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Icarus Week 124 Update | New Operation and faster weekly patches

Originally posted by author
Pets Bundle available for Pre-Purchase

[hr][/hr][h3]This is the first time we have a bundle that features a "bundle only" package. To minimize the chances that things break, we are preparing as much as possible ahead of time.[/h3]
Just in time for its release alongside the free Laika update next week, we've just made the Pets Bundle available on Steam. This contains the Pet Companions and Creature Comforts content packs, and as a bonus you will get access to the Zebra Rescue Mission - only available if you purchase the bundle.

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

Welcome to week 124.

In the penultimate week before Laika, we’re introducing a new system for packing the game files so that future weekly updates download and patch quicker.

This means the update is out a day early, but hopefully will lead to fewer issues in future weeks.

We’ve also got a new Operation on Styx for you - GENESIS: Recovery.

Hop in and have a read.


[hr][/hr]
This Week : NEW STYX OPERATION


This week we have a new Operation for you on Styx - GENESIS: Recovery.

This mission requires you to head to a small creature research station and take care of some local wildlife before hatching a strange new egg.

There also might be a new creature in this operation that you’re more likely to see on Icarus in greater numbers in the future.


[hr][/hr]
This Week : Patching Optimizations


This week's core reason for this update being released earlier is our adjustments to the update patching process.

Note: If you wish to postpone this patching optimization you can do so through a temporary branch we have added on Steam called ‘2.1.26’. You can find instructions on how to switch branches here.

Originally posted by author
We have added a temporary branch to Steam if you wish to postpone this patching optimization. it is called ‘2.1.26’. See this post for how to switch branches.

As we mentioned last week, we’re rolling out a patch that our optimization team has been working on.

It involves a long-standing issue with patch times, due to the way Steam’s patching process works with UE4 games.

What we’ve done is adjust the way Icarus is packed and distributed during this process, intending for it to work more efficiently with Steam’s patching process.

This does mean that this week you’ll need to redownload the entire Icarus game as it’ll need to reorganize your files into the new system, but it also means that Icarus updates going forward will patch noticeably faster from week to week and the size on the disk will be reduced.

Because of the need to redownload the entire game, we’ve brought this patch out a day earlier so people can preload this before the weekend.


[hr][/hr]
Next Week: The LAIKA Update


For those of you who possibly haven’t read our previous updates, here are some of the features to expect:
  • New Food Troughs, Water Troughs and Carts are being added
  • Animals now have a levelling system and their own talent trees
  • Animals now have a customs system in space and can be taken up into orbit and brought to other prospects just like workshop gear

We have even more we’re saving as a surprise for next week, so keep your eyes on our socials for more teasers.



[h2]Your support makes these updates possible.[/h2]

https://store.steampowered.com/bundle/36462/Icarus_Architecture_Bundle/

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

[hr][/hr]
Changelog v2.1.27.12153


New Content
[expand]
  • Fixing Objectives which was breaking the build - GENESIS: Recovery
  • Committing First Pass of New Operation - GENESIS: Recovery
  • Added ability to fill tank via nearby deployables
  • Enable OodleData plugin. Turn on PAK file compression for test and release builds (not dev)
  • GENESIS: Recovery - Adding final mission tweaks & balance (Still missing mesh for egg)
  • Added the ability for quests to set relevant icarus character actors if needed
  • Fixed Dribbo Eating / Water Drinking so it effects their stats
  • Adding Quest Markers in level for GENESIS: Recovery
  • Added Missing Quest Recorder Logic
  • Adjusting Quest Steps for GENESIS
  • Fixing Alpha Spawn, Adjusting Snuffles Helath
  • Fixed Incubator Quest Steps
  • Adding in Strange Egg Icon and Mesh

[/expand]

Fixed
[expand]
  • OFFENDER: Fixed map marker not appearing for clients
  • Fixed Antelope trophy saying it's from the arctic
  • Fixed naming of exotic debuff stats, then hid from player (as these will never be visible to the player anyway)
  • Checking for deployables now takes in a bed actor to get location rather than sometimes getting players location. Removed unneeded deployable caching
  • Fixed Flow Meter UI resource network disconnected message being unable to be translated
  • Fixed upgrade UI being unable to be translated
  • Fixed hammer controls UI being unable to be translated
  • Comfort system now takes in the stat containers for Corpses/Mounts+pets/deployables instead of just the deployable actors for the laika update
  • When a quest is trying to spawn a creature and the EQS fails and the fallback nav mesh check fails, do not spawn the creature
  • Update Ignari trophy and vestige to correct name
  • Fixed BaseWildHoneycombYield_+% granted by Bee Bestiary reward to grant multiplicitive reward rather than additive
  • Fix a rare crash when resuming a prospect (race condition applying materials to partially mined exotics)

[/expand]

Future Content
[expand]
  • Adding mini hippo jump attack audio and adjusted attack footsteps / jump / lands
  • Fixed dog bowl having incorrect parent. Added color picking umg to the inventory umg for food bowls. Removed automatically color picking the first value when interacting with the bowl
  • Adding reaver idle audio and event and data table entry
  • Jake added rep notify bool for audio implementation
  • Initial check in of german shepard and lab assets and custom dog anims, corpse setup and minor weight tweaks to follow
  • Added BLD_Roof_Peak_Connector_Wood. Still need to add APEX DM
  • Added BLD_Roof_Peak_Connector_Thatch. Still need to add APEX DM
  • Adding cat meow purr
  • Adding dog idle event and audio
  • Adjustment to audio location for food trough 4 and also small adjustments to start / loop playback
  • Adding dog eat loop event, dog drink loop event and dog death RIP
  • Adding quick gate so the boolean for running is only set when needed, fixes the T4 food trough
  • Adding audio BP for food trough playing. Needs gate put in to notify if its already set or not
  • Adding snare trap set and activate audio, events and notify's
  • Updated talent tooltip to hide dividers for mount central talent node
  • Splitting out Cats / Dogs / Horses into seperate AISetup Rows so their rewards / vestiages / trophies are all seperate items rather than a dog of one breed being able to craft a trophy of another
  • Retook all Icons of All Cats / Dogs / Horses their Vestiges / Carcacasses / Workshop and Trophies
  • Adding Boar / Wolf / Hyena Bait Items / Icons / Recipes
  • Duplicating eating anim montage and anim to be used for wolf drinking - dogs drinking. Added drinking audio
  • Adding dog bark for dogs A,B,C,D. Adding data table entries etc
  • Adding dog snore and cat purr events, footstep notifys and other adjustments and fine tunes
  • Added labrador trophy to the project
  • Added german shepherd trophy to the project
  • Added BLD_Roof_Peak_Connector_Glass. Still need to add APEX DM
  • Small adjustments to watering cart and harvesting cart. Also recolouring all fmod events that had colour that didn't make sense with the event
  • Adding watering cart event and audio
  • Instanced levels prototype WIP
  • Improved shader quality for horse hair
  • Fix an issue with UAT where if the OodleData Kraken compression level is set to 0 (for debug builds) it instead defaults to 4
  • Added isvalid check on inventory component for mounts that dont have one
  • Added creature talent icons
  • Adding various dog and cat movement audio
  • Setting up Labrador and German Shepherd Trophies and Item Icons
  • Added BLD_Roof_Peak_Connector_Iron. Still need to add APEX DM
  • Added dogs bestiary image to the project and updated dogs bestiary entry with the new image
  • Added the ability to toggle the farming carts on and off
  • Added BLD_Roof_Peak_Connector_Concrete. Still need to add APEX DM
  • Adding seed plough cart audio and event and data table entry
  • Added SM_BLD_Stairs_Half_Wood_INT. Still need to add APEX DM
  • Adding ghost croc vocalisations to data table ready for implementation
  • Adding ghost croc to data table
  • Added BLD_Stairs_Half_Wood. Still need to add APEX DM
  • Ghost crocodile implementation. -Normal crocodile but will dive and teleport close to player
  • Cleanup on Horse weighting to address leg movement in animation, further weighting pass incoming
  • Added BLD_Stairs_Half_Thatch art assets to the project

[/expand]

Icarus Week 123 Update | New MXC Cot in the Orbital Workshop

Originally posted by author
Warning: Next week we are planning on rolling out a patch that our optimization team has been hard at work on. It involves a long standing issue with patch times. Due to the way steam's patching process works with UE4 games there has been issues in the past with some people experiencing long download and patching times. What we are doing is adjusting the way Icarus is being packed and distributed to work better with steams patching process.

This means that next week you will need to redownload the entire Icarus game but it also means that Icarus updates going forward will patch noticeably faster from week to week and the size on disk will be reduced.

This update will not effect your save files, all progress will be maintained.

Due to this we plan on rolling out next weeks patch a day early as to not interrupt anyone's regular weekend play time.

Week 123 is here and we’re adding the new MXC Cot, a great introductory bed for players to bring down from the Orbital Workshop to start new prospects on the surface.

We’ve also got a refresher about how to pass on feedback to us, a sneak peek at some content to come in Laika, and some news on next week’s rather different update.

Jump in and have a read.
[hr][/hr]
Notable Improvements:
  • Updated many more decorations to have coziness bonus
  • When upgrading building pieces but having insufficient resources, or selecting the same material, the swing animation will not play and an error message and sound will play.
  • Improved localization display of longer stat names
  • Added many additional translatable strings

[hr][/hr]
This week: MXC Cot


This week we’re adding a new Orbital Workshop item - the MXC Cot.

This will cost 100 Ren to unlock and then a subsequent 75 Ren to purchase.

The MXC Cot acts as a normal bed, providing a place to sleep, set your respawn and rest in. It has a base of 110% sleep effectiveness and 800-second duration, with a +14 coziness bonus.

The 800-second duration is longer than other beds - but this is for good reason. This longer duration at the start is better for players with less established bases which will have a low coziness bonus. This gives them a good way to get guaranteed quality sleep and a respawn point, however, it will ultimately be outclassed by higher tier beds crafted on the planet that will provide a higher base sleep effectiveness and coziness bonus once you’ve established yourself on the surface.


[hr][/hr]
Coming Soon: Free Laika Update


We're not going to say too much this week, just leave you with this image:



A new taming system is coming to Icarus. While some creatures have to be captured as juveniles, other creatures are going to require a little more creativity to capture and tame.
[hr][/hr]
Next Week: Patch Optimization & A New Operation


Next week’s update is a two-parter - focusing on Patch Optimization and a new Operation.

We will be patching a day early next week - to introduce the Patch Optimization. This does mean you will need to redownload the entire Icarus game next week but the changes implemented will mean Icarus updates going forward will patch noticeably faster from week to week and the size on disk will be reduced.

