
  • Fix stamina depleted animation stays up if player dies when stamina completed
  • Fix divide by zero error on Flamethrower AnimBP for fuel gauge needle




Future Content


[expand type=details expanded=false]

  • Matching framerate from the assault rifle gun reload to the 1ST person reload
  • Adding in new 1ST person and gun animations for the assault rifle reload, 3RD person to follow once the gun anim can get hooked up for timing
  • Added biolab consumables to workshop (feature locked)
  • Add biolab currency setups for future bosses (feature locked)
  • Fixed stack sizes of biolab inhalers
  • disabled RVT on 2 materials used on cliffs in CF caves
  • Adding flinch audio to ape. Audio, event, data table setup
  • Fixed boss trophy stack sizes to be 1. Fixed vestige stack sizes to be 5. Increased durability on boss trophies to 500
  • bDoFullyAsyncNavDataGathering is now turned off for built agents before generating navigation
  • Migrating prototype fog to Icarus for testing
  • Elysium - adjusted new riverstones textures to reduce tiling artifacts
  • Adjusted ice mammoth ice kick to have 3 different types of projectiles. (Big + Many, Big + Accurate, Small + Many) to make a much wider spread
  • Adding ape death vocalisation and movement land event, data table and notify
  • Update biolab workshop tab to be named Bio-consumables
  • Fixed display of damage stats on attachments
  • Landscape Sculpting Pass in Green Quad Arctic and Flushed Grass On All Quads, Elysium
  • Adding first person load assault rifle notifys to animation. Waiting on third person to add those. Also adding missing solar panel audio row
  • Implemented Garganutan Frenzy Tonic
  • Elysium, yellow quad - flushing grass again
  • Adding black wolf trap set and catch audio, events and notifys
  • Fixed scorpion attachment recipe providing wrong output
  • Elysium, yellow quad - WIP geothermal transition area between tundra and desert
  • DLC2 - geothermal material variants for various cliffs and stalagmites
  • Fixed ice mammoth chandelier destructible mesh
  • Generated navigation for Rock Golem arena after enabling nav for rock walls.
  • Rock Golem light attack is now much quicker.
  • Updates to FollowSplinePath BTTask to fix some issues where RockGolem would get stuck trying to reach it's destination on spline.
  • Fixed issure where Rock Golem would try to navigate behind walls if player was standing next to one.
  • Rock Golem no longer attemps to eat fast moving projectiles.
  • Rock Golem no longer aborts its light attack phase if attacked.
  • Fixed bug where Rock Golem would damage player from a very long way away when first starting to roll.
  • Rock Golem now attempts to eat rock clusters when low on health, not when out of armour
  • Added Updated SK_DEP_Great_Hunt_Device with separates proxies and separate SK_DEP_Great_Hunt_Device_Bench with animations
  • Added Great Hunt juvenile-esque creatures
  • Add bestiary hookups for Great Hunt bosses, update feature level and names
  • Fixed Hammerhead module name
  • Adding New Logic for Reading in the ItemManipulation Component
  • Work on RG_C mission, adding new prebuilt outpost, quest steps notes etc
  • Adding Quest Markers and Prebuilt Island to be spawned in when starting the RG_C mission
  • Adding Ape Armor Icons & Notes / Logbook Icons
  • Added Garganutan Frenzy Tonic Icon
  • Strip unused RVT content from GeothermalTerrace BP to fix errors and optimize. Create sockets on meshes to position VFX correctly for the different shaped meshes. Trigger Sulfur VFX on Terraces during Sulfur storms (was sitting there, but never triggered)
  • Adding first person and third person assault rifle mag out and mag in. Audio events and notifies
  • Adjusted assault rifle out of ammo mech sound which clashed with reload
  • IMP Pass Blockout on Yellow Quad, Elysium
  • Landscape Sculpting Pass and Cliff Pass, Green Quad, Elysium
  • Increase recoil and reduce accuracy on the Assault rifle
  • Recoil is now reduced by standing still, aiming down sights and crouching
  • DLC2 - fixed holes in one of the new imp meshes, WIP insert cave tunnel mesh
  • Fix a race condition in instanced levels where a client in the instanced level returns to character select
  • Setting up wood deep ore drill audio event
  • Added missing items static audio table row for glass bottles
  • GH_RG_C mission is now in and fully playable
  • Update central node for cow talent tree
  • Add cow skill tree and fix some creature setup
  • Adding ape notifies. Footsteps and attack vocalisations and footstep event
  • Fixed AI relationship for cow, calf, chick and lamb, to ensure they get attacked by wild creatures instead of friendly creatures
  • Fix taming temperatures on juvenile cow, chicken and sheep
  • Adding deploy audio and correct data table rows for notes
  • Ape Great Hunt mission tree initial setup
  • Adding pilot audio that starts only if there is enough fuel in the flamethrower and stops when run out. Audio, event and blueprint imp
  • Slight further adjustment to assault rifle empty ring and mag in out volumes
  • Fix revive location when player dies in an instanced level, RTCS, then rejoins, then is revived
  • revised insert cave tunnel mesh with custom LODs
  • Adding ape beat chest audio event and notifys
  • IMP Pass Blockout on Yellow Quad, Elysium
  • Landscape Sculpting Pass, Lake and River Pass on Green Quad, Elysium
  • Adding movement layers for the swamp ape. Ape whoosh and all notifiers
  • Fix revive location when player dies in an instanced level, RTCS, then rejoins, then is revived (offset wrong direction)
  • More ape notifiers
  • Adding ape slam audio, event and notifiers
  • GH_RG_D is now fully playable
  • Adding new Item Condensed Exotics that is carried in the utility slot
  • Adding new recipe to convert Condensed Exotics into Exotics
  • Adding Item Icon for Rock Golem Juvenile Vestige
  • Adding Item Icon for Condensed Exotic
  • GH_RG_F is now fully playable
  • Added a workshop to GH_RG_D2
  • GH_RG_E Mission is fully playable
  • GH_RG_D2 is now fully playable
  • GH_RG_C2 is now fully playable
  • Juvenile Rock Golems now can be oxite/copper/coal/iron/gold infused, added modifier stats and icons
  • Added Juvenile Rock Golem Spawers elemental varients
  • Adjusting loot of rock golems to drop ore related to their infusio
  • Fixed Issue where Juvi Rock Golems would not transition into corpses when dead
  • Juvi Rock Golem now has its armor when it transisitons to a corpse
  • Fixed Juvi Rock Golem so it now longer walks on top of players, players can no longer get stuck inside Juvi Rock Golems
  • Adjusted Juvi Rock Golem Loot so it now longer drops all of the ores
  • Juvi Rock Golem now hides its armor when skinned
  • Fixed New Quest Cleanup Function which would try and turn recording off on actors that did not have a recorder
  • Added SK_ITM_Pitchfork
  • Added DEP_Trophy_Golem_1,DEP_Trophy_Golem_2 and DEP_Trophy_Golem_3
  • Landscape Sculpting Pass and Cliff Pass, Green and Orange Quads, Elysium
  • Adding different audio events for smaller projectiles travelling and impacts for ice mammoth
  • IMP Pass Blockout, Added Re-textured DC Caves and Eden Cave Blockout on Yellow Quad, Elysium
  • DLC2 - added 2 new impassables for desert
  • Adding sledgehammer equip and pickup audio
  • Fixed Lava Broodling trophy being feature locked

Icarus Week 152 Update | New Tier 3 Windmill upgrade from Mortar & Pestle

Welcome to Week 152.

This week, we’re completing the Tier 3 tech tree project of having a T3 upgrade for every available T2 bench, with the addition of the Windmill.

This sits between the Tier 2 Mortar & Pestle and the Tier 4 Material Processor.

We’ve also got some hot news on next week’s new item and what it means for some upcoming additions in the weapon and creature categories.

Jump in and have a read.

Notable Improvements



  • Added missing meshes for the remaining canteens and oxygen tanks, so all versions are now held in hand correctly
  • Fixed Shadows in the final Nullsector cave as there was some strange ‘artefacting’ going on
  • Bats no longer collide with players and other NPCs. Improved targeting behavior of bats means they should miss the player less often when attacking. Increased chance for bats to break out of their idle flight loop to attack nearby target



This Week: New T3 Windmill



This week, we are introducing a new deployable - T3 Windmill.

This aims to fill the gap between the Mortar and Pestle (Tier 2) and the Material Processor (Tier 4), just like we have with the other benches. This provides a direct upgrade and rounds out the tech tree for T3 in this regard, with all Tier 2 benches having Tier 3 counterparts.

This will allow for faster and more efficient recipe processing and a more suitable option as you level up.

The Windmill needs to be placed outside as it requires wind to generate mechanical energy for processing. This is similar to the wind turbine, as it requires its blades to be clear at all times to run.



