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Genre: Simulator, Adventure

Icarus

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

Welcome to Week 152.

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

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

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

Jump in and have a read.

Notable Improvements



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



This Week: New T3 Windmill



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

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

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

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



Next Week: Reddit AMA



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

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

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

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

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



Next Week: Flamethrower



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

Your support makes these updates possible.



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

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

Changelog v2.2.27.129232



New Content


[expand type=details expanded=false]

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



Fixed


[expand type=details expanded=false]

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



New Content


[expand type=details expanded=false]

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

Hotfix 2.2.26.129046-rel-Laika

Contains the Following Fixes:



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

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

Welcome to Week 151.

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

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

Jump in and have a read.

Notable Improvements:



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



This Week: Beeswax Wood



Reinforced Wood has received a makeover.

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

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

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



This Week : Static Boss Health Bars



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

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



Next Week: New T3 Windmill



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

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

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


Your support makes these updates possible.



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

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

Changelog v2.2.26.128817



New Content


[expand type=details expanded=false]

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



Fixed


[expand type=details expanded=false]

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



Future Content


[expand type=details expanded=false]

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

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

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

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

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

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

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

This Week: Notable Fixes



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



Next Week: Updated Reinforced Wood



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

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



Your support makes these updates possible.



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

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

Changelog v2.2.25.128673



New Content


[expand type=details expanded=false]

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


Fixed


[expand type=details expanded=false]

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


Future Content


[expand type=details expanded=false]

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

Icarus Week 149 Update | Welcome to the Null Sector

Welcome to Week 149 - The Null Sector.

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

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




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

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


Reworking the Game



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




The Null Sector



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



Scarce Resources



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



Trail Beacons and Map Limitations



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



New Immersive Missions



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

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





The Ashlands and The Ice Sheet



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



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


Other Notable Improvements



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

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



Next Week: Bug Fixes



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

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




Your support makes these updates possible.



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

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

Changelog v2.2.24.128494



New Content


[expand type=details expanded=false]

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



Fixed


[expand type=details expanded=false]

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



Future Content


[expand type=details expanded=false]

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

[TAG-330]

Hotfix Version: 2.2.23.128261-rel-Laika

Contains the Following Fixes:



  • Adjusted the quest information text (blue text) which was trying to lookup and get keybinds on dedicated servers (where keybinds don't exist). This was causing as crash when the dedicated server attempted to process the information.

Icarus Week 148 Update | QoL improvements, 1 week before Null Sector

Welcome to Week 148.

This week is the penultimate update before the release of the Null Sector, so we’ve focused on a bunch of QoL improvements and bug fixes in advance of this releasing. These include some recommendations from our community through Feature Upvote.

We’ve also got a bit more insight into what to expect with next week’s Null Sector release, and some details on how you can jump in and test it now on a temporary branch, if you want to help us find any outstanding issues.

Jump in and have a read.



This Week: Quality-of-Life (QoL) Improvements



This week, we’ve focused on a range of QoL improvements and bug fixes as a lead-in to our planned release of Null Sector next week. We generally don’t release a major feature/content in subsequent weeks, and with the size of Null Sector, we wanted to dedicate more time to testing and refining it.

As is the case with most of our QoL updates, many of them have come from community submissions on our Feature Upvote, the most effective way for you, the players, to highlight to us what you would like to see included in the game.

  • We’ve added flat variants of the wooden crates craftable at tier 1 for easier stacking. These are variants of the existing slanted-style crates, which you can select using 'R' when placing them
  • All the Modules purchasable from the workshop now have their own unique icons, rather than varying colors of the stock icon they’ve had since release
  • We have also fixed a few bugs and done a balance pass on the mission RELOCATED: Recovery - The Zebra Recovery Mission on Styx. The Zebra now have more health, and we have fixed some cases where the mission could get into a locked state, unable to be completed
  • We have fixed an issue introduced recently with a big resource network refactor that meant you could no longer disconnect workstations from networks by R-clicking them with Water/Electricity tools



This Week: Null Sector Beta



With the Null Sector planned for release in one week, we will be releasing a temporary branch on Steam later today for players to test. This branch will be updated frequently as we commit fixes and changes. So their maybe downloads every day, and some prospects may be put in a bad state.

Please report any bugs in the experimental channel. Keep in mind that there may still be issues and bugs that we are fixing and that this will not be as stable as the core game branch you’re used to playing on.

[expand type=details expanded=false]

How to switch branches on Steam:



  1. Right clicking on Icarus in Steam
  2. Selecting Properties, this will open a window
  3. Select Beta's
  4. Use the drop down box to select the branch you want - in this case it is nullsector
If the branch does not appear you may need to restart steam.




Next Week: Null Sector



As stated in the past, we are trying something different with the Null Sector, specifically regarding the environment and resource scarcity.

There is no map for guidance, the biomes have unique effects on prospectors, and there are very few natural resources, with some of the new missions focusing on logistics. We have also aimed to provide some more narrative than we have before with more set dressing, more interesting prebuilt structures, and the inclusion of some interactable NPCs.

Due to the new systems and complexities included, the Null Sector has taken some time to release. We wanted to spend a decent chunk of time testing it internally, not only for bugs but also for the feeling of the game within the new area and during the missions.

It is a very difficult region, and we have taken this opportunity to experiment with new features and approaches to all aspects of the game experience. If the systems work well, we'll consider using them as a template or baseline for future narrative content and expansions.



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 v2.2.23.128142



New Content


[expand type=details expanded=false]

  • Added Flat variants of medium and small wooden crates, also included versions with signs and corresponding open and close animations
  • Adding Flat wood crates as default wood crates, the old ones can be selected by holding 'R' when deploying the wooden crates, new icons have been added for these as well



Fixed


[expand type=details expanded=false]

