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Icarus Week 181 Update | New Biofuel Fireplace with 20% faster cooking times

Week 181 brings the new Biofuel Fireplace to Icarus, which adds a Tier 3 cooking apparatus that is 20% more efficient than the current fireplace at Tier 2.

We’ve also got some news on Great Hunts, and how you can find out more by tuning into the PC Gaming Show on June 8th.

Finally, we’ve got your heads up on next week's firepower-heavy update.

Notable Improvements:
  • Added Some Arrow Images which can be used on Signs
  • Many Quest Objectives that have numbers now have the numbers coloured a different colour for readability
  • Tabs have been added to the top of the field guide to quickly traverse these menus
  • Many prebuilt structures in quests have had their load order fixed, so power and water networks should now be hooked up and working correctly
  • The bespoke assets from the Mission POTSHOT now cleanup as intended on mission complete.

[hr][/hr]
This Week: Biofuel Fireplace


This week, we’re introducing the new Biofuel Fireplace.

Unlocked at Tier 3, the Biofuel Fireplace can be crafted at either the Machining Bench or the Fabricator. It requires Cement Mix, Epoxy, Iron and Steel Ingots, and Steel Screws. When provided with a full Biofuel can, it will run for 2 hours and 46 minutes while cooking your recipes 20 percent faster than the standard fireplace.

It also provides 12 ‘coziness’ and the ‘Warm and Cozy’ buff, which gives you better sleep and, therefore, better stats during daylight hours.


[hr][/hr]
Coming Soon: Great Hunts in the PC Gamer Show


On Sunday, June 8th, Icarus: Great Hunts will debut a new, exclusive trailer at the PC Gaming Show as part of the Summer Games Fest.

You’ll want to tune in, as the trailer includes a special announcement about the release of this next expansion.

You can read more about the PC Gaming Show here.


[hr][/hr]
Next Week: CHAC Shotgun


Next week we’re introducing the new CHAC ‘Boomstick’ Shotgun, a workshop 12-gauge with quick reload, high damage and extended ammo capacity.


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

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

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.56.137509


[h3]New Content[/h3]
[expand]
  • Fixed offsets and placement on Gas/Biofuel Fireplace
  • Adjusted LOD settings for DEP_Fireplace_Gas
  • Updated skeletal mesh for DEP_Fireplace_Gas
  • Unlocking and enabling Biofuel fireplace and extensions

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fixed fingers that bend backwards while swimming
  • Fixed issue with new exclusive node changes that sometimes prevented an arrow from becoming visible
  • Cured leather armor are now appearing in 1ST person, updated D_armour
  • Added Stone Fireplace interior filler piece to Stone Fireplace BP
  • Fix replication on electric fireplace
  • Fix filler mesh on all non-basic fireplaces

[/expand]

[h3]Future Content[/h3]
[expand]
  • IM_O1: Add v2 version of storage building for final quest step. Remove 1 flamethrower and most of the Polarbear armor from lockers. Added cave lights scattered around the cave (to make cull distance limitations more subtle than a single spotlight). Swapped the wall sign from Brick to Iron
  • Remove debug print string from Medical Scanner actionable
  • GH mutually exclusive node direction arrows now update their visibility depending on the state and layout of the talent graph
  • Great Hunt 01 mission tweaks (tent and first downed prospector IC-90345)
  • IM_A2: Removed cleanup of machines
  • Created a window on Great Hunts Interface for when interacting on an Outpost
  • Added the art assets for the USDA decorative signs
  • Biolab Exchange spacing and sizing tweaks
  • IM_A2: Move spawners, add vespers. Increase wolf health and fix setup
  • IMO1: Move Rimetusk encounter to tree area in NW H11. Tweaks to lantern on Dead Researcher BP
  • added props and set dressing, adjusted some wall placement in GH_IM_D_Base
  • Added additional props to GH_IM_A_Base
  • Added Surgical Set props for GH missions
  • Created LookAt control rigs for slug & mammoth
  • Did a pass on caged creature animation for IM_D
  • Updated book and magazine textures and models. Added a second book stack asset
  • Fixed for CHA_MAL_Envirosuit_Sand skinning issue, updated D_Armour
  • Add control infobox to ECHO device
  • Fixed Talent Mission glow in Great Hunts shifted to the left
  • Fixed a few GH typos
  • Added flavour text for new fireplaces
  • Change physical material on sled prop to have feathers on hit instead of metal sparks
  • Changed Mutually Exclusive icon colour, added a third arrow going down
  • Added textures for DCO_Sign_Brick_Scoria asset variants
  • Added Concrete Door icon
  • Adding drone fly, drone spot, drone loops, drone audio behavior, drone downed and drone explode audio and setup. Also adding great hunt UI weapon select audio
  • IM_O1: Quality pass on tent, transform adjustments, swapped SKs for SMs for DF shadows, fixed campfire param settings
  • Adding WIP rows for new Prospector propaganda signs
  • Added new Legendary Item procurement images in Field Guide
  • GH_IM_O1 Tweaks Second sick guy (IC-12458)
  • Adjusted positions of the hazzard and checklist set dressing signs
  • Added hazzard board and checkist board art assets to the project for mission dressing
  • Added GH_IM_01_Storage_Version_02 prebuilt
  • Added GH_IM_B_Outpost_version_02 prebuilt
  • IM_C2 Mission - Changed formatting on quest step to be : instead of the inverse. Made another substep for powering the enzyme device instead of 'place and power' but only checking for place
  • Setup T3 Aquarium variant
  • IM_O1 - Fixed Felix Objective Formatting
  • IM_O1 - Frosty Slime no longer effects NPC's so the Ice Viscids can not longet hurt themselves
  • Updated meshes ITM_Sledgehammer_IceMammoth_Hammerhead_Mammer and ITM_Sledgehammer_IceMammoth_HammerheadBack_Mammer for Ice Mammoth Sledge
  • APE_D - Fixed issue with Faciton missons DT referencing Objectives which no longer exist
  • APE_D - Shifted Quest Location so we explore more of the map during the campaign
  • APE_D - Adding additional items to sell to the black market
  • APE_D - Adding additonal items required for the taming camp
  • APE_D - Tidying up quest objectives so they have more headers for context
  • APE_D - Adding reward pod with payment for the quest
  • Added DCO_Cryogenic_Sample_Storage
  • GH_APE - Tree & Outcomes Update
  • APE_B - Full Quest Implementation, players now track down a scientist from APE_A and help them assess the new ape threat, quest involves building and invading an ape refuge, scanning and collecting samples and recapturing an ape experiment with a prime encounter
  • APE_B - Adding new Prebuilt for Quest
  • APE_B - Adding Shackles and other quest related items
  • IM_O1 - Adjusting quest steps so its clearer what is going on with Felix
  • Colouring all quest objective text with numbers to make the important parts in objectives easier to see
  • Fixing Vestiage names for Ice Mammoth, Rock Golem and Ape
  • Adding Creature Scanned to Subsystem Notifies so they can be tracked and bound to when required
  • Adding Bookstack B Item / Icon Setup
  • Adding Raw art files for Posters and Surgical Equipment
  • Reparenting Books so they don't have inventories
  • Adding Book Stack B
  • Reparenting Magazines so they don't have inventories
  • Reparenting Surgical Equipment so they don't have inventories
  • Setting up new Checklist and Hazard Posters Item setup and Icons
  • Setting up new Surgical Equipment Item setup and icons
  • Added Item Icons and fixed deployable setup for new Propaganda posters
  • Put tooltips on FieldGuide procurement items
  • Great hunts mission UI - Added missing isvalid checks on quest manager. Removed faulty update on 'in progress' as it didnt work on clients
  • Updated BP_Mission_NPC_APE_Research1, IM_Researcher and IM_Researcher2 SK materials with blood function and hid Decal_Blood
  • APE_E2 - Setting up Prospect List and Laying out mission objectives
  • APE_E - Added new Quest markers and Shifted Quest location
  • APE_B/D2 - Renaming Quest Markers so they are easier to find
  • APE_B - Lairs that are now spawned are not converted into world spawners, they persist between sessions as intended
  • APE_D2 - Reworked Quest so you now try and capture an infant garganutan to sell
  • APE_D2 - Shifted quest Location to Ring Lake
  • Renaming common names EXP-VIS -> Glaci
  • Adjusting quest objectives so we have a new 'number' tag
  • Fixing Clipboard Blueprint Names
  • Adding Laptop Prop Items Setup and Icons
  • All new Prop items are now tagged with Great Hunts
  • Adding Clipboard Prop Items Setup and Icons
  • Adding Large Cork Board Variation & Photo Frame Variation Props
  • Increase the net relevancy distance for Mission NPC now that the echo device (scanner) can pick up a signal from further away
  • Added clipbaords, corboard and photos for dressing the garganutan lab
  • Grammar and formatting fixes for Collectable Notes
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Tweaked supported colours for BP_Propaganda_Sign_B
  • Updated Sign UMG class to support signs with multiple rows
  • Signs can now specify a non-default array of font colours
  • Added new GH sign Blueprints
  • Lots of adjustments and additions to the drone audio. Drone spot and death voices and idle voices. Adjusted lights to be less blinding so you can see the drone target easier to engage in combat
  • Fix electric fireplace placement offset and effects
  • material fixes for shrunds (MA_SnowMesh and M_Shrund)
  • Adjust linkages, naming and spacing on Legendaries page of Field Guide
  • GH UI - Changed talent tick to 'completed' icon on mission complete
  • prop placement in GH_IM_A_Base
  • 1st pass set dressing and polish on GH_RG_A_MiningOutpost
  • GH_IM_D_Base - removed most deployables from back building, added set dressing, swapped some concrete walls for glass
  • GH UI - ('select mission' button/'mission in progress' indicator) now refreshes/disables when mission starts for all players without leaving UI. UI no longer closes when you select mission
  • Replaced exotic and red exotic icons with ones that have borders on Feature Restricted (For when creating a new game to match the other icons.)
  • Add wrapping to medical scanner name text
  • Added a duplicate PRP_Laptop SM to the project with material and UV set up for various screen materials. Added 5 new screen display variants. Fixed spelling mistake on one of the posters
  • Added T3 V2 Aquarium Icon
  • Added Cryogenic Sample Storage Icon
  • Add Great Hunt icons to terrain and game mode selections, feature locked
  • Adding appropriate auduio for concrete doors
  • Added new icon for Legendary Category in Field Guide
  • Fix sonic device logic to ensure device functionality is the same, with replicated audio
  • IM_01: Decrease EXP Viscid levels to 35-45. Medevac dropship now triggers 2 seconds after picking up Felix instead of 10s after arriving at the location
  • Shrink font size on GOAP Debugger to avoid overlapping text readability issues
  • Adjust deploy audio for concrete door and trap door
  • Adjusting the sonic device to play for clients
  • Updated GH organic analyzers to not require outside and to turn off and no longer use more power after mission completes
  • GH UI - Hooked up screen 'outpost fill' screen for when youre on a mission or outpost. Fixed a bug where reopening GH UI would push 'other bosses' lower and lower
  • Adding last lot of caged glass processed audio files and events for the rest of the animations used within the IM mission
  • Add Cryogenic Sample Storage prop setup
  • Updated mesh for SM_ITM_Sledgehammer_IceMammoth_Handle_Mammer
  • Adjusted material for CHA_Envirosuit_Sand
  • Adding audio for when downed NPC stands up
  • Add level info to Epic creature healthbar. Swap order of armor and health bars so armor is on top. Adjust armor bar color to blue instead of grey. Center bars instead of padding 60px from left so it aligns properly with varying name lengths
  • Adjusting dialogue delay to better fit within mission so character sees what their meant to do before dialogue jumps in
  • Adjustment to scanner used in ape mission to scan apes
  • Ape_E: Fix replication of map markers
  • Lots more additions and tweaks to the drone audio. Fixed speed being relative to listening which affected the pitch when the player moved. More vocal lines etc
  • Adding several Chemistry PRP items Great Hunts
  • quick fix of packed 10ft extractor mesh for potential use as a prop
  • Damage indicators - If damaged by a bullet the damage indicator now gets its parent to use as a reference instead of impact point
  • Ape_B_base set polish pass and set dressing (GH_APE_B_BASE_VERSION_02)
  • Fix Turrets Don't Reduce Power Draw When Out Of Ammo (But Have A Valid Target)
  • Ape_A_base set polish pass and set dressing (GH_APE_A_BASE_VERSION_02)
  • IM_C2: Doubled allowed distance (to 200m) for Hedgehog, Turret and Mine quest steps as the NE approach was too far to accept placements there
  • IM_D explosion no longer makes the building pop out of existence a few seconds after it triggers
  • IM_D mammoth spawns earlier, no longer pops in after explosion has completed
  • Reworked IM_D explosion logic to send less network traffic
  • Exposed many variables on BP_Misison_Orbital_Lazer class
  • Fixed lookat on IM_D caged mammoth
  • Added a number of actor validation checks in BP_BuildingBase and BP_GridBase to prevent log spam when buildings are destroyed
  • Added fallback to IM_D mammoth to clean it up after a delay in cases where it fails to path to target
  • Modified LargeScaleDestroyComponent to broadcast events when damaging actors, added ability to prevent cleanup of affected actors in case where we'd like to handle it ourselves
  • Remember door open/closed state on prebuilt structures
  • Fixed lighting on GHs bench after meshes were moved. Removed highlight component pointing to D_Itemable and breaking highlighting
  • GH IC_C2 - Unhooked sol dialogue for 'progress'. Sentry turret mission now says 'powered with ammo' instead of 'powered and stocked' and now tests to see if there is ammo in its inventory
  • Fixed Deleted widget in GH Interface
  • Removed WIP text from Piercing Source gauntlet upgrade
  • Updated Ape health curve to go from 1-120 instead of 1-40 and bumped up those rookie numbers. Increased EXP004 spawn on Ape_A to be level 100 giving it around 4k health
  • Added pulsing animation to Abandon Mission window in GH Interface
  • Make drill arrows work with a single hit (rather than requiring a first crack)
  • Added PRP_Exposed_Pipes_01 to 06, with material variation
  • Fixed a few GH typos
  • Update collision for Ice Mammoth, optimized GFur settings. Change Rimetusk to not be data-only BP
  • Fix tooltip offset on T3 aquarium without base
  • Snow viscid den - added new master material for slime to fix dithering artifacts
  • APE_G - Shifted Base Location and Made Adjustments to the Base so it is smaller and has required cooking facilities for the mission
  • APE_E2 - Fixing Quest Objectives
  • APE_E2 - Adjusting so we use the desert spawners and not the forest spawners for this mission
  • GH_APE_E2 - New Implmentation of Quest where players have to go on a garganutan hunting spree, start by building a hunting lodge then tackinig down their enclave, find many dead, so you go hunting for their predators
  • Item Setup for Corkboard Variations, Sign Variations and Poster Variations
  • Adding New Laptop Prop Items Setup and Icons
  • Reparenting Flasks and Masks as they do not need to have inventories
  • Adding Lab Equipment Props, Item, Icons and Setup
  • Slightly lowered iron sight of CHAC shotgun
  • Updating audio of creature scanner to only scan once per creature, to have a different audio cue based on scanning successful vs unsuccessful
  • fixed blood material on BP_Mission_NPC_Ape_Researcher2
  • Further reduced mission den spawner health by an additional 50%
  • Added laptop screens, corkboard, and sign for mission dressing to the project
  • GH UI - Added abandon button along with hover text/pop ups to show great hunt isnt available during these times
  • Added several more Chemistry/Lab PRP assets, including all of their BPs, for Great Hunt missions
  • IM_B: Clarify quest steps. Set Viscid spawn levels. Update to use V2 base. Update LabDesk, Seed Extractor and MedicCabinet to work better with DF shadows
  • Revisions to IM_A_Base
  • Revisions to IM_D_Base
  • Fix some unpowered lights flicker briefly when placed due to lights being on in various BP asset (before resource network state kicks)
  • Ape_B: Updated Morris' tooltip to remove line about using HEAL device
  • Adding shackle audio to shackle actionable
  • Ape_B: Fixed bug with Ape_B_Research_Capture where spawner would continue to respawn 'Experiment 005' NPCs after mission had been aborted or completed
  • Ape_B: Further increased boss spawn distance to 130m
  • Ape_B: Fixed needing 11/10 scans to complete mission step
  • Ape_B: Fixed bug where Experiment 005 would continue to respawn
  • Ape_B: 'Find Experiment 005' is now automatically completed if NPC is killed before reaching the travel area
  • Ape_B: Fixed floating Experiment 005 NPC after downing
  • Ape_B: Increased boss spawn distance to 100m (from 60m)
  • Ape_B: Added missing Quest Marker for boss spawn location
  • Added new Juvenile Ape death montage
  • Adding shackle audio. To be added to shackle BP
  • Fix for power network state not being preserved when using prebuilt structures
  • Revert prior fix for prebuilt structures and resource networks (not working 100%)
  • Added 3 more clipboards and one more corkboard for dressing the ice mammoth missions
  • Adding drill audio to drill arrow
  • Lots of updates and additions to the NPC dialogue lines. Removing unused lines, adding new lines - adjusted lines, fixed spacialisers, added line cues in mission BPs etc
  • Landmines now leave a black scorch mark on the ground for a few seconds where they exploded
  • Legendary Weapons are now automatically repaired upon upgrading them
  • IM_C2: Reduce turret requirement from 10 to 4 for recipe cost reasons. Players probably should have more than 4 but that should be a player choice, not forced
  • IM_C: Tweaks to base as V2 revision with door and lights updates. Removed non-functioning decoration deployable
  • Only draw debug line in GOAP debugger if AI target is valid (otherwise it goes to origin)
  • IM_D2 revamp: Added dead researcher with ECHO objective. Stability decreases over time before enzyme units are destroyed. Modified creature spawns are reduced until Luriform Serum is used. Buffed player while Luriform Serum is active
  • Added a number of basic direction arrows to the icon list on signs
  • Ape_G_Outpost - set dressing and polish (GH_Ape_G_Outpost_version_02)
  • Added new gradient arrow icons for deployable signs
  • Updating mission NPC dialogue to be 2d and 3d events. Adding dialogue trigger into Mission BP. Setting healed and hurt dialogue to play as intended now
  • APE_C - Shifted Base Location & Created New Base
  • APE_C - Set up quest Objectives
  • APE_C - Setup minigame with directions and object interactions
  • Added SM_PRP_Medical_Trolley_Table_A, B, C and D
  • Adding Science Lab Props, Item Setup etc
  • Adding Prop Pipes for Decoration
  • Fixed CF_Cliff_06 LOD screensize values
  • Fix power state is not retained for prebuilt structures (again)
  • Added art assets for various science equipment
  • Small reduction in chewing sounds for better subtlety
  • Lots of updates and additions to NPC researchers lines. Need more BP logic before I can fully play them properly
  • APE_C - Adding Experiment & Extraction Steps
  • APE_C - Adding Restore Power Steps
  • APE_C - Updating Base to include new items required, examination table and fixing power network
  • APE_C - fixing objectives in faction missions DT as they were breaking the build
  • Made a few small tweaks to collectible notes in ape chain to suit established lore
  • Fixed a few typos in prop item text
  • Added dialogue and subtitles for additional IM AGENT lines
  • APE_G - Setting up Travel / Craft / Setup Quest Steps
  • APE_G - Added new base layout as the old didn't work for quest
  • APE_G - Changing Mission Objectives Text Colour to/from Red based on complete status
  • Adding Corkboard and Clipboard Variations
  • Adding Medical Trolly Probs and Item Setup
  • Fixed build validation compiler error
  • Fixed golem gauntlet shield particle positioning in 1st and 3rd person
  • Fixed golem gauntlet shield bash bug where particle effect was left in mid air
  • Adding all new AI dialogue lines and events for IM rewrites
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • GH IM_C2 - Quest now checks to see if enzyme disperser is active before activating spawners. Player can manually disable the enzyme disperser which disables the disperser. this allows the player to give themselves a break after killing remaining creatures
  • Optimisation updates made to various lab prop assets
  • Fix shadow setup for Concrete Door. Increase DF resolution. Remove duplicate collision on SM
  • IM_D: Gave new turrets ammo. Added some random nicknacks in various cupboards
  • Added updated slug dissection asset to the BP
  • Added art assets for the viscid disection prop
  • Changes to AIcarusActor and RecorderComponents to force prebuilt structures to play events back in the same order as prospect loads

[/expand]

Icarus Week 180 Update | New Wooden Armor Stand with outfit Quick Swap

Welcome to Week 180.

This week, we are introducing the armour stand, a quick way for players to swap armour sets or use as a display.

We also quickly look at what is coming next week - Gas fireplaces.

Notable Improvements:
  • Map Icons for the Delivery, Supply and Retrieval ships have been improved and are much easier to see on the map
  • Turrets can pitch down an extra 15 degrees to better target smaller enemies at close distance
  • Fixed issue with the rustic lamp preventing it from being turned on / off correctly
  • Added Tabs to the top of the prospector field guide

[hr][/hr]
This Week: Armor Stand


This week, we’ve added a new deployable item to the game: the Wooden Armour Stand. It can be crafted at the Carpentry Bench and is unlocked in the Tier 2 tech tree. To make it, you’ll need copper nails, refined wood, and vegetable oil, making it an early-game item that’s both useful and decorative.

The Wooden Armor Stand has two main functions. It lets players display unused armor pieces, helping keep gear organized while also adding a bit of character to your base. It also includes a quick swap system that allows you to instantly switch your currently equipped armor with the set on the stand. This makes it easy to change loadouts depending on the situation, whether you're preparing for combat or heading out to explore.

The stand also supports up to ten different poses, which can be selected through the UI. This allows you to adjust its appearance to better fit your space or style.

The Wooden Armor Stand is a simple but effective tool for managing gear and keeping your base tidy.


[hr][/hr]
Next Week: Biofuel Fireplace


Next week, we’re introducing the Biofuel Powered Fireplace. This new heating option allows players to warm their bases with a larger, more advanced fireplace that runs on biofuel. It offers improved performance over earlier models and adds a modern touch to your interior setups.


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

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

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.55.137128


[h3]New Content[/h3]
[expand]
  • Fixing Armor Stand so that Quick Move and Inventory Updates Occur
  • Unlock Armor Stand Blueprint and Recipe so the item can be crafted

[/expand]

[h3]Fixed[/h3]
[expand]
  • Added outline for delivery ship map icon
  • Added scroll box to Other world bosses. Changed Sandworm text error in data table
  • Fix on/off material on rustic lamp

[/expand]

[h3]Future Content[/h3]
[expand]
  • Add world stat for Ape Inquisitive Desire (not yet wired)
  • Reduce Ape Jr (world) GFur layer count
  • Ape_F mission: Added 2 additional QM locators for Den B and C and spawn 2 additional dens. Updated various quest text. Remove Kill quest, instead the main quest is to destroy 3 dens. Updated Destruction FX to new simpler effect and moved locator so it can actually be seen. Apes spawn 2 max at a time (6 total active), 18 total before dens stop spawning. Updated tether distance to be 25m instead of 150m
  • Replaced Mutually Exclusive Icon in SourceArt Folder
  • BP_GeothermalTerraces - changed material override function to enum atmosphere selection method, updated settings of placed terraces in Geothermal, red quad, Elysium
  • Adding electricity Spline Tool to one of the containers at the Ape Lab in GH mission
  • Added DC_Agave with all growth stages and 3 wild variants, including all SMs, DMs, FTs, BPs, materials, textures and Data table entries
  • Adding initial drill audio hit rock impact audio. Adding positive pickaxe hit tree audio to all pickaxes to account for hitting the tree part of a Ape spawner, removing specific word that repeated too many times in wounded generic prospector in IM mission
  • Added skinned version of the ice slug and updated it in the blueprint
  • Add an OutcomeTint field to DT GreatHunts
  • GH Interface - Added ability to click on completed/unavailable quests to allow you to see what rewards are/were given
  • Fixed a few typos in quests, items, and dialogue
  • Update Ape_E arctic quest to also not continue spawning after mission end. Update mission text to say 'Experiment progress: pct' rather than Defend yourself: pct
  • Adding new NPC dialogue lines for researcher 1. Adding loop, thanks and help. Adding to appropriate dialogue tables and NPC BP
  • Added larger versions of the CAPS for Clay and brick fireplaces
  • Shifted escape location of IM in IM_D
  • Fixed interaction for ape research equipment, to prevent interaction when animating or outside
  • Updating Ape Outpost G to have a sickle to help with the mission as per the liveboard notes. Also moving one of the notes to be off the wood cupboard because the cupboard lid moves up and down but the page note doesnt move with it
  • fixed SM_CF_Cliff_06 - re transferred vertex normals from lowest LOD and reduced material count
  • IM_C2 - Fixing quest step where you need to craft an enzyme propagation unit - it was checking for the wrong item
  • IM_D2 - Updating Quest Objective Hint Text to Mention that Luriform Serum is unlocked in the T4 Tech Tree
  • IM_O1 - Ice Mammoth World Spawn is not Set to 'EnemyPlayerOnly' so it no longer is attacked by wild animals
  • IM_O1 - Fixed issue where collision sphere was visible when it shouldn't have been
  • IM_C - Adding Natural Spawns of Snow Slugs to Arctic Zones, will help with the mission steps
  • GH_IM - Consistency Pass on IM Quest Objectives
  • GH - Adding baseline mission currency rewards (Mission = 200R, Optional = 200R + 200E, Final = 500R + 300E)
  • GH - Updating Mutually Exclusive Icon to the new Image and Adding to Rock Golem GH Tree
  • IM_GH - Pass on Descriptions and Objectives / Tech Level / Difficutly for the IM_Missions
  • IM_GH - Adding World Stat for Ice Mammoths to Spawn in Pairs, Implementing and adding to GH_IM_A Setup
  • IM_GH - Adding World Stat for IceMammothSpawn GH Outcome
  • Adding an additional list to Spawn config to allow for Natural Spawn creatures to be injected into the weighted list when selecting a creature to spawn - naturally without Dens etc
  • IM_A - Hooking up World Stat to be used for the IceMammothSpawn Outcome
  • IM_GH - Adding Ice Mammoth Spawner if needed
  • IM_GH - Adding Snow Slug Spawner to the world stat so spawns and is active when the world stat is active
  • IM_O2 - Adding Enzyme Virus Icon and Setup
  • Scale stats based on number of players for epic Juvenile Apes (spawned in quests)
  • Fix deleted Ape_F kill quest being removed, pointed to destroy lair objective instead
  • Fixed Juvenile Ape (JA) eye socket pointing upwards
  • Fixed JA foot sliding when running
  • Removed level-based scaling of JA movement speed
  • Added DamageSourceLocation to JA, fixing some issues where attacks wouldn't land
  • Updated JA's GOAP behaviour setup to more closely match other aggressive NPCs
  • Fixed JA's montage setup that was making it walk on the spot
  • Removed some unnecessary blocker components from JA's character BP
  • Added PFS_SW_Foliage_DCL2, Updated LC_Rock paint layers, Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Delaying the big bang after feeding the ape in mission G to 1.2 seconds after feeding to allow time for the chewing sound effect to play first
  • WIP blood material for NPC character
  • Adding stasis bag pickup audio to actionable so it plays when using mouse click or hold F
  • Fixed Great Hunt Mission Outcomes text cutting out
  • Adding item added or removed for all drop pods for consistency
  • Adding generic pickup item sound when getting an item from a drop pod for better indication that you have collected something for a mission etc
  • Adding the sound of adding wounded prospector to medivac drop pod for better indication of mission progress and action
  • Adding additional biolab hover audio, adjustment to hover sound and adding check to see if weapon selection is valid before playing the select weapon audio to ensure it plays back at the right times
  • Removed dead prospector from BP_GH_DenEntrance_GreatApe
  • Adjusted position/rotation of QM_GH_IM_B_Hint
  • GH - Reduced size of mutally exclusive icon as it was too big
  • APE_E - Adding hint text to mission so people know that the device requires power to activate
  • APE_E - Adding Ape Arctic Spawner and Setting up Natural & Lair Spawned based on WorldStat
  • APE_E - Removed Resupply, added a recipe and session flag for crafting a sonic device, added recipe to machining bench
  • Adding Biofuel & Electric Fireplace Item icons
  • IM_A - Swapping over to new structure
  • IM_A - Spawning bone pit as part of the mission and cleaning up afterwards
  • IM_O1 - Destroys mammoth and spawner if the mission is ended or restarted
  • Adding missed file for banana seed recipes
  • Adding Banana, Seeds, Workshop Seed pack, item setup, icons
  • Adding Banana Farming Implementation with various growth states
  • Adding Banana Workshop Seed pack, talents etc
  • Adding recipes for crafting banana seeds
  • Fixing Biolab first time prompt - making strings translateable
  • Removing Interactable from new Prop items which don't need it
  • Adding Item setup for burlap sack, plastic crates, saddlebags and generic containers
  • Fixing Redirectors in Deployables folder
  • Adding Item setup for fishing poster, corkboard and standing photos
  • Setting up Industrial Sign Props, Items, BPs, Icons, Etc
  • Renamed 'Clutter' to 'Prop' in BP names as it fits better
  • Updated Ice Mammoth sledgehammer pieces
  • Added functionality for autonomous spawner to switch between ape spawner BPs depending on biome
  • Ape_E now enables spawning of Juvenile Apes gobally on completion
  • Update Ape_C2 and Ape_E quest description text. Ape_E arctic defense quest now spawns Apes
  • GH spawner VFX and implementation to BPs
  • Fiexed a punctuation typo in bestiary lore entries
  • Pitch variations to the apes vocals to help with multiple apes spawning at once with multiple flinch and attack vocals
  • Added art assets for the set dressing posters, signs and corkboards
  • Small spacializer changes for NPC
  • Update Ape_B blood trail prebuilt structure to include some lockers with ammo along the trail path
  • Great hunt main button now greys out if not on a prospect that allows for great hunts and dlc flags appear on the smaller great hunt buttons when you need dlc for it (but can still click through to look at it)
  • Added a number of existing assets as BPs to use as clutter objects for GH missions and beyond
  • Fix Transform tool allowing landscape streaming proxy to be selected, causing the landscape collision to fail. We never want to be modifying landscape with this tool
  • Added BP_GH_IM_A_Bonepit for hole next to base A
  • Font colour changes on Biolab info prompt
  • Balance of NPC dialogue lines
  • Update Research lab equipment used in Ape_C mission to force show shelter icon as its is needed for this mission to succeed
  • Close the window on the Ape_C cabin as it was affecting the minigame due to shelter requirement
  • Add gas and electric fireplace talents and recipes
  • Set tether distance on Ape_C lairs to be 30m. Turn off transmitter once quest completes
  • Adding additional please help lines for researcher in im mission
  • Great hunt UI - Missions that are on a seperate prospect no longer have their 'start mission' button dissapear but instead are disabled (greyed out) and have hover text saying if its becuase of DLC or theyre on the wrong prospect
  • Fixed bug where popup UI for highlightable actors with no interaction options would be much taller than desired, often leading to the actor's name going out of frame
  • Ape_C2: Make apes from central (large) spawner agressive, larger and have unique names
  • Added new larger observation cabin, with more mission-appropriate content inside, in adjusted location for Ape_C mission. Spawn 2 ape dens in the valley below cabin as part of story building
  • UI Pass on Biolab Info prompt
  • Added bestiary lore entries for the snow viscid
  • Added LookAt ctrl rig to boss ape
  • Disabled LookAt IK on several ape montages
  • Hooked up fireplace on/off materials
  • Added LookAt ctrl rig to juvenile apes
  • Added dlc banner to Boss and Hunt buttons. Changed divider colour to red, removed gradient shadow on hunt overview
  • Created LookAt control rig for Ape character
  • Added LookAt IK to caged ape
  • Tweak nomenclature of (boss) animal names and ambiguity between Great Hunt Mission outcomes and the stats granted
  • Removed Dead Prospectors from outside the Ape Arena
  • Adding audio to situp animation to attempt to add sound to mission NPC that stands up when healed
  • Added some montage animation to caged ape
  • Adding alternate researcher lines when thanking the player to add more variety
  • Hooked up additional dialogue line for AGENT reaction to ape escaping
  • Added bestiary image for the Icy Slug. Reduced the size of the Icy Mammoth bestiary image to a more appropriate size
  • Adding cries for help during IM first mission from npc near the slugs
  • Added Pistol Turret testure variant for IM mission research lab
  • GH - Fixes to Itemable text to match the new creature and boss names for great hunts
  • GH - Fixes to Highlightable text to match the new creature and boss names for great hunts
  • APE_G - Updating Prospect Description and Preview Objectives
  • APE_G - Adding more to the Ape Outpost
  • APE_G - Adding new quest queries and repositioning Cage Slighty
  • APE_G - Trialing new Cage with visible creature
  • APE_G - Adding Examine Step which contains the travel and notes, also allows for the small travel and notes steps to be done in parallel
  • APE_G - Adjusted quest so it has a larger varierty of foods to prepare and trial on the caged creature
  • APE_G - Adjusted and split out quest steps for more clarity
  • GH - Fixing Stat names for numerous creatures progressive stats, setting up SnowSlug Stats and setting up bestiary stats of snowslug and icemammoth
  • IM_A2 - Fixing the Enzyme Propagation Units not being active and showing effects
  • IM_A2 - The World Enqyme Propagation Units now can be switched off / disconnected from power which will progress the quest
  • IM_A/A2/D - Enemy Turrets now consume less power
  • IM_D - Fixing Incorrect Save Data for the Enzyme Propgation Units so they are not longer active by default
  • Adding Cheat so you can teleport straight to quest markers
  • IM_O1 - Changing interact of the researcher so they can be talked to during the mission
  • Adding GH / Biolab info prompt which will set an account flag and dismiss after the first time it is seen
  • GH_APE - Adding Garganutan as natural spawns if the world stat is enabled for Inner Forest, Outer Forest and Desert Areas
  • GH_RG - Adding Quarrite as natural spawns if the world stat is enabled for Desert, Forest and Arctic Areas
  • GH - Adjusted Stat descriptions to fix creatures names, add mention of lairs, add boss names, removed the word spawn and adjusted colour of a few outcomes to match the new 'blue' for unlockable blueprint
  • GH_IM - Adding Rimetusks as natural spawns if the world stat is enabled for Arctic and Tundra Zones
  • GH - Renaming 'Enzyme-Enhanced Mammoth' -> 'Rimetusk', 'Enzyme-Enhanced Viscid' -> 'EXP-VIS', 'Young Quarrite' -> 'Quarrite', 'Garganutan Jr' -> 'Garganutan' and Updated Boss names to use the base name with a prefix or suffix
  • Fixing up Bestiary Enteries so all new creatures and bosses have their correct names, setup and traits
  • Revamp Ape_C2 with small ape village and additional quest steps
  • Stopping the pained loop for researcher 1 until NPC dialogue behavior is added back in
  • Update Ape_Final mission to be called Extinction
  • Added some procedural movement animation to drone
  • Updated outcome text for Ape_B and adjusted quest description for Ape_A_Travel to get players to go inside the base
  • Cleaned up Great Hunt campaign main button, removed gradient on GH Interface top bar
  • Destroyed Ape spawners will now clean up after a minimum time of 60 seconds when all players are at least 100m away
  • Faction mission spawners can no longer spawn NPCs if they are marked as 'Destroyed'
  • Add a cheat function for level designers that stops landmines exploding
  • Update ape spawner to not take laser, made larger version which takes laser
  • Fix highlightable not included ape corpse on experiment table deployable by adding custom highlight setup to WorldObject base class to match Deployable base class
  • Turrets can pitch down an extra 15 degrees to better target smaller enemies at close distance
  • Hostile mission turrets now correctly use the AI relationship system instead of only targeting PlayerCharacters + Mounts
  • Wire great hunt talent UMG to work with custom DT colors
  • Great hunt UI - Removed grey out when no on a valid prospect e.g. outpost. Allowed clicking on campaign even when 'locked'. Now correctly locks when not on open world and greyed out mission box saying 'only available in open world'
  • Updating vocalisations of caged ape to accomodate for changed cage look - more open
  • Added a T3 fishtank variant without the base so it can be placed on tables
  • Adding Books, Magazines, and bookstack items, icons and setup
  • Adding Boardgames and Cards assets, items and icons
  • Fixed dt validation error
  • Added basic first pass of drone AI
  • Improvements to drone AnimBP
  • Drone now explodes when it dies
  • Added colour-coded spotlight to drone
  • Tweaks for the (GH mission) Echo Device tracker
  • Data table set up for envirosuit_sand , and added SK_1ST_CHA_Envirosuit_Sand
  • Added games and books art assets for dressing the mission bases
  • Adding various GH hover and select audio UI cues
  • Made adjustments to the hunt talent trees so that they never overlap with the mutually exclusive icon. Mutually exclusive icon is now broken down into parts just in case we want to make changes to it at different states
  • IM_O1: Fix incorrect map binding text in mission description
  • Added SM_IM_Cage_Base
  • added more props to IM_A_BASE prebuilt, added BP_GH_IM_A_Disection
  • IM_O1: Add more EDS ammo to loot. Corrected blue text about T3 Heal Device being crafted on Fabricator
  • Great hunts mission UI - Added a 'mission in progress' layer now t hat we can look at GH during missions. Fixed 'begin operations' button displaying the wrong text in many situations
  • Added CHA_MAL_Envirosuit_Sand pieces first pass
  • Adding audio when selecting great hunt world boss on the GH device to show what weapon is associated with that boss
  • Adding slug taunt audio heard from within a cage, adding slug move audio heard from within a glass cage. Duplicating the montage and anim and swapped out. More to be added by Francis
  • UI tweaks to Great hunt Selection menu Button. Changed Other Bosses layout from scroll box to grid
  • IM_D2: Updated follow wire step to hint that you use the electricity tool
  • IM_A: Increase large crate weight
  • Ice Mammoth Hunt: Fix mission type classifications (choice vs standard)
  • Correcting the ice mammoth row in AI setup to have correct audio for when its used in the mission where it breaks free
  • Updated sand armor textures and materials
  • Add a way to show some quest items in the FieldGuide. Make it more obvious to devs which items are hidden from users in the FieldGuide (but are visible in the editor)
  • Adding deploy audio for various props
  • Adding generic injured and healed NPC zookeep lines in to help with new section of Ape mission 1
  • Correcting the way the AI said wow in a IM mission so it didnt sound too weird.
  • APE_A - Adding Missing Json file for prebuilt base
  • Adding audio occlusion context to IM cage so if you are inside the base audio from the creatures is occluded
  • Lots of tweaks and improvements to the ape cage mission audio. Added occlusion to the cage, updated with new cage bump audio, added scream as a SFX because the ape is not an actual creature etc
  • Added missing pause audio state to dropship sequence ensuring that the audio is paused even when trying to pause in dropship
  • APE_A - Fixing Faction Missions DT
  • Enemy Turrets now use new texture and can no longer be picked up or interacted with in shipping builds
  • Adding new texture to enemy turrets
  • IM - Stasis bags are now crafted on the Advanced Texiles bench - T3
  • APE_A - Adding new Objectives: Heal Scientist, Deal with Hyenas, Collect Biochips
  • APE_A - Updating base to include medical kit and supplies as needed
  • APE - Fixing up Redirectors in Quests Folder
  • IM_C2 - Removing Coziness requirement
  • IM Fixing Mission Lockouts, they where incorrect after shuffle
  • Adding Sled and Bear Trap Item Setups
  • Missions are now viewable while mission is active but with all 'start mission' buttons greyed out
  • Golem Gauntlet projectile no longer bounces, no longer deals point damage (only AoE damage)
  • Fixed exotic charges not correctly applying elemental damage on Golem Gauntlet Hammerfist / projectile attack
  • Fixed Golem Gauntlet shield bash having a 0 AoE range
  • WIP blood material function on character
  • Added Sled prop for GH missions
  • Added Bear Trap asset for GH mission set dressing
  • Fixed bad mesh and normals on woven rugs
  • Add full size clay and stone brick fireplace deployables, pending full implementation
  • Adding missing occlusion setting to various slug movements. Slight reduction in spacializer distance for better subtlety
  • Add concrete door item setup, pending icon
  • Added BP_Ape_Spawner_Arctic + snow material variants for small CF rocks
  • Added GH_IM_D_Base_Version_02 prebuilt structure (WIP)
  • Added stone and scoria brick sign item setups
  • Updating deploy audio and adding missing spacializers to enzyme machine that was causing the audio to be heard wherever the player was in the map
  • Adding updated ape juvi slam audio to better represent the feel of hte apes movement
  • Add tabs to top of FieldGuide
  • Completely re working the ape audio for the cage mission. Adding most sounds off the animations. new version of the slam etc. new version of hte chewing to make more sense with open cage
  • Fixed biolab weapons 'buy' buttons only working in space and not on OEI on planet
  • Adding new animations specific for caged ape so that unique audio can be added for all. Added new scream caged event, added slam caged audio and also added occlusion to landmines
  • Fixed various reload issues with Ape_C2
  • Fixed issue in Ape_C2 where laser wasn't actually dealing damage to spawner
  • Ape_C2 laser now guaranteed to damage target so that spawner is killed in desired amount of time, regardless of health

[/expand]

Rocketwerkz's CEO alleges Unity are threatening to revoke studio's licence over apparent personal licence usage


DayZ creator Dean Hall is alleging that Unity are threatening to revoke all licenses for workers at his current studio Rocketwerkz, the team behind Icarus. The developer made this claim in a lengthy post on Reddit saying that Unity are doing based on "bogus data about private versus public licenses." Hall shared what he claims is an email from Unity dated May 9th where they explained that the Unity Compliance Team has flagged Rocketwerkz's account as according to their data, the developer "currently [has] users using Unity Personal licenses when they should under the umbrella of your Unity Pro subscription."


Read more

Icarus Week 179 Update | Stone Signs and UX improvements

This week, we're introducing a new addition to the Tier 2 tech tree: Stone Signs.

We’re also sharing some insight into how our weekly patches come together - what we plan in advance, how we adapt based on priorities, and why the content in each update can shift from week to week.

Finally, we’re giving a quick look at what’s coming next: Armor Stands, a new feature that lets you display your armor around your base or use them as quick-change stations.

Notable Improvements:
  • Fixed an Unreal Engine crash that occurs when particle systems are cleaned up while active
  • Workshop items with missing ownership will now have their ownership set correctly when placed into an exotic delivery pod (by the player who brought it down initially). This should fix the issue where Envirosuits with missing ownership would be deleted upon trying to return to space via the delivery pod
  • Items placed in exotic drop pods that cannot be transported to space are now put into an overflow bag instead of being destroyed
  • Did a UX readability pass on the mission objectives widget. It should now be more readable in the majority of lighting conditions, especially improved in the Arctic
  • Redid the Greek Alphabet map Icons as they were too thin to identify easily

[hr][/hr]
This Week: Stone Signs


This week, we're adding a new sign option for lower tech tree tiers: Stone Signs. These signs provide a more rugged and natural-looking alternative to the existing wood and brick variants, and are designed to fit in with early-to-mid-game building styles.

Stone Signs can be crafted at the Masonry Bench (Tier 2) using stone and iron nails, making them accessible without needing to progress too far into the tech tree. They're an excellent option for players who want to organize their bases, label storage areas, or mark outposts without jumping into higher-tier materials.

Three variants offer three different placement options: floor-mounted and wall-mounted versions, with both tall and angled designs. This gives you flexibility when placing signs on other types of terrain or integrating them into various building layouts.

As with all signs in Icarus, these new stone versions are fully customizable—you can edit them to display your own text or icons, making them a functional and aesthetic addition to your structures.


[hr][/hr]
Next Week: Weekly Patches


We aim to release a patch every week. This is part of our ongoing support for Icarus and allows us to deliver free, minor updates and improvements between larger content drops like expansions and DLCs.

Not every week will have a big patch. Sometimes, it’s because a feature or fix isn’t ready yet, or we’re focused on bigger updates. Other times, it’s due to technical issues (like the source control outage in Week 176), holidays, or time spent setting up for sales and promotions.

We try to stay flexible. While we usually have the core weekly content ready a few weeks in advance, we often reshuffle things based on what’s most important at the time. If a major fix is ready earlier than expected, or something breaks and needs quick attention, we’ll adjust the schedule to ensure it goes out as soon as possible.

One example is the solo pause feature. We’d been working on it for a while, and once it was ready, we moved the stone signs back a week so we could release it alongside some other quality-of-life changes.

This approach also helps with minor, incidental updates. For instance, the UE4 crash fix and Mission Objective Widget readability improvements in this week’s patch weren’t planned for this week specifically, but they were done in time, so we included them.

Some weeks will be light, like this one. Others will have more content and major fixes, like last week. That’s just the nature of steady development.

We’re still actively working on Icarus, including another expansion and ongoing work on the Great Hunts campaigns DLC. As long as people keep playing, we’ll keep updating.


[hr][/hr]
Next Week: Armor Stand


Next week, we’re introducing a new Armor Stand that lets you display your armor sets or use them as a quick-equip station. It’s a handy quality-of-life addition we’ve enjoyed using during internal testing. Whether you're organizing your base or want to swap gear quickly between missions, the Armor Stand makes it easier to manage your loadouts and keep things tidy.


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

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

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.54.136562


[h3]New Content[/h3]
[expand]
  • Added Stone Sign Icons
  • Unlocked stone sign blueprint talent, recipe, item

[/expand]

[h3]Fixed[/h3]
[expand]
  • Hammerhead Slug Icon - Fixed replication bug where clients saw both world boss spawner icon and boss icon at same time
  • Fix an UE4 engine crash when owner of particle system is cleaned up whilst particle system is playing
  • Cleaned up skinning on base Swamp Quad SK, as well as added updated textures for the carcass. Also added a new bones SK mesh and textures for the creature, as it previously did not have them
  • Changed compression settings on normal maps from Default to Normal Map for Plat Weave curtains
  • Added Dale's updated mesh and textures to fix normal map issues
  • Fixed a bug where putting heated canteen into water purifier would keep the cooling buff instead of turning it into warming
  • Added new bloodied textures for bear cub bones to replace the clean bones
  • Added proper texture for Lava Blueback bones SK mesh
  • Reset pivot on pan mesh to original position
  • Added switch to mask out normal intensity on MA_ITM for signages
  • Fix half pitches swapping direction when upgraded to or from stone brick
  • Fixed being unable to upgrade wood half pitches by removing a very old unused version of that buildable
  • RESEARCH: KIWI: Increased time between additional wolf spawns at the sigma map location (doesn't affect those that come from the dens)
  • Updated wolf and hyena dens tooltips and related quest objectives to tell players to destroy them with a pickaxe
  • Halved default health of spawner dens now that firearms can no longer be used
  • Adjusted the normals strength for the surfaces where the text widget is located for better readability on the Stone and Concrete signs
  • Readded old wood halfpieces, as the removal broke old missions, but moved after craftable version so upgrading should still work
  • When reloading building pieces, prior damage is now applied asynchronously instead of all in one frame. This should hopefully fix some hitches people were having when reloading prospects with many broken building pieces
  • Fixed recent change that was loading all buildings in in a destroyed state
  • Fixed issue where the envirosuit worn by players when selecting their initial drop loadout weren't initialised correctly, meaning they couldn't be returned back to space via a drop pod
  • Increase basic wood sign normal resolution to 1k and reduce normal intensity for readability
  • Update Sign widget positions to be closer to mesh so text doesn't float.
  • Fixed cleanup of POTSHOT
  • Added more async optimisations to building destruction to reduce impact of loading in partially damaged or destroyed buildings
  • Building destruction FX are now limited to 20 operations per frame
  • Buildings will no longer play destruction audio or particle effects for dedicated server or when in an unloaded tile
  • Cleaning up lots of audio files that played too many times. Reducing some spacializers of deployables to account for buildings with lots of deployables making excessive constant noise
  • Limiting number of channels can play at once for various channels of audio events
  • Added missing PM to other chicken coop to play correct footstep sounds. Also adding missing tick box setting for occlusion on general creature movements
  • Reducing the amount of turbines that can be playing at once and setting to virtualize to stop excess audio spam
  • Fix old stoves that cannot be constructed anymore (but may exist on historical prospected) are listed in FieldGuide
  • Meta items with missing ownership will now have their ownership set correctly when placed into an exotic delivery pod (by the player that brought it down initially). This should fix the issue where envirosuits missing ownership would be deleted upon trying to return to space via the delivery pod
  • Items placed in exotic drop pods that can't be taken up to space are now put into an overflow bag instead of destroyed
  • Correcting the chicken coop not having the correct PMs set on the roof collision boxes - causing the audio to sound like walking on dirt instead of wood which would seriously effect the players immersion causing mass panic

[/expand]

[h3]Future Content[/h3]
[expand]
  • Stop Quorites From Overlapping Each Other So Much. - Remove map boss icon from quorites
  • Resave desert ape spawner
  • Update Ape_C2 with deployable laser step
  • Sandworm crossbow - fixed replication bug with movement slow on reload. Added validity checks on owning player to prevent log spam
  • volume balance for opening dead miners inventory
  • Adding audio for when interacting with a dead miner to better sell that you are searching them
  • Added Composite, Concrete, Iron, Sign Icons
  • Elysium - cliffs and crevasses in geothermal, red quad. Adjusted scale of dead tree FTs, swapped textures in crevasse LC material
  • Adding ape 1 shot cave scream before spawning in Ape B mission to ensure it screams every time. added 2.5 second delay to spawning of the ape to ensure no overlaps in vocals. Sped up ducking bus time ever so slightly so it doesn't bring the whole mix down for too long when ducking dialogue
  • Replaced Greek Alphabet map Icons to have backings for visibility
  • Setup Ape_G mission general layout, needs set dressing and notes
  • Balance pass of GH boss combat music
  • Ape_G: Added placeholder note data
  • Add an Upper variant to Geothermal voxel pools
  • LOD, DF, widget placement, and collision fixes for new sign assets
  • Updated meshes for composite signs
  • Updated meshes and material for DEP_MXC_CampCooker_PanProxy and DEP_Prop_Cooking_Pot
  • LOD, DF, widget placement, and collision fixes for new sign assets
  • Fixed bug where Golem Gauntlets were dealing too much hammer-fist damage due to stats scaling twice
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Shifted location of Mammoth spawn closer to arena entrance in IM_C3
  • Add mission counter to Ape_G notes step
  • Add radio interact step to Ape_D mission
  • Remove DF on MacTop collision meshes
  • Delete old obsolete Stove material/textures now that proxy meshes have their own sets
  • Fix Ape_D camp setup quest not having completion logic
  • Tweaked LOD screensize on Silo mesh. Removed unused texture references from materials
  • Fix no biome is sticking when leaving an instanced level
  • Add ProtectiveRocks for Ape Lair in Strange Troop mission as a separate actor so they don't contibute to taking damage
  • Committing Missing Files that where not reconsiled after working offline, this should fix the build
  • IM_A - Removing Search Area and Setting up ECHO Device Tracker to find the base
  • IM_A - Swapping Search Area for Echo Device Tracking and adjusted quest to mention the beacon number to follow
  • Snow Slug and Icy Mammoth now both have a small amount of armor and have a chance to freeze with attacks, removed stats from snowslug epic creature and moved them into base creature
  • Adding snow slug armor growth curve
  • Removing GH which are no longer present in the IM Campaign
  • Adding Armor Health Bar to Creature In World Widgets (disabled as widget required to finish is checked out)
  • Small Adjustments to In World Creature Health Bars to Match Epic Creature Health Bars
  • Setup new Hunt Flow for GH_IM
  • Setup Missions and Pass on Difficulty & Tech Level for GH_IM
  • Quick Pass on Mission Descriptons for GH_IM
  • World Spawn Ice Mammoths are now Aggressive by default
  • Adjusted World Spawn Ice Mammoth Stats, Adding Frost Damage & Chance to Freeze
  • Added new Recovery Beacon enteries for all IM missions where appliciable
  • IM_01 - Added Extra Step to Locate a Storage site after finding dead prospectors, added new step where you have to fight an ice mammoth, adding new notes where appropriate
  • IM_01 - Adjusted Researcher Avery so they have an encampment
  • IM_01 - Shifting Quest to be in the southern arctic of Prometheus rather than the northern as it is now the first quest
  • Fixed Roots of BPQ IM_Researchers 1/2/3 as they where scaled and throwing all things spawned by them off
  • IM_01 - Rebuild storage container in the new location as it has shifted
  • Adding Map Icons for different prospector colours and beacon coolours
  • IM_01 - Removed Reward Step as it is no longer required
  • IM_01 - Viscids and Mammoths now guard and area and will instantly agro to anyone who enters that area
  • IM_01 - Complete and playable
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Added 3 variations with growth and death states for HRB_Truffle_Plant
  • Elysium - foliage and decal painting, cliff placement in geothermal, red quad
  • adjusted scale settings on slope rock FTs
  • Rock Golem gauntlets should no longer grant xp when hitting rocks and voxels
  • Resave modifier and quest marker changes for Ape_G base and alterations hiding
  • Ape_G setup base and set dressing, cage pending audio
  • Fixed non-item containers showing alteration text when no alterations were present
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Fixed visual for garganutan blood trail and adjusted material settings for the blood decal
  • Implemented Biofuel Fireplace assets, pending some VFX?
  • Updated fireplace assets so they're childs of their respective base fireplace assets, this allows easier maintenence of their functionality
  • Fixed issues in code to match coding standards
  • Removed 'auto' usage in iterating over alterations
  • Changed !( x == y) to x != y. due to generated code not allowing != operations for alterations enum
  • Added material variant for the Enