Icarus cover
Icarus screenshot
Genre: Simulator, Adventure

Icarus

Icarus Week 137 Update | New Farmers Satchel with 16 storage slots

Welcome to week 137.

We’re looking at farming again today, this time by adding the new ‘Farmers Satchel’ which is a tier 2 upgrade on the Seed Pouch.

This has all the benefits of the Seed Pouch, but with more slots and uses than just seeds that makes it more useful when working with a large amount of crops.

We’re also talking today about the upcoming Prometheus Map Expansion, with details about how the mini-map works in this new ‘Null Sector’.

Jump in and have a read.

Notable Improvements:



  • Medicine crafted on the person will head straight into the Medicine Satchel
  • Fixed spoil timer showing {0} instead of the correct time
  • Reduced spacing in the objectives list to better-fit missions with many objectives



This Week: Farmers Satchel



We’re adding a new ‘Farmers Satchel’ as a new item you can place in your inventory and use for extra seed storage.

The Farmers Satchel has 16 slots, considerably more than the Tier 1 Seed Pouch. This is crafted at Tier 2, and can be viewed as a direct upgrade. It can also hold fertilizer, making it substantially more useful for farming compared to the seed pouch which is useful mainly for foraging alone.



Coming Soon: Free Prometheus Expansion



We’ve entered the closed testing phase of our Prometheus Map expansion while we iron out some bugs that have cropped up. This is likely to take a few weeks and depending on the results, we may enter a stage of wider testing amongst the community.

This map expansion comes with five new missions that have you venture across the wasteland. The entire area is known as the ‘Null Sector’ and is a complete dark zone that requires a new item to map out. This won’t naturally become visible on your mini-map as other explored areas of the map would. Find out more about this next week.



Coming Soon: Prometheus World Bosses



We’re also working on a new World Boss in Prometheus which will be found in the swamp biome.

While we’re not releasing too many details yet, we thought we’d share a picture of one of its smaller forms to give you a few nightmares in the meantime.



Next Week: New Pistol & Balance



Next week we’ll be adding more firepower to Icarus with a new Tier 3 pistol which can load 6 bullets at a time. The CHAC pistol will also be adjusted to take into account the new Pistol's ammo capacity.

The old one shot pistol is being moved to Tier 2 along with the addition of some new crude ammo crafted at the same tier.



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 v2.2.12.124800



New Content
[expand type=details expanded=false]

  • Unlocking Farmers Satchel
  • Fixed T2 Seed Bag and Medicine Bag not auto gathering applicable seeds when gathered or medicines crafted on player



Fixed
[expand type=details expanded=false]

  • Fixed Confirm button on Operation Selection dialogue being untranslated
  • Fixed a few typos in modifier states
  • Fixed spoil timer showing {0} instead of correct time
  • Fixed Industrial Dresser not benefting from extra storage talent
  • Slightly reduced spacing between quest objectives for larger missions. Increased width of quest box slightly to fit more text also
  • Fixing Build Error with Talents

[TAG-60]

Future Content
[expand type=details expanded=false]

  • Tweaks to RockGolem BT. Fixed RockGolem crazy big attack radius. Fixed RockGolem slowing down before hitting walls
  • Additions to RockGolem BT. Added WIP RockGolem barrier wall BP
  • Setting up Slug Boss Blueprints
  • Setting up Slug Boss Items, adding slug vestiage
  • Adding Lava hunter boss drop items
  • Fixing Lava hunter new items to use the correct item inputs
  • Added art assets for the golem core item
  • Updating ice breaker scratch sound to match slowed down animation montage. Now is on a seamless loop with continuous sound playback enabled to randomize the exact timing of the scratches
  • Added GUN_Pistol_T3
  • Added test map for RockGolem. Added BB-based move acceptance radius to MoveToTargetActorAdvanced BTTask. Tweaks to RockGolem BT
  • Setting up Scorpion Boss Blueprints
  • Setting up Lava Hunter Boss Blueprints
  • Setting up Scorpion Throne/Hanging/Tail Item Setup
  • General Setup of Items for Scorpion & Lava Hunter ready for meshes and stat pass
  • Adding final layer to current ice breaker setup. Darker movement audio. Fixed a few movement sockets not being correct, distancing adjustments and a few other improvements
  • Added spider nests and added it to olympus spawn zone (dev locked). Fixed spider ranged attack spawning at <0,0,0>
  • Added art assets for the lava hunter horn
  • Changing Hubble Feature Level to Dangerous Horizons
  • Fixing Sandworm Trophy Recipes and doing a quick pass on all new sandworm recipes & items
  • Setting up Planetary Items for Sandworm and Black Wolf, adding item setup, icons, bp's etc
  • Setting up prototype boss blueprint tree
  • Adding ice breaker roar event and notifys. Other small adjustments and tweaks to ice breaker
  • Added slug slime art assets to the project
  • Added more montages for RockGolem. Added more simple behaviours to RockGolem BT. RockGolem tongue no longer has collision
  • Adjustments to some ice breaker idle audio to remove artifacts of pitching. also adjustments to movement sounds rolloff distances etc
  • Added Slug Rubber skin art assets
  • Adjustments to ice breaker. adding move, move med and move fast audio and events and anim notifys
  • Additions to the ice breaker. Adding idle scratch audio and notify. Further movement sounds to come
  • Added art assets for three scorpion boss trophies to the project
  • First pass of explosion sequence for when the boss splits, still needs timing tweaks and fx added
  • Tweaks to RockGolem roll. Re-named BP_IceBreaker_Path to BP_Boss_Spline_Path
  • Adding first pass ice breaker vocalisations idle states and adjustments to footsteps etc
  • Added AnimBP for RockGolem. Added Locomotions BSs, Montages, Data setup, character for RockGolem. Added simple BT to test out RockGolem's spline-based roll movement
  • First Pass trace asset commit for rock golem rig, textures and animations, additional armor textures to follow
  • Correcting wrong foot for RF stomp audio
  • Updates and improvements to ice breaker footsteps volumes and distances and eq curves
  • Changed colour of Arctic Bat's point light and reduced intensity. Bats will now react and attack target that damages their nest
  • Fixed a bug where the mammoth corpse would show the incorrect mesh as its corpse
  • Fixed a bug where the mammoth corpse would show the incorrect mesh as its corpse
  • Fixing Build Error with Talents
  • Removed unused override location for spit attack

[TAG-107]

Icarus Week 136 Update | Changes to weather's impact on crops

Welcome to week 136.

This week we’re implementing comprehensive changes to how seeds and crops interact with biomes and weather patterns.

One of Icarus' unique foundations is the immersive weather system, which requires genuine consideration in many decisions you make including building materials, biome selection and even structural design. Biomes add unique resource pools and availability, along with impacts to survivability and ailments.

One area of the game which has not been affected by these impacts, however, is farming. While rainfall amounts and glasshouse bonuses have a modest effect, it has largely ignored many of the other impacts that are prevalent on other game features.

We are expanding on that this week with biomes, extreme storms, freezing temperatures and exposure now playing a part in the crop growth simulation, making this feel more natural and connected to the rest of the game.

This includes new tiers of shovels and crop plots hat provide different tiers of storm resistance to mitigate the impact of storms, and the effect that more inhospitable biomes have on their success rate.

We’ve also got updates on some upcoming World Bosses on Prometheus, and next week's Farmers Satchel.

Jump in and have a read.

Notable Improvements:



  • Crops planted with a shovel no longer incur a negative modifier added to crop growth
  • Sunlight now increases growth speed by 20%, with no sunlight reducing speed by 20% instead of 50% (this will be replaced by the Greenhouse bonus when there are glass building pieces nearby)
  • The Kiwi trophy can now be placed on the ground as intended



This Week: Seed Biome Preferences



Seeds will now have preferred biomes. Crops will have more success growing in environments with favorable conditions, and certain crops will incur large debuffs if they’re not appropriate. For example, nothing will be able to grow outdoors in the Arctic.

However, unsuitable conditions can be negated by building greenhouses using the Glass building piece.

The impact on openly planted seeds in each biome is as follows:

[table]
[tr]
[th]Environment[/th]
[th]Unsuitable Modifier[/th]
[/tr]
[tr]
[td]Volcanic[/td]
[td]Crop Wither Speed +500%[/td]
[/tr]
[tr]
[td]Grasslands[/td]
[td]Crops Growth Speed -60%[/td]
[/tr]
[tr]
[td]Conifer[/td]
[td]Crop Yield -60%[/td]
[/tr]
[tr]
[td]Desert[/td]
[td]Crop Spoil Time -80%[/td]
[/tr]
[tr]
[td]Swamp[/td]
[td]Crop will be Spoiled on harvest 60%[/td]
[/tr]
[tr]
[td]Arctic[/td]
[td]Crop will not Grow[/td]
[/tr]
[/table]


This Week: Crop Quality



Alongside the impact of biomes on crops, the quality of crops will now play a role in farming.

Crops now have a quality which will be slowly reduced during storms. Once a crop's quality reaches 0 it will become withered and unable to bear any fruit. This is a slow process and it will take multiple storms to fully reduce a crop's quality to zero. Outside of storms the quality of a crop will recovery slowly if the crop is watered. When harvesting crops, yield will be scaled based on the crop quality after any talents and stat bonuses have been applied.

