Icarus cover
Icarus screenshot
Genre: Simulator, Adventure

Icarus

Icarus Week 161 Update | New Platinum Shield craftable at Tier 4

Welcome to Week 161.

This week, we’re adding the new Platinum Shield, a Tier 4 option with a large blocking radius and unique design.

We’ve also got a sneak peek at next week's update and some new recipes coming with it.

Hop in and have a read.

Known Issue - Clients Unable to Fire Weapons


We have discovered an issue to do with ranged weapons not firing for clients when players are connecting to a friend who is hosting or a dedicated server. This only seems to be occurring on older prospects with existing weapons, crafting new weapons works until you rejoin the session. As we cannot completely test this as it is during out holiday period we have set up a build on the Experimental Branch with a potential fix.

Warning this is not fully tested and will includes some content which will be released in future weeks.




This Week: Platinum Shield



This week, we’re adding the Platinum Shield to Icarus, which rounds out the shield collection with a Tier 4 option. This shield is craftable on the Foundry and provides more blocking radius than its steel and titanium counterparts but less damage blocked than titanium.

As always, shields can be crafted and used in the offhand with any one-handed weapons and, when held, can block incoming damage. They can also be placed in your ‘Utility Slot’ so they appear on your back as you walk around and provide a bit of damage mitigation when attacked from behind.



Next Week: Growable Coconut Tree



Next week, we are adding coconut seeds that can be planted to grow your own coconut trees. This should make accumulating coconuts a lot easier than having to traverse the map to find wild ones. In addition, we will be adding some new recipes including the freshly grown fruit.



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 v2.2.36.131002-rel-Laika



  • Adding and unlocking platinum shield, blueprint, recipe and functionality

Icarus Week 160 Update | More Olympus Operations converted to Operations

Happy New Year gamers!

This week, we converted more of the Olympus missions over to operations so they can be played in Open World.

This continues the Olympus Operations project, with more applicable missions converted over.

Hop in and have a read.

Known Issue - Clients Unable to Fire Weapons


We have discovered an issue to do with ranged weapons not firing for clients when players are connecting to a friend who is hosting or a dedicated server. This only seems to be occurring on older prospects with existing weapons, crafting new weapons works until you rejoin the session. As we cannot completely test this as it is during out holiday period we have set up a build on the Experimental Branch with a potential fix.

Warning this is not fully tested and will includes some content which will be released in future weeks.





This Week: Olympus Operations II



This week, we are releasing a brand new set of Olympus operations, just in time for the New Year's break. These have been converted from the remaining original missions available on Olympus. The new ones that have been converted are as follows:

  • FORSAKEN
  • ACCUMULATION
  • POTSHOT
  • ARGICULTURE
  • PRESERVATION
  • INCURSION
  • SEVEN PILLARS
  • SANDBOX
  • CRYOGENIC

Converting these over should allow some of the newer players who have exclusively played Open World to experience some of the original content that came out at launch (with a few tweaks to make them better).


Next Week: T4 Platinum Shield



Next week, we plan on adding another shield at T4 called the Platinum Shield, with a unique design.



Your support makes these updates possible.



https://store.steampowered.com/app/2923820/Icarus_Pet_Companions_Pack/

https://store.steampowered.com/bundle/48597/Icarus_Winter_Sale_Bundle/


Changelog v2.2.35.130989-rel-Laika



  • Unlocked and Converted Over Olympus Missions into Operations

Icarus Week 159 Update | Launch Operations on the go with the C0NT4CT Radio

Holiday Period


As it is the holiday period, our next few updates may seem smaller than usual and missing the usual bug fixes. This is due to most of our staff being on holiday, but don’t worry; we still have weekly patches planned that will continue through this period. Their changelogs will just be a bit shorter than usual.


This week, we’re introducing the new ‘C0NT4CT Radio’, which allows you to launch SMPL3 missions and Operations remotely. This should be a large QoL improvement, removing the need to trek back to base between different steps on narrative quest lines.

We also have a small preview of the next batch of Olympus operations, which are planned to be released next week.

Known Issue - Clients Unable to Fire Weapons


We have discovered an issue to do with ranged weapons not firing for clients when players are connecting to a friend who is hosting or a dedicated server. This only seems to be occurring on older prospects with existing weapons, crafting new weapons works until you rejoin the session. As we cannot completely test this as it is during out holiday period we have set up a build on the Experimental Branch with a potential fix.