Next Week: Reddit AMA



Next week, we’ll be hosting a special Reddit AMA over at r/survivalgaming. This will be both Jake (Exctoris) and Dean (Rocket) and will be a chance for you to ask any question you like!

While you may have some basic questions about Icarus, we want this to also be a chance for you to ask some of the trickier and more piercing questions you’d like to know some answers to.

Feel free to ask the tough ones, and we’ll do our best to answer them.

The AMA will start on Thursday the 7th of November at 12pm NZT and carry on through till Sunday the 9th of November at 5pm NZT.

We’ll link a post in Discord next week when this starts, and put a link in next weeks blog too.



Next Week: Flamethrower



Next week, we are introducing a new weapon type that runs exclusively off biofuel. This is the start of a few new weapon types that we plan on introducing before some new creatures. You will soon be able to shoot jets of flames and cause even more devastation to this peaceful planet you’ve invaded.

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 v2.2.27.129232



New Content


[expand type=details expanded=false]

  • Added grain VFX to Windmill
  • Unlocking Windmill Item / Blueprint
  • Updated angles on windmill particles and added additional processing particles
  • Windmill is now a manual processor and you have to select what you want to craft



Fixed


[expand type=details expanded=false]

  • Fire arrows flammable component turns off when touching a water source
  • Added workshop Dirt resource pack, mainly for the use on outposts or in areas without access to dirt
  • Increase the weight of dirt
  • Add LODs and Collision to FlatCrate meshes and added names to DT
  • Enabling/Disabling RTX now requires a game restart (this was required before, but user wasn't notified). Fixed ensure on editor startup complaining about missing settings cvar
  • Fixed falling through the world when logging in, Volcanic Cave Purple Quad
  • Fixed Shadow Geo Issue on Yellow Quad, in Nullsector Final Caves
  • Further angle adjustments to canteens in hand for best view with no clipping. adding unique rotated socket for waterskin to match the angle of the others. Standard canteen angle to be rotated by Brent
  • Fixed scale and pivot for several assets to better fit in the character's hand
  • Fix Horse extra carry talent not requiring prerequisite talents, and the fall damage reduction talent requiring the extra carry talent



New Content


[expand type=details expanded=false]

  • Adding Cheese Icon
  • Adding cow idle audio, event and data table setups
  • Reduce cost of workshop platinum resource pack purchase
  • Increase unlock cost of gold resource pack, reoganized column so it is with other packs that cost the same
  • Add additional workshop resource packs setup for future release
  • Adding cow flinch and death audio and events and data table setup
  • Added SM_DeepMining_Wood node asset, including materials and textures
  • Misc updates to Editor tooling
  • Adding 1ST person version of the golem gauntlet attack along with hooking up into Actionable context
  • IMP Pass Blockout on Yellow Quad, Elysium
  • DLC2 - added temp in-game map
  • Adding equip audio and event for the milk bucket. Also applying to the standard bucket
  • Dev-locked nearby player RTXGI volume until performance testing is done
  • Added additional RTXGI volume around player with higher sample density. Added dev-only settings for testing various other RTX functionalities. Added ability for a RTXGI volume to be offset if required (not centred on player)
  • Added boss inhaler item icons to Itemable and Modifier tables
  • Delete unused emissive texture for flamethrower
  • Hook up fuel gauge on Flamethrower, add AnimBP
  • Adding appropriate audio for bull in data table
  • Added GetSectionCastShadow editor function
  • Legendary Weapon Datatable Fixes so the weapons can be spawned
  • Fixes for issues related to the build breaking in reguards to Legendary Weapons
  • Fixing Deployables for the Rock Golem
  • Adding the Rock Golem Vestige Icon
  • Add T_ prefix to generate map image filenames for validation purposes
  • Adding Various Rock Golem Item Icons
  • Added Setup for Rock Golem Throne & Trophy
  • Fixing Recipe Feature Levels for all Great Hunt Related Weapons
  • Prefixed all Legendary Weapons with 'LegendaryWeapon' and added missing legendary Weapons (Ape Club, Icemammoth Sledgehammer, LavaHunter Flamethrower)
  • Adding Juvenile Rock Golem AI Setup, Bestiary, Creature Type, Growth Etc
  • Adding new Validation to DT for AI setup to allow for Rocks being collected from a carcass
  • Adding calf idle and flinch audio and volume adjustments. Data table setups etc
  • Added Fire animation for SK_GUN_Assault_Rifle_T4
  • Setup Milk Pail item to be held like the current bucket with replacing the focusable and importing a mesh with the correct pivot offset
  • IMP Pass Blockout on Yellow Quad, Elysium
  • Fixed Issue where Biomass involved in the Great Hunts was able to be brought up to orbit, feature locked the data table rows and removed this specific currency from the main screen
  • Swapped Orbital Biomass images to match the bosses as intended, and not use the generic icons
  • Adding rooster audio row to the ai setup table
  • Reverting two 3rd person idle anims that curves had broken sprinting with rifles. To be adjusted again when a fix can be implemented that doesnt break out of water gunplay as well as in water gunplay
  • Adding Missing Vestige Icons
  • Delete duplicate unused generated map images in wrong folder
  • Adding rock golem rock fragment pickup audio event and data table setup
  • DLC2 - added fully enclosed geothermal terrace mesh
  • Adding Rooster audio idle audio and event and table setup
  • Adding descriptions and names to first set of great hunt planetary items
  • Adding mesh and carcass mesh for Rock golem Juvie and hooking up to relavent BPs, and Data tables, rest is over to behavior and corpse hookup for bosses since they dont turn into corpses yet
  • Bats no longer collide with player and other NPCs. Improved targeting behaviour of Bats, they should miss the player less often now when attacking. Increased chance for bats to break out of their idle flight loop to attack nearby target
  • Re-export T021 map images to test more streamlined tooling settings
  • Update MapCreatorUtility to configure texture settings and output HDR images at lower resolution
  • Delete assets with old file names and refresh DT entries
  • Adding Frozen Wood Ore Deposit & Frozen Wood, Frozen Wood needs to be defrosted in campfire / furnace to convert into regular wood to be used
  • Landscape Painting Pass, Landscape Sculpting Pass and Decal Pass, Green, Blue and Purple Quads, Elysium
  • IMP Pass Blockout on Yellow Quad, Elysium
  • Adjusted pivot of milk bottle for better hand placement
  • Adding pickup / equip milk bottle audio and event. Also adding new focusable row which is a duplicate of the 1H row but with the bandage hold idle anims used instead of 1h wep idle anims to account for larger held items to avoid clipping. now when holding 1h items such as milk bottles it will fit in the 3rd person characters hand and will be shown more on screen in first person too
  • DLC2 geothermal biome - foliage and rock testing in test map, additional decals for landscape texture transitions
  • GH_RG_B mission is now in and fully playable
  • Adding first lot of ape vocals. Aggro 1 shots, audio event and data table setup
  • Fixing terrain select screen to display correct image dimensions
  • Disabled use of thrown weapons with shield as it's 2 handed and shield often blocked vision while aiming grenade
  • DLC2- added tundra and geothermal variant materials for cliffs
  • Mac Pass Blockout on Red Quad, Elysium
  • Added WITH_EDITORONLY_DATA wrapper around new texture info function to fix compile error
  • Added function GetTextureInfo that can be used to validate information on a texture asset like streaming size, mip count, etc
  • Stripping out armour pieces from the Juvie rock golem base to hook up to the armor piece system that the main golem has, quick texture tweak needed so that the base skin holds up without armor on it
  • Fixed panini issue
  • Added destructile meshes for IceMammoth Trophies
  • Fixed Lavahunter backpack modifier reinitialization and icon
  • Fixed vial slug trophy destructible mesh
  • Adding new code for consisten cleanup of quest actors, added missing C++ and Json file
  • Namimg all GH RG quests
  • Fixing terrain select screen to display correct image dimensions
  • Added new cheat that allows saving to disk and restoring loadouts/equipment (SaveLoadout, RestoreLoadout)
  • Landscape Sculpting Pass, Landscape Painting Pass and Decal Pass, Green and Orange Quads, Elysium
  • Mac Pass Blockout on Red Quad, Elysium
  • Misc file cleanups
  • Did an additional pass on LODs for all the larger windmill assets
  • Add Empty developer test level
  • Enable shadows on various Foliage assets that had them disabled at a Material Section level. Update tooling to suit
  • Disable RVT (terrain blend) on billboard materials for foliage. Tweak some LOD screensizes. Update tooling to pick up on this
  • Tweak LODs to various assets
  • DLC2 map - new tundra transition decal, riverstones landscape textures, tundra waterbody testing
  • Disable Gfur on Chick on Low spec
  • Adding Icons for the Ape Armor Set
  • Fixing issues with Animal Spawning Dens where they would not take into account the AISetup override if the spawer was set to loop
  • Adding GH_RG_A Mission, fully playable
  • Adding Dialogue Setup for GH_RG_A
  • Adding custom mining outpost for GH_RG_A
  • Adding 2 variations of the Juvenile Rock Golem Spawners
  • Set up improved LOD's for DeepMining_Wood DeepMining_Wood_Ice nodes
  • Added Ice version of SM_DeepMining_Wood
  • Add cheat (ToggleWeather) to stop weather system from running new forecasts. ClearWeather cheat is very temporary in the sense that it only clears the current one and forecasts new tier0 events
  • Fix DFAO bias on Crevasse meshes causing self shadowing artifacts
  • Adding audio for milk pail and bucket and lantern carry sprint. Adjustments to equip audio. Adding blendspace for sprint with lantern anim to be used to trigger correct sprint first person animation for audio use
  • DLC2 - duplicated DC caves and applied LC material variants
  • Fixing milk bottle not being visible when held in first person so the audio can play off the equip animation. Also fixing canteens and thermos not being visible. Thermos pivot to be adjusted to
  • Updated DEP_Bench_Kitchen_Stove and DEP_Bench_Kitchen_Stove_T4 with windows and new destructibles
  • Updated fixes for Ice Mammoth Trophy destructibles
  • Fixed Ape Rug item template setup
  • Fixed slug trophy collisions and destructible assignments
  • Update ice mammoth trophies destructible meshes
  • Updates to Arena_RockGolem map actors, navigation
  • Updates and fixes to RockGolem behaviour. SaveLoadout cheat now correctly sanitizes item data before saving
  • Removed atmosphere controller from rock golem arena
  • Fixing Rock Golem Juvie texture to work without armor by reimporting new version of albedo and MRO mask
  • Adding ape attack vocals, event, data table setup
  • Add some warning to the EUW tool when adding/updating an instanced level DT (Atmosphere and RVT still present)
  • Fix an issue with the highlight component on instanced caves for clients
  • Adjusted the scale of the main stump area of the DeepMining_Wood and the DeepMining_Wood_Ice nodes to better fit with the ice borer
  • Adding in ape roar audio, event and data table and anim notify
  • Re adding accidentally deleted socket when attempting to add another socket for better placement of the milk bottle in first person hands. Fixes the reference to the fishing anims
  • Unified naming in GFur shader for tooling improvements
  • Committing missing skeletal socket commit which was throwing data table errors
  • Setting up new node for Frozen wood deposit, this is drilled with an Ice Borer
  • Better socket placement for first person hand held canteens to avoid clipping. Also added missing mesh for other canteens and oxygen tanks
  • IMP Pass Blockout on Yellow Quad, Elysium
  • Fixed open world select button image sizing issue
  • Changed terrain background images dimensions to the power of 2
  • Fixing the prometheus mission selection button which was missing a prospect model to load, this was accidently removed in another commit
  • Fixed Prometheus squished image on terrain select
  • Fix Contact/Far shadow settings on all Outposts. Flush grass. Update tooling
  • HeatHaze Material wanted to be resaved
  • VFX polish pass on Stoves, additional lighting to support new windowed meshes. Increased albedo texture resolution on both Stove meshes