We will also be adding a new Operation where players have to investigate a creature research station that has recently been attacked.


[hr][/hr]
Your support makes these updates possible


https://store.steampowered.com/bundle/36462/Icarus_Architecture_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.1.26.121209


New Content
[expand]
  • Reduced weight of MXC Cot slightly
  • Increased price of MXC Cot, and unlocked item
  • Unlocking Workshop Bed

[/expand]

Fixed
[expand]
  • Fixed sort in device inventory showing on top of device name
  • Updated many more decorations to have coziness bonus
  • Fixed seed switch statement providing wrong seed data.
  • Fixed UI Jumping when seed cultivation stage changed
  • Rewrote most of the UMG logic (umg used to just take the time it takes for stage 4 instead of the time from all cultivation stages/also it was incorrectly calculating the current time the seed has been growing)
  • Update waterskin description and flavor text to reflect that it no longer leaks
  • Added coziness bonus to wall torch
  • Update player stat display to show better when using long stat names (localization)
  • Added translatable text entries for chat messages for player connect and disconnect, and mount deaths
  • Added translatable strings for quest rewards, crop plot title, network info and in-world building durability
  • Allow wood halfpieces and beams to be crafted at carpentry bench
  • Prevented playing swing animation when not upgrading building piece
  • Added warning when attempting to upgrade the same type of material or missing upgrade piece
  • Moved duplicate logic into shared native function library and removed unnecessary memory allocation

[/expand]

Future Content
[expand]
  • Turret balance pass: Recipes, angles, fire rates, talents, descriptions, brownout modifier
  • Adding lots more reaver attack movement sounds. Adding footsteps and other movements
  • Adding reaver dive ground impact audio and event and timing - also emerge fast event. Adding dog bowl data table entry to deploy audio sound
  • Added a fillable to the cart. Cart BP now removes x amount of water from the fillable whenever it interacts with an unwatered dirt mound
  • Setting up new food / animal feed / wool recipes / Laika items itemable and icons
  • Setup dialogue for Ashlands and Icesheet missions
  • RELOCATED: Setup dialogue
  • Updated texture for CHAC_Hunting Rifle Ammo
  • Added new GUN_HuntingRifle_CHAC_Repeater version
  • Fixed minor typos in quest steps and upcoming Laika content
  • Added destructible mesh for the animal bench
  • Added Animal bench art assets to the project
  • Preparing Labrador & German Shepherd Animal Companions
  • Adding Dogs / Cats / Horses Bestiary enteries and setting up AI rows for correct loot, names, rewards etc
  • Adding new Dogs / Cats / Horses to the workshop
  • Adding new animal companion colour stat variation
  • More reaver additions and adjustments
  • Adding in additional cat colors and hooked up to AI setup DTs, still waiting on corpse items to be able to setup the dead item data table entry, bones and carcass etc, added in additional animations for IC-25490 as well
  • Added art assets for the horse trophy and alternative materials for the different coloured horses
  • Added Cat trophy art assets to the project with alternative materials for the different coloured cats
  • Adding reaver roar audio event, data table setup and animation notify
  • Added PNGs for the beastiary images to the Icarus source art folder
  • Adding reaver attack vocalisations, events and animation notifiers
  • Added sheep trophy art assets to the project
  • Added text for hitching post and rope
  • Added missing string table entry. Cleaned up blueprints for pet bowls
  • Adding more cat idle layers and adjusting time until cat purrs when player is close by
  • More updates and layers for the mini hippo. Attack, adjusted idle sounds, spot etc
  • Added text for snare trap
  • Added text for T3 biomass cleaning device
  • Fixed a few descriptions for laika food items
  • Updated DEP_Trap_Snare animations
  • Added bestiary images for the sheep, cat, and horse and added images to data table with the MED and LRG workshop background images
  • Added Wool recipes
  • Fixed typos in new Laika items
  • Updated DEP_Trap_Snare
  • Added new Animal Feed items, modifiers and recipes
  • Adding Itemable descriptions for various Laika Items
  • Setting up Cat Corpse and new pet interactable option so you don't need to skin cats / dogs
  • Added UI for changing pet bowl colours. Reparented bowls to a new pet_bowl_base
  • Added egg and chicken recipes
  • Adding animal bench crafted audio and adding dog bowl deploy audio and animal crafted recipes to correct crafted audio
  • Added seup for MED and LRG creature bestiary screenshots with the HAB background
  • Added bestiary ttext for the Kiwi
  • Adding cat idle, death and purr audio and events and data table setup
  • Added bestiary ttext for the Horse
  • Updated exotic ground deposits with colour emissive colour and lighting adjusted to match the exotic item asset
  • Added DLC Package Flags for Animal Companions, Zebra Rescue and Creature Comforts
  • Adding reaver flinch audio, event and data table setup
  • RE: Hadley - Stops hanging setup of engine files. We don't need to install prereqs because we have already done it. This step requires user input and hangs the build process
  • Setting up Cat / Sheep / Horse Trophies and added missing icons for various items in the itemable table
  • Added kiwi trophy and bestiary image and updated bestiary data table
  • Adding reaver death audio, event and data table entry
  • Adding hitch rope to wood sound and event

[/expand]

Icarus Week 122 Update | New Coziness system for a good night's sleep

Week 122 is here and it is all about sleep.

We’re introducing a new Coziness system, which incorporates your home decor into the quality and duration of your sleep, giving you a boost if you’ve invested time and effort into making your home more cozy.

We’ve also got some more information on Laika and the new Talent Trees for Mounts/Tames, and an exciting update on space travel customs relaxing their restrictions on traveling with your furry friends.

Jump in and have a read.

Notable Improvements:
  • Optimizations in tree stumps and building base, drastically reducing memory usage of these assets which are some of the most common assets in the game
  • Update tree fall audio check to cast instead of tag query (to avoid any issues with reloading or incorrect tagging), reducing hard references and reducing memory footprint
  • Added the ability to sleep near an active Air Conditioner, Heater or Dehumidifier (shown as climate control in UI) rather than just a fireplace or campfire
  • Allow steel-barred building pieces to be crafted at Fabricator




This week: Coziness


Originally posted by author
Last week we called this ‘homeliness’ but it seems that the UK and US have very different meanings for the word ‘homely’, the former being positive and the later being negative. So we decided to rename the system to ‘coziness’ to avoid confusion.


We’re introducing a new system this week that gives your home decoration talent some purpose.

Items such as trophies, rugs, decorations and furniture now have an additional stat - the Coziness bonus. These will impact your character's sleep quality and duration by adding a summarised impact to your sleep duration and quality, incorporating all objects surrounding your bed.

These don’t need to be circling your bed like a sacrifice circle, all decorations within a wide area will be counted and this will all be displayed when looking at your bed with your character and in the sleep screen.



Future: Laika - Animal Skill Trees


We wanted to chat a bit more this week about a key feature in our upcoming Laika update - Animal Skill Trees for tamed animals.

Laika will introduce individual skill trees for each mount or tame you own, as they will now earn their own XP, level up, and earn skill points you can invest.

These skill trees will have a mix of base stat boosts and unique perks, allowing you to invest in them to gain strength, speed, agility, health and more. Some of the special perks include:
  • Buffalo: Extra carry slots (including an extra cargo slot)
  • Moa: Faster walking while in water (they’re also able to walk in deeper water than before!)
  • Terrenus: Significantly increased movement speed, in exchange for carrying slots
  • Tusker: Reduced inventory spoil rate

With this new depth to mounts, keeping them permanently planetside feels wrong. But this is no longer the case, as Mounts and Tames will now be able to be shipped to space and then taken down to other prospects, allowing you to move them from mission to mission, base to base.



Next Week: Workshop Cot


Following on from this week's Coziness update, we’ll be adding a new bed for purchase in the orbital workshop - the Workshop Cot.

This will have its own perks and buffs for the ultimate sleep hygiene and quality.

Originally posted by author
[h2]If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.[/h2]


https://store.steampowered.com/bundle/36462/Icarus_Architecture_Bundle/

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

Changelog v2.1.25.121153


New Content
[expand]
  • Adding comfort bonus stat to additional deployables
  • Added gameplay config for comfort level range, removing hard coded 1000 range
  • UI pass on new comfort level
  • Update sleep screen and bed tooltip UI
  • Adjusting Stat name from comfort -> homeliness
  • Added homeliness bonus to trophies
  • Changing Homeliness -> Coziness
  • Added the ability to sleep near an active Air Conditioner, Heater or Dehumidifier (shown as climate control in UI)
  • Changed Homliness to Comfiness in string table, Effectiveness curve now takes in comfort level/sleep quality of bed and player instead of just comfort level. Duration now doesn't just add the comfort in seconds but now a %. Added missing 's' and '%' to duration and effectiveness values
  • Allow steel-barred building pieces to be crafted at Fabricator
  • Added new comfort value colour changes to the sleep screen. Removed feature level from function library and bed base
  • Changed how the calculation for coziness works. % values now correctly work as percent rather than adding as if it was an additive stat

[/expand]
Fixed
[expand]
  • Removed unnecessary hard references in tree stumps and building base, reducing memory usage of these assets
  • Update tree fall audio check to cast instead of tag query (to avoid any issues with reloading or incorrect tagging)
  • Fixing accidentally deleting text component

[/expand]
Future Content
[expand]
  • Fixing croc exit water anim to fix root bone movement for ghost croc
  • Adding base pass on horse rig and physics asset and hooked up to horse character, missing textures and dead item assets - to follow
  • Added SK_ITM_Cart_Harvesting, Watering and Seed_Plough variations
  • Added DEP_Snare_Trap
  • Adjusting water trough T4 audio and BP event. To be adjusted by Jake for updated requirements
  • Fixing T4 Food Trough so it stops trying to churn food when there is no space in its inventory
  • Added SM_DEP_Cat_Bowl
  • Added SM_DEP_Dog_Bowl
  • Adding Icons for New Saddles and Carts
  • Removed DNT from Exotic Affliction entries
  • Submitting black, orange and grey cat only. There's no carcass and bones yet
  • Added Translatable strings for alteration bench confirmation buttons, attachment lists and shelter warning on processors
  • Added Exotic Affliction modifier and escalations
  • Added arctic explorer saddle art assets for the buffalo, moa, and terranus
  • Adding food trough T4 loop event and adjustments to water trough BP to play audio loop
  • Added art assets for the animal hitching post and a material for a tileable rope
  • Added comfort bonus stats to all decorations
  • Adding Cat and Dog Bowls and their setups
  • Removing auto restart on the water trough and adjusting filling logic
  • Adjusted position of armoured and desert saddle static meshes. Updated LODs on Delix leather and bear hide saddle static meshes
  • Added DM for hitching post asset
  • Setup functionality for different child classes of seat_mount to be used, d_saddles now has a blueprint override. Base functionality for watering cart
  • Added textures and materials to Horse
  • Adding reaver bite attack movement audio and event and notify
  • Adding Skeletal mesh asset to the cat character, missing corpse and bones so no dead item yet for it
  • Adding Missing Sockets on the Carts as they were causing issues with the build validation
  • Added text for cat and dog bowls
  • Added Exotic Debuff Icons
  • Seed plough cart functionality added. Digs 3 dirt mounds at intervals determined by gameplay config and plants a seed if it has any in its inventory
  • Adding lots more reaver attack movements and whooshes and whips etc audio and notifies
  • Adding various reaver attacks and movements to animations
  • Added dialogue lines for RELOCATED mission
  • Added dialogue lines for Null Sector missions
  • Adding movement sounds and events for reaver to be used when creature is moving. Fast and medium movements
  • Changed the skeleton on the Watering cart/Seed plough to match the wood cart to allow for same anim/control rig to play. Also initial creation of seed plough saddle bp
  • Adding reaver double slam attack audio and events and notify
  • Added functionality for the harvesting cart, made the harvesting code more generic (no longer requires a player but now an actor). Removed Debug spheres from water cart and harvesting cart
  • Small balance tweaks to chac hunting rifle
  • Adding all dialogue lines for Null Sector
  • Changed Exotic Debuff icons
  • Adding deploy dog bowl audio and event
  • Added 2 texture variants for the horse, as well as fixed the normal map
  • Changed colours of value and sleep text as per UI Pass

[/expand]

Icarus Week 121 Update | QoL pass and new workshop water purification tablet

Welcome to Week 121.

You'll notice that this update is coming to you a day early, that is because we have the Easter holiday period here in NZ. So tomorrow our staff will be on a well deserved break.

This week we’re giving the game a QoL pass, focusing on improving the UI and adding a few new small features that will add a new layer of depth.

These include consolidating the recipes on the Crafting Bench → Machining Bench → Fabricator so that each tier hosts the previous tier's recipes, and a new water purifying tablet in the orbital workshop.

We’ve also got an update on some of the content you can expect in the upcoming Laika update.

Jump in and have a read.

Notable Improvements:
  • Added prospect name to open world operations UI
  • Add Pyritic Crust for Stone and Salt
  • Added tag query for mission items, so players can filter to only show mission items
  • Fixed many recipes not being refundable, notably statues, carved furniture and industrial furniture
  • Reduced respawn delay time to 10 seconds from 20 seconds
  • Added right click context option to empty water containers




This week: Crafting Consolidation


We’re introducing a crafting consolidation quality of life pass this week, which aims to simplify the bench progression between tiers.

This will allow recipes crafted on the Crafting Bench to be crafted at the Machining Bench or Fabricator. It will also allow recipes crafted at the Machining Bench to be crafted on the Fabricator. This will naturally allow each tiers bench to replace it’s previous counterpart.

We’ve previously done this with all other upgradable benches (such as the Textiles Bench, Masonry Bench and Forge), and this week will mean core benches also operate the same.

Our ultimate intention with these changes is to reduce the clutter in bases and simplify your operations room. A secondary benefit is that higher tier benches craft much quicker, so recipe time is reduced as you level up.
This week: Xigo Puri-tab & Water Treatment Pill


Following on from last week’s water revamp, we’re adding a workshop item to complete the system - the Xigo Puri-tab.

This can be bought in the Orbital Workshop and taken down to the planet, where it can be added to canteens to purify water from Tainted or Rain to Treated.

In addition there is a new craftable pill at T3 crafted on the kitchen or chemistry bench which will convert Tained or Rain water in Filtered water.

Both of these items make it ideal for quick filtration on the go, while you are out exploring. Though for the best quality water you will still need the T3 / T4 Purifiers.



Future: Laika


Our upcoming Laika update is making progress, and we wanted to talk about one of the features this week - chickens.

You’ll now be able to raise your own flock of fowl and harvest eggs in the chicken coop. Eggs will be added to existing recipes and will feature in new ones, and chickens, just like on Earth, will have to be well cared for and protected from natural predators… like bears.

We’ve got more content coming to Laika and our Creature Comforts DLC, so keep your eyes peeled over the next couple of weeks.



Next Week: Homeliness


Next week we’ll be improving the sleep system, adding a new dynamic that improves the quality of your sleep based on your base aesthetics and homeliness. A prospector will now sleep better in a well-built, decorated home, rather than a makeshift shack. This will be provided not only by animal trophies but also rugs and other decorations.

We’ll have more details for you next week.

Originally posted by author
[h2]If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.[/h2]


https://store.steampowered.com/bundle/36462/Icarus_Architecture_Bundle/

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

Changelog v2.1.24.120925


New Content
[expand]
  • Added Water Purification Tablet that can be purchased from the workshop and will clean rain water / tainted water
  • Added Pyritic Crust for Stone and Salt, to ensure Miasmic Pick does not lose ore when gathering those resources
  • Adding new T3 Water Treatment Pill, that when added to Tainted / Rain water can convert it into Filtered Water on your character
  • Added text guide to hold when emptying water containers
  • Added a new usable called 'Consume_Empty' which adds a new context menu option to empty containers

[/expand]

Fixed
[expand]
  • Fixed many recipes not being refundable, notably statues, carved furniture and industrial furniture
  • Added Pyritic Crust for Stone and Salt, to ensure Miasmic Pick does not lose ore when gathering those resources
  • Fixed UI scaling on weather events to not overlap card in other languages
  • Fixed Death Screen cutting off control text in other languages
  • Reduced respawn delay time to 10 seconds from 20 seconds
  • Fixed consume stack missing on many foods
  • Fixed More Stats close button missing not using translation strings
  • Updated Trophy Bench to 5 queue slots
  • Fixed Trench Shotgun being repairable with Steel instead of Titanium
  • Fixed Uniao typos in item names
  • Fixed accidental double full stop, instead of single full stops
  • Added prospect name to open world operations UI
  • Added tag query for mission items, so players can filter to only show mission items
  • Allow recipes crafted in Crafting Bench to be crafted at Machining Bench or Fabricator
  • Allow recipes crafted in Machining Bench to be crafted at Fabricator
  • Fixed typo in Highlight alteration name
  • Fixed water speed modifier not being translatable (on applicable crafting benches with an optional water connection)
  • Fixed a typo in the Graffitied Shield text
  • Fixing issues where you couldn't fill your canteen from water bodies on client
  • Fixing issue where ice water crafted on player was providing the rain water modifier, also reduced recipe cost from 50 ice to 10
  • Adding Animal Bench and setting up crafting recipes
  • Fixing some animal bed recipes which were crafting the wrong things
  • Fixing T4 Water trough so it run correctly
  • Fixed a typo in the beehive extractor text
  • Added a new usable called 'Consume_Empty' which adds a new context menu option to empty containers
  • Adding new T3 Water Treatment Pill, that when added to Tainted / Rain water can convert it into Filtered Water on your character
  • Added text guide to hold when emptying water containers
  • Update mission tags on items to correctly show applicable items when filtered
  • Water containers now require a short hold before being emptied when pressing right click
  • Fixed T4 Shotgun not using correct durability and repair row
  • Fixed T4 Food Trough to convert any food into a new Item - high quality animal feed
  • Added Water Purification Tablet that can be purchased from the workshop and will clean rain water / tainted water
  • Fixed Issue where alterations which are applied upon crafting where not being applied (Beeswax reinforced wood for example)
  • Fixed T4 Shotgun not using correct durability and repair row
  • Fixed missions/operations/quest status UI showing incorrectly for clients
  • Water purifier t1 ground/water now stop their generators when fillable is full and the ground purifier stops its generator when without rainfall

[/expand]

Future Content
[expand]
  • Added bestiary text for Sheep
  • Added some DT rows for Laika tames. Updated NPCCreator wizard to fix crash when AnimBP asset already existed for selected SK mesh
  • Added DEP_Tropjy_BlackWolf_Howling, Guarding and Running
  • Added text for animal beds
  • Adding new CHAC rifle equip audio - adding item data notfy event, adding new load bullet and data table notify entry etc
  • Adding Chac rifle to items static table
  • Adding chac hunting rifle fire close, fire tail, lever in, mech, lever out audio events and data table setup
  • Adding Animal Bed icons
  • Adding workshop Dogs/Cats/Horses
  • Adding unique CHAC pistol fire body, mech and tail audio, event and data table setup. Waiting for new reload anims before I approach that
  • Adding mini hippo idle events, audio and data table setup. WIP
  • Updated Animal Bed size adjustments and Feeding and Water trough size adjustments
  • Fixed typo in Field Guide Exotic acquisition methods
  • Added spawning/damage/resistance stats for ghost crocodile
  • Adding mini hippo flinch and death audio and events. Adjustments to boar animations to not play stray vocalisations which overwrite the Mippo events. Data Table entries
  • Add spawn map for Prometheus expansion area
  • Adding more mini hippo layers Aggro states and breaths

[/expand]

Icarus Week 120 Update | New water quality and purification process

Week 120 brings a new layer of depth to the water quality system and three new water purifiers.

We’ve also adjusted the modifiers applied by different drinking vessels, so hot drinks can be sipped on rather than consumed all at once.

We’ve also got an update on Laika, our upcoming creature-themed update, and the new paid DLC that is to be paired with it.

Jump in and have a read.

Notable Improvements:
  • Wind turbines will no longer take damage when the selected difficulty is easy
  • Wolves no longer howl every time they play their idle animation, this will now only happen ~1/3 of the time
  • Wild Beehives now grant XP and Bestiary progress toward Bees
  • Landshark now grants relevant XP and loot. Fixed killed Landsharks not being destroyed on death (was being hidden)
  • Waterskins have been buffed to no longer leak water


This week: Water Quality & Purification


This week's big new feature is Water Quality & Purification.

Water will now have different levels of quality, so the purity of your source will matter when filling up your canteen.