Warning this is not fully tested and will includes some content which will be released in future weeks.




This Week: C0NT4CT Radio



This week, we are adding a brand new ‘C0NT4CT Radio’ that can be unlocked and craftable at the fabricator. When used, this device will look for the closest C0NT4CT device and establish a link allowing players to kick off SMPL3 missions and Operations while on the go away from base.

With the introduction of new linked narrative missions, we thought it was time to cut out some of the traveling players need to do to kick off a mission. This way, people can do multiple missions if they choose to without heading back to back between each one. This is a big QoL that we hope people will enjoy.



Next Week: Olympus Operations II



Next week, we are releasing a brand new set of Olympus Operations to supplement the existing pool.

This will complete our Olympus Operations project, with all applicable missions now converted over.



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 v2.2.34.130982-rel-Laika



  • Adding Contact Radio, Blueprints, Recipe and Functionality

Icarus Week 158 Update | New 8-round Tier 4 Pistol with mods

This week we are introducing a new Tier 4 pistol with an 8-round magazine to complete the basic sidearm set. This is also modifiable at the alterations bench, making it competitive with the Orbital Workshop pistol that, up until now, has been head and shoulders above the rest.

We also look at next week's patch, the C0NT4CT Radio, which will allow missions to be accepted and kicked off on the go.

Notable Improvements:



  • Increase all Mount swim speed while sprinting by 25%, this means when you sprint while swimming on a mount it moves faster through the water while using stamina.
  • Add 'Show Only My Damage Numbers' setting to Gameplay options, disabled by default, so players can hide damage numbers from other players
  • Removing '.' from between acroymns on for item names, adjust account flag text to also reflect this change
  • Quest classes are now blocking loaded instead of async loaded to reduce instances of SuperStruct-related crashes.
  • Optimized replication calls for generator components on deployable so networks will be no longer be flooded with replication data on loading into prospects, fixes some client crashes on loading into a prospect.



This Week: The Advanced Pistol



This week, we are introducing a T4 Pistol, which is crafted on the Fabricator. This provides an upgrade to the T3 pistol with an 8-round magazine, a higher damage output, and the ability to be modded via the alteration benches.

We wanted to add this pistol to help round out the existing weapons before we launch into adding brand-new advanced upgradeable weapons. The game also needed a high-tier basic pistol that could be modified in the alteration bench to compete with the workshop pistol.



Next Week: C0NT4CT Radio



Next week, we plan on introducing a brand new handheld C0NT4CT Radio, a portable device which which will allow you to contact a placed C0NT4CT Device and kick off missions on the go.



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 v2.2.33.130975-rel-Laika


New Content


[expand type=details expanded=false]

  • Adding Stats for the Advanced Pistol
  • Unlocking Advanced Pistol, fixing recipe so it is only on the fabricator, unlocking and enabling talent



Fixed


[expand type=details expanded=false]

  • Adding BlueprintReadWrite to variable so it can be accessed in the unreal editor for blueprints
  • Increase resolution on stalagmite 003 textures
  • Update Prefabs tooling, add button to get Cave template asset, notify if issue is detected, output stats of Prefabs
  • Fix various issues in prefab caves, floating assets, buried voxels/foliage/meshes, etc. Over 1000 buried meshes removed, over 200 buried voxels removed throwing balance out of alignment
  • Add 'Show Only My Damage Numbers' setting to Gameplay options, disabled by default, so players can hide damage numbers from other players
  • Removing '.' from between acroymns on for item names, adjust account flag text to also reflect this change
  • F.I.S.H. is now FISH
  • H.E.A.L. is now HEAL in quest steps
  • Update IcarusGameState to support hiding other players damage numbers setting
  • Tweaked error code text added in previous commit to be more readable against main menu background
  • Reimported Drink icons to be more consistent and added working file
  • Quest classes are now blocking loaded instead of async loaded to hopefully reduce instances of SuperStruct-related crashes
  • Sentry reporting now correctly tags release version number along with engine mode, target type, and configuration
  • Added extra information to popup window shown during some situations where player is disconnected from server
  • Sanity pass on Voxel texture settings to alleviate blurry textures and excessive memory consumption
  • Add Reload cancel to other throwable items I missed in the first pass
  • Fix Calf carcass being half set to Large and Medium triggering DT validation. Tidy of DT validation BP for readability
  • Increase all Mount swim speed sprint/run multiplier from 1.0x to 1.25x. Add some basic tooling to get info overview
  • Added new CLParam to ignore reliable RPC buffer overflow errors during connection
  • Made BP_IcarusPlayerState::Server_UpdateHealthValue unreliable to reduce number of reliable RPCs and hopefully reduce instances of 'Connection Rejected - 62' errors when attempting to join servers
  • Added new CLParam to optionally allow resizing of UNetConnection send buffer
  • Made UGeneratorComponent::GeneratorOutOfFuel unreliable to reduce number of reliable RPCs and hopefully reduce instances of 'Connection Rejected - 62' errors when attempting to join servers