Hotfix 2.2.26.129046-rel-Laika

Contains the Following Fixes:



  • Fixed snap actors not loading on SMPL3 quests and Styx expeditions, this prevented deployments of radars and some other quest objects not allowing the missions to progress.

Icarus Week 151 Update | Reinforced Wood: Out. Beeswax Wood: In

Welcome to Week 151.

This week, we’re giving Reinforced Wood a makeover and a new name - Beeswax Wood. This will have the same stats, but a new look and design.

We’ve also added static boss health bars, something we discussed a while back and was important in preparation for some exciting, upcoming content.

Jump in and have a read.

Notable Improvements:



  • Fixed a timeout issue when hosting prospects if the loading took over 60 seconds
  • Fixed an issue that was causing long loading times due to array copying. This was causing unnaturally long load times when hosting or joining games
  • Removed the 180s session timeout that sends players back to the main menu if they took too long to load (was possible to see this on hosts / singleplayer)
  • Fixed a bug where the shield would block poison/miasma damage. Shield now specifically only blocks 'melee' and 'projectile' damage



This Week: Beeswax Wood



Reinforced Wood has received a makeover.

Going forward, it’ll now be known as ‘Beeswax Wood’, with a new texture and shades that make it visually distinct from regular wood. We’ve previously done this with Reinforced Glass, and wanted to do the same for some of our other tiered building sets.

This should also help you find it in the tech tree and recipe lists, making it stand out from its wood counterparts.

Any existing Reinforced Wood buildings with the reinforced alteration will still exist in your prospects, but you’ll no longer be able to craft new pieces. You will not need to unlock any new blueprints to craft Beeswax Wood however, as these will use the same blueprint unlocks as before.



This Week : Static Boss Health Bars



This week also introduces static boss health bars - something we’ve discussed in the past and was important to introduce before some upcoming content that is in the works.

These bars act like boss health bars in other games, being present at the top of the screen when actively engaging a boss creature, and should help you manage these encounters more efficiently.



Next Week: New T3 Windmill



Next week we are introducing a new Tier 3 Windmill that aims to fill the gap between the Mortar and Pestle (Tier 2) and the Material Processor (Tier 4).

This will allow for faster and more efficient processing of recipes, and allow for a more suitable option as you level up.

The Windmill needs to be placed outside, and requires wind to generate mechanical energy for processing.


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 v2.2.26.128817



New Content


[expand type=details expanded=false]

  • Added SMPL3 quest rewards containing dirt for use in areas where you cannot get dirt naturally (notably non-forest outposts)
  • Added Kiwifruit SMPL3 quest reward
  • Added procurement info for Kiwifruit and Sugar Cane, advising they're available from SMPL3 quests
  • Enabled reskinned version of reinforced wood, now it's own tier of Beeswax Wood. Existing pieces unaffected
  • Enabled reinforced glass door and window
  • Added static, on-screen health bars for world bosses
  • Boss vision stats increased so the boss hp bar is persistent from a longer distance (nearly whole arena)
  • Updated blueprint name of Beeswax Wood set unlock



Fixed


[expand type=details expanded=false]

  • Fixed Field Guide not showing durabilities or spoil times
  • Fixed typo in Guano description
  • Adjustments to the chicken workshop item. Adding air hiss when spawned and then air release when interracted with. adjusting delay on chicken so it appears after opening
  • Adding appropriate deploy audio for the heavier workshop crates
  • Applying open air hiss and air release audio to all animal workshop crates
  • Fixed Mesh Clipping in Second Arctic Area Rebuilt, on Blue Quad, Prometheus
  • Flushed Grass Across All Quads on Prometheus
  • Updated many quest snap actors to ensure proper reloading, will now respawn the snap actor and set it to the correct state based on the mission progress, when the session is restarted (restarting game or dedicated server)
  • Updated the watermelon plant master shader with a tint value to reduce the brightness. This will make it stand out less in the environment
  • HEADSTONE: Fix final step retreival pod disappearing before quest is complete
  • Fixed a bug where shield would block poison/miasma damage. Shield now specifically only blocks 'melee' and 'projectile' damage
  • Fixed spacing on exotic sell button
  • Fixed Cave Lighting in Second Arctic Area Rebuilt, on Blue Quad, Prometheus
  • Lava Hunter's health bar no longer starts visible and only appears after a delay once it has emerged
  • Fixed bug where boss health bars weren't showing the correct amount of health until they were first damaged
  • Fixed bug where clients couldn't see current amount of armour on boss health bar
  • Fixed bug where 'armour' bar on boss health widget wasn't being hidden if boss didn't have any armour
  • Fixed in-world Creature Deterrant text being untranslatable
  • Fixed map selection translation for Requires text
  • COMPOSITION: Bravo objective now correctly respawns on reload
  • Fix slottable inventory containers list (as shown on oxidizers, purifiers and the skinning bench), now correctly updates to show the type of item required
  • Added workshop animal cryo cage icons in D_DeployableSetup
  • Removed the 60s network connection timeout that auto-kicks players from a server if they don't join in time. Can be added back in by adding 'bConnectionTimeoutEnabled=True' under the [OnlineSubsystemIcarus] heading in Engine.ini
  • Added Radar field guide set
  • Updated Radar description to mention exotic scanning, the results on map and the arc is an approximate direction
  • Added tooltips to map buttons to explain scanning more
  • Removed the 180s session timeout that send players back to main menu if they took too long to load (was possible to see this on hosts / singleplayer)



Future Content


[expand type=details expanded=false]