Crop plots and mounds have a new property which lets you know what tier of storms will not effect the quality of the crop, as shown in the table below. If the tier of a crop plot / dirt mound is higher or equal to the tier of storm, no crop quality will be reduced. In addition to the crop plots having high resistance as you move up the tech tree, we’ve also introduced new shovels that allow for the creation of better dirt mounds so that their crops can survive higher-tier storms.

We have also added two new fertilizers craftable on the herbalism bench at T2. One focused on crop resistance, which will reduce the quality loss of crops in storms, and another focused on recovery which will drastically increase the recovery rate of crops.

If your game is set to easy (either Mission or Open World), these new changes will not impact you, and no quality loss to your crops will occur.





This Week: Crop Plot & Shovel Tierification



As mentioned, crop plots, dirt mounds and shovels have now been ‘tierified’.

One important change is that from this week, dirt mounds no longer incur the -50% growth speed debuff. This has been completely removed.

[table]
[tr]
[th]Item[/th]
[th]No Crop Quality Loss for Storms Tier[/th]
[th]Stats / Bonus[/th]
[/tr]
[tr]
[td]Wooden Crop Plot[/td]
[td]2 and below[/td]
[td]-[/td]
[/tr]
[tr]
[td]Iron Crop Plot[/td]
[td]3 and below[/td]
[td]Water Connection[/td]
[/tr]
[tr]
[td]Hydroponic Crop Plot[/td]
[td]4 and below[/td]
[td]Water Connection
Power Connection[/td]
[/tr]
[tr]
[td]Aeroponic Crop Plot[/td]
[td]5 and below[/td]
[td]Water Connection
Power Connection
+25% Growth Speed
+25% Yield
+25% Crop Spoil Time[/td]
[/tr]
[tr]
[td]Wooden Shovel Dirt Mound[/td]
[td]1[/td]
[td]-[/td]
[/tr]
[tr]
[td]Iron Shovel Dirt Mound[/td]
[td]2 and below[/td]
[td]-25% Tool Stamina Cost
+25% Digging Rewards
+10% Yield[/td]
[/tr]
[tr]
[td]Platinum Shovel Dirt Mound[/td]
[td]3 and below[/td]
[td]-33% Tool Stamina Cost
+50% Digging Rewards
+20% Yield[/td]
[/tr]
[tr]
[td]Titanium Shovel Dirt Mound[/td]
[td]4 and below[/td]
[td]-50% Tool Stamina Cost
+75% Digging Rewards
+20% Yield
-20% Crop Wither Rate[/td]
[/tr]
[tr]
[td]The Excavator Dirt Mound[/td]
[td]6 and below[/td]
[td]-25% Tool Stamina Cost
+100% Digging Rewards
Planted Crops will not Wither[/td]
[/tr]
[/table]

The weather forecast will now show what tier of storms can happen during certain periods, and different environments will also show what tier of storms you can expect. There is a small chance that tiers either one above or below can spawn during that forecast also.

While dirt mounds have more bonuses than crop plots making them suitable for mass farming, crop plots are focused on automation rather than individual boosts, while mounds are focused on buffs and mass farming.

Mounds that are created with the animal plow are equivalent to the iron shovel dirt mound.



Coming Soon: Prometheus World Bosses



We’re currently working on enabling a final World Boss to spawn on the Prometheus map after completing the last story mission. This will spawn in the Volcanic Biome. We’re also working on adding another new world boss that will spawn in the swamp areas of Prometheus.



Next Week: T3 Farmers Satchel and Fixes



Next week we’ll be adding a new Tier 3 Farmers Satchel, along with any necessary fixes or changes from this week's comprehensive list of adjustments. Remember to keep giving us your feedback via Feature Upvote (linked on the title screen).



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 v2.2.11.124669



New Content
[expand type=details]

  • Adding in Crop / Biome / Weather Interactions
  • Seeds / Crops now have optimal growth biomes, when they are not planted in the correct biome they will suffer a biome specific penalty, for example nothing with grow unshelted in the arctic
  • Seed / Crop un-obtimal biome debuffs can be countered by growing crops inside a greenhouse
  • Crop plots / Mounds now have a tier associated with them (shown as a stat) and their crops will take damage if they are out in the open and a storm of higher than their specified tier occurs
  • Adding Upgrade Code for Existing Dirty Mounds so they are assigned the correct tier
  • Adding new logic when placing dirt mounds or ploughing them with an animal cart so they have the correct stats and modifiers applied
  • Adding UI on Seeds so they display their optimal biome
  • Adding UI to crop plots to display their tier and storm resist
  • Adjusting stat descriptions for crop plot / mound tiers
  • Reassigning stats of shovels & crop plots so they match their associated storm tiers
  • Unlocking all shovels at t3/4 and workshop
  • Fixing shovel dig as it was assigning the wrong dirt mound modifiers
  • Crop Plots / Mounds can now be inspected without seeds
  • Adding new modifier on crop plots / mounds if deployed in the arctic and not in a greenhouse so players know crops will die
  • Fixed ability to spawned ploughed dirt mounds and added new modifier to reflect
  • Adjusting Item Popup so the optimal seed biomes are not shown for every item
  • Updating Item Rewards for digging
  • Swapped Damage Effect for Ground Dust
  • Adding ability for seeds to have multiple optimal biomes
  • Adjusting crop plot tool tip location so its easier to read
  • Adding tier information to crop plot tooltip
  • Missed files from last commit
  • Fixing issue where yields of 0 can be possible when the yield modifier of crops was less than 1.0
  • Crops will take damage in storms slowly if they are not the correct tier for the storm rather than instant death, this will regen slowly when not in a storm, this is seperate from the crop plots health
  • Added small effect for when crops take damage
  • Fixing Dead State Collisions for the Squash, Yeast, Carrot, Kumara
  • Adding in world tooltip for crop plots to show storm damage and growth status
  • Update dug hole modifiers for better desciption
  • Update Shovel to Iron Shovel
  • Update hand made hole to only reduce crop growth by 25%
  • Fixed build errors - AIGrowth stat enum name changed/Itemstatic missclick
  • Adding audio for crop plants taking damage and being destroyed. BP imp
  • Fixed a typo in the dirt mound modifier
  • Lots of improvements and additioanl layers and tweaks to the ice breakers footsteps. Multiple events. No longer linked to footstep event for better control
  • Update tier display on building pieces
  • Update stat wording for crop plot tiers
  • Adding Storm Resistance to Crop Plot Inspection UI
  • Update crop preferred biomes
  • Increased The Excavator workshop shovel price and storm tier
  • Update UI text for storm resistances and tiers, and related modifiers
  • Crop plots crops will take 2 damage every 10 seconds if their storm survival tier is lower than the crop plot or mound tier
  • Crop plot crops will regain 1 health every 10 seconds while not in a storm and they are watered
  • While on an Easy difficulty crop plots will not take damage in storms
  • Removed destructible mesh from the crop plot damage so only a particle effect plays now when storm damage occurs
  • Removed negative modifiers from using dirt mounts & adjusted tierified dirt mound stats
  • Fixing issue where you could not dig up dirt / sand / ice with a shovel
  • Adding Modifier Sections to Blueprint and Workshop Tooltips
  • Modifying wording on crop plot tool tips
  • Added new UMG that collects all building pieces/deployables/active mounts and displays them next to how many we recommend before performance is expected to slow down
  • Adding storm tier images to crop plot tool tips

[TAG-230]

Fixed
[expand type=details]

  • Updated credits section
  • Kiwifruit recipes now use Mature Coconuts instead of Ripe Coconuts, giving players a bit more time on their decay to use them
  • Fixed Kiwi trophy being unable to be placed on the ground (and able to be placed on a wall)
  • CONCEALMENT: Fixed collection objectives being set to 0 requirements when not on normal difficulty

[TAG-240]

Future Content
[expand type=details]

  • Added mission text for ASHLANDS and ICESHEET missions
  • Setup PRO_D_Research mission steps
  • First pass of IceBreaker implementation
  • Added projectile attack to the spider
  • Changed texture group for IceBreaker textures, allowing them to be 4K. Added additional IceBreaker idle/attack animations to engine
  • DROVER: Moved quest locations, fixed completion state
  • CARAVAN, DROVER: Add locations and update quest steps to use base classes. Fix some collision for quest actors
  • IceBreaker can now properly navigate on unloaded world tiles.
  • Fixed issue with BTS_SweepBoneDamage that was causing actors to be damaged more than once during the cooldown period
  • |Move Aerosol Emitter active state to single bool, for audio and particle sync
  • COMPOSITION: Moved crafting unlock/lock to their particular objectives
  • COMPOSITION: Added dialogue triggers
  • CARAVAN: Setup dialogue and fixed some setups
  • CARAVAN and COMPOSITION: Setup briefing objectives
  • Added IK CtrlRig for IceBreaker (used up to LOD 1)
  • IceBreaker now uses it's new idle animations. Increased blend time between various IceBreaker loco anims
  • CARAVAN: Update quest steps / logic and locations
  • Added new icons for character creation redesign screen
  • Added further functioanality to the mammoth. Mammoth now doesnt automatically agro to the player but waits to percieve first.
  • Arctic bats adjusted to spawn more the less ice armor chunks
  • DROVER: Implement initial quest setup and logic / requirements
  • First lot of WIP assets for the ice breaker footsteps. Nowhere near finished atm
  • Adding aerosol emitter audio event and BP imp
  • DROVER: Add dialogue and fixes for mission steps
  • Update collision on snap actors to match if mesh is hidden
  • Update Ice Sheet spawn map
  • Adjustments to ice breaker audio footstep notifys. And adding shake notify to the slams
  • Adding new Wiget for displaying tier on crop plots
  • Added montages and notify setups for most Ape attacks / behaviours
  • Add Prometheus part 2 mission recipes
  • ABYSS: Clear mission debuffs and recipes on completion
  • Setup Aerosol Emitter to be set active when first placed for visual and audio effects

Icarus Week 135 Update | New Stone Brick Building Aesthetic

Welcome to Week 135.

This week we’re introducing a new building tier, Stone Brick, which will be available in all maps and biomes.

We’ve also got an update on Prometheus Part II, upcoming building piece variations and next week's changes to crops and their interaction with biomes and weather patterns.

Jump in and have a read.

Notable Improvements:



  • ABYSS Mission. Fixed a case where you could have no objectives because the mission waits for you to return to the island before the final objective triggers
  • The context menu for items while not on planet only ever shows 'repair' and 'destroy' now



This Week: Stone Brick Building Tier



We’ve added a new Stone Brick building set at Tier 3, giving you a new aesthetic to experiment
with on your base.

Stone Bricks are crafted on the Advanced Masonry Bench at Tier 3. These will be the main ingredient used to craft the building pieces along with refined wood, steel screws and tree sap.

This tier is an alternative to the clay brick that we introduced in Prometheus and provides a similar level of protection and durability. Being crafted from Stone, this will be available in all regions, rather than being restricted to just on the Prometheus map.



Coming Soon: Prometheus Part II



We’re currently working through the missions for Prometheus Part II and starting the testing phase on the completed phases. This includes making sure one of the new large creatures is working the way we want it to, and iterating on its behaviors.

Our aim is to move into closed beta testing soon among the community, and then into a more open phase in the future. For more details, make sure you’re a member of our Discord.



Coming Soon: Building Alternatives



We’ve been listening to the community requests for more building piece alternatives, and have been working on curved and angled pieces, along with expanding grid placement of building pieces to support diagonal placement.

So far, our testing has been promising and this is likely to be something we’ll be adding this as part of our free update when we release the next major expansion, Dangerous Horizons.



Next Week: Crops Weather / Biome Interaction



Next week we’re making some adjustments to the crop system to account for biomes and their impact on different plants.

Crops will have more success growing in biomes with favorable conditions, and certain crops will incur large debuffs if they’re not appropriate. For example, nothing will be able to grow outdoors in the Arctic.

However, unsuitable conditions can be negated by building greenhouses using Glass building pieces.

Crops will also be affected by weather patterns, and your choice of crop plot or mound will determine if a crop survives a storm or not.

We’re also introducing new shovels to create better-quality dirt mounds for crops to be grown in, creating a new tier between dirt mounds and crop plots.

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 v2.2.10.124449



New Content
[expand type=details]

  • Unlock stone brick building tier for release
  • Added Stone Brick item and recipe
  • Updated Stone Brick building tier to use Stone Bricks and Tier 3 ingredients
  • Added Stone Brick building tier to upgrade hammer



Fixed
[expand type=details]

  • Matariki mission is now locked behind correct package ID
  • Unlocked kiwi mission, removed DLC package flag requirement
  • Hab context menu only ever shows 'repair' and 'destroy' now
  • Fixing stone brick recipe so you can craft stone bricks



Future Content
[expand type=details]

  • Added extra missing BuildingLookup rows for Dirt and Steel. Added missing BuildingType entries in GetBuildingUpgrade function
  • Added new BuildingLookup rows for Limestone and Stone Brick
  • Instanced levels WIP, deal with some issues around teleports and blockers at the other end
  • Rename assets for new Prometheus mission to fit naming convention

Icarus Week 134 Update | New Matariki Operation and Kiwi bird spawning on Icarus

Nau mai ko wiki kotahi rau toru tekau mā whā - Welcome to week 134.

This week we’re celebrating Matariki, the Māori new year here in New Zealand, with a special free operation DLC for all Styx owners and the new Kiwi bird and Kiwifruit plant.

The new operation, REPOPULATION: Research tasks you with introducing a new species to Styx, the elusive Kiwi.

We’ve also got an update on our Prometheus Part II project.

Jump in and have a read.



This Week: Matariki Operation



We’re celebrating Matariki this week by introducing a new mission.

REPOPULATION: Research will be granted for free to those with access to the Styx map. Your briefing for this operation is as follows:

HELP INTRODUCE A NEW SPECIES TO ICARUS

// NAME: REPOPULATION: Research
// OPERATOR: UDA
// BIOME: The Great River
// BACKGROUND: Help to reintroduce a newly genetically enhanced revived species into the Styx region.
// MISSION: Deliver a new species for introduction to Icarus.
// TERMS: This area is under surveyed, and was previously deemed too dangerous for human traversal. Proceed with caution, the UDA takes no responsibility for contractor safety.


This will be available after the completion of ‘Omphalos’ (the first mission in Styx), with a payout of 300 Ren and 100 Exotics on completion. There is also additional rewards during the operation based on performance.

Some of you might be asking, ‘What is Matariki?’

Here in New Zealand, the native Māori people celebrated their lunar new year at the rising of the Matariki constellation (known in the Western world as the Pleiades cluster). This would happen in late June/early July and symbolized the period of the year when the Māori would release their dead’s spirits to be stars in the sky.

It was a time to be thankful, mourn, celebrate, and spend time together. The Maori tale went that the god of the wind, Tāwhirimātea, was so angry when his siblings separated their parents, Ranginui the sky father and Papatūānuku the earth mother, that he tore out his eyes and threw them into the heavens.

If you want to play the new Matariki Operation and don't have Styx, you can purchase it here.

https://store.steampowered.com/app/1995690/Icarus_Styx_Expansion/


This Week: Kiwi and Kiwifruit



Continuing our Aotearoa theme for the week (Aotearoa is the Māori name for New Zealand, meaning ‘land of the long white cloud’), we’re introducing a new creature and a new food item, the Kiwi, and the Kiwifruit.

The Kiwi is a flightless, nocturnal bird that will spawn in the forest areas of Olympus and Styx. You’ll only encounter them at night, as they spawn from nests that you can seek out and destroy if you wish to stop them from poaching your crops.

The Kiwi Fruit will be available to purchase as seeds from the Orbital Workshop, and grown as a crop on the surface of Icarus. It provides a natural boost to stamina and resistance to cave sickness, along with the following recipes:

  • Dried Kiwifruit Chips
  • Kiwifruit Jam
  • Kiwifruit Sorbet
  • Fruit Snack Pack
  • Fruit Smoothie



Coming Soon: Prometheus Part II



The Prometheus Part II project is making strides, with our focus right now on biome development and mission design.

There will be five more missions made up of two expeditions and three other missions. This will bring the total on Prometheus to 16 (part I had 11 missions made up of six story missions and 5 secondary missions).

We’ve also been working on a large lava area with a lot of rocky terrain and winding valleys, which as previously warned, will be considerably harder than previous lava biomes.




Next Week: Stone Brick Building Tier


Next week we are introducing a new building tier the stone brick building tier, which requires the shaping of stones. This building tier will sit at T3 and will provide a brick alternative for players on all maps.




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 c2.2.9.124268



New Content
[expand type=details]

  • Added kiwifruit plant with all growth stages to the project. Updated growth stages data table
  • Adding kiwi nest destroy audio and event
  • Fixed Kiwi not providing a vestiage when skinned
  • Adding Dried Kiwifruit, Kiwifruit Jam, Kiwifruit Sorbet, Fruit Skewers and Fruit Smoothie Recipes and Item Setup
  • Unlocking Kiwi and Kiwi related items
  • Fixing Kiwi Vestiage being incorrectly dropped as a cat vestiage
  • Modified Kiwifruit Sorbet as it is a frozen food which should decay in heat
  • Fix quest datatable link
  • Added Target on Kiwi Nest so they can be attacked by animals
  • Adding Boss Icons to both the Matriach & Fowler Epic Creatures
  • Adding Stats to Matriach & Fowler Epic Creatures so they are tougher to fight
  • Increased Moa & Matriach Teather Distances
  • Fowler Boss now spawns at the cave, a set location rather than a dynamic one
  • Added control rig to Kiwi to shrink neck length.
  • Adjusted fur on kiwi to make it more visible, fixed fur LOD reducing fur layer count at LOD0.
  • Kiwi mesh is now scaled instead of default root component
  • Kiwifruit harvesting will now give you kiwifruit seeds
  • Slightly increased number of kiwi fruit per harvest
  • Adjusting wolf spawners in kiwi mission so they don't float
  • Changing descriptor on wolf spawners
  • Adjusted Wolf Spawn Location on Spawers so they wont spawn inside and get stuck
  • Fixing Fowler now spawning during kiwi quest
  • Adjusting wolf spawn location from dens
  • Adding in Wild Kiwi Spawning Nests and setup spawning on olympus and styx
  • Fixed placement mesh for kiwi fruit trees



Fixed
[expand type=details]

  • Station to station: Extended survey (Oly_Arctic_LongSurvey) - Removed return to dropship mission
  • Fixed bug where you couldn't craft items while mounted.
  • Fixed bug where some items were hidden when opening crafting menu while mounted
  • Fixed issue where allowlist wasn't working correctly for T4 Water Trough (powered)
  • Added tooltips to exotic deposits and trees
  • Tweaked the bestiary description for Antelope slightly
  • Fixed a number of typos in item descriptions and modifier descriptions
  • SNOWCRASH: Update drop pod step to have a clearer icon and description
  • Update ABYSS steps to prevent accidental completion of the mission without collecting rewards.
  • Increased research speed after each primary objective is complete



Future Content
[expand type=details]

  • Fix first time voxel cache generation is not working in editor for new rock types (internal dev only)
  • Added full (no bounds) Prometheus map to Developer prospects for testing
  • Add initial setup of Ashlands Transport mission
  • Move Prometheus Phase 2 folder structure to better fit more missions
  • Setup Ashlands transport mission requirement steps
  • Fix DT validator whitespace grizzles
  • Switch off a WIP gameplay config (should not have been committed last commit)
  • Move to DT driven Instanced Maps (pick from group with rule). Add a whole lot of validation/tools for WB
  • Add talent, faction mission and prospect list for Prometheus phase 2 missions
  • Remove spurious warnings under Build, Map Check relating to editor only prefabs
  • Reorganize Prometheus phase 2 missions folder structure to same format as phase 1
  • Setup deployables for 2 additional Prometheus missions
  • Added remaining stone brick icons and hooked them up to building pieces data table
  • Added Stone Brick variants for missing roof and half stair pieces
  • Added Stone Brick Icons and hooked them up to D_BuildingPieces and D_Itemable
  • Adding nest audio destruction audio to blueprint.
  • Adding bush PM to nest to play correct hit audio.
  • Adjustment to audio of broken nest


Icarus Week 133 Update | 3 new Styx Operations added to Open World

Week 133 features three new Styx Operations playable in Open World mode that have been converted over from Missions. This completes our Styx section of this work, and we’re now moving on to Olympus map which has several Missions suitable for conversion.

We’ve also got an update on the next map addition, Prometheus Part II. This will be a hardcore expansion of the map including new missions, quests and creatures.

Finally, we’ve got some news on next week's update, with a special New Zealand flair to it.

Jump in and have a read.



This Week: New Styx Operations



This week we’re introducing three new Styx Operations that have been converted over from Missions.

These are RENDEZVOUS: Delivery, ABYSS: Research and REMNANT: Extraction.

This is part of an ongoing process to convert all applicable Missions over to Operations that you can play in Open World mode, and this completes the set of Styx Missions. The only outstanding Styx Missions are exploration ones, which were designed to give an open-world-like experience before that game mode existed. These will be left as available Missions but not brought over to Operations.

We’re now working on the remaining Olympus Missions, of which there is a substantial number suitable for conversion. This will be a much longer process but we will keep you updated as we work through these, and release them in batches as we complete them.



This Week: Special Upgrade Branch for In-Progress Missions



Some in-progress missions on both Styx and Olympus will be affected by the conversion process of some missions to operations. To combat this, we have provided a branch on Steam that will keep the current build on before this week's patch so you can complete your missions before switching over to the updated version.

For the full details and a list of affected missions, and instructions on how to access this branch, please check the link below:

https://steamcommunity.com/app/1149460/discussions/0/6536492774144708780/



Coming Soon: Prometheus Part II



Back at the launch of New Frontiers, some of you may remember us talking about expanding the Prometheus map even further. We have been actively working on developing out the southern area of the map with new story quests, new modified creatures and new expanses to explore.

This will be an extremely hardcore area of the map with very limited resources, intense weather patterns and volatile volcanic and blizzard biomes. This will be for the players who want to push themselves to survive with all the cards stacked against them.



Next Week: Kiwi & Kiwifruit



Next week is a special week here in New Zealand, as on Friday we celebrate Matariki.

Matariki is the Māori new year, symbolized by the appearance of the Matariki constellation of stars in the sky. According to Māori tradition, the god of the wind, Tāwhirimātea, was so angry when his siblings separated their parents, Ranginui the sky father, and Papatūānuku the earth mother, that he tore out his eyes and threw them into the heavens.

To celebrate this, we’ll be doing a New Zealand-themed update that includes the new ‘Kiwi’ that will spawn on Olympus and Styx, the new Kiwifruit seed you can purchase from the orbital workshop and a special Matariki mission DLC that will be granted to all players who own Styx.

https://store.steampowered.com/app/1995690/Icarus_Styx_Expansion/



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 v2.2.8.123948



New Content
[expand type=details]

  • New Operations Merge
  • Cryogenic: Research (Oly_Omni_research_2) - Changes the string 'matching' to 'machining' in quest DT. Destroyed spawn locations on mission complete. Reduced lifespan of crates after mission complete
  • Remnant: Extraction (Styx_E_Extraction) - Fixed completing a scan and then going back to menu, when you come back the mission isn't complete anymore. Fixed on reset map icons coming back
  • Removed Return to Dropship in Station to Station: Extended Survey
  • Adjusted some mission objectives to include crafting location
  • Fixing Common Quest Collect Equipment Text so its more readable
  • Fixing Radar & Faction Mission Laser Interaction Collision, so you can more reliably interact with it when required
  • Cryogenic Research (Oly_Omni_Research_2) - Fixed issue where you had to be standing right next to the ice wall for the travel mission to complete. Increased size of this missions travel_large child sphere collider by 50% for the formation travel mission



Fixed
[expand type=details]

  • Fixed a typo and corrected a few instances of Pneumonia to Cave Sickness
  • Fixed typo in workshop stone
  • Update modifier duration to show in minutes if over 2 minutes
  • Update bed buff duration tooltip to show in minutes
  • Added the ability to feed tamed creatures many more foods by hand
  • Prevented non-animal feed from giving buffs to tamed creatures
  • Minor item description whitespace change
  • Add translatable text to food bowl whitelist UI and bag Inventory
  • Updated meshes and LODs for Exposed wall and ceiling lights
  • Removed the 'drop' button in loadout screen in hab
  • Removed 'Disable context menu' button for orbital exchange so you can delete/drop items
  • Temporarily re-enabled the 'disable context menu' bool as the 'destroy' button doesn't currently save from the orbital exchange.
  • Added logic in place when orbital exchange context menu is active to only allow destroy and repair
  • Fixed corner stairs icon assignment
  • Added sheep carcass icon
  • Adjusted meshes to eliminate clipping with Interior Wood Half Pitch Angled wall pieces
  • Added stone and interior wood corner stair descriptions
  • Fix Typo in 'It is recommended that new players start on Olympus'
  • Fixed Refined Wood half stairs destructible mesh
  • Fixed flammability settings of wood half pieces, half pitches and some deployables to be flammable
  • Removed duplicate dirt corner ramp asset
  • Tested and fixed multiple issues for both Clay and Stone Brick Tiers, including setting proper Material Overrides, as well as assigning correct/missing textures for a number of destructible meshes
  • Improved Session Browser UI. Fixed offsets/spacing and show open world session name in session browser
  • Increased turret max pitch to 50
  • Fixed CHAC Pistol being unable to be repaired at the repair bench
  • Increase non-basic pistol round damage to match base pistol round increase
  • Fixed incorrect Bestiary reward for Antelope damage resistance
  • Fixed compass icons for search areas and the highlight that were broken for the new component search areas



Future Content
[expand type=details]

  • Added BPs, setup and recipes for new railing gates (dev locked)
  • Added New Building Piece Icons
  • Updated BLD_Railing Gate destructibles for all
  • Added railing gate animations and blueprint updates
  • Added BLD_Railing_Brick_Gate with animations
  • Added updates and new animations for Railing gates as well as new BLD Railing Brick Gate with animations
  • Commit D_Buildable
  • Added stone brick building tier implementation
  • Add ice frame pillar to pillars dev test blueprint
  • Add Ice building pieces for roof peak connectors and caps to dev testing blueprint
  • Hooked up new Scoria Building Pieces to Building Pieces data table and Itemable Icons onto Itemable datatable
  • Hooked up new Ice Building Piece icons to data table
  • Added more Building Piece Icons
  • Added stone CornerStairs BP / setup
  • Added APEX DM meshes for BLD_Stairs_Corner_Stone
  • Added APEX DM meshes for BLD_Stairs_Corner_Wood_INT, including BPs
  • Added first pass of textures and materials for Stone Brick building tier skin
  • Added New Building piece icons for Ice, Scoria and Stone Advanced Beams, Curved Walls, Diagonal Curved Walls, Curved Roof Angles Sets.
  • Hooked up some of the stone icons into the building pieces data table
  • Fix material slot assignment on new railing gate destructible meshes
  • Added missing Ice Building Piece icons and corner stairs icons to building pieces data table
  • Added New Railing Gate Icons and hooked up to itemable data table
  • Added Stone Brick building tier recipes
  • Added Concrete Railing Gate Icon
  • Adding audio and events for all gates open and close
  • Adjusted destructible material overrides for BLD_Stairs_Corner_Stone_R
  • Hooked up Ashlands and Icesheet audio logs to mission steps
  • Removed DNT from Ashlands and Icesheet quest steps
  • Fixing Settings for Tau map Icon
  • Adding New Map Icons for the Greek Alphabet
  • Adding new Kiwi Map Icon
  • Adding initial Steps in Kiwi Repopulation Mission
  • Added remaining textures and materials for Stone Brick Building tier
  • Setting up Deployable Kiwi Nest for Mission
  • Setting up Kiwifruit, Kiwifruit Seeds, Kiwifruit Shop Pack and growth states
  • Added kiwi nest and destroyed variant art assets to the project
  • Progress on the Kiwi Quest, Sub Objective 1 is complete (Clear Area / Boss / Release Kiwis Into Wild)
  • Progress on Kiwi Quest, Sub Objective 2 is 1/2 Done (Dens / Craft / Placement)
  • Progress on Kiwi Quest, Optional Objective 3 is Done (Predators & Rewards)
  • Finished Setup of Kiwi Nests for Deployment & Setup up Forest Wolf Den and Spawner
  • Adding mission recipes for Kiwi related items and added feature levels where appropriate
  • Adjusted Kiwi Carcass Loot
  • Adjusted Kiwi Nest Recipe to include dirt as an ingredient
  • Matariki Quest is now fully playable, with quest markers placed in level
  • Setting up DLC Lock for Matariki Quest
  • Setting up Kiwi Trophy Item, Icon, Deployable, Mesh etc
  • Adding new Matariki Mission art and description
  • Fixed many Matariki mission issues to do with Moa and Wolf Spawning
  • Setup up new Wolf Spawning Den which can be destroyed



Icarus Week 132 Update | New fast-fire CHAC Pistol

This week we’re introducing the second-place finisher of our Discord Poll from two weeks ago - the CHAC ‘Sentinel' Pistol.

This new 4-round magazine pistol is quick to both fire and reload, making it great for a tight situation where you need a get-out-of-jail-free card.

We’re also introducing a new ammo type - the Jacketed Pistol Ammo. This can be bought from the Orbital Workshop in boxes of 25.

Jump in and have a read.



This Week: Workshop Pistol



This week brings the new Workshop Pistol - the loser of our Discord poll two weeks ago but still, an exciting new item for players to purchase and use in their missions.

The CHAC ‘Sentinel’ Pistol has a 4-shot magazine that reloads as a magazine (rather than per individual round) and uses standard pistol ammo.

Compared to the standard pistol, it has +25% damage and +25% critical damage. It also can fire 115 shots per minute, which is nearly double the speed of the hunting rifle.

To pair with the quick trigger, it sports a 2.65s reload time, which when you consider means reloading four rounds as a magazine rather than a single bullet, is a substantial difference in efficiency.

The CHAC Pistol costs 1000 Ren/500 Exotics to research, and 500 Ren/250 Exotics to craft in the Orbital Workshop.

The CHAC Pistol is overall, a steady and reliable weapon. While it provides lower damage per shot than a rifle or high-tier bow, it compensates with a fast fire rate and even faster reload speed for situations that require quick reactions.



This Week: Jacketed Workshop Pistol Ammo



Alongside the new CHAC Pistol, we’re also introducing a new Orbital Workshop Pistol Ammo.

The new Jacketed Pistol Ammo deals a meaty 200 damage per shot, over 50 more projectile damage than the pistol ammo you can craft on planet.

This can be bought in boxes of 25 in the workshop and brought to the surface to be used to be unpacked and used. It’ll cost 250 Ren to research, and a subsequent 100 Ren per box to craft.



Next Week: STYX OPERATIONS



Next week, we’ll be converting over the first three Styx Operations we’ve completed in our ongoing conversion project.

These will be Rendezvous: Delivery, Abyss: Research, and Remnant: Extraction.

IMPORTANT: If you are currently in progress on any of these missions, the progress on these may be impacted. This is due to the quest logic changing to support the conversion. We recommend you complete these before next Thursday PST.

https://store.steampowered.com/app/1995690/Icarus_Styx_Expansion/


Performance Improvements



We are working on optimizing our level streaming internally at the moment, but we are not ready to release it just yet. If you are interested in one of the last optimization efforts which fixed one of the big the late game hitches, you can find the information in the link below.

https://store.steampowered.com/news/app/1149460/view/4170974735559885080


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 v2.2.7.12366



New Content
[expand type=details]

  • Unlocked CHAC Pistol for release
  • Unlocked Jacketed Pistol Ammo for release



Fixed
[expand type=details]

  • Increased turret max pitch to 50


Icarus Week 131 Update | New Automated Pistol Turret

This week we’re introducing the winner of our Discord Poll - the Automated Defense System: Pistol.

The new Turret packs a wallop, with a 400-round chamber, 120 degrees of horizontal rotation and a 50m max range.



This Week: Turret



The new ‘Automated Defense System: Pistol’ is a powerful new Turret system for you to deploy in defence of your base.

It sports a 50m max range, five rotation degrees per second, a two-second cool down between shots, 45 degrees of vertical rotation (pitch), and 120 degrees of horizontal rotation. It consumes 3000 power while in action and 1500 while sitting idle, so make sure to keep it supported by a robust power network.

For this powerful defense system, there is a large cost to match. You’ll need eight Titanium Plate, 12 Electronics, 12 Composites, 12 Aluminum Plate, one Pistol, 20 Steel Screws and 12 Copper Wire.

The Automated Defense System: Pistol is your ‘all-rounder’ defense system that fires a steady stream of pistol rounds, helped by its massive 400-round capacity.

The lights on the bottom of the Turret indicate its ammo and targeting status. Red reflects a Turret that is out of ammo, blue if it is stocked with ammo and yellow/orange if honing in and firing on a target.

Additionally, there are lights on the side of the turret to give you a visual cue of the Turret's ammo supply. High ammo counts shine a vibrant light green, reducing in brightness as the Turret burns through its clip before transitioning to orange and then red as it gets critically low. Once it hits full red, that means you're entirely out of ammo and need to resupply.



Mineable Rocks Optimization Setting



Continuing our work on late game hitching, we’re introducing some new fixes, changes and settings that allow more control for players.

But before we get into it, here’s a quick reminder of how the mineable rock voxels in Icarus work:

A stone that has not been mined is a single mesh, while a partially mined stone can be composed of multiple meshes. The larger the stone, the more meshes required. Large stone voxels tend to be placed in world with roughly 30% of the stones entire volume underground so they blend in naturally with the landscape. This does mean however that multiple meshes are left behind when all the visible stone has been mined, leaving a substantial amount of these meshes across Open World prospects which have been active for some time.

Information about these mined meshes has to be communicated from the server to the client, and then streamed in for each player as they move around the world and new landscape tiles are loaded in. Each of these is another multiplier to the strain on CPU/GPU created by the ever expanding number of un-mined meshes.

With that in mind, the changes this week are focused on limiting this impact by giving players more control over how stone voxels are loaded in their prospects.

A new option has been added to the settings menu that will reload all stone voxels to an ‘un-mined’ single mesh state on persistent prospects during load. This has the restriction of only automating this reloaded state if there are no buildings or deployables in the immediate area. This setting will also be enabled by default.

The settings can be found as follows:

For hosts and local players:
Settings > Gameplay Options > Large Stones Respawn

For dedicated servers:
ServerSettings.ini > LargeStonesRespawn=True



Next Week: CHAC Pistol



Next week, we’ll be introducing the runner-up in our Discord Poll - the CHAC Pistol. Thank you to everyone for voting in our first-ever poll of this kind.

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 v2.2.6.123616


New Content
[expand type=details]

  • Unlock Turret for release
  • Initial branch of files from Trunk to 2.2.6-Release #unlimitedpower
  • Updating Branchmap.json with new release stream info
  • Hooked up brown laika trophies
  • Added second darker variant of the Laika trophies
  • Adding Dark Brown Laika Dog, Workshop Item, Items, AI Setup etc



Fixed
[expand type=details]

  • Fix an intermittent issue with unminable voxels on clients where the voxel has been marked no longer net relevant on client resume
  • Improved skinning on the ghillie suit chest piece to remove stretching while aiming
  • Removed flyaway grass strands from the ghillie head piece
  • Update recipes to support butchery benches
  • Fix a tri-state ambigutiy with voxels being unmined/partially mined/fully mined (Zeb)
  • Increased the basic pistol round damage from 100 -> 150



Future Content
[expand type=details]

  • Submitting change to UnrealGameSync.ini
  • Fixed and increased CHAC Pistol crafting cost
  • Added text for CHAC pistol
  • Add spider loot, bestiary traits, experience and additional combat stats

Icarus Week 130 Update | Two new pooches - Laika herself and Pugs

In our previous Free Laika update we added pet companions to the game, as well as new DLC with extra content for those wanted to support development. Some of this content wasn't ready in time, but we kept working on it and now it is ready for this update.

For more information, checkout the Laika Update below
https://store.steampowered.com/news/app/1149460/view/4191238396441414580

This week debuts two new four-legged friends - the Pug for the owners of the Animal Companions DLC and Laika herself for everyone to get from the Orbital Workshop. We’ve also got some progress updates on our project to add more Operations on Styx and Olympus Open World by converting over more Missions, and a player-voted poll so you can decide what next week’s new item will be.

Notable Improvements:



  • Pistol Damage has received a buff from 100 → 150 Damage, bringing it more in line with other firearms.
  • SprintSpeed multiplier stats now affect mount movement speed correctly (Buff for a Tusker nerf for a Horse)
  • Adjustments to chicken collision and walk angle (Improves ramp climbing ability)




This Week: Two new Dog Breeds



Each of these two dogs have the dog archetype talent trees and their own vestiges and trophies to collect





Laika the Dog


Laika is based on the likeness of the real Laika, who was one of the first animals in space and the first to orbit the Earth.


‘Laika the Dog' is now purchasable with Ren from the Orbital Workshop for all players, regardless if you have bought the Animal Companions DLC or not. She can then be brought down to the surface to join you as a four-legged companion on your adventures or to keep you company around your base. She comes in both Tan and Brown variants.

Laika the Dog does not require any DLC, and is freely available for all players to unlock in the workshop


Laika also comes with a special harness


There is also a craftable harness, made at the Ranching Station costing 25 Leather and 15 Rope, usable exclusively on Laika variants.

Pug (Pets DLC)



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

For those who have also bought the Pet Companions DLC, you’ll also now be able to purchase a Pug from the Orbital Workshop to join you on the surface. The smallest of our breeds so far, the Pug is for those who prefer a more peaceful life, and aren’t too worried about losing it underfoot or in medium height grass.


Coming Soon: New Operations



We are currently working through the missions on Styx as part of part two of the project to transition the majority of missions over to Operations.

This is a time-consuming project, as the missions we’re converting now require a lot more adjustment and testing than previous missions which were more straightforward.

The aim of this is to provide more operations for people to enjoy in their Open World, and making it easier to play the way you wish to play, than being restricted to certain game modes.

As a reminder, some missions will not be converted over to Open World, specifically the exploration missions. These were created to provide an Open World experience before Open World existed, and also to provide an environment where players could farm exotics without a heavy time restriction. Currently, when you do prior missions, these are unlocked automatically in the mission tree and these might even be removed entirely in the future as they have little place in the current state of the game.



Next Week: Workshop Pistol OR Turret



Next week we’ll be trialing our first-ever player-voted update.

You’ll be able to vote in a Discord poll this week that will decide whether the update will introduce either:

  • The CHAC Pistol which is available to purchase from the orbital workshop, comes with a 4 bullet clip, +25% Ammo Damage and +25% Critical Damage, high rate of fire and a quick reload. This comes along with new workshop pistol ammo which hits harder than the ammo crafted on planet.
  • The Pistol Turret, available in Tier 4 of the tech tree and fires pistol ammo to keep your base safe. This requires a power source and regular restocking of ammo to stay active

If you want to have your say, join our Discord and vote in our poll which will go up this week.




Your support makes these updates possible



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

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


Changelog v2.2.5.123370



New Content
[expand type=details]

  • Added textures and materials for Laika colour variant and it's carcass, including gfur materials
  • Ensure Voxel OnRep events are delegated until after BeginPlay for all voxels. Fix an issue with non minable voxels when the last player on dedicated server rejoins without returning to lobby (server paused)
  • Turn off some very verbose logging left in place in voxel recorders
  • Add LargeStonesRespawn option (again)
  • Unlocked Laika and Pug workshop unlocks, and related recipes, for release



Fixed
[expand type=details]

  • Converting the atmosphere controller to be truely data driven, all the atmosphere data is now defined via datatable rather than hard values within one blueprint, makes it a lot easier to add new atmopsheres to the game
  • Juvenile taming talents now directly add or subtract from min/max taming temperature instead of applying a % modifier, this should provide a more consistent bonus over all temperature ranges.
  • Fixed bug where relevant player stats below 0 weren't being applied to owned juveniles
  • Added additional ranks to taming temperature tolerance talents
  • NOMAD: Remove quest creature modifier from Daisy on quest step completion
  • Add translatable string for device inspection UI
  • Reduced size of chicken's cloth affector capsule to hopefully improve ramp climbing ability
  • Fixed bug where if an NPC died to bleed damage, it wouldn't grant kill XP. Fixed bug where white 'hit' screen effects would be played every time an NPC took status effect damage caused by player
  • Added ability for mounts/tames to have an internal body temperature and receive modifiers if that temperature exceeds comfortable range (similar to players)
  • Exposed Hot/Cold resistance values in D_Mounts table
  • SprintSpeed multiplier stats now affect mount movement speed correctly
  • Adjustments to chicken collision and walk angle
  • Fix a tri-state ambigutiy with voxels being unmined/partially mined/fully mined (Zeb)



Future Content
[expand type=details]

  • Added updated version of the ghillie suit to the project
  • Update turret recipes
  • Update turret player facing names
  • Added idle modifier for turrets to use less power, updated description to mention
  • Reduced number of stats that show on turrets for easier parsing
  • Resave CHAC Pistol muzzle flash position
  • Increased CHAC Pistol fire rate and reload speed slightly
  • Update turret activity colors to differentiate between out of ammo and actively firing easier
  • Adding 3RD person and Gun animation for the CHAC pistol reload, just need to hide and unhide the clip in 3RD person left hand
  • Updated Turret combined meshes
  • Updated meshes for Turrets
  • Fixing sprinting with CHAC pistol by adding Grip socket for left hand onto the skeleton
  • Update turret visuals
  • Add specific exclusions for mounts and passive creatures when targetting, unless the player has damaged them recently
  • Adding first person vs third person chac pistol audio adjustments and timing and notify adjustments to gun and cloth layers
  • Updated material and textures for DEP_Turrets, and adjusted size of combined versions
  • Update turret material to hook up other textures for cleanup
  • Fix whitespace in tag queries DT
  • Update Turret placement to use new v2 version
  • Update Turret ammo counter to better show low ammo counts
  • Fixed bug where turrets wouldn't make targets hostile when shooting at them.
  • Disabled nav on turrets to make sure animals didn't walk around behind them to attack.
  • Fixed bug where nearby hostile creatures wouldn't attack turret if an ally was shot nearby
  • Tweaked performance of orbital lazer in open world. Made mounts use same damage logic as players for orbital lazer
  • Increased the basic pistol round damage from 100 -> 150
  • Added a new Workshop Pistol ammo which deals 200 damage per shot
  • Adding new workshop pistol ammo bundle
  • Adding Dark Brown Laika Dog, Workshop Item, Items, AI Setup etc



Icarus Week 129 Update | Late Game Hitching Fix

Performance improvement is an activity we undertake constantly, but it is a bit like prospecting for gold in that it can be a lot of work with no outcome. This week, we have some specific performance improvements for late-game hitching.

We’re rolling out the late-game hitching fix we’ve been discussing for the last two weeks after some rigorous testing. Simply-put, this will reduce or eliminate the hitching when traversing the map in open worlds that you've been playing on for a while.

Why don't we do performance every week?


People often say this in comments. In fact, we work on performance constantly at significant project expense. This work is very exploratory. In this case, our solution was extremely complex and risky. It involved redeveloping our custom voxel mesh generation to be multithreaded, combining several of the most complex areas of programming together. Results in performance optimizations don't come in a straight line, so we can't promise performance optimization work comes out constantly.


This reworks how the game loads the states of mined rock voxels, splitting these onto a separate thread so it takes the strain off the main game thread.

We’ve also got an update on our next task, converting over some more of the Styx and Olympus missions into Open World Operations.

Jump in and have a read.

Notable Improvements



  • The destroy button while examining the player's loadout in space will now destroy items as intended, allowing players to remove unwanted items from their space loadout
  • Cats and other animals will no longer revert to their base coloring when they are sent up to and retrieved from space (Black cats will now stay black)
  • Updated Hyena Bait to require Gamey Meat instead of Fatty T-bone, so requires Antelope or Deer kills instead of Bears
  • Fixed Deep Ore Drills from not scaling their speed correctly and updated the UI to reflect the new value
  • Terrenus will no longer spawn on easy Outposts making them a safer environment and added Buffalo spawns to Forest Outposts
  • Balance pass on Crossbow prices as they were not priced correctly. They have been brought in line with other workshop items and earlier ones have had a massive price reduction
  • When obtaining Seeds from Crop Plots they no longer come with the “Grown By Prospector” Stat meaning they can be stacked with Wild Seeds
  • Adding allow lists on water and food troughs so you can mark nearby animals as allowed to drink / eat from



This Week: Late Game Hitching Fix



Last week we talked about the improvements we wished to make to the ‘state’ of the mined stone deposits around the map. This was a project we were aiming to include in last week's patch but it was pulled out because of some unresolved issues that came up during testing. This week, it passed the internal testing phase and is ready for the public branch.

What is Late Game?


Over time a prospect contains more and more "data" that is a delta from the base map data. Originally the game as developed for temporary prospects, and so a lot of the systems were not constructed for the scale Open World ends up with. So when we talk about Late Game, we mean after a number of hours in an Open World prospect, or even a long running mission.


What is hitching?


Hitching can be caused by many reasons and we have progressively released fixes for many of these, but there have still been the occasional source of hitches. The end result looks the same, so it can be frustrating for users when we say we have fixed a source of hitching - but it appears not to be because they still experience it. Simply put, hitching is when the game "runs out of time" when preparing what to show on the screen. So to solve this, we need to offload the work somewhere. This specific instance of hitching occurred because as you ran around, voxels that had been mined would be loaded in - but their meshes generated on the main thread and were not multithreaded. Now they are and so the hitching is avoided.


For those who may have not read our last two posts, check out this excerpt from last week's blog:

The change we’re implementing is to do with how objects are loaded and unloaded. When these objects are loaded in, it happens simultaneously with all other objects in the area. As you traverse the map, you load different zones which then require all objects in that area to load. The process we’re specifically looking at here is loading in previously mined stone deposits in the state the player left them (that is every pickaxe swing that was done on the object). Due to the fact all of this loading (it could be in the thousands of instances) happens in one frame, it can cause hitches. This is especially bad at some points across the three different maps - and depending on where you are - you can constantly be loading and unloading these objects due to their relevancy range.

The change involves placing all this ‘logic of loading’ on a separate thread allowing these objects to load in the background while you are playing rather than in a single instance on the main game thread. One of the interesting things about splitting things out to be on separate threads is that you can’t have the main thread or separate threads interacting with the same object simultaneously, otherwise, the data becomes corrupted and can be forced into bad states.

This improvement will now be rolled out to all players, and we’ll still be looking at feedback and bug reports to make sure there are no other issues that may have slipped through. We’ll also be looking at performance reports, and analyzing the impact on late-game hitches across a range of different prospects.



Coming Soon: New Operations


We are currently in the third phase of converting over missions on Styx and Olympus to ‘Operations’ that can be played in Open World.

Why aren't the Missions all Operations?


Simply, time and complexity. Certain missions weren’t converted over to operations due to many reasons, including suitability to an Open World format, but also some requiring complete rebuilding to work in the new Operation system. We also wanted time to see how we needed to adjust our game in general, including and perhaps especially performance in Open World. Now things are more stable, we can look at moving more and more missions to Operations.


These ‘trickier’ missions are currently the ones receiving this work to convert them into Operations, and due to the extent of the reworking required, these will take some time to do. There will also be a robust testing process, as these changes will require them to be treated as ‘new operations’ and all steps and stages will have to go through the trial phase again.

The aim of this project is to provide more operations for people to play in Open World, and to make it so all content can be enjoyed in whatever format players prefer to play it in.

However, certain ‘exploration’ missions just do not work in an Open World game. Ultimately this is because these missions were developed to provide an exploration experience before there even was an Open World mode. Now that you can travel anywhere without limits, those missions are now pointless.

Currently, these are unlocked automatically in the mission tree when you complete the prior mission, and these may even be removed in the future if we feel they are more of a roadblock than content for players.



Next Week: Laika & Pug


We mentioned last week that we were going to deliver Laika and the Pug this week, but the extent of the performance improvements meant we focused our entire effort on that instead. We have pushed these two new pooches to next week so we can spend some more time testing them out.



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 v2.2.4.123130



New Content
[expand type=details]

  • Added various optimisations to voxel initialisation
  • Voxel initialisation is now asynchronous - should reduce hitching when moving around level containing partially mined voxels
  • Food and Water troughs now support 'allowlists' to only let certain NPCs interact with them, configure these lists by interacting with the deployed troughs
  • Fixed issue where dog would sometimes just sit there barking at you, waiting for stick to be thrown, even though you'd already thrown it
  • Added dynamic movement to dog tails
  • Dogs should correctly turn to face you while waiting for you to throw the stick



Fixed
[expand type=details]

  • Update Mammoth Tusk item material to use bone hit effects instead of flesh
  • Swapped added the bool stat to the mount to adding a modifier to the mount so theres a visual representation
  • Update solo tree infobox to clarify that normal talents still apply when solo
  • Add translatable string to solo tree inactive text
  • Quick pass over talent placement to ensure consistent height / placement of benches and crafts
  • Adding activate and deactivate audio for carts so the player knows when the state has been changed. Audio, event and replicated BP imp
  • Add a check before the spawn location check to prevent autonomous spawns (Kea, Dreadwing, Drifters) from spawning if the player is within range of a spawn blocker
  • Added Buffalo to Forest outposts
  • Fixing single wall light trying to deploy the ceiling light instead
  • Fixing single wall light on/off texture swaps as it was swapping out the wrong material slot
  • Removed Item.Medicine from Medicine Bag (so it doesn't go inside itself)
  • Added Any_Bag and Any_Backpack to sign icon options
  • Fixed Deep Ore drills not scaling with their speed stat
  • Updated drill UI to reflect area level scalling added recently
  • Fixed chat box expanding with mount hp
  • Fixed drop mesh for farming carts
  • Fixed Seeding Cart icon
  • Update Hyena Bait to require Gamey Meat instead of Fatty Tbone, so requires Antelope or Deer kills instead of Bears
  • Fixed bug where cats and other animals would reset back to default colouring when retrieved from space
  • Increase visible loadout slots and increased width of grid
  • Added translatable strings to Orbital Exchange Interface
  • Added extra functionality to water/food troughs to only allow creatures that have been whitelisted to interact
  • Fix a guard condition when performing async voxel init
  • Fixed new, consumption-related bug where AI combat behaviour wasn't being set correctly
  • Added in extra logging to help track down issue with disappearing tames/mounts. Added validation to prevent instance of crash inside ProcessingComponent. Removed Styx_D_Escort debug sphere
  • Changed the focused item to be the saddle youre sitting on along with its active state if it has an active state
  • Scaled Dog_D down to 0.75x, adjusted locomotion set, adjusted max speed stat
  • Removed editor-only flag check to fix build from failing
  • Ensure no longer thrown for Mounts that haven't begun play yet
  • Ensure no longer thrown for EditorPreviewActor mounts
  • Removing Seeds 'grown by' stat so they can be stacked no matter what source they are obtained from
  • Fixed stuttering movement on clients with Dog_C and D
  • Resave crossbow workshop positioning
  • Fixed bad movement setup on tamed Boar, resulting in significantly more movement speed than before
  • Fixing Workshop Costs for the crossbows - the prices had not been balanced, the 2 earlier crossbows have had a dramatic price reduction, while the two later ones have been reorganised in the tree, one increased in price slightly and the other reduced
  • TEMPEST: Fixed Stalker being named Striker
  • Prevent placement of extractors on depleted exotic deposits



Future Content
[expand type=details]

  • Added stats for CHAC brand of workshop firearms
  • Added text for CHAC rifle
  • Adding Butchery and Advanced Butchery Bench
  • Initial eagle setup checkin with base assets and anim bp, proper behavior tree to follow
  • Added BLD_Railing_Thatch_Gate, BLD_Railing_Wood_INT_Gate, BLD_Railing_Reinforced_Wood_Gate, BLD_Railing_Iron_Gate, BLD_Railing_Concrete_Gate with animations
  • Fix CHAC pistol muzzle flash position
  • Slight resize and reposition of turret ammo indicator
  • Turret player communications / visual pass: added light below the turret to signify ammo and target acquisition and added bars for ammo capacity to frame
  • Fixed Pug fur not displaying correctly on NPC or Corpse. Reduced foot sliding in Pug AnimBP. Reduced Pug's default movement speed. Fixed Pug physics asset. Fixed Pug NPC using the wrong base class
  • Fixed missing texture information on the bottom of the feet of the pug mesh, for both the regular and carcass textures
  • Added 'Any_medicine' to the list of queries to put on the signs. Added item.medicine to the medical bag so it also counts as a medical item for sign use
  • Basic Pass of Laika and Pug Item Setup
  • Changed Terrenus to spawn based on the Bear spawn stat, this means they won't spawn on Easy Outposts and will have reduced spawn chance on easy difficulty missions/open world. This is a placeholder until new spawnstats are added
  • Adding Pug Trophy
  • Adding in base setup for Laika Assets, as well as harness model for future use, awaiting carcass textures
  • Added functionality to the destroy button in hab loadouts
  • Adding laika dog data table setup and adjustments to generic hand feed cre sound and updated correct feed water sound. Spacializer settings changes to pug and laika
  • Added Laika corpse, more improvements to physics asset, cleaned up laika asset redirectors
  • Improved Dog_D physics asset. Added asset validation for invalid NPC capsules
  • Added 2 trophies for Laika as well as the carcass textures and materials on behalf of Marcos
  • Adding Laika Trophies, Jumpsuit item icons, and recipes
  • Added Laika harness and support for non-ridable tame equipment not inheriting from SeatBase
  • Fixed Laika carcass name
  • Small adjustment to laika and pug dog volumes of flinch and death
  • Added new AnimBP for Dog_B
  • Added extra movement to dog tails (some breeds more than others). Dogs will now wag their tails faster if they're looking at you
  • Fixed issue where dog would sometimes just sit there barking at you, waiting for stick to be thrown, even though you'd already thrown it
  • Added small amount of blended physics simulation to dog tails (and Laika's ears). Dogs should correctly turn to face you while waiting for you to throw the stick
  • Adding Icons for Laika's Jumpsuit and adjusted recipe costs
  • Feature locked new dog talents and recipes, pending future release



Icarus Week 128 Update | Farming carts are now rideable

Welcome to Week 128.

After a couple of big weeks of Project Clinic updates, we’re returning to our normal cadence and making some changes to the carts we recently introduced in Laika - letting you ride them rather than just lead them as they operate.

We’ve also got some more information on the performance work we’re currently undertaking, particularly the mined stone deposit loading threads we discussed last week.

Finally, we’ve got news on what to expect next week - hint, you’re going to need a bigger dog bed.

Jump in and have a read.

Notable Improvements



  • Adding small dog drinking and eating animation duplicates for montages and adding unique audio for both sizes to differentiate between the small and big dogs
  • Updated modifier times on tooltips to show in minutes if over 120 seconds
  • Added APEX DM meshes, as well as many of their blueprints, for multiple buildable assets for all tiers
  • Removed the ability to jump while riding mounts that have a cart attached
  • Fixed issued with building pieces not hiding foliage paired with a slight GPU optimization
  • Fixed sticks going to hotbar instead of backpack.



This Week: Rideable Farming Carts


We’re taking the three animal farming carts added in the recent Laika update and making a big improvement.

Carts will now be able to be ridden while farming, no longer restricted to only being led.

The current mounts usable with carts are Buffalo and Tuskar, and when you now equip a Seeding/Harvesting/Watering cart it’ll apply to the base saddle you ride on. You can also interact with the mount both when riding and when next to it, so you can control whether the device is active or not.

The Watering Cart will also fill itself up from nearby sources when it interacts with the mount, and the watering process will only activate when it comes into contact with a dirt mound.

The Seeding Cart now requires both dirt and seeds, with dirt to create mounds and seeds to plant. If there are no seeds in the inventory but there is dirt, then the cart will create empty dirt mounds, and if there are seeds but no dirt, it’ll only plant when you pass over an empty dirt mound.

The Harvesting Cart will now collect all crops that are ‘harvestable’ that have been created by a player within a small radius of the cart. Bushes and wild flora will not be collected.

The movement speed of the mount being used to pull the cart does have an impact on the speed modifier of the cart, so keep this in mind when using it.



Mined Rocks & Performance Improvements



Last week we talked about the improvements we wished to make specifically with regards to the state of the mined stone deposits around the map. This was something we were aiming to include in our last patch but it was pulled out to do some unresolved crashes and issues that came up in testing. We were also hoping to get it in this week but further work put into it has uncovered some more issues that still require more time to iron out.

The change we’re looking to implement is to do with how mined rocks are loaded and unloaded. As you traverse the map, you load different zones which then require all mined rocks within a relevant range to load in. As part of this loading process not only do we load the objects but we also load the state they were left in (that is every pickaxe swing that was done on the object) and this takes additional time. Due to the fact all of this loading (it could be in the thousands of instances) happens in one frame, it can cause hitches. This is mainly to do with the map being tile based and when one map tile loads, the mined rocks are triggered to load in at the same time. This is especially bad at some points across the three different maps - and depending on where you are - you can constantly be loading tiles and objects due to their relevancy range.

The change we are currently making involves placing all this ‘logic of loading’ on a separate thread allowing these objects to load in the background while you are playing rather than in a single instance on the main game thread. One of the interesting things about splitting things out to be on separate threads is that you can’t have the main thread or separate threads interacting with the same object simultaneously, otherwise, the data becomes corrupted and can be forced into bad states.

We have had some decent success so far with our internal testing and this work seems to have made some strong progress in reducing hitching. We are currently still in a testing phase and will roll this out if and when we believe it is in a stable enough state.



Next Week: Pugs & Laika



Next week we plan on adding two new pets, one to the base game as a free pet, and one to the Pet Companions Pack DLC.

The base game will be getting Laika the dog, in celebration of the heroic pooch who was the first four-legged adventurer into space. The Pet Companions Pack will be getting a Pug as a new breed you can bring down from the space station.

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 v2.2.3.122924



New Content
[expand type=details]

  • Added a psuedo saddle for the player to ride on.
  • Removed the stat that stops players from riding the mount while farming cart is active.
  • Removed useless stats 'IsSaddleCargoOnly' from itemstatic as it was only being utilized in equippable DT
  • Added crop plot snapping to dirt frames
  • Adding correct cart data table entries to new carts added
  • Added the ability to ride on basic cart
  • Added a basic saddle to the cost of each cart



Fixed
[expand type=details]

  • Fixed Stone, Salt and Limestone Noxious crust descriptions mentioning incorrect materials
  • Fixed Carved Wood Bed weighing 1kg instead of 10kg like other beds
  • Updated some item descriptions and hints for clarity
  • Added bestiary text for Dribbo
  • Added Arctic Moa bestiary text
  • Fixed a few typos and changed some item names for consistency
  • Added Arctic Moa bestiary image to the project
  • Add translatable string entries for relocated quest steps
  • Fixed Involved In Quest modifier used on quest creatures not showing involved in quest stat text
  • Adding Laika dog bark vocalisation, data table setup and event
  • Adding small dog drinking animation and eating animation duplicates for montages and adding unique audio for both to differentiate between the small and big dogs
  • Added Arctic Moa bestiary stats
  • Enabled Arctic Moa bestiary entry
  • Fixed typo in spoiled plants description
  • Updated modifier times on tooltips to show in minutes if over 120 seconds
  • Updated modifier to just show provides instead of 1 second duration, for modifiers specifically applied for a single second
  • Update building RVT blocking to only dynamically spawn if intersecting with ground
  • Delayed check for RVT spawning to ensure stability calculation has been initialized, checks an additional time after a longer delay, once
  • Fixed unsaved interactable DT that changed the 'fill from nearby deployables' button to hold X instead of tap F as we now use F for riding the mount.
  • Removed fur culling mask on the tuskar mount when you remove the cart from the tuskar
  • IRONCLAD: Added translatable Est. time string
  • ADVANCED ORDER: Update quest step to refernce Health Recovery Tonic's new name, instead of Health Enhancement Tonic
  • Removed the ability to jump while riding mounts that have a cart attached
  • Hide Units Consumed from UI, this confuses players without tweaking UI more
  • Added translatable string to wind turbine in-world tooltip and salting station close button
  • Fixed sticks going to hotbar instead of backpack
  • Fixed an error in the description for the ceiling light
  • Added ability to consume meds in the medicine pouch
  • Fixed Seed Bar, Seed Cracker, Honeycomb Bar and Seed Bread status effects not being affected by the Vegetarian talent
  • Added Stomach Slot information to player inventory
  • Replace modifiers BaseStaminaConsumed stats with BaseStaminaActionCost, this fixes water modifiers reducing stamina consumption by more than the intended amount
  • Hid sort from bag UIs (Medicine Satchel, Seed Pouch) as these hold specific items so don't need sorting
  • Adjusted taming temperatures so creatures found in the arctic are easier to tame in cooler environments and creatures found in warmer environments can be tamed in higher temperatures
  • Updates to spacialiser settings of seed plough and limiting amount of sow sounds that can be played at once with a cooldown to avoid it playing 3-4 at a time.
  • Adjusting volume of UI of interracting with plough
  • Reduced speed of Horses and Terrenus, mainly through reduction of their talents. Both have movement speed increasing talents that reduce the sprint speed, but these are currently not reducing the sprint speed. Will be readdressed when that bug is fixed
  • Very slight reduction of Moa movement speed
  • Fix cart saddle audio parameters failing to update if player has dismounted from saddle, potentially causing cart audio to not play or play indefinitely
  • Added ability to toggle carts on and off while riding the mount. Added 'focusediteminfo' for toggle button
  • Lots of updates and improvements to the carts. Better spacialization, adjusting pitch speed based on velocity of the cart. Reduction in volume to some layers and reduction in sound size for better riding experience
  • Updated bonus mining rewards description (notably on Egg based foods) to specifically mention the bonus is stone
  • Fixed Honey Mead stat order
  • Changed toggling the harvest cart to be a binding rather than hard coded to 'x'. removed hard references to tuskar and buffalo mounts and instead added a saddle row in the saddles json for psuedo saddle mesh. Added stats to slow down the mounts when cart is active
  • Fixed building piece grass culling not working after recent changes
  • Building piece grass culling volume is now centred on building mesh (was previously offset for things like beams or half/quarter pieces)
  • Buffed Buffalo and Tusker movement speed, but reduced the effect of the movement speed talent while Buffalo is pulling a cart
  • Reduced movement speed while creatures are pulling a cart
  • Increased capacity of Pack Saddle
  • Updated descriptions of carts to no longer mention they are unridible
  • Updated Medical Satchel description to communicate that it allows instant use of medicine inside
  • Fixed tooltips showing 0 - 0 Damage when items are not valid (such as blueprint sets)

[TAG-103]

Future Content
[expand type=details]

  • Undo changelist 122831
  • Undo changelist 122804
  • Undo changelist 122787
  • Undo changelist 122785
  • Undo changelist 122781
  • Add a UE4 Insights stats label for when a tile boundary is crossed 'TILE LOADING' (internal dev)
  • Added BLD_Stairs_Corner_Wood_R and BLD_Stairs_Corner_Wood_L with their BPs. Will still need to be added to the Datat table, etc
  • Adding 1ST person CHAC pistol reload to be a clip instead of a single bullet, gun animation still needed as well as 3RD person but thats much trickier to track down, hold please
  • Updated placement rules for corner stairs
  • Adding Chac Pistol reload clip audio, events and animation notifys
  • Added and updated hunter helmet and chest v2 sk meshes, materials and textures
  • Further fine tunes to chac reload timings
  • Adjustment to chac reload notify timing
  • Added APEX DM meshes, as well as many of their blueprints, for multiple buildable assets for all tiers
  • Fixed material mismatch between SM and APEX DM for BLD_Roof_Peak Connector_Iron
  • Added half stairs test datatable entries
  • Added multiple Scoria building skin entries to the D_BuildingSkins Data Table, as well as added sockets the the Half Stairs assets for all tiers, and also adjusted the placement of one of the railing sockets for the regular Thatch stairs
  • Saving test assets to dev folder
  • Adding lots more details to the chac pistol. adding cloth moves for various parts to enhance the overall feel etc
  • Update collision on many Prometheus foliage to allow player overlap
  • Increased Overflow Bag capacity further for future proofing
  • Increased stability collision area for dirt ramps and corner ramps
  • Add widget for future internal cooking balance
  • Added some extra insights logging to VoxelResource expensive init function
  • Update delayed shelter checks to only be delayed for pieces previously inside, aka favors the player
  • Remove burnt (unharvested) trees as part of FibreFoilageRespawn
  • Remove some history on voxels (GPU compute, treasures). Unroll some loops, precache some vars, add some statics
  • Further Voxel Code decomposition/refactor (fix the build)
  • Further Voxel Code decomposition/refactor
  • Move voxel init to async task for cached meshes (experimental)
  • Fix issues with voxel thumper reinit after making init async

[TAG-140]