Future Content


[expand type=details expanded=false]

  • Adding more weight layers to ape also reducing distance filtering that was removing low end
  • Moar Great Ape balance
  • Elysium, red quad - decal and landscape painting, cliff placement
  • Adjusted resistances of RockGolem, made it immune to electroshock, increased building damage, slightly increased melee damage
  • Adding more weight layers to ape also reducing distance filtering that was removing low end
  • Adjusted RockGolem burrow attack to prevent bug where it could get stuck underground. Also increased number of worm spawns and rock spawns during this attack
  • Added pine trees to PFS, Adjusted Multiple Foliage Values and Manual Foliage Pass, Green Quad, Elysium
  • Eden Blockout on Yellow Quad, Elysium
  • Added Cave version of GeothermalFog VFX to reduce brightness of card when lit by flashlight
  • Updating slug grenade audio falloff to better match the damage falloff of the slug grenade
  • Removed cosmetic clip previously attached to debug reload anim
  • Updating slug grenade audio falloff to better match the damage falloff of the slug grenade
  • Adding unique ape wood log impact audio, adjustments to a few notifys and also adding in ape smash through small tree audio, event and BP Imp
  • Rebuild navmesh for SwampApe arena
  • Add cannot start great hunt to UI if operation already in progress
  • Changed color of Slug grenade Liquid to match Hammerhead Slime Color
  • Adjusting Platinum Shield Stats
  • Fix an issue where Great Ape can get into an invalid state. More critical hit areas for Great Ape
  • Fixing sounds for the mission radio so they play on clients
  • Adjusting Recipes to use the mature coconut and adjusting the number of coconuts granted from a crop when grown
  • Updating the great hunt interface so that you can abandon missions and see missions in progress
  • Tied the great hunt interface so it has proper title, border and menu flow
  • Initial setup of underground lab
  • Setup Garganutan Optional mission 1 spawning mid-hunt
  • Setup Garganutan C2 mission creature spawns
  • Slight visual changes to Great Hunt Mission UI
  • Reworking sandworm crossbow player animation to work for reloading the javelines, lined up crossbow weapon anims to include an auto load section which draws the string after the player places the bolt
  • Adding Prototype GreatHunt Radio
  • Fix DFAO bias on LC Ledge meshes
  • Fixed positions of Garganutan quest locations, added Autonomous spawn setups
  • Fixed Garganutan Great Hunt Tree
  • Committing new object for light testing, basic item setup based on floor torch
  • Open World starter mission now completes if you deploy a NOVA station to start Great Hunts
  • Fixed collision on SML basalt columns
  • GH Spawners now can be spawned dynamically as part of the automous spawns based on world stats, they will auto activate and not record
  • Garganutan Jr Lairs appear on map with particular world stat, granted during an optional mission
  • Garganutan Great Hunt Optional 1 now requires less kills
  • Garganutan Great Hunt F now spawns Garganutan Jr correctly
  • Added lake spline to the Ape Arena, resized some character meshes
  • Fixed not enough resources available tooltip
  • Fixed a typo in a collectable note
  • Added DCO_Swing_Chair
  • RockGolem rolling now has a chance to cause a 10s sprain
  • RockGolem now deals more damage while rolling
  • Added light hit reacts to RockGolem
  • Fixed bug where RockGolem wouldn't damage players if rolling to reach next voxel cluster
  • Adjustments to Great Hunt Mission UI so the reprocussions can be seen and is tidy and timer is removed
  • Back Layer IMP Pass Blockout on Yellow/Blue Quad, Elysium
  • Basalt columns in RockGolem arena now support buildings
  • Updated the description text for the Ape Grenade and increased Slug grenade stack size to 5
  • Elysium, red quad - cliff placement, decal and landscape painting. Added material override function to
  • BP_GeothermalTerraces, added variant materials
  • Setup Garganutan E quest location and tweaked difficulty
  • Re-added the ability to cancel throwing weapons with Reload input
  • GH_RG_A - Fixing travel collidier for quest step so its further away so it triggers as you enter the Mining Outpost and not when right at the center
  • GH_RG_A - Adding text for the 3 Collectable Notes so they can be read and do not present blank text
  • Adjustments to the AI Spawner Cheat so that all ape spawns can now be spawed
  • Fixed spawner reference after rename
  • Lots of additions to the rock golem gun. Fixed third person aim, added montages and unique animations so new audio could be used for reloading. updated fire audio etc
  • Great Hunt Garganutan: Changed where prospect world stats are being granted to enable spawning for mission
  • Lots of additions to the rock golem gun. Fixed third person aim, added montages and unique animations so new audio could be used for reloading. updated fire audio etc
  • Foilage Pass on Yellow/Purple Quad, Elysium
  • Great Hunt Talents now apply World Stats based on completed Great Hunts to the session correctly
  • Elysium, red quad - decal and landscape painting, cliff placement
  • Fixing World Talents not saving and reloading correctly, adding functions to quickly retrieve world talents
  • Adding first apss assets for rock golem gun. Close, mech, empty, medium distance, tail and internal layers, event and balance pass
  • Adding new rock golem gun data table
  • Adding first apss assets for rock golem gun. Close, mech, empty, medium distance, tail and internal layers, event and balance pass
  • Elysium, red quad - decal and landscape painting, cliff placement
  • Fix Garganutan Great Hunt: A description, B cleanup, C quest steps and timer
  • Added spacing betweeen Great Hunt Selection buttons
  • Added clip socket to the gun rig and setup animbp to play firing and reloading anims on the gun to line up with the new character anims
  • Updated sizes for DCO_Planter_Box_Wood LRG and DCO_Planter_Box_Wood_SML
  • Added DCO_Sofa_Single and DCO_Sofa_2Seater
  • New MA_DEC_Spline material for RVT splines to fix usage warning
  • Added Orka art assets to the project. Added retargeted bear animations for the Orka. Added BP and initial creature setup for the Orka
  • Swapped mineable stone with LC variant and Foliage Pass, Green Quad, Elysium
  • Back Layer IMP Pass Blockout on Yellow/Purple Quad, Elysium
  • Elysium, red quad - decal and landscape painting, new textures/materials + tweaked WT_RVTSpline for geothermal flow patterns
  • Add icon to sonic device (Garganutan mission item)
  • Cable cleanup pass on the seismic probe, condensed into single mesh and placed into blueprint, havent cleaned up the old ones so it doesnt break any references


Icarus Week 157 Update | Tame the new Shaggy Zebra Mount

Welcome to week 157.

This week, we are introducing a new juvenile variant of the Wooly Zebra that can be raised and nurtured into a new mount with Arctic specialties.

We also add some improvements to the AI in Icarus perception so they will be far less likely to detect players in various situations.

We’ve also got some news on next week's update, with even more firearms coming to your armory.

Jump in and have a read.

Notable Improvements:



  • Fixed the Biofuel Powered Drills and Extractors not turning themselves back on after reloading a prospect
  • Fixed a PhysX-related building replication crash that was occurring on larger prospects when join multiplayer games
  • Fixed a crash that could occur when supply pods take off if they are near buildings or deployables
  • Shifting Mission in Layout and Starting Position so that when you open the mission screen you are presented with the first missions rather than the middle of the tree
  • Add 'Raw' prefix to uncooked meats so that its not confused with cooked meats
  • STRANGE HARVEST: Increase size of Contaminated Bear, grant increased health, poison damage and chance to poison
  • Fixed an issue where crops would regen quality even if all the seeds were dead, when looking at the tooltip it could be confusing as the crop would be wilted but could still look alive
  • Drinks in the crafting menus now have their own icon to differentiate them (see the drinks in the campfire)



This Week: Shaggy Zebra Mount



Shaggy Zebra’s present in the Arctic Zones of Prometheus will now have a chance of spawning with juveniles. As with all juveniles, you will be able to tame, raise, and nurture them once their parents have been disposed of. When this juvenile grows up, you will have your very own Shaggy Zebra mount.

These mounts thrive in arctic environments, and as with all our mounts, they have their own talent tree to progress through as they level up.



This Week: AI Perception Improvements



A few of the big issues that have been brought up with Icarus over the years have been the AI perception. That being the assumption that AI can see through walls and players get attacked while in their bases while not being antagonistic. This week we have made some improvements to AI perception to prevent these cases from happening.

The first change is that AI must now be in their heightened state of aggression to be able to detect players if they have been seen recently. Previously, if a player was seen by an AI, they would continue to be 'seen' regardless of whether or not the AI had line-of-sight if player was within 3.5m of their last seen location. That distance hasn't changed, but the AI must now be fully alert to the player now before this behavior is enabled.

The second change is we have halved the player's footstep and jump noise range while sheltered, this will help to make creatures detect you far less while prospectors are inside buildings.

We aim to continue improving this system to provide a better experience so players suffer from less seemingly random attacks.



Next Week: Advanced Pistol



Next week, we plan on introducing the Advanced Pistol, a Tier 4 option that will round out the sidearm class with options at all applicable tiers.



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 v2.2.32.130789



New Content


[expand type=details expanded=false]

  • Small improvements to Woolly Zebra Juvenile FGur setup and collider setup
  • Fixed Wooly Zebra feather material not being 2-sided
  • Duplicating wooly zebra idle inserts and adding more variations of the idle animations so they dont jump around you the whole time which becomes very annoying. Adding more to mounts versions also
  • Adding additional unique wooly zebra idle audio event and adding to mount idle with less vocalisations. Adding more idle variations to juvi for less repetitive jumping audio etc
  • Adding the correct wooly zebra juvi idle montage to the BP. Adjustments to a few juvi volumes and spacials. Consistency pass on a few long events and consistency between a few events reverbs
  • Unlocking Wooly Zebra and Juvenile
  • Added the remaining wooly zebra saddle skeletal meshs and updated saddle data table
  • Added water and coffee and cream drink recipe icons
  • Added Calf and Cow Carcass icons



Fixed


[expand type=details expanded=false]

  • Delete old irrelevant Notes from Styx. Add new notes for current issues to be addressed
  • Floating object and buried voxel fixes for CF_MED_002 prefab cave
  • POTSHOT: When added as an operation in the future the provided items will not respawn
  • Flushed Grass across Blue and Yellow Quad on Styx
  • Flushed Grass on Green and Red Quads, Styx
  • Fixed a typo in stone cairn item description
  • Fixed placement of 2 Wolf Dens in Styx
  • Battery Light correctly turns off when out of battery now
  • Add Raw prefix to uncooked meats so that its not confused with cooked meats
  • Fix encumberance bar showing overlapping text when bag is full and overencumbered
  • Gate Dropship FP mesh logic behind RepNotify so FP arms aren't visible for other clients. Made Dropship mesh visibility unlimited during flight and apply limitations once landed
  • Add additional stack size (plus/minus 10) modifier buttons and new MIN button to reset count to 1 for Crafting UI to give more easily accessible input options when crafting
  • Add calf and cow carcass icons, just using the head icons for now
  • Water container Field Guide page now doesn't have a resource network attached, as it shows what is used to fill water containers in the other sections
  • STRANGE HARVEST: Increase size of Contaminated Bear, grant increased health, poison damage and chance to poison
  • Minor talent spacing
  • Setup custom icons for drink crafts
  • Added Drink recipe icons
  • Add min and x10 crafting buttons to processors
  • Add sort to player crafting window and bench/processor inventories
  • Fixed bug where deep mining drills would be automatically turned off when reloading a prospect save
  • Fixed cursor going invisible when clicking on title screen
  • Rewording Everygreen talent to mention that weather still can wilt crops if they are not protected
  • Also fixed an issue where crops would regen quaility even if all the seeds were dead which could have been causing confusion
  • Hooked up water and coffee with cream drink icons
  • When supply drop pods take off, they now damage a maximum of 30 walls/deployables around them instead of literally everything, this should hopefully fix rare issue where game freezes/crashes when a pod takes off from within a base or building
  • Supply drop pods now damage objects around them over time instead of simultaneously (one object per frame)
  • Shifting Mission in Layout and Starting Position so that when the screen opens you are presented with the first missions rather than the middle of the tree



Future Content


[expand type=details expanded=false]

  • Adjustments to the rock golem vocal reverb distance. Adjustment to snapshot reverb amount and adjustments to armor break
  • Updated textures and material for Assault_Rifle_T4
  • Recommit of DEP_Great_Hunt_Device destructible
  • Elysium - geothermal lake set dressing, red quad
  • Added SK_ITM_Club_Ape legendary weapon
  • Added DMs for all the Lab Equipment, plus added teh meshes for the stool
  • Destructable mesh added to Norex hunt deployable
  • Added item text for farm fencing
  • Added item text for animal traps
  • GH_RG_O1 is now fully playable
  • Add Rooster Talent Tree
  • Fix Chicken talent icons having many duplicates
  • Reduced severity of movement speed debuff attached to RockGolem's burrow attack
  • BTS_SweepBoneDamage should no longer incorrectly launch the attacking NPC
  • RockGolem now spawns CaveWorms during it's burrow attack (WIP)
  • Fixed RockGolem hit reacting twice during phase transitions
  • RockGolem burrow now lasts longer, and RockGolem is invulnerable whilst fully underground
  • Fixed RockGolem LookAt not being disabled when target was out of view angle
  • Disabled RockGolem IK when starting it's roll
  • Aded Slug Grenade Payload VFX
  • Fix deployable naming of bunker props
  • Elysium - toggled on use external actors and converted existing (lets try that again)
  • Elysium - toggled on use external actors and converted existing
  • Added DCO_Planter_Box_Wood_LRG
  • Updated SK_SPR_IceMammoth_Melee, rotated 180 degrees
  • Updated some mesh assets for the Swamp Ape Club Legendary weapon
  • Adding heavy attack for golem gauntlet split up for a charge attack, third and first person start loop and end animations
  • Outpost 13 - added atmosphere controller to persistent level
  • Added the first batch of saddles fitted to the wooly zebra mount
  • Elysium - geothermal lake set dressing, red quad
  • Heavy axe swing added in form of start loop and end animation to enable the axe attack to be charged up, still needs the charge functionality for melee weapons but anims are done
  • Adding first pass ape grenade audio
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Decal pass on scree slopes, Green Quad, Elysium
  • Updated Landscape geo
  • Added Bunker Prop Icons to D_deployableSetup
  • Setup Garganutan Lab to spawn at the start of the great hunt
  • GH_RG_O2 is now fully playable
  • Add lab chair setup
  • Adding gauntlet punch impact and whoosh event and removing audio from actionable component and adding to animation instead
  • Update DF shadow bias on LC rock meshes causing self-shadowing artifacts inside some caves
  • Added BP_Atmosphere to persistent lvl
  • Deleted BP_Atmosphere from Outpost 13
  • Adjustments to dialogue as per requested
  • GH_RG_FINAL mission is now fully playable
  • Reverting slug grenade to explode after 3 seconds as previous as this is a sticky grenade not an instant explosive
  • Added ECVF_Scalability flag to foliage.LODDistanceScale cvar
  • Removing pin pull from slug grenade and changing to detonate on impact which makes more sense with the audio and for the type of grenade it is
  • Adding slug grenade explode audio and overlap slug slime audio and BP imp
  • Added golem and juvie golem bestiary image to the project and updated atmosphere and bestiary data table with the new images
  • When Great Ape is hanging in a tree and targetted player runs behind, animate the 180 degree spin
  • Ape Grenade no longer has it's pin pulled during throw animation
  • Ape Grenade now persists on ground for a period of time before fading out after applying its effects
  • Added impassible terrain to outpost 13
  • Adding ape attractor constant loop audio as well as ape chest bulge thing pulse. Adding VFX to the right locations and activating and de activating them on power up - down. Adjusting behavior of audio to not turn on if not properly powered
  • GH_RG_FINAL adding quest steps and required mission items
  • Added animations for BW pistol Reloading 1ST and 3RD character animations, gun needs some mesh reimporting to make the reload working gun side but character animation in at the moment
  • Great Ape will now throw logs when hanging in tree
  • Made Swamp Ape grenade less bouncy
  • First implementation of Swamp Ape grenade functionality
  • Great Ape can now jump into trees (currently turned off as currently no way down)
  • Decal and Cliff Pass on Tundra in Green Quad, Elysium
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Adding ape attractor audio and BP. Not currently hooked up to play only when activated and powered - waiting BP updates
  • Garganutan Great Hunt: Assigned Dialogue to each mission
  • Added two new bat variant art assets for the ice mammoth fight. Added blue colour varation of the arctic bat material. Updated 2 of the bat BPs for the ice mammoth fight with the new art assets
  • Elysium - geothermal lake set dressing on red quad, new decals for geothermal landscape, material variants for a couple rocks
  • Fix Garganutan quest D objectives list
  • Garganutan Great Hunt: Setup final mission to activate entrance
  • Garganutan Great Hunt: Setup map markers for all missions
  • First implementation of WIP Lava Flyer Mine
  • Adding lava hunter flame thrower event and unique audio. Not currently hooked up
  • Setup health bar for Great Ape and put a spawner in the Swamp Arena. More tweaks and fixes for ape
  • Add foliage.LODDistanceScale to Foliage Quality scalability group so users can get higher quality foliage LODs than current default (High = Current, Epic = 1.5x, Low = 0.5x). Update settings menu description
  • Added lab stool item icon
  • Adjusting ape grenade audio based on updated gameplay functionality. Added grenade bounce impact and increased the intensity of the grenade audio to match VFX. Added audio to play off payload BP instead of data table
  • Adding lava hunter beep and mine explode audio and BP Imp
  • Adjusting Seismic Probe item description and flavour text
  • Added ITM_Mission_Radio
  • Updating animation for DEP_Mine_Lava_Hunter
  • Added SK for DEP_Mine_Lava_Hunter base with triggered aninmation
  • Added reload animation for Black wolf revolver, had to re work how the cylinders work and reimport all cylinders with new offset to work with the animation, but where the attached cylider isnt moving currently but all functionality is there for audio pass
  • Replaced VFX for Ice Mammoth IcePillars, Payload, Frost Spot and Ice Armo, also removed PixelDepth on Arena Ice Material to fix decal issues
  • Cliff and Decal pass on Green Quad, Elysium
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Elysium - crevasse and cliff placement, landscape sculpting in red quad
  • Adding additional slug grenade buildup sizzle and adjusted explosion to be less bomb like and more glass break goo splatter
  • Resave datatable
  • Adding revolver open, bullet, close and click audio and notifys
  • Added Yeti bones and carcass sk meshes, materials and textures, gfur
  • Modiyfing the Mission Radio Description
  • Adding Mission Radio Icon and Implementation
  • Adding in 1ST and 3RD anims for gauntlet block and ranged mode including pose and use animation
  • Added swamp ape bestiary images to the project and updated bestiary and atmosphere data tables
  • Elysium, Red quad - geothermal variants of AC crevasses, swapped out AC BPs to fix wrong material during build
  • Added Hammhead Slug bestiary images to the project
  • Added Ice Mammoth bestiary images to the project
  • Fixed a minor typo in RG quest description
  • Added poses for DEP_Mine_Lava_Hunter egg sack animation
  • Adding notifys to black wolf revolver reload
  • Adding rock golem bestiary audio and data table entry
  • Added Revovler reload anim montage 1st and 3rd person to revolver firearm data and hooked up revolver reload anim, identified the issue with the animation not playing due to attachment method of the static meshes of the living weapons
  • Update dialogue setup for Garganutan mission dialogue
  • Hooking up anims to the rock golem gun to work with new clip based reload and moved the focusable over to be 2handed rifle based instead of pistol based, gun ejecting clip incoming
  • Update Garganutan research lab and trail contents
  • Update note quests to trigger on reading notes
  • Adding mission device accept and deny audio and BP implementation
  • Updated rotation on SPR_IceMammoth_Melee
  • Adjustments to black wolf revolver pistol. changed notifys to player type so volume could be adjusted depending on perspective
  • Added Wall_Curved_Glass, Wall_Curved_AngleUp_Glass, and Wall_Curved_AngleUp_Glass will all variants, including mask textures, materials and DMs. APEX DMs still need to be made
  • Great Ape basic core loop (melee, throw rocks and sticks, retreat and climb tree). First pass, still needs plenty of balance. Still some jank in tree jump animations (more anim coming)
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Cliff and Decal Pass on Scree Slopes on Green Quad, Elysium
  • Fixed crash due to new Atmospheres being created with no Curves defined, feeding a nullptr to the atmosphere controller. Also fixed incorrect images being used for biomes

[TAG-208]

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