  • Finished First Macro Pass Blockout on Yellow Quad, Elysium
  • Elysium plaecholder stage select image added
  • Added Milkcan and wheatsack proxy assets and added them to the BP, as well as placement proxies for windmill
  • Feature locked Felling Attachment that was showing in Field Guide, as this is not released. Will be reassesed for future release
  • DLC2 - additions to master rock material for better snow control, tundra variant materials for macros, replaced incorrect meshes and applied materials to snow/tundra macros in Blue, Green, Yellow quads
  • Standardized stage select working files. This will reduce resource size
  • Adding New Elysium Map Images and reimporting Oly / Styx / Prom Terrain Select Images
  • Adding Player Starts to Elysium Terrain
  • Setting up Terrain, Quests, Prospect List and Faction Missions for the Elysium Map
  • Adding an Open World and Mission Selection Screen for Elysium
  • Adding level boost to 30 for Elysium and new account flag to keep track of data
  • Setting up Elysium Visual Map (Basic)
  • Converting Elysium Map to use External Actors rather than a whole map checkout
  • First pass audio for assault rifle. Will need looping behavior setup to avoid frame drop audio drops
  • IMP Pass Blockout on Yellow Quad, Elysium
  • When attempted fertilization occurs cows now become 'hopeful', while 'hopeful' cows movement speed is reduced, food and water consumption increased, if they are over 65% in food and water periodically they will try to esculate to Pregnant with a 25% chance, if they become Pregnant the cows will sit down and need to be hand fed and watered, then prospectors can interact with them to help them give birth to calfs, no trait inheritance yet
  • Cows no longer produce milk while Hopeful or Pregnant
  • Cows will now lie down when pregnant
  • Player interaction for birthing cows has been fixed, the calf spawning will appear next to the mother
  • Commit item template for windmill blades
  • Added Windmill Blade item placeholders for future release
  • Added windmill proxy mesh setups for all materials
  • Updated windmill deployable mesh to use combined mesh
  • Further tweaks and fine tunes of the assault rifle volumes and balances
  • Work around UE4 shortcomings with RVT volumes when loading/unloading instanced levels
  • Added ITM_MilkBottle with materials and textures
  • Resaving GOAP datatable
  • DLC2 - new grass type for Tundra, associated meshes + materials, switches for enabling added to MA_LND3
  • Adding Missing Code Files for the modifier states, so you can specifiy custom conditions for when esculation occurs
  • Added a handle to the milkcan, with updated textures and meshes
  • Adjustments to assault rifle volumes and spacializer. Also tweaked cave and iinternal shot tails. Fixed directional EQ that wasn't reseting to 0 at no pan
  • Adjustments to the ice mammtoh projectile audio. Travelling and impacts are now adjusted depending on their speed
  • DLC2 - new landscape texture set for geothermal areas (using C_erosion layer)
  • Setup Egg Incubator and started work on upgradable chicken coop prototype
  • Fixed issue where the roosters where not tagged correctly and would try to fertilize animals other than chickens
  • Fixing Spelling mistake in asset name Ferilize -> Fertilize
  • Chickens now loose fertilized modifier after they lay an egg
  • Fixed issue where roosters / bulls / rams would gain food / water when fertilizing rather than losing it as intended
  • Swapped mesh in for great hunt device
  • Swapped mesh in for Assualt Rifle
  • Swapped in Milk Bottle Items / Can
  • Adding item Icons for Windmill, Great Hunt Device, Cow / Bull / Rooster Vestige, Milk Bottles, Assault Rifle and Rock Golem Grenade
  • Adding Talents and Recipes for Flamethrower and Assault Rifle
  • Chickens can now lay fertilized eggs, if the chicken has been fertilized by a rooster
  • Fertilized Eggs will display the Fertilized Alteraiton on their item hover, they can still be cooked / used in recipes like normal eggs
  • Roosters can now fertilize chickens
  • Rams can now fertilize sheep
  • Fertilization now has a cost of 30 food + 30 water per instance
  • Chicks now grow up into chickens or roosters
  • Adding Ram & Rooster Vestiges
  • Adding Ram & Rooster Trophies
  • Adjusting loot drops for Ram, Rooster, Chick, Calf, Sheep, Lamb
  • Lambs can grow up into Sheep or Rams
  • Setup of Rams / Rooster Trophies
  • Added DEP_Trophy_Golem_Statue and DEP_Trophy_Golem_Throne with destructibles
  • Added SK_GUN_Assault_Rifle_T4
  • Elysium - flushing grass cache
  • IMP Pass Blockout on Yellow Quad, Elysium
  • Adding audio for rock golem grenade ground traps landing. Also adding physical damage tear audio to Char Damage event to play appropriate audio when spikes are stood on. Adjustments to the close sound for the Ice Mammoth Trap
  • Added Inhalers for the rest of the world bosses
  • Updated Inhaler time to be 30m
  • Testing concepts for desert oasis
  • Fix instanced level mesh is not being setup for clients
  • Added Clay, Obsidian, Dirt and Scoria resource pack icons
  • Added valid checks to prevent null value bug
  • Adding animation and armor setup for the Golem Gauntlet POC including punch and idle animations for 3RD and idle anim state for 1ST persion, needs the charge animation hookup into charge functionatlity moved into left click so secondary attack can be added to right click but general implementation done
  • Added medium tank slug trophy item icon to Deployable setup datatable and hooked the other icon trophies up
  • Adding rock golem grenade explosion audio event and blueprint imp
  • Clean up some extraneous logs (Steam DLC file presence)
  • Added required sockets to T4 Assault Rifle, adjusted left hand attach point, ADS alignment, casing eject point
  • Clean up some extraneous logs (BP_DropShip again)
  • Add a test instanced level in Outpost_009 leading to the Rock Golem arena
  • Ice Mammoth Changes
  • Adjusted amounts of birds spawned (10 + 10 per player at a time)
  • bird spawn rate decreased
  • Changed ranged bat circle behavour to match the other bats
  • Bats will now destroy on boss defeat
  • Adding Chocolate / Coconut / Carrot Cakes, recipes and itemsetup as well as 'pieces'
  • Cakes are deployed where prospectors can interact to pick up a piece, the cakes themselves cannot be consumed, but the individual pieces can
  • Adding T3 windmill audio. Loop, scatter, event and BP data
  • Removed level bounds in Ice mammoth arena and exchanged for new instanced level bounds. This is to fix a crash for 'too many world objects'
  • Set up appropriate LODs for all windmill assets, as well as optimized most texture sizes. Also added DMs for windmill meshes
  • Prevent infinite building without stability checks in some caves
  • Adding Cheese Recipe, Item and Modifier when eaten
  • DLC2 - Added new geothermal terrace meshes, new decals for geothermal and LC transitions, material tests of geothermal cliffs, new ice material for cold swamp

Icarus Week 150 Update | 12+ fixes and improvements for Null Sector

Welcome to Week 150 - another milestone we’re proud to achieve with you all.

We released the Null Sector last Friday and, as we mentioned in the post, spent the start of this week at our company ‘Re-Orientation’. This has meant we’ve had less than three days this week to spend on the patch, so we have focused on fixes for the Null Sector and improvements from your feedback.

If you missed the post last week we do a full breakdown of the Null Sector here.

The Null Sector is a new hardcore region of the Prometheus Map which requires the New Frontiers Expansion to play.

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

This Week: Notable Fixes



  • Fixed issues with the Northern Prometheus Arctic Regions as some meshes were not brought across in the merge. This meant there were large landscape meshes missing and areas in which you could fall through the map
  • Fixed an issue with Prometheus' prebuilt structures - where the resource networks were incorrectly using the same IDs as player-placed ones. This meant that networks would break when loading prospects
  • Added a details panel to the Escape Menu to show how many buildables, deployables and mounts are active in the level. This should help users identify potential issues with too many of 'X' objects active in their prospect and why performance may be suffering
  • Added the ability to change the ‘sell’ amount by tens in the workshop when selling exotics
  • Ensured that info text doesn't create a blank box in the quest UI
  • Fixed a bug where clicking ‘empty container’ on canteens that weren’t in the first storage slot in the character UI would cause it to not fill up until you moved it
  • Fixed dark-toned mount/tame preview images displaying incorrect iconography when bringing animals down from space via OEI (only applies to animals that are sent up to space after this fix)
  • Fixed a bunch of the scanners appearing upside down in third person view due to an incorrectly rotated prop bone in the scanner focusable. This has been fixed by creating a new anim with the correct rotation and offset for third person
  • HEADSTONE: Added additional cleanup steps to clear quest objects if the quest is abandoned or otherwise ends without the final completion cleanup
  • Updated the flow meter so when reloading prospects it will not initialize and work correctly again.
  • Fixed generators and the electric water pump not correctly displaying their relevant electricity and water consumptions/provisions



Next Week: Updated Reinforced Wood



Next week, we’ll continue with any more fixes for Null Sector that crop up, and also add a new variation to the wood.