  • Removed terminal interaction step that was auto-completing from RELOCATED: Recovery.
  • Fixed bug in RELOCATED: Recovery where Zebras weren't getting their 'Quest Creature' flag removed correctly upon quest completion.
  • Fixed bug in RELOCATED: Recovery where the mission could become blocked if Zebras were cleaned up for whatever reason without dying.
  • Zebras in RELOCATED: Recovery now have additional health on easier prospect difficulties (+100% on easy, +50% on medium).
  • Fixed BP IsValid error inside BPQ_Travel
  • Fix exotic respiratory debuff mentioning increase food usage rather than increase oxygen usage
  • Fix another intermittent terrain anchor crash reported in Sentry
  • Fixed panini issue on Larkwell first person arms
  • Mounts/Tames will now pause for a brief period after being reloaded before executing normal AI logic, this should prevent some cases where NPCs move outside of their enclosures before buildings/navigation has finished loading
  • Added icons for Reinforced glass and window
  • Fixed a compass widget related crash that occured when disconnecting from a server
  • Adding audio to flat crates. Open and close
  • Fixed a bug where the containers on purifier/electric oxite dissolver wouldnt update with the correct fillable amount on hover
  • Added a curve to the pistol and rifle anims to ignore upper addtitive animations to help with the hand behaviour while swimming, better blend between top and bottom half would be good but for now 3RD person usability of both guns underwater has been improved
  • Fixed a bunch of small things about how water is crafted.
  • Crafting a water recipe will drag in the correct amount of thermos into the crafting inventory. When crafting is completed it will avoid placing it in an item that already has a crafted drink
  • Field Guide: Hid Noxious Crust individual items, created an encoumpasing item that shows all the possible Noxious Crust types
  • Added a tag to ignore validation on item static rows, for uses such as field guide pages that won't have full item setups
  • Field Guide: Improved performance of resource network pages
  • T4 Anvil - fixed collision on input proxy meshes
  • Field Guide: Allow some items that are otherwise hidden to link to other items for inventory right click context menu (eg. pyritic crust ore variants)
  • Fixed an issue where crafting tea would place the item in the wrong thermos because 'cooling' and 'warming' modifiers counted as crafted alterations. Now added a bool to ignore certain alterations when checking for priority
  • Set MaxViewDistance for all PrimitiveComponents in DeployableBase to 1km to match client Icarus.Deployable replication distance. This should give a performance improvement for servers by no longer rendering Deployables beyond 1km
  • Remove CullingDistance setting on Underwater mesh for Lakes. Turns out this is based on the centre point for the mesh so on larger lakes it stops rendering as you get further from the centre
  • Fix decorative paintings using Unlit material causing them to glow in dark areas
  • Field Guide: Setup a specific page for water containers, indicating all drinks you can fill them with and linking to them from items that make drinks
  • Feature locked some very old items that aren't available in-game at all
  • Updated Honey Tea alteration to the same Contains Honey Tea format as the others
  • Field Guide: Linked Noxious Crust context menu to Noxious Crust entry
  • Improve map performance for OLY and STYX for some hardware with larger prospects
  • Added helper text to the initial open world quest to guide players to the field guide
  • Field Guide: Updated water container page to list all water containers
  • Field Guide: Improved feedback on which elements are clickable



Future Content


[expand type=details expanded=false]

  • Adding ice mammoth attack vocalisation, data table entry and duplicates of montages and attack animations
  • Added Wall_CurvedAngle_Down and Wall_CurvedAngle_Up for Concrete tier, including materials, textures and meshes. APEX DMs still need to be done
  • Adding all ice mammoth montages to ice mammoth behavior trees - replacing mammoth montages. Separating these out so unique audio can be added for each one
  • More updates and additions to ice mammoth audio and animation duplicates etc
  • Adding first pass dialogue events for Final Nulsec mission
  • DLC2 map - adding detail and overall slopes
  • Added a third Icesheet cave note to the DT
  • Fixed a few typos
  • Fixed Ice Mammoth first person arms floating mesh and replaced the ice shader with MA_ITM
  • Fixed Ice Mammoth first person arms floating mesh and replaced the ice shader with MA_ITM
  • Added some general resources and removed some foilage on Outpost 9, on Red Quad
  • Adding waterfall base audio to ice mammoth boss waterfalls. FMOD event, and BP imp
  • Collision and LOD setups for new mission military props, filename fixups and texture setup
  • List of characters in character selection menu is now ordered by last play time (applicable once existing characters have each been selected at least once)
  • DLC2 map - added rivers, crevasses and hills, smoothed out impassable edges
  • Adding ice mammoth armor break audio and BP implimentation
  • Increase min distance and distortion amount for ice mammoth death to increase notification to player of its death
  • Fixed a bug where lava roat didnt have animations. Added missing anim bp
  • Cliff Placement Pass and Riverbank Pass, Outpost 11
  • Base deployable and DT setup for fire extinguisher wall mount, inventory and ability to store fire extinguisher to follow
  • Adding correct ice mammoth montage to bird swarm BT
  • More ice mammoth layers. Ice mammoth roar, notifys, adjusting speed to fit with animation etc
  • Adding in extinguisher wallmount base assets and proxy mesh, deployable setup to follow
  • Adding basic VFX to note items for testing
  • Adjusting Nullsector final mission so you can destroy the blocker and progress through the cave
  • Adding Dialogue Briefing / intro / outro to final nullsector mission
  • Updating Icesheet Outpost prebuilt structure, note and body positions
  • Update MapCreatorUtility widget to improve workflow and usability
  • Adding ice mammoth death audio, event and data table setup
  • Added subtitles for ABYSS quest dialogue
  • Adding icemammoth flinch audio, evenet and data table entry
  • Two people can sleep in a bunk bed now
  • Adding New Nullsector story mission and steps, talents, quests, descriptions
  • Adding New Military Tent and Fold out chair props
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • More audio for the ice mammoth. Dig, kick adjustments and ai data table setup
  • Added hornet saddle art assets including static mesh, three skeletal meshs, materials and textures to the project
  • DLC2 map - refining shape of waterbodies
  • Adding PG version of thank god youre here line which removes the vomit
  • Adding more icemammoth layers and missing BT montages and adding kick audio event
  • Adding first pass nulsec final mission dialogue entries to table
  • Adjusting the flesh surface type to be carpet so it doesnt sound like dirt when walking on bodies. Carpet is more dull and more appropriate most of the time
  • Adding metal grate PM and footstep events and data table setups. To play more appropriate audio when walking or jumping on
  • Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Fix an issue with trait component initialization in instanced level components
  • Added BLD_Roof_CurvedAngle_Down_Concrete and BLD_Roof_CurvedAngle_Up_Concrete with Left, Right and Inverted variants, with all materials, textures and meshes. APEX DMs still need to be made
  • DLC2 map - Adding noise, softening block out details
  • Cleaned up Interactable Note UI
  • Hooking up animation to spin the Heavy aircon blades when device has been turned on in the deployables BP
  • Reverted removing of extra icon on crafting container, as this was used in other widget
  • Reverting PM change which fixes creatures looking like feathers when hit
  • Adding Flamethrower, it relies on biofuel to fire, deals fire damage at a constant rate, is midrange, does not set trees / buildables on fire
  • Fix Test level play
  • Bat Flying trail prototype
  • Fire Extinguishers now require water to function, they can be filled up the same way as any other water vessel
  • Adding Fire Extinguisher deployable item, in which you can interact with to add or retrieve a fire extinguisher
  • Adding Straps to water / fuel portable tanks so they fit more with the world and make sense while carrying
  • Added new module icons
  • Added some general resources and removed some foilage on Outpost 9, on Red Quad
  • Cliff Placement Pass and Riverbank Pass, Outpost 11
  • Move actors out of Prometheus persistent level that shouldnt be there, cleanup root folder
  • Add support for XYZ copy string pasting for Location input in WorldManager tool
  • Removed IDetailTreeNode from ProcessingComponent include list
  • Adding VFX for Nulsec Icesheet cliff face
  • Fixed large heater and coolers affecting environmental temperature without being powered on
  • Fixed a handful of typos
  • Added a number of Concrete Beam assets, including their textures, materials and meshes. APEX DMs still need to be made
  • Fix the build (private include)
  • Fix an issue where unloading a level that was dynamically instanced and contains RVT volumes that point to RVT textures used in the main level messes up the virtual texture cache
  • Setting up Narrative Lighting and Effects for the final nullsector cave
  • NPC's Dialogue now replicated when people talk to them
  • Added Cryo Spawn FX systems for pets
  • Added bull art assets and blueprints to the project
  • Added Some Meta Resources and Voxels on Outpost 9, on Red Quad
  • Cliff Placement Pass and Riverbank Pass, Outpost 11
  • DLC2 map - scree slopes and erosion
  • Delete duplicate flamethrow SKitem BP. Improved flamethrow glass material and delete unused textures. Update existing flamethrower to have idle VFX based on having fuel. Added panini to candle material. Cleaned up redirectors
  • DLC2 map - adjustments to path widths and impassable heights, removed some desert landscape features
  • Added Bull entries to the data tables added skinned bull bones asset
  • Remove generated tags from some actors in developer levels (busted worldgen script for Outpost_009)
  • Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Updating NPC Prebuilt Camp
  • Fixing issue with the camp where the lanterns and lights where not inside the tent as intended
  • First pass of gauntlet weapon prototype
  • Adjusting NPC Camp so it is more filled out and appropriate for what it is, adding an additional teddy
  • Added switch to MA_ITM for using secondary UVs for detail normals
  • Cleaned up military tent asset geometry and updated texture to have more resolution
  • Tag new items related to Null Sector quests as quest items
  • Setup sledgehammer attachments
  • Display 'Scan Area Unavailable' on map when inside an instanced level
  • Ice mammoth boss - Ice projectile no longer breaks on impact but will bounce a few times. Spawned ice birds now follow two seperate circles to make it look more authentic
  • Added BLD_Roof_Diagonal_Concrete and BLD_Roof_Diagonal_Concrete_inverted, with all textures, materials and meshes. APEX DMs still need to be made
  • Added some extra status effects to gauntlet charge attack. Added knockback to gauntlet charge attack.
  • Reduced Gauntlet attack cooldown.
  • Gauntlet charge is now always right hand, light attack is left.
  • Added some temporary sounds to gauntlet to get a feel for hit feedback