Tainted Water:
  • This will be any water source that isn’t purified, such as lakes or rivers
  • These sources provide a 15% chance of getting dysentery (regardless if drunk from the source or a container)
Rain Water:
  • This can be caught using rain catchers and is of a higher quality than water from rivers or lakes
  • This gives a 5% chance of getting dysentery
Filtered Water:
  • This is water that is filtered using charcoal, which eliminates any chance of dysentery but provides no extra buff/benefit
Treated Water:
  • Treated Water is water that has been through a plumbing and charcoal filtration process on the Tier 3 Purifier (more info below)
  • This provides a -10% in water consumption and a -10% decrease in stamina consumption so both last longer
Purified Water:
  • This is water that is purified using plumbed water and an electrical process, on the Tier 4 Purifier (more info below)
  • This provides a -15% in water consumption and a -15% in stamina consumption

With the new Filtered Water, Treated Water, and Purified Water variations come three new purifiers to achieve these states.

Tier 1 Purifiers:
  • These run on charcoal and provide ‘filtered water’
  • There are two variations, one that can be placed in water (rivers or lakes) and one that can be placed in open space to act as a rain catcher
  • When provided with charcoal as a fuel, these will produce filtered water
Tier 3 Purifier:
  • This runs on charcoal and plumbed water, and will provide ‘Treated Water’
  • Plumbing requires connecting up a water network using pipes from a water source (lakes, rivers, or rain catchers) to the Purifier
  • This machine has internal storage for filling and will fill water vessels when placed into the machine's distribution slots
  • This machine also requires charcoal for the purification process as a fuel source, and the combination of the two will provide Treated Water
Tier 4 Purifier:
  • This runs off a combination of plumbed water and electricity, and will provide ‘Purified Water’
  • As mentioned above, plumbing requires a water pipe system, but this machine will also require an electrical source to operate
  • This Purifier will fill up a vessel that is placed in its inventory when provided with the required electricity and plumbed water, before moving to an idle state when the vessel is filled/removed
  • The Purifier will sit in an idle state unless actively filling a vessel
  • Water produced by this machine will be the highest possible quality, ‘purified’


This week: Water Vessels


To pair with the new Water Purifiers, all Water Vessels like waterskins, canteens and thermoses have all received an upgrade.

Water Vessels will now attach two modifiers when being drunk from, one based on water quality and one based on the liquid property.

Water Quality - As defined above, either Tainted, Rain, Filtered, Treated or Purified

Liquid Property - Varies depending on the liquid, i.e ‘contains cool water’ which grants the ‘Drinking’ modifier or ‘tea’ modifier when the vessel is filled with tea

This change means that items such as tea or cocoa are no longer single-use items. When placed in a vessel these can now be sipped or consumed over time, rather than all at once. This also means that vessels containing them can be placed in the water slot in your envirosuit and consumed over time.

Because of this, the modifiers for any liquid inside a vessel have been standardized to 300 seconds. If a device contains a liquid such as tea or cocoa, the modifier can go substantially longer than this as every sip resets the counter.

The change to water quality does mean however you have to be conscious of the quality of water you are filling your vessel with. A vessel will always default to the lowest quality water applied, so if a device has Purified Water but you top it up with treated water, that vessel will now have the Treated Water modifier applied.

You can always remove all the liquid from a vessel by right-clicking the item, and clicking ‘empty’ or focusing on it in your hotbar and right-clicking it.

In addition, due to the changes to water, players will no longer drink or fill up canteens while swimming.



Future: Laika


Last week, we started talking about our big upcoming free update, Laika. This included the various features that are coming along with it, and if you want to read up on those, check out last week's post here. We’ll also be detailing some of these over the coming weeks.

Alongside Laika, we will also be releasing our Creature Comfort DLC. This is for those who want to support us in our ongoing development of Icarus, and will feature a variety of new items for your mounts and tamed creatures, and some more content we can’t wait to share with you.

If you want to wishlist the DLC, you can do so now over on the store page.

https://store.steampowered.com/app/2790990/Icarus_Creature_Comforts_Pack/



Next Week: QoL


Next week we are planning to do a QoL pass, headlined by our bench consolidation improvements.

This will include doing a pass on all benches at each tier and making sure the Tier 4 variation of a bench can fully replace its Tier 3 counterpart.

Originally posted by author
[h2]If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.[/h2]


https://store.steampowered.com/bundle/36462/Icarus_Architecture_Bundle/

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

Changelog v2.1.23.120788


New Content
[expand]
  • Water merge to trunk
  • Fixed issues with t4 stopping build/unsaved energy/water json
  • Water Trough now visually fills (water plane goes up and down with fill amount)
  • T1 purifier now has to be placed outdoors and will provide purified water buff
  • Rain reservoir t3 now applies rain water to containers
  • Adjusting location of audio for water trough T4. lowering volume
  • T2 purifier now works as intended. Removed the processing component because it wasnt needed. Fixed generator init
  • Fix deployable camera rotation was not sticking for host
  • Added a camera to t2 purifier for interact positioning
  • Adding BP data to play audio on T4 purifier and adding kiwi bestiary event to be added to data table
  • Removed stats off water alterations so players dont get stats by holding container. May replace this with new visualization.
  • Changed t1 purifier fillable to be smaller to match design suggestions
  • Updating audio behavior for purifiers T2 - 4 to be consistent. Not currently working as expected - to be checked if generator state is working.
  • Fixing niagra effects being in wrong place on T2
  • Correcting deploy audio cues for water purifiers
  • t4 purifier now fills containers based on the flow rate of the purifier and water flow will become idle if there are no objects for the purifier to fill
  • Updating the way that actors in world can be filled up with the new water alteration system
  • Unlocked water purifiers
  • Split T1 water purifier to ground and water as seperate deployables, rather than single deployable with variations. Slight tweak for recipes
  • Added water plane to T1 ground water purifier
  • Fixed 'Fill Container With Alteration' nodes from having an old item data that is no longer used
  • Split functionality of drinking and filling containers from water source to 2 seperate interactables
  • Updated Honey Tea to new water consumables system
  • Moved UMG_purifier_t4 to deployables folder instead of base content folder. Water in the water slot now applies temp modifier to player
  • Removed Cooling Modifiers from being hard coded on all canteens
  • Added Display of Alterating causing Modifier for Water
  • Fixing Priority alteration replacement code (as it wasn't replacing the old alterations so you could have a coffee/cocoa/honey alterations all in one drink)
  • When adding water to canteens the Cooling Drink alteration is now added, this is replaced when tea / coco etc is added via crafting
  • Fixing issues where alterations on items where restricted unintentionally to only applying one modifier instead of many
  • Drinking water from the suit slot now applies the correct effectiveness number to the modifier
  • Adjusting water purifier t2 granted alterations
  • Adjusting flow rates for purifiers
  • Tea / cocoa etc now last 300s but the item is not longer one use
  • On Easy difficulty: Removed damage from wind turbines, negative weather effects from generators and water devices, clogging from waterwheels. Halved negative weather effects from Solar Panels
  • T4 Water purifier now goes into an idle state when not filling canteens
  • Drinking from water bodies now grants the cooling buff for 300 seconds
  • t2 purifier now only fills fillable component through generator. the fillable component now fills containers. Reparented purifier to match t4
  • Kitchen Sink now provides the correct alterations when filling containers
  • T2 water input is now done by the last resource flow rate rather than inputting the desired water as an input. This stops empty network filling fillable
  • T2 Water Purifier now only activates its generator and water network when required to fill itself up
  • T2 Water Purifier now fills up its containers with water without needing to be 'on'
  • Fixed T1 Water Purifiers being unable to be picked up
  • Your player will no longer always drink while swimming

[/expand]
Fixed
[expand]
  • Fix a race condition crash when showing tooltips, which would cause crashes
  • Tidy up OLY_Forest_Scan, OLY_Forest_Research where quest EQS was failing and performing fallback
  • Landshark now grants relevant XP and loot. Fixed killed Landsharks not being destroyed on death (was being hidden)
  • Wolves no longer howl every time they play their idle animation, now only happens ~1/3 of the time
  • GOAP NPCs now show an icon above their head when eating or drinking (similar to alert icon)
  • Adding in fur culling masks to clean up Tusker and Zebra Saddles, only applied to the basic saddle at the moment
  • Item tooltips now use a single shared tooltip
  • Added step to bottom of concrete stairs to match other stairs assets, mainly to prevent a gap in certain instances
  • Deep cleanup of API exports to free up linker objects
  • Wild Beehives now grant XP and Bestiary progress towards Bees
  • Wait until at least one player has landed before beginning quest setup on missions (as opposed to operations)
  • Added the option to set resource storage devices as in flow only
  • Reduced importance of wolf howl vocalisation to default rather than important to prioritize flinch and death higher than howl
  • Fix a rare crash reported in Sentry related to Flammable async tasks and sampling the environment temperature
  • Fixed DT not saving
  • Fix a rare crash reported in Sentry retrieving quest description
  • Dependency cleanup
  • Fix a rare crash reported in Sentry relating to the CompassWidget ticking
  • Wire tree restore protoype to clean up cut branches as well as burnt cut branches. Fix an autocomplete typo
  • Fallback to any drop ship group when a group cannot be found
  • Fix drop ship fallback fix is preventing resume when dead

[/expand]
Future Content
[expand]
  • Changed processor inputs to match the recipe provided in jira ticket
  • Added racing saddle art assets to the project
  • Fixed item tags on egg and wool
  • FieldGuide - add open in field guide context menu to inventory items
  • ICESHEET Story 1: Fixed description node to fix build error
  • ICESHEET Story1: Added initial quest setup
  • Adding kiwi idle nip, whoosh and attack audio and events and animation notifiers
  • Setting up Racing and Desert Tracker Saddles
  • Added health level scaling for chicken and sheep
  • Adding Cryogenically Frozen Chicken and Sheep Workshop Enteries, when deployed these will spawn a chicken at that location
  • Adding in extra spawn zones for the extended Prom map including 2 new alpha zones for spawning control
  • Added Snare Trap, Hitching Post, and Hitching Rope items to Trunk for localisation
  • Adding correct kiwi montages to kiwi BP instead of the Moa ones
  • Icesheet Story: Updated final quest step to allow a bit more player freedom and mystery. Added quest markers for other quest steps
  • Icesheet Story: Added outpost base and spawning
  • Added SK_GUN_HuntingRifle_CHAC
  • Added SK_GUN_Pistol_CHAC
  • Adding kiwi flinch and bestiary data.
  • Setup spawn map texture assignments for Prometheus expansion
  • Added companion talent icons and companion modifier icons
  • Fixing Kiwi creature type and corpse AI setup to point to correct entry
  • Added eating and attraction icons for creatures
  • Added Chicken bestiary stats, cleaned other in development creatures stats to ensure none are copy pastes on release
  • Setup Bestiary data for 7 new creatures
  • Setting up CHAC Shotgun & Rifle

[/expand]