Reinforced Wood will have brand-new materials and require beeswax in its creation, so it is visually distinct from its regular wood counterparts. We previously did this with the Reinforced Glass tier, and now thought it was time to do the same with the wood.



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 v2.2.25.128673



New Content


[expand type=details expanded=false]

  • HEADSTONE: Added additional cleanup steps to clear quest objects if the quest is abandoned or otherwise ends without the final completion cleanup
  • Added the ability to change sell amount by 10s in the workshop selling exotic UI
  • Add details panel to Escape Menu to show how many Buildables, Deployables and Mounts are active in the level. This should help users identify potential issues with too many of X objects active in their prospect and why performance may be suffering


Fixed


[expand type=details expanded=false]

  • Removed some unnecessary blueprint array copying that was causing infinite loops to trigger in editor
  • Added fix for existing spline/resource networks becoming broken or disconnected when starting some of the null sector missions; Spline networks that are loaded in at runtime via prebuilt mission structures now check for network ID collisions and will automatically adjust. Previously prebuilt structure networks would re-use their original IDs, meaning that if existing networks had matching IDs they would be overridden, resulting in incorrectly merged networks and splines being disconnected / deleted
  • Fixed generators and electric water pump not showing their electicity and water consumptions/provisions
  • Floor Torch mesh replaced with new combined mesh, shadow casting turned off to avoid visual noise
  • Adjusting deploy audio for animal crates
  • Added more weight to the large animal crate open audio
  • Adding large and medium cryogenic crate audio and events and notifys
  • Delete revisions file from Outpost001 folder that has been retired
  • Updated flow meter order of reloading network to prevent multiple settings of network type on restart
  • Rebuild Second Arctic Area, on Blue Quad, Prometheus
  • Moved Floating Macro Meshes Down on Blue Quad, Prometheus
  • Rebuild Arctic Area, on Blue Quad, Prometheus
  • Removing profilings from Nullsector audio testing
  • Adding base setup for the golem gauntlet and slug launcher legendary weapons to test out the new base poses for the weapon types, gauntlet needs some bespoke hookup as it is a different apporach to equipping weapons so just has a placeholder BP at the moment, respective anims etc added and hooked up
  • Fixed a bunch of the scanners appearing upside down in 3RD person due to incorrectly rotated prop bone in the scanner focusable, did this by creating a new anim with the correct rotation and offset for 3RD person
  • Fixed dark mount/tame preview images when bringing animals down from space via OEI (only applies to animals that are sent up to space after this fix)
  • Ensure info text doesn't create a blank box in quest UI
  • Optimised mining drill logic that would become significantly more expensive when drill was powered and inventory was full
  • Fixed a bug where if you scroll over empty slots it will stop allowing you to scroll
  • Fixed bug with new AtmosphereController settings where WeatherMan utility widget wasn't able to set time correctly. Fixed bug where nativised AtmosphereController wasn't correctly initialising some variables, leading to flashing sun colour
  • Nativised some more AtmosphereController update functions. Devs can now use the '-ForcedPlayerIndex=' command line parameter to reload a save as a different on-prospect character (development build only)
  • Fixed Lake Depth on Outpost 9, on Red Quad
  • LC Macro rocks - added moss, sand, snow material variants for DLC2 map
  • Add Cheats to destroy all/certain deployables, and all buildings for Prospect performance testing
  • Re-save level after file move
  • Remove empty obsolete sublevels from Olympus
  • Cleanup remaining Outpost001 file, moved to developer folder
  • Misc updates to Editor tools for profiling
  • Disable CPU access on Trees which shouldn't need it (no other trees do)
  • Fixed shield stats overwriting the main weapon stats. Incidentally fixed the bug where if you equip 1h item/shield then press the same 1h item slot it wont bring hands out (now correctly does)
  • Fixed Foliage RVT mask actor bounds not covering the level properly in Prometheus. Grass should now properly cull when buildings are placed on it
  • Icesheet Prefab cave with doublestacked ore Removed
  • Fixed second Ent to Volcano Cave on Outpost 9, on Red Quad
  • Added moss variant materials for LC cave floors


Future Content


[expand type=details expanded=false]

  • Bulls now have a behaviour option to enable fertilization of nearby cows, when the option is set to fertilize they will now gain a modifier which will start the fertilization process
  • Adding audio for the ice mammoth trap. Set and catch. Also correcting the items static audio row and deploy audio
  • DLC2 - added biome heatmap/gameplay texture + source art, new row to D_Terrains for Jake to populate
  • Added function to quickly setup multiple proxy meshes with different item configurations
  • Fixed cases where you could skip proxy mesh states (eg if you put in more than required to go from no proxy to 2 proxies)
  • Moved temp navmesh blocker volumes to persistent level
  • DLC2 - Added NavArea_Null volumes to inactive quads to reduce unnecessary navmesh bloat while building map
  • DLC2 - disabling nav generation on new impassable and macros meshes, added imp versions of ledges, added tundra transition decal and adjusted settings on LC scree decal
  • Updating Bull Setup so it now has a vestiage, trophy and correct creature type information
  • Updated LODs on the rooster skeletal mesh. Updated rooster dead anim BP to remove the neck extension
  • Cows now accumulate milk over time and when milked will provide a certain number of liters, it may take multiple objects to milk a cow
  • Added Stats to cows for producing milk and adjusted mount tooltip to display milk amount
  • Adding Cow Vestige, Loot and Trophy
  • Adding Milk Bottle and Pail Blueprints and Recipes
  • Updated calf skeletal mesh position in the blueprint. Updated cow gfur splines and cleaned up the skinning on the belly
  • Updated Gfur in chick blueprint tweaked LODs on the chick skeletal mesh
  • Updated calf blueprint with scale reduced on the skektal mesh and gfur settings tweaked. Added the correct physical material on the cow, bull, and calf materials
  • Added Male and Female creature modifier icons
  • Fix spacing on context menu for repair, ensuring text fits in other languages
  • Decal and Cliff Placement, Green and Yellow Quads, Elysium
  • Adding Virtual Stats for Time Between Cow Milking, Resources To Produce Milk, Milk Production etc, all related to cows producing milk
  • Fix spacing on currency sell buttons in other languages
  • Inital Macro Pass, Temp Foliage placement and Flushed Grass on all quads, Elysium
  • Cows are now Milkable
  • Added placeholder proxy meshes to Windmill. Updated deployable and attached windmill blades
  • New impassables and cliffs for DLC2 map
  • Fixed workshop animal crate smoke FX not deactivating before crate is cleaned up
  • Black wolf trap implementation
  • Tweaked assault rifle fire rate, durability, required ammo, horizontal and vertical recoil values. Added ability for projectile weapons to define a horizontal and vertical recoil that is applied after firing. Dev range targets will now have markers fade out over time by default
  • Committing code change to IcarusTamingData so we can now specify multiple creatures that juveniles can grow up into, this is done via stats in the override column
  • Fixed a bug where pressing empty container on canteens not in the first slot would cause it to not fill up until you move it
  • Added DEP_Windmill with all textures, materials, animation and proxy meshes. Will still add further proxy meshes for output
  • Changing Cow / Bull / Calf / Ram / Chick / Lamb Base Classes
  • The Calf can not grow up into a Cow and Bull
  • Created a workshop item to purchase Calfs
  • Adding Sex Assignment of a Calf once it spawns in
  • Adding Milk as a resource, Milk Bottles and Milk Pales
  • Inital macro blockout and Landscape sculpting pass, Green and Red Quads, Elysium
  • Macro Pass Blockout on Yellow Quad, Elysium
  • DLC2 map setup - material variants for cave entrances and cliffs, WIP meshes and materials for new desert impassables
  • Fixed shadow geo mesh in Nullsec cave
  • Ice Mammoth Nest Trap implementation
  • Added Chemistry Bench FX Prototype
  • Fixed second Ent to Volcano Cave Water on Outpost 9, on Red Quad
  • Updated golem rock fragment physical material and added it to the meshable data table
  • Added BatWing Trails FXs for Cave and Snow Bats
  • New sand normal map for DC_incline layer
  • swapped textures in DC_incline layer of DLC2 map material
  • Optimised BP_AtmosphereController tick function
  • Optimised expensive tick function on T4 Omni animal feed trough
  • Added Cave_LC_MED_004_NoObsidian & Polished Second Ent to Volcano Cave on Outpost 9, on Red Quad
  • Added Golem Rock Fragment art assets to the project
  • Added impassable meshes and variant of Macro 01 from PHNX, new materials for impassable slopes
  • Removed floating rock in purple quad, Prometheus
  • Swapped cave floor meshes to moss variants, Outpost 11
  • Added moss variant materials for LC stalagmites

Icarus Week 149 Update | Welcome to the Null Sector

Welcome to Week 149 - The Null Sector.

This new, dangerous region will test the most seasoned players. Scarce resources, no map, dangerous biomes, and a new, immersive mission chain lie before you.

For the first time you will encounter NPC's on ICARUS, and you will receive extra talent points as a mission reward




The Null Sector is a new hardcore region of the Prometheus Map which requires the New Frontiers Expansion to play.

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


Reworking the Game



Steam have started limiting character content in posts, so a detailed outline of our strategy and how we got here will be included by me (the CEO) as the first comment in the thread below. As an aside, I have asked Valve several times if they could remove this restriction and I have not received any reply. Which is a shame, as we think providing you as much information as possible is in the interests of everyone - and limited characters in these update posts is unnecessary. If you agree - please let Valve know maybe we can get this changed. - Dean "Rocket" Hall, CEO




The Null Sector



The Null Sector region of the Prometheus Map is filled with unique challenges. It’s a considerably more difficult experience than the standard Icarus gameplay you have become familiar with. The environment, creatures, traversal, and general play all provide unique threats, so come prepared.



Scarce Resources



The Null Sector is an expansive, barren, and resource-scarce area that requires detailed planning to survive. Logistics, resource management, and cooperation in team sessions will be the difference between survival and near-certain death. For a start, we recommend bringing portable water and fuel tanks, especially when setting up forward bases.



Trail Beacons and Map Limitations



The most noticeable difference right away is the lack of a discoverable map. Even as you traverse the Null Sector, the area won’t be revealed to you, requiring you to navigate it without any familiarity to fall back on. A new type of technology - Trail Beacons - can be used instead to map out pathways through the area like a trail of breadcrumbs. The substantial atmospheric interference causing this map blackout also makes the Orbital Exchange Interface null and void, restricting you from being able to call down equipment or resources.



New Immersive Missions



Missions within the Null Sector will also be a new experience for even seasoned Icarus players. These are narrative-driven and focus on immersion, with many twists and turns. You must strike a balance between survival and pushing forward into the unknown. These missions include new detailed locations, bespoke mission structures, refined quest mechanics, and new experimental elements that prioritize quality over quantity in their design. One of these new elements is the inclusion of interactable NPCs, which is something we want to expand even further upon in the future. There are 8 Missions in total, and these are all Operations, meaning they can be triggered from Open Worlds.

The New Mission NULLSECTOR: FINALITY Provides a new reward for players - three additional Character Talent Points. These points are gained upon first-time completion and are granted to every character on your account, current and future.





The Ashlands and The Ice Sheet



There are two separate zones within the Null Sector. ‘The Ashlands' is a rocky volcanic maze with a unique biome modifier that drastically increases water consumption. 'The Icesheet’ is split into upper and lower tiers, with the lower being subject to intense whiteouts and bottomless crevasses, while the upper is less well known but is apparently home to a new, jaw-dropping creature. The Ice Sheet also has its own unique biome modifier, food takes longer to spoil when carried on your person with the caveat of increased food consumption while in this zone.



The Null Sector is a brand-new experience in its entirety. If it’s enjoyed and people feel it is a strong improvement on existing content, we’ll look to incorporate the learnings into our future expansions.


Other Notable Improvements



  • New Updated Prometheus Visual Map with more detail - making it much better for traversal (excluding the Null Sector)
  • New Crates for Deploying Animals when purchased from the Orbital Workshop
  • Fixed the issue with the first mission on Olympus not granting 'baby steps' achievement
  • The T4 Water Trough now provides a new 'Filtered Trough Water' Modifier to Mounts / Tames that drink from it. This provides food/water consumption reduction and a stamina regen buff
  • Water troughs now consume water until full and no longer act as batteries. This fixes various issues, such as water tanks being unable to fill up water troughs
  • Workshop items now use a purple background in inventories to help them stand out
  • Fixed Interactable with Portable Biofuel Container so that when it is deployed, you can fill it up / remove biofuel with a jerry can in hand, the same way the portable water container works with canteens

Important Note
Due to us unlocking a new region of the Prometheus map, the map FLOD elements had to be regenerated, meaning old rocks, ores, trees, etc, will be refreshed on existing Prometheus maps.



Next Week: Bug Fixes



Next week’s update is being kept open for any fixes required for the Null Sector. As usual, if there are any major bugs, we will push a hotfix as soon as it's ready.

The entire RocketWerkz team is also away for a couple of days next week as we go on our annual re-orientation. This is somewhat of a mini-conference internally where we share knowledge between our teams and projects and do some team building. We’ve had many new people join within the last year, so it’s also a chance for them to get to spend some time with their colleagues who they might not have got to work within their roles. This process really helps us to upskill and enhance all our current and future products and will bring some fresh ideas to Icarus going forward.




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 v2.2.24.128494



New Content


[expand type=details expanded=false]

  • Added new Med / Lrg workshop animal crates, the various animals now use correct size of crate when deployed from workshop item
  • Merge from PrometheusPartII -> Trunk
  • Additions and tweaks to nullsector cave set dressing
  • Additions and tweaks to nullsector cave set dressing
  • Fixing up Floating Items in the Icesheet Outpost
  • Removing Duplicate enteries for the final nullsector mission
  • Adding Highlightable override to the interactable Notes table so it can be set when reloaded
  • Fixed Functions in the CollectableNoteRecorder Component and CollectableNoteInterface so they work correctly and set / save the information correctly when saving and reloading
  • Fixed issue where the dead prospectors in the icesheet mission where reverting to their old highlightable when reloaded
  • Adding Quest Markers and Quest Queries for the Last Nullsector Mission
  • Added Additional Quest Steps to help frame the last nullsector quest a bit more
  • Spawning in Narrative events for Last nullsector Mission
  • Fixing Icesheet Mission giving players 5 audio logs when there is only one needed for quest progression
  • Removing Ashlands Static Mesh Blocker which was preventing players from entering the ashlands
  • Allow CPU access for NPCTrail spline mesh as it was spamming log from Lava Slug in built out game
  • Temporarily removed 0.5s delay recently added to UMG_RadarMainScreen::UpdateMapIcons to fix various map icon related render issues, most notable being the trail beacon lines flashing
  • Redo of shadow geo to fix shadow artifacts in caves
  • Adding metal grate scatter audio around cave to play audio cues
  • Adjustment to audio location for cave metal grates ambient audio
  • Update handheld scanner widgets to improve visibility specifically in arctic areas
  • Adding FMOD ambient audio to the approved assets list to enable sounds to be placed and play in the environment
  • Adding audio for all mission blockers to be destroyed. To be double checked in game
  • Adjustments to ice breaker audio so it cannot be heard when within a cave
  • Adding Quest Steps and Triggers for the Final Nullsector mission, adding triggers, explosions, fixing dialogue triggers, removing lights from final cave room
  • DROVER: Update quest step to mention pylon instead of station
  • Adding explosion to NPC blocker sequence in Finality Mission
  • Adding unique explosion audio separate from first blocker explosion for better individuality between explosions
  • Adding new Prometheus Map Images
  • Adding VFX for finality NPC explosion, still needs to be hooked up to blocker
  • Added some more NPC animations
  • Adding running away footsteps and snapshots to nullsec dialogue lines to add more atmosphere to the event
  • Fix RVT issues in PRO after merge
  • Adding Extreme Chill to upper Ice Sheet Biome and added small food consumption increase while in the icesheets area (+50%)
  • Changes tot he final cave and mission lighting
  • Adding correct teddy audio to Deployable Setup table, also adding footstep notifys for NPCs
  • Adding pick up and place sounds for teddy bear
  • Adding VFX for Finality cave blocker destruction, adding simple VFX functionality to BP_Destructible_Blocker
  • PRO_D_Recovery: Update HEAL device quest step to mention collecting the device to trigger the quest
  • Adding more audio layers to the cave and balancing volumes of lava waterfalls and cave ambience
  • Adding more rockfalls and other cave ambient adjustments
  • Fixed bug where teddy bears couldnt be placed on any deployables. 'Max Restacking amount' on teddy bears is now 1 instead of 0
  • Converting Ashlands Story Prebuilt structure load to be a soft reference and use a blocking load before spawning
  • Adding a base class to the Rescue mission in the Ashlands, so the truck and camp spawn as intended
  • Updating final explosion to use new event. New audio to come. Adjustments to grate footstep blend layers. Reducing in volume
  • Removing Stonejaw quest step from the first ashlands missions as it is not working as intended and can prevent mission completion, this is due to the triggered spawners having a hard time with the rocky terrain of the ashlands
  • Adding new Table for Talent Modifiers so additional talent points can be granted per session/character/account flags
  • Adding new reward in the faction mission rewards so account flags can be rewarded
  • The final Null Sector mission will now grant 3 player talent points (account wide) when completed
  • Modifying mission UI to show that extra talent points are granted
  • Adding Description Strings for Account Flags so if they are granted via missions this information can be displayed
  • Modifying reward for the Nullsector Finality Mission, as it was way too high and no provides talent points as a one time reward
  • Adjusting the final explosion. Removing the stutter part of the scream. Fits better in context
  • Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Fixing Cliff Holes & Bugs on Outpost 9, on Red Quad
  • Lots of updates and tweaks to spacialisers and reverb amounts and added additional footsteps for final nullsec mission dialogue etc
  • Removed fake static fog from Prometheus, this is now built into the visual map
  • Added Missing Quest Marker which was preventing the last step of the Nullsector mission from completing correctly
  • DLC2 map - final map build and setup
  • Redone Neullsec top cave and removed bottom cave on Yellow Quad, Prometheus
  • Recipes requiring resource input will now drag containers into the crafting bench automatically if not connected to a water network
  • Fixing issue with Mission NPC modifers where not saving / reloading, making the CRISIS mission a lot easier than intended
  • Resaving NPC Prebuilt Camp so the guns / bows do not have bad inventory containers (guns could shoot arrows and bows shoot bullets)
  • Ashlands story mission: Fix Stonejaw spawn issues
  • Adding unique explosion audio for end of nullsec mission. Also increase to volume of the base nullsec ambience and scatter rock falls
  • Add FarShadowMeshes collection for improved tooling workflow
  • Delete Empty Vista/TilingTextures collections
  • Fixed p4ignore not allowing .collection files anymore
  • Generated Edge Splines on Lava Lakes Final Cave in Nullsec on Yellow Quad, Prometheus
  • Fix RVT aren't rebuilt for clients when leaving an instanced level
  • Update HEAL quest step to say pick up instead of collect (to not imply going out to collect them)
  • Updated mesh and textures for GUN_Flamethrower_SML
  • Flushed Grass on Outpost_003
  • Fixing Finality SMPL3 dialogue to match changes in scripted sequences
  • Reduced the bat nest's polycount to to 60%, including the broken version
  • Minor fixes to Outpost003, removing objects outside playable/visible space, fixing some dropship positions, fix FarShadow settings on Impassables
  • DLC2 map - texture weightmap fixes and polish, adjustments to river height in swamp
  • Fixed bug in prebuild structure system that caused linked inventories to be incorrectly initialised on load
  • Cleaning up NPC camp (the aluminium structure) for the NPC Ashland Missions, it was sticking around when it shouldn't have been
  • Updating NPC Prebuilt Camp - removing the trailbeacon as it tells you exactly where the camp is
  • Adding new Idle Animation for the Prospector at the end of the nullsector mission
  • Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Added rooster skeletal mesh, materials and textures
  • Cleaned Up Generated Edge Splines & Volcano Cave on Outpost 9, on Red Quad
  • Fixing Audio issues in final nulsec mission. Tweaks to first and second explosion audio. Adjustments to character dialogue
  • Fixing negative emissive values on Nulsector Explosions, adjusting trigger positions
  • Enabling Last NullSector Mission, adjusting nullsector missions required tech as it was incorrect
  • Turned Off Cave Entrance Voxel Blocker on Neullsec Final Cave on Yellow Quad, Prometheus
  • Lighting adjustments for BP_Nullsector_EndProspector - brought more in line with lighting leading up to final scene
  • Hiding the prospect in the flash prospector event in the nullsector final mission, the prospector still casts a shadow but the mesh cannot be seen by players
  • Removing placeholder cube mesh from propector flicker event blueprint in the last nullsector mission
  • Reducing reward for Nullsector: Finality as now players get a (one time) account talent buff
  • Added a missing subtitle line to the FINALITY mission dialogue
  • Initial adjustments to BP_Nullsector_Person_Flicker Lighting to match other cave lighting
  • Update shelter display to use translatable text
  • Additional 0.74 second delay on End Prospector Death for final mission scene, fixes timing with dialogue
  • Nullsector final mission - Altering placement of flicker event location, fixed lighting to account for new position, added light mesh to BP_Nullsector_Person_Flicker to give in world reason for light
  • Nullsector final mission tweaks - Switching flashlight material to on version, repositioning quest marker for flashlight spawn to fix lighting issues, added custom entry for flashlight in highlightable, removed redundant SMPL3 dialogue entries from quest table
  • Nullsector final mission - Adding in extra set dressing for note placement location. Re-order of notes for continuity, and small edits
  • Adding in folded version of the stasis bag, updated mesh to include more detail, oxygen tanks and control box, as well as hooked up 3RD person carry animations to hold the bag properly, switched up the focusable and added tags to force focus lock when carrying a full bag
  • Nullsector final mission - Added flicker light function, added version of Tripod_Light_On material with emissive flicker, hooked up on one of the lamps in nulsector final cave
  • Nulsector final mission - turning shadow castion off for placed spotlights
  • Nulsector final mission - switching all placed lights in final cave to be movable instead of static. To avoid any issues with baking
  • Updated creature health bars so epic creatures that do not have unique names will not show health bars or show as epic. This is used in NullSector specific creatures
  • Nullsector final mission - more explosion tweaks
  • Removed landing dialogue from NullSector NPC mission chain, changed STRANDED completion dialogue
  • Fixed Mining Truck Highlightable, added new Highlightable entry
  • DROVER: Ensure creature spawns each time and only one per session
  • Removing light hidden in geo, slight changes to some rock positions in final cave to help frame spotlight
  • Nullsector Final Mission - Adjustments to final sequence vfx
  • Floating Deep Ore Deposit in front of final cave & added new one on Yellow Quad, Prometheus
  • Fixing issues where the cave blockers are still present when kicking off Nullsector Missions, in Mission Mode - When kicking off these missions or reloading the blockers are removed
  • Fixed seee under rock outside Neullsec cave on Yellow Quad, Prometheus
  • Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Fixing Cliff Holes & Bugs on Outpost 9, on Red Quad
  • Nullsector Final Mission - Adding placeholder build up effect to final NPC speech
  • Allow sitting on the toilet
  • Nullsector Final Mission - Removing light hidden behind geo, removing lights no longer needed due to quest object lighting, moving ribcage geo as it was distracting from quest sequence
  • More tweaks to BP_Nullsector_EndProspector lighting
  • Nulsector final mission - More lighting adjustments for final scene, consistency color and intensity pass. Added alternate material instance for end prospector crystals with emmissive
  • Adding Whiteboard Variation & Setting up whiteboard in the Icesheet Mission
  • The Outpost now spawns in The Nullsector : Finality mission
  • Adding Notes to the Nullsector : Finality Mission
  • Clean up some extraneous logs (meta node spawning)
  • Increased tick rate of IcarusSplineNet during game initialisation
  • Clean up some extraneous logs (disaster controller lightning)
  • Objectives are now listed on NULL SECTOR : Finality
  • Fixed multiple cliff seams and removed foliage rocks with no collision
  • Adding new Icons / Images to show that talents and BP's are unlocked when completing certain mission in the Nullsector, adding new information to account flags so information can displayed where appropriate, adjusting RequiredTalentIcon to now pass in state to display the required information
  • Fixing NPC Camp having a mesh positioned incorrectly, it was poking through the side of the tent
  • Fixed Collectable notes in nullsector appearring in the wrong order
  • Fixed the final note position in the nullsector cave, it was distracting from the narritive climax
  • Adjusted the flashlight mission object so it no longer can be interacted with
  • Fixed the SMPL3 mission dialogue (intro & outro) from not triggerring on the final nullsector mission
  • Fixed No flow on Lava Falls in Final NullSec Cave
  • Fixing issue with Simmons being unable to be picked up in a stasis bag, was introduced when we forced focus on the bag when carrying as it was consuming the focused actor after focusing the bag - deleting the bad
  • ASHLANDS: Fixed final mission dialogue playing twice
  • Changed Nullsector Final Cave Ent to SM on Yellow Quad, Prometheus
  • Fixing issue with the Acocunt Flag for the H.E.A.L. Device unlock was not setup correct, it now grants the accout flag when starting the CRISIS mission as intended
  • Fixed Collectable notes in nullsector appearring in the wrong order
  • Fixed the final note position in the nullsector cave, it was distracting from the narritive climax
  • Adjusted the flashlight mission object so it no longer can be interacted with
  • Fixed the SMPL3 mission dialogue (intro & outro) from not triggerring on the final nullsector mission
  • Fixing NPC Camp having a mesh positioned incorrectly, it was poking through the side of the tent
  • Converting Static Meshes into Deployables in the Nullsector Mission Finality
  • Submitting auto-generated sublevels and navigation
  • Fixing issue with Nullsector : Finality where you can skip the first trigger in the cave softlocking the mission, this has been fixed



Fixed


[expand type=details expanded=false]

  • Fixed Interactable with Portable Biofuel Container so that when it is deployed you can fill it up / remove biofuel with a jerry can in hand, the same way the portable water container works with canteens etc
  • Fixed a bug where if you would right click on an item within a purifier and selected 'empty container' the physical representation attached to the purifier wouldnt update properly and would think the water is still full when highlighted
  • Flushed grass across all quads on Olympus
  • Flushed Grass across all quads, Green, Blue, Red and Yellow on Styx
  • Fix the build (control rig crash during cook)
  • Reimporting Bobblehead SK mesh to remove power cables
  • Workshop animals spawn vfx setup for SML,MED,LRG and optmization pass
  • Fix maximum health granted not being shown on food modifiers
  • Fixed flow meter not returning to previously selected flow meter on restart
  • Added shield automatically selecting if weapon allows it as long as its in the quickbar or utility slot. Removed unused nodes from old shield fixes. Added valid checks on null references in the message logs (reloading owning player/activate hotbar slot icarus character bp)
  • Fixed tutorial not granting 'baby steps' achievement. Mission was completing early and not reaching the grant achievement step
  • Adjusted collision channels used to determine safe exit point when getting out of beds, will hopefully reduces cases where players are spawned inside of the bed when exiting
  • Added a 'biofuel container' icon to composter recipes to show you need it to craft
  • Update crop plot tier text to wrap if required if longer than alloted space
  • Added BuildingBase asset validation, errors out if building pieces are added with empty material slots. Fixed issue where cracking concrete building pieces were causing log spam
  • Added generated LODs for all Bat Nest SMs, reducing LOD0 by 50 percent in the process
  • Prebuilt structure deployables that are destroyed when a player abandons an active mission are now cleaned up without spawning overflow bags if they contained items in their inventories
  • Fixed workshop radar not showing on back while being deployed
  • Remove Grass Disable Shadow CVar from Scalability groups as its not supported. Add option as a new graphics setting instead
  • Enable shadows on all Grass LGT assets
  • Disable Grass shadows on Low and Medium Shadow quality to afford some control over this change
  • Enable Volumetric Fog for Low/Medium spec shadows. This fixes underwater rendering being broken and creates better visual consistency across all specs for minimal performance cost
  • Fixed a few bestiary typos
  • Fix a slate ensure relating to nested invalidation boxes and 'stamina exhausted'
  • Fix a issue with new account flags delegate not firing
  • Fixed a bug where objects that are hidden on purifiers (e.g. portable watering can) wont fill itself. Added the tag to the watering can to not show it
  • Fix another intermittent terrain anchor crash reported in Sentry (again)
  • In a development build / PIE, you can now specify a player index override on BP_GameMode to resume a prospect json using a non-local character from that saved prospect
  • Temporarily disabled recent shield auto-equip functionality to fix bug where players couldn't mine, chop, or skin with their equipped weapon (stats weren't being correctly transferred to holder)
  • The T4 Water Trough now provides a new 'Filtered Trough Water' Modifier to Mounts / Tames that drink from it, it provides food / water consumption reduction and a stamina regen buff
  • Water troughs now consume water and no longer act as batteries, this fixes various issues such as water tanks being unable to full up water troughs
  • Clean up some extraneous logs (blocker interactables)
  • Update field guide to colorise workshop items
  • Improved hover colorization on field guide (reflects inventory colorizing now)
  • Clean up some extraneous logs (BP_DropShip)
  • Workshop items now use a purple background in inventories to help them standout
  • Clean up some extraneous logs (player ping)



Future Content


[expand type=details expanded=false]

  • DLC2 map - Landscape texture weightmaps, path and impassable fixes
  • Updated bull gfur with splines and a better fur mask. Added control rig assets for the bull. Added cow skeletal mesh and textures. Created initial blueprints and gfur assets for the cow
  • Fix new attachment stats don't take reward stack multipliers into account for breakable rock
  • Cleaned up stone placement & Set Dressing Volcano Cave on Outpost 9, on Red Quad
  • Add exposure resistance stats for new atmospheres and new atmospheric stamina regeneration stats
  • Updated GUN_Flamethrower_SML and new textures
  • Added the cow and calf entries to the data tables
  • Update clay, scoria and obsidian reward multipliers to use new specific reward stats
  • Added Quarrite caltrops Grenade item. Throw like a grenade and it will explode leaving behind dozens of small spikes on the ground which persist for 1 hour, deal damage and slow. Fixed LODs on assets
  • Improve hail spawn rate at for high/epic
  • Improve fade in/out on hail, set effect to world space, fix collision problems
  • DLC2 map - testing biome lighting, adjusting texture weightmaps
  • Fix DTValidation for Meshable due to whitespace baddies from copy-paste
  • Add stats for Great Hunt boss attachments
  • Commit Trace Lighting Test level to depot
  • Updated cow gfur and physics asset. Added skeletal meshs for the cow and calf bones. added calf skeletal mesh, materials and textures
  • Added all boss attachment and alteration icons to itemable and alteration datatables
  • Fixed bug where hidden stats were being shown on items that granted those stats via a modifier
  • Set Dressing Volcano Cave on Outpost 9, on Red Quad
  • Made adjustments to spider physics assets. Spider no longer ragdolls on death, it plays a death animation. Added support adding spiders to caves (not spawning yet). Improved particle system for spider's ranged attack
  • DLC2 map - Extra terracing and crevasses for arctic zones
  • Fixed some outstanding widgets that still weren't filtering out hidden stats correctly. Added ability to show specific hidden stats on modifier descriptions. Reduced intensity of weather on development prospects
  • Added new ArtTest map
  • Allow CPU access for Spline meshes (water, fuel, electricity, etc) as is being requested in log files
  • Added Giant Cat armor sk meshes, materials and textures, updated D_Armour data table
  • Created anim blueprints for the cow and calf. Updated gfur on cow and calf. Updated calf physicas asset
  • Improve UX on DevInspectionTool by collapsing empty fields, drop shadow on text, remove unnecessary fractionals on Pos text and output level name
  • Fixing 3RD person anim states for Flame Thrower by hooking up existing flame thrower animation states with new curves to match our existing setup as well as adding in missing crouch states to fix blending between them, added in new focusable to better handle 1ST person anim states too
  • Cleanup empty StaticMesh actors from Olympus
  • DLC2 map - adjusted weightmaps for desert dirt and sand, increased impassable area in Arid Dead Lands
  • Fixed skinning and bleeding textures
  • Changed the referenced anim bp in the calf, cow, and bull characters bp back to the buffalo. slight tweak on the cow's fur splines to resolve crashing
  • Setup Nav Bounds on Outpost 9, on Red Quad
  • Generated Edge Splines on Outpost 9, on Red Quad
  • Fixed the scorpion boss hanging trophy not being able to be placed due to it colliding with the ground. Fixed all scorpion boss ui projection widget being hard to see due to being near the top of the model
  • Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Tweaks on the cow, bull and calf gfur. Updated the cow physics asset to reduce the deformation when ragdolling
  • Added DEP_Great_Hunt_Device with destructible
  • Added BLD_Floor_Diagonal_Concrete and BLD_Floor_Curved_Concrete, with all textures, materials and meshes. APEX DMs still need to be made
  • Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Further work on the cow, bull, and calf. Anim BPs created for each and corpse blueprints set up for skinning. More tweaks on the gfur
  • Set level in DataTable Editor, added BP_IcarusDropShipSpawn & BP_IcarusRespawnShipSpawn, Added Voxel to Volcano Voxels on Outpost 9, on Red Quad
  • Stop the (in house) EUW RVT Setup Tool from creating duplicate RVT bounds
  • Adding test FMOD event, evaluating FMOD bank build
  • Permit bake and destroy on WT_Lake (one time, one way)
  • Setting Up Assault Rifle, Item, Talent, Recipe and basic implementation
  • Adding Windmill Item, Deployable Setup, Blueprint, Recipe and Logic for running, ready for mesh, testing and iteration
  • Updated WEP_Flamethrower_SML_Glass
  • Updated new ITM_Shield_IceMammoth skeletal mesh and new textures
  • Added sledgehammer alteration icons and attachment icons
  • Hooking up SMPL3 intro and outro dialogue for final nulsector quest. Adding Norex to faction table. Assigning faction quest to Norex
  • Feature locked Ice building tier for future release (hides from Field Guide)
  • Fix prospect new tab angle being a different color to base tab, when missions have unlocks and require an upgraded contact device
  • DLC2 map setup - landscape material work, test materials for macros
  • Added second Ent to Volcano Cave on Outpost 9, on Red Quad
  • Fixing Feature Levels So Dangerous Horizons and Great Hunt are seperated
  • Added chick and rooster entries to the AI setup, AI creature type, Meshable, Itemable, and Item static data tables. Added control rig, blueprints and anim BP for the rooster
  • Added Rooster creature setup to the project including meshs and materials
  • Added chick creature setup to the project including blueprints, meshs, materials and gfur groom

[TAG-330]