Icarus Week 147 Update | Massive new item encyclopedia in the Field Guide

Welcome to Week 147.

This week comes with a massive quality-of-life addition: an in-game wiki of items craftable in Icarus as a new section of the Field Guide. This includes where to find them, how to craft them, what to use them for, and what they’re connected to.

We also introduce some new exclusive bobbleheads for owners of Stationeers as a thank-you for supporting the studio.

Plus, we have a small update on where Null Sector is up to and what’s coming next week.

Jump in and have a read.

Notable Improvements:



  • Prospects without local save files are no longer shown on the 'Load' screen. This should fix the issue where players would incorrectly see past multiplayer games in this list without having access to the save file
  • Mounts are now bound to the account that claimed them instead of the specific character. This should fix the issue where players bringing down mounts that were claimed by a different character on the same account weren't able to properly access it
  • Modifier state icons are now ordered in list: Biome -> Aura -> Permanent Buff/Debuff -> Temporary Buff/Debuff
  • Further adjustments to player lighting, with a focus on light strength/progression. Wood Rag Torch, Wood Flare, Biofuel Lantern, and Flashlight affected
  • Added CPU access to beds' gfur that didn't already have it along with the gfur for the black wolf trophies. This is to fix crashing when placing down a black wolf trophy and may reenable the fur on the beds
  • Added Cargo Hauling talent option to Horse and Terrenus talent trees
  • Buffalo (and other mounts) have their roll and twist rotation zeroed on reload, this should be a reliable bandaid fix for issues where mounts would become permanently rotated / on an angle
  • Fixing the charging device as it was no longer charging powered objects after the new data table enum switch
  • Chickens will now automatically deposit their eggs into a nearby coop (within 10 meters) if they're unable to path inside for whatever reason



This Week: Field Guide Update - Items



The Field Guide has been upgraded to include a new ‘Items’ section. This new feature acts as an encyclopedia for all in-game items, showing where they’re craftable, what materials they need, what they’re used for, what other recipes require them, what stats they have, and what sets they belong to. Each item is also linked to all related items so you can navigate quickly when researching your next recipe to craft.

'J' is the default key for bringing up the Field Guide in-game.

We’ve also linked this inside each item’s context menu so you can open the Field Guide directly as you play.

This is a substantial QoL upgrade designed so that any future items added will appear with all their relevant connections and information from the day they’re introduced. Ultimately, this should replace the need to google this information and leave the game to find it.

Let us know your feedback on this new addition in Feature Upvote. We’ll continue to improve it as time goes on.



Coming Soon: NullSector



As mentioned in previous weeks, the NullSector (our Free Prometheus Expansion) will include new Operations, a new exploration mechanic, new mutated creatures, and one new giant creature.

We are still actively working on the NullSector, with some big mission revamps in the works, more narrative, more dialogue, and more missions to provide the experience it deserves.

This region is not for the faint of heart. All the adjustments and differences are geared towards this being a hardcore survival challenge, so make sure you enter it prepared.

If you are interested in reading about what we plan to do with missions in the future, click here.



This Week: Exclusive Stationeers Bobbleheads



We have released Stationeers-themed bobbleheads that are unlockable and craftable from the blueprint tree for owners of both games.

Stationeers is another RocketWerkz title that heavily influenced aspects of Icarus in its early development and still does to this day. If you enjoy the hardcore parts of Icarus, you will have fun struggling to survive in Stationeers.

Stationeers is a space station building and management game that focuses on engineering, resource management, and survival. Players construct and maintain their own space stations, managing various systems like oxygen, power, and temperature. The game emphasizes realism, requiring players to understand and manipulate complex systems to keep their station operational.

You build and expand structures to house your life-supporting systems, while exploring planets to gather more resource for your station. It’s full of intricate mechanics that requires careful planning and problem-solving, making it addictive for fans of simulation and engineering games.

If this sounds like your type of game, check it out here:

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


Next Week: Quality of Life (QoL)



Next week, we’ll be focusing on further testing of NullSector zones and are planning to open up the experimental branch early for players to give us feedback while we iron out any bugs.

As for the update, we plan to release a few small QoL fixes next week while this is happening.



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 v2.2.22.127885



New Content


[expand type=details expanded=false]

  • Update field guide procurement text for stone/oxite
  • Committed refactor of CPP enum to DT enum for Icarus Resources
  • Tag ploughs for field guide
  • Replaced exotic procurement image on field guide to new one
  • Update field guide resource networks UI to show storage on batteries and fix generator / pump display
  • Fixed duplicate zebra carcass showing up in field guide
  • Field Guide: Increase menu scroll bar width by 50%
  • Fixed field guide Medicine category width
  • Swap position of Shields and Benches in Field Guide to put Benches closer to the top
  • Added Cargo Hauling talent option to Horse and Terrenus talent trees
  • Field Guide: Added sets to C0NT4CT and Beehive for upgrades
  • Field Guide: Fix alignment on different categories (use/used by notably)
  • Field Guide: Update scrolling to be grouped in the category for most item types, exceptions are benches as they have a lot of items and resource networks that need to be visible
  • Field Guide: Fixed alignment on search / items list
  • Field Guide: Increased number of item categories shown in each row, so main item screen shows all categories icons
  • Field Guide: Fix filter to have sticks in resource lookup
  • Updated Field Guide feature level lock to be based on Cheats rather than Development, so it is available on other dev facing builds
  • Made adjustments to the text on various shovel items for clarity
  • Enable Field Guide
  • Field Guide: Fix opening by default opening to items page. Allowed context menu opening to work while the Field Guide is already open
  • Field Guide: Moved shovels to Tools category and tagged sets
  • Field Guide: Added fuel and oxygen recipes for items that produce or are used in recipes that produce these resources
  • Field Guide: Added Character Crafting page, removed old dummy page
  • Field Guide: Workshop item headers now have a purple border
  • Field Guide: Add item based fuel sources to applicable benches (campfires, torches, etc)
  • Adding Ability to show if an Item required DLC in the field guide, and making icon clickable to show the DLC store page
  • Field Guide: Electricity and Water tools now show their respective networks
  • Fixed network inspection (R on electricity or water tools) not opening when aiming at a deployable
  • Unlock Stationeers DLC Package data so we can query for the game
  • Field Guide: Added procurement info for collecting individual pieces on the ground, moved red exotics to plants so it is shown as growable
  • Unlock Stationeers Bobblehead recipe and update talents / description
  • Fix tag casing and removed chicken coop tag
  • Field Guide: Added resource pages for Biofuel, Electricity, Oxygen and Water
  • Field Guide: Now shows when recipes require a resource input, such as water or biofuel
  • Field Guide: Composter and Oxite Dissolvers now show recipes for creating their related resources
  • Field Guide: Resources now have links and tooltips to their relevant pages
  • Add Stationeers Bobblehead blueprints and deployable item data
  • Fix some out of date blueprint pins
  • Add resources (water etc.) required for recipes in the Field Guide
  • Adding SK version of bobbleheads to use for interactable BP springy heads when you pat them, blueprint hookup to follow
  • Redo Remove vesitages of dummy character crafting entry from Field Guide (now we have a real character item)
  • Redo Add a third (optional) image and description to Field Guide meta
  • Remove vesitages of dummy character crafting entry from Field Guide (now we have a real character item)
  • Add a third (optional) image and description to Field Guide meta
  • Fix Show In Field Guide inventory context menu does not work in space
  • Field Guide: Show scorpion carapace and sandworm scales procurement info (as these are not drops, not automatically detected)
  • Field Guide: Update Plants page to show dirt mounds as a growable place. Crop plots now show other plots as their set
  • Field Guide: Update vestiges page to show correctly for creatures which naturally drop vestiges, rather than requiring taxidermy knife (eg bats)

[TAG-102]

Fixed


[expand type=details expanded=false]

  • Committing Quest Fix for Riverlands Stockpile
  • Added Apex DM meshes for left and right Concrete Corner Stairs
  • Committing Fix for Crafting Modifications Table
  • Trail beacon icons no longer show on compass
  • Committing Fix for Crop Plot Tooltip as it wasn't converted over to use the new resource DT enum
  • Fixed a few typos
  • Switched 'spawn actor' node to be 'spawn ai' to fix build error
  • Resaving UMG_Resource_Connection as it was causing issues at compile time
  • Fixed typo in cooling bandage description
  • Optimize expensive (4k+) textures to reduce video memory consumption
  • Light strength and light temp adjustments made to the standard Fireplace, and Gold Deco Fireplace
  • Mark a bunch of meshes in (generated) prefabs as static mobility
  • Redid LODs on CF Underwater rocks, shorter switch distances due to underwater visibility, ensured last LOD is low poly and no RVT, and fixed _02 variation using LOD material on LOD0
  • Add NoRVT materials for final LODs for meshes which use RVTs. This should alleviate some performance issues by not processing RVTs for meshes that are far away
  • Optimized expensive (4k+) textures to reduce video memory consumption
  • Fixing the charging device as it was no longer charging powered objects after the new datatable enum switch
  • Previous changes to Wood Rag Torch, Biofuel Lantern & Flashlight left them much less useful. Adjusted light strength, falloff and colour/temp. Resulting in overall more light, and establishing a tiered lighting progression
  • Buffalo (and other mounts) have their roll and twist rotation zeroed on reload, should be a reliable bandaid fix for issue where mounts would become permanently rotated / on an angle
  • Fixing first person wave animation being out of screen view so that proper audio can be applied to the sound and it can be seen visually in first person
  • Adding audio to the wave animation to playback sound when in first and third person
  • Fixed issue where Aluminium Trap Door collision was causing players to fall through when closed on dedicated servers.
  • Fixed issue where servers weren't updating the animations of windows and doors correctly if they weren't rendered (never rendered on dedicated server), leading to desynchronised collision locations on server vs clients.
  • Reduced weight of several aluminium deployables and building pieces
  • Fixing blendspace issue with first person hands using the space station hands animation for idle which caused the hands to distort and bend the fingers on the character when running or sprinting
  • Replaced iron item icons to more gray-ish ones
  • Removing adjusted blendspace which was causing issues with arms getting in the way of the aim animation when grenades were aimed and walking or sprinting. Fixes all problems. Lowering left arm when sprinting with grenades
  • Further adjustments to player lighting, with a focus on light strength/progression. Wood Rag Torch, Wood Flare, Biofuel Lantern, and Flashlight affected
  • Adding correct audio for charging station
  • Reducing the chance of wolf howling at distance in the idle audio event to allow the animations of the howl to be the main howls. Currently you hear the sound effect too often this will help reduce it
  • Modifier state icons are now ordered in list: Biome -> Aura -> Permanent Buff/Debuff -> Temporary Buff/Debuff
  • Creating a unique event for the tuskers idle audio to be used for the mount tusker.
  • Reducing the rate of vocalisations on the mount idle to make sure it doesn't become annoying for the player.
  • Slightly reducing other mounts idles also to account for multiple mounts in a small area
  • Fixed bug where envirosuit would be returned to HAB if player returned any meta items using OEI. Added in some extra logging to track down meta loadout initialisation issues
  • Fix Shengong and Larkwell envirosuits not having first person reskins applied
  • Shortening a bunch of excessively long audio events to reduce voice counts.
  • Adding bone hit audio to successful hit layer in FMOD fixing a few weapons where it felt too quiet for a successful hit
  • Added new button in escape menu to copy current player coordinates to clipboard. Fixed UIcarusCompassWidget crash in editor
  • Fix UMG to fix complile error
  • Prospects without local save files are no longer shown on the 'Load' screen. This should fix issue where players would incorrectly see past multiplayer games in this list, without having access to the save file.
  • Prospects in the 'Load' screen list are now sorted by date last modified (prospects associated with current character are still shown above non-associated prospects)
  • Mounts are now bound to the account that claimed them instead of the specific character, this should fix issue where players bringing down mounts that were claimed by a different character on the same account weren't able to properly access it
  • Chickens will now automatically deposit their eggs into a nearby coop (within 10 metres) if they're unable to path inside for whatever reason



Future Content


[expand type=details expanded=false]

  • Adding stasis bag zip up npc player audio and BP imp
  • Added texture maps for the slug slime splatter
  • Ice mammoth iteration. Ice mammoth arena has been blocked out. Added 3 new types of birds for the mammoth to spawn. Added nests for birds to spawn out of
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Fixed mobility on several nest actors to prevent warnings
  • Improve collision on Army props, optimize textures, add LODs, add 2-sided to camping chair material
  • Adding the nullsector audio delay map
  • Weighting cleanup pass on the NPC character, still some slight stretching so a bit more clean up required but 85% there
  • Committing new json for ashlands camp
  • Adding Camping Chair as a mission prop
  • Adding new Camp Setup for the CRISIS mission and adding a new prebuilt structure
  • Added functionality to allow NPC's to show a mission UI and kick off a mission
  • Provided a base quest for CRISIS / STRANDED / RESCUE so we have consistent spawning and cleanup where requried
  • Setting new NPC's to have a recorder component so they can persist between quests
  • NPC's desciption will now change based on stability
  • Adding collision to large exotic rock, new mesh copied from meteor
  • Fixed null ptr on Recipe tool tip hover function by doing a valid check first
  • Adding Assets for Ashlands Logistics Missions
  • Added Missing C++ Files for the Mission Character and Item Manipulation Component
  • Medical Scanner now works with Mounts & Characters
  • Adding Churches new lines to NPC to play when interacted with
  • You now treat NPC's by holding the medicine in your hand and treating and right clicking
  • Fixing issue with the medical scanner where it would shopw the widget offset in 3rd person
  • Converted the Mission NPC's over to their own c++ base class and assigned them a survival character state
  • Mission NPC's now use stats and survival character state of stability calculations
  • NPC interactions now play on clients
  • Setup new Medical Evac Ship
  • Medical Scanner no longer opens up when there is nothing to scan
  • Started Set Dressing Volcano Cave/Creater & Added Geothermal Pools on Outpost 9, on Red Quad
  • First pass of logic / item data for armour stand
  • Outpost_012 - terrain and riverbank blending with decals
  • Converting all npc bark line spacialisers to a preset for ease of use of future tweaking and balancing
  • Adding in red roat texture and material setup for carcass to use for Lava roat in the nullsec
  • Prevent players from building on top of teleport components
  • Further in game volume adjustments for NPCs to make sure they are all sitting at a similar volume
  • Fixing interact camera orientation on the new Medevac pod for the RESCUE mission
  • Changing stored names for NPC4 and 5 -> NPC4Rescue & NPC5Rescue for the rescue mission so there is no overlap, cleaned up NPC4/5/Rescue at various quests steps / abandoning
  • Fixing issue where CRISIS / STRANDED / RESCUE where not cleaning up correctly
  • Fixing Issue where duplicate quest items where spawned (the audio log for Ashlands Story)
  • Fixing Spawn Points for the Ashlands Story, the spawn points are now manual, the rockdogs will return to protect the outpost and not spawn in buildings
  • Adding the Return to Anchor behaviour for Rockdogs as they where missing it
  • Added BLD_Wall_Angle_Curved_Concrete, including Left, right and inverted variations. Apex DMs still need to be done
  • Removing Speak Steps in CRISIS / STRANDED / RESCUE as this NPC dialogue is now played in the Briefing Screen
  • Fixing 'MISSION COMPLETE' Screen and UI so it no longer overlaps with other elements
  • Fixing Issues with the NPC's in CRISIS / STRANDED / RESCUE not saving their food / water / oxygen values since the base class switch over
  • Fixing NPC Bark lines interupting quest dialogue in CRISIS / STRANDED / RESCUE
  • Outpost_012 - riverbank and cliff placement, landscape decals
  • Volume pass on NPC church lines barks vs important orders
  • Fixed a typo and edited the text for the recovery crew highlightables
  • Optimized expensive (4k+) textures to reduce video memory consumption
  • Fixed incorrect physical material on drop pod materials
  • Adding generic deploy audio to teddy
  • Tent ropes no longer cast shadows
  • Mission NPCs now use the 'FriendlyAll' relationship - should stop them being attacked by nearby AI
  • Atmosphere controller no longer affects level bounds size
  • Started Set Dressing Volcano Cave & Added Geothermal Pools on Outpost 9, on Red Quad
  • Updating Medevac pod so the legs have collision and it has a highlightable explaining what it is
  • Ice Mammoth Arena - mesh and landscape adjustment to reduce overall size of arena
  • Adding Function Library for Missions, adding functions for checking if an operaiton was complete on this open world and getting the mission in progress
  • The Mining Trucks Engine has been swapped to the front
  • Adding Text hints for the Logistics mission mentioning the biofuel tank and water tank
  • Fixing issue where the Mining Trucks Water & Fuel Tanks fillable state where not persisiting between sessions
  • Adding Collision to the Mining Trucks Rocks
  • Fixing issues where the missions spawn blockers where not active, removing search area from mission spawn blockers
  • NPC's in Rescue are now hurt and have 1 stability
  • Added Ashlands Blocker static meshes to the Ashlands_Blocker BP
  • Updated the rotation, scale and material assigned to the medical drop ship legs
  • Added Ashlands Blocker meshes, textures and materials
  • Added in new equip and idle animations to fix the strange holding position of the meta fuel canister, suggest to do a hand context for the jerrycan which fits this new hold position as well as need to override the hand position in the locomotion anims to fix the canister rotating back to the old position when moving
  • Updated the physical material on the exotic meteor to be stone rather than metal. This will play the correct sound when players interact with them in the bed of the truck
  • Added setup for concrete and aluminium corner stairs
  • Added minable rocks on Outpost 9, on Red Quad
  • Adding unique audio for NPC standing healed after being sick
  • Fix tooltip on character creation/selection button in main menu UI
  • Started Set Dressing Volcano Cave & Added Geothermal Pools on Outpost 9, on Red Quad
  • very small volume adjustment to port water carry sound to account for over encumbered speed
  • Added punctuation for clarity on a hint quest step for pro_d_recovery
  • Updated the LODs on the medical dropship static mesh
  • Adding code when beginning or abandoning ASHLANDS story which removes any extra blockers which might be present
  • Adding logic for destorying new destructible blockers, if the assigned operation has been completed on the current open world
  • Adding Recorder component for destructible blockers so they don't try and spawn another object everytime the prospect is loaded
  • Added Decal and VFX to Hammerhead Slug Poison Spot, Added more option to POM shader
  • Sanity pass and param cleanup on materials which have RVT disabled but tooling picked up on them possibly being enabled
  • Adding interactable Notes Datatable and setting up ashlands notes
  • Added Oil Geyser FXs, Oil Material, and OildGeyserText BP
  • Added minable rocks & foliage on Outpost 9, on Red Quad
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Outpost_012 - decal and landscape work, added new LOD material for LRG river banks
  • Added CPU access to beds' gfur that didnt already have it along with the gfur for the black wolf trophies. This is to fix crashing when placing down a blackwolf trophy and may reenable the fur on the beds
  • Storing references to animations used for bandaging mounts / NPCS so the animations always play. This allows the audio to play also
  • Fixed map markers not highlighting when walking inside its radius and not showing an icon on the radar for the new search area components. Made old map search area actors use the new component also
  • Fixed bug where NPCs were looking above the players head when player was mounted. Player Character's 'ViewPoint' location now correctly follows the player's head
  • Adding audio for bandaging targets npc or mount. This has been put on a duplicate of the petting animation and montages and assigned to the actions table to play back when right click healing. BP imp for the actionable to play the appropriate animations and also only play the animation if there is a valid target. This helps give the player much better feedback for the action of healing others which can be important for new Nullsector missions
  • Add Scyther Tadpole fish setup, added physics asset setup and another LOD
  • Disable DT Validation for ProspectList checking if there are MetaSpawns defined vs IsPersistent Prospect check, as this check is no longer valid since we change the way we spawn Meta
  • Added an albedo texture map for the slug slime splatter effect
  • Landscape Painting on Outpost 9, on Red Quad
  • Adjusting the curves of the arm animation for bandaging other players or mounts to differentiate between petting and bandaging
  • Added metal corner stair icons
  • Fixed infinite loop dection being triggered during data table validation
  • Further small adjustment to blendspace of sprinting with grenades to make sure the jogging vs sprinting speeds feel appropriate. Also stopped pinkie finger sticking out weirdly when sprinting with grenade
  • Add SKItem for Slug Grenade and experimental Liquid shader
  • Add an EQS failback when teleporting into an instanced level is blocked by another pawn
  • Added BLD_RoofCorner_Curved_Concrete and BLD_Wall_Curved_Concrete, with all meshes, textures, materials. APEX DMs still need to be made
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Painted minable rocks & foliage on Outpost 9, on Red Quad
  • Added roat: Lava variant setup
  • Adding Great Hunts Feature Level and DLC Package Data
  • Putting some hard limits on bats to stop using a million audio channels when flying or in aggro states. This is to accomodate for mass bats
  • Added material instance and map for testing DLC2 landscape materials
  • Cleanup instanced level flags when unstuck is used
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Added & Blocked out new cave level CAVE_CF_MED_005_Spider for testing
  • Added concrete corner stair variant icon
  • Switched lava light mobility back to movable from static
  • Submitting test level
  • Updates to Oil Geyser Material, Behavior and FXs
  • Added New Slime Decals and VFX to Poison Spot w/ updated textures
  • Updating Icesheet story to use new outpost build
  • Updating Icesheet story to fix the quest steps so it can be ended corrected
  • Updating Icesheet story so the dead prospectors are now spawnable and interactable
  • Updating Icesheet story so it has notes in the outpost
  • Updating Icesheet story so the caveblocker uses a correct mesh
  • Added specific recording and interface for the collectable notes so they don't require a new blueprint each time
  • Added Lava Roat to Ashlands spawn map
  • Outpost_012 - landscape, riverbanks, decals
  • Added BLD_Roof_Curved_Concrete including meshes, textures and materails. Apex mesh still needs to be made
  • Adding ice mammoth projectile travel and impact event and data table setups. Adding cooldowns to several events to stop multiple events firing at once unnecessarily
  • Fixed buildable blueprint for iron corner stairs
  • Hook up Rock Golem Gun mesh
  • Elysium map blockout - swapped textures in material, added switches into master material to correct and/or remove grass types on changed layers
  • Lots of adjustments to reduce audio voice counts on cave bats and other things. Lowered priority of bat wings and shortened events that were unnecessarily long
  • Fix Roat droptable to not have potato and tomato (was previously restricted by a stat never granted to players)
  • Improve layout of the WorldManager utility Selection tab to make it more usable, hide deprecated functionality. Add Location tab which allows WBs to teleport to a specified location for issue tracking
  • Fixed icons for Hammerhead coil trophy and small vial variant
  • Switched up from an animation fix to an attachment offset to catch the locomotion states of holding the canisters too, hooked up to the hydrazine canister which was still using the old focusable
  • Replaced purple hue plant procurement images for non-grasslands area
  • Shortening more audio events to reduce voice counts. This helps with boss fights with large amount of creatures spawning etc
  • Prevented reinitialisation of voxel resource count in-editor to fix bug where they were only giving a couple of resource each
  • Landscape, Decal Painting & Set Dressing Volcano Cave on Outpost 9, on Red Quad
  • More shortening of overly long audio events to clear audio voices. This is to prevent voices from running out
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Elysium (DH map) - added blocked out landscape to test map
  • Feature locked Ape Carcass, Eagle Carcass and Armor Stand, to ensure they're hidden from the field guide (as they are not released)
  • Updated many items feature locking to hide from field guide / builds
  • Fix DT whitespace validator

[TAG-303]

Icarus Week 146 Update | 15 more Operations in Olympus converted from Missions

Welcome to Week 146.

We’ve converted another 15 Missions over to Operations on Olympus, giving you a ton more content to experience in your permanent prospects.

We’ve also addressed some bugs that cropped up last week, including Desert Saddles on Moa and Cart Attachment repairs.

Next week’s update is a big one, so have a look at the bottom at what to expect and how it’ll help you navigate the thousands of in-game craftable items.

Jump in and have a read.

Notable Improvements



  • Fixes for workshop items that were unable to be reloaded
  • Fixing the Desert Saddle so it works with the Moa
  • Fixing cart attachments as they were unrepairable
  • Various Shadow related fixes and tweaks
  • Updated some old search area's to properly highlight the compass when inside the search area.



This Week: New Olympus Operations



The next set of Olympus Missions have been converted into Open World Operations - bringing the total to 37.

These include:

  • SPELUNKING: Assisted Stockpile
  • HEADSTONE: Geo-Survey
  • DEEP VEIN: Extraction
  • PYRAMID: Construction
  • DEATH RAY: Scan
  • SOLID METAL: Hard Stockpile
  • SEARCHLIGHT: Scan
  • CLUSTERED: Extended Survey
  • BIG SHOT: Stockpile
  • UPLIFT: Bio-Research
  • SNOWCRASH: Recovery
  • SNOWBLIND: Scan
  • NIGHTWATCH: Geo-Research
  • LOOSE ENDS: Extermination
  • VOYAGER: Recovery

All these missions (and more) can now be launched from your Open Worlds on Olympus and played through in the same session.



Coming Soon: NullSector



As mentioned in previous weeks, the NullSector (our Free Prometheus Expansion) will include new Operations, a new exploration mechanic, new mutated creatures, and one new giant creature.

We are still actively working on the NullSector, with some big mission revamps in the works, more narrative, more dialogue, and more missions to provide the experience it deserves.

This region is not for the faint of heart. All the adjustments and differences are geared towards this being a hardcore survival challenge, so make sure you enter it prepared.

If you are interested in reading about what we plan to do with missions in the future, click here.



Next Week: Prospector Field Guide Update



Next week we will be adding a brand new section to the Prospector Field Guide for all craftable items in-game. These entries will include where they’re crafted, what recipes they’re used in, what their base stats are, and more.

This is a massive Quality of Life improvement and should make looking up items (and their subsequent uses) far easier and streamline many processes for players.


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 v2.2.21.127494



New Content


[expand type=details expanded=false]

  • Enabled 15 Olympus missions as Operations

[TAG-60]

Fixed


[expand type=details expanded=false]

  • Tweak alignment/positioning of Workshop items to be more uniform with each category
  • Removed Prometheus from Kiwi bestiary entry
  • Allow scrolling on bestiary entries with more than 6 loot options
  • Fixed cat from not attaching to hip properly by adding 'back' context for meshable entry
  • Add DT validation to pickup on entries with Hip focusable without Meshable setup correctly
  • Updated the Iron buildable skeletal meshs with positive/negative bounds set and reimported iron gate with softened normals
  • Reducing sky light's contact shadow length from 0.2 -> 0.04, should result in less 'fuzzy' shadows, especially noticable on shadows cast by deployables on building pieces
  • W_ProjectionInterface::UpdateNearbyProjectionActors now compares existing widgets using their desired soft widget class (instead of using whatever class they happened to have equipped at the time) - this will hopefully fix issues where crop plot information is shown while highlighting thigs that aren't crop plots
  • Updated the iron buildable stairs to have the correct material assigned on the destructible mesh
  • Update Shadow settings on Atmosphere Controller:
  • 4x CSM distance, increased FarShadow cascade count from 1 to 2 and 2x FarShadow distance. Halved Moon light CSM distance to match Sun distance
  • Removed CSM value being updated on tick (now on Ultra-Slow Tick), set the value based off the Settings value, not off a curve
  • These changes should largely alleviate long-standing shadow artifacts (at a negligable performance cost), with some additional world changes coming to further improve.
  • Players can now utilize the Max Shadow Cascades setting to have better control over shadow performance vs visuals
  • Replaced old iron buildable icons to new ones
  • Update cart attachments talent icon
  • Fix Icebox, Refrigerator and Deep Freeze modifier names and descriptions being empty
  • Fix farming cart attachment talent unlock order
  • Fix glass double door left/right upgrade lookup
  • Fixing Entry in D_Saddles that was preventing the Desert Saddle from being put on the Moa
  • Fixed bug in mission LUPINE: Extermination where beacon wouldn't grant the correct stat and would soft-lock the mission until player found another way to show world bosses on map
  • Fixed issue where guns with magazines couldn't be reloaded if they were brought down by a client using the Orbital Exchange Interface
  • Fixed plow attachments breaking at 0 durability, allowed them to be repaired with right click (requires ranching station)


Future Content


[expand type=details expanded=false]

  • Adding Stasis bags audio to items static data table
  • Fixing Metal Grating Description Text
  • Adding Recipes for use in future (Machining Bench)
  • Added SML/MED animal crate static meshes, materials, textures
  • Final checks and small tweaks to dropship external down based on multiplayer session. Also adjusted some overly long events that were taking up channels unnecessarily
  • Added custom LODs for Teddy Bear
  • Adding audio for lore notes. Pick up, open and close and item audio data row
  • WIP commit of skeletal mesh for LRG animal crate
  • Fixed a number of typos in the nullsector items
  • Swapped Ashlands Bunker to use new Bunker Save
  • Spawning new notes in ashlands bunker, setting up new questmarkers / queries
  • Small Info and text adjustments to PRO_D_Resupply & PRO_D_Recovery
  • Adjusting Ashlands Story Mission so that rock dogs spawn before you get to the bunker
  • Adding new Dialogue Trigger World Objects that can be used to trigger dialogue once only
  • Setting up dialogue triggers for SMPL3's warning when moving into the ashlands
  • Cliff Placement & Landscape Paining pass progress on Outpost 9, on Red Quad
  • Adding Biome modifier for the Ice Sheets in the nullsector
  • Enabling Ashlands Ending Audio after the Audio Log has Played
  • Enabling Ashlands Ending Audio after the Audio Log has Played
  • Adding new Interactable Notes and UI so players can interact with these objects in world and be able to read the text
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Adjusted the mirrored glass material so that the interior of the NPCs helmets should no longer be visible
  • Added teddy bear with corrected orientation, tweaked textures and gfur
  • Fixed punctuation in ashlands notes
  • Added SKs, physicsAssets, animation for LRG and MED cryo animal crates
  • Lowered trail beacon compass show radius
  • Fixing issue here ashlands bunker was not recieving the quest item as intended
  • Adjustments to Icesheet Story Mission to include blocker and modify quest steps
  • Added functionaily to remove duplicate blockers if they occur
  • Adding Icesheet Blockers
  • Setting up Icesheet Notes
  • Fixing interactable note class name so its interactable and not interable
  • Corrected orientation of Dirty Toilet
  • Door BP's PlacementBlockerBox is no longer considered a valid surface when determining current ground surface type - should fix issue where you sometimes heard dirt footsteps when walking over top of trap doors
  • Fixed a typo in the stone cairn text
  • Add datatable validation for deployables with variants, that don't have icons
  • Adding flag rustle 1 shots and volume adjustments. Better variation and more believable sound
  • Update deployable validation to a warn instead of error to unblock build
  • Adding church bark lines to dialogue table
  • Fix datatable validation (whitespace)
  • Added several curved and angled building pieces for the Concrete building tier. Apex DMs still need to be made for them
  • Committed some NPC animations for use with new UE4 standard rig
  • Move the teleport system from component based to actor based
  • Reimported resource icons for consistency pass
  • Finish blocking out Volcano Cave & Cliff Placement on Outpost 9, on Red Quad
  • Added DEP_Logbook and DEP_Notebook SMs, textures and materials for the Ashlands mission base
  • Adding audio to lore notes UMG. Removing spacializers from events that didnt need it
  • Adding additional Church Bark lines 3d in. Audio and events
  • Swapped impassable materials and Cliff Pass, Outpost 011
  • Blocking out Volcano Cave & Cliff Placement finished on Outpost 9, on Red Quad
  • Temporarily fixed a few of the NPC material load warnings
  • Outpost_012 - landscape tweaks, cliff placement, waterbodies and riverbanks
  • Slight adjustment to the medical dropship LODs
  • Added medical dropship art assets to the project
  • Mission NPCs now inherit from IcarusCharacter (instead of IcarusActor). Added support for relevant persistent characters in quests. Moved stat container construction from various child classes of IcarusCharacter to the base class. Removed ensure on UProspectSubsystem::SetCustomProspectSettings
  • Fixing Icebreaker footsteps popping out by adding decal fade in anim BP function, added decal fade opacity multiplier to master material
  • Update Olympus with new world Shadow settings from World Tools
  • Moved static mesh actors out of Persistent level and into their appropriate developer Quad
  • Update Styx with new world Shadow settings from World Tools. Generated levels will be processed separately by Build Machines as per normal
  • Updated World tooling to NOT disable Contact Shadows on all meshes. Updated Cave meshes to NOT disable Contact Shadows and NOT enable Far Shadows
  • This should result in more consistent shadowing from world assets (cliffs, impassables, etc) and same or slightly improved performance
  • Fixed a number of Icesheet typos, and a bat nest error
  • Updated EOI spacing for better fitting longer/localized text
  • Tweaked LookAt strength for NPC2, added ability for each NPC to adjust LookAt strength independently
  • Switched NPCs over to using new skeletal mesh
  • Adding in new prospector NPC mesh and SK asset to the UE4 skeleton to use anim sets, minor cleanup required, also submitting back meshes for the water barrel and fuel barrel
  • Added harvest effects to the aspen seedling blueprints
  • Add Shadow Cascade debug visualizer PP material
  • Adding new stasis carry audio, pickup and drop audio and events. Changing stasis bag PM from MEtal to Carpet
  • Added Metal Grating icons
  • Disabled generic tooltip on mount characters that was enabled after change to support actors (instead of IcarusActors)
  • Adding stasis bag put in dropship audio. Not currently hooked up. Also adjusting a church line that had lip smacks in it and a rushed pacing leaving it feeling a bit awkward
  • Audio tweaks and additions to mission cave event
  • Added BLD_Stairs_Corner_Concrete Left and Right variants, Apex DM's still need to be made
  • Fix the build
  • Reposition actors in instanced levels when the saved slot differs from the loaded too slot
  • Outpost_012 - decal and foliage placement, experiments with underwater foliage, riverbanks and terrain sculpting around beach
  • Added APEX meshes for Aluminium corner stairs (left and right)
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Added iron/aluminium buildable corner stairs art assets
  • Added hammerhead spit, trail, explosion, spit hit, gas attack FXs, Replace references on Hammerhead S/M/L and created new ballistic for hammerhead spit
  • Added Tress to tundra areas & addded cold lava meshes to volcano on Outpost 9, on Red Quad
  • Added oxite and stone deep ore vein pictures to field guide
  • Added reinforced frame icon
  • Add reinforced wood pillar to beam buildables
  • Remove instanced level test from open world selection (should not have been committed)
  • Subcontainer inventory initialisation logic no longer runs in hab

2.2.20.127215-rel-Laika

Contains the Following Fixes



  • Fixing Issue where concrete ramps where removed from the buildable table resulting in pieces being deleted in game
  • Fixed bookshelf inventories not being accessible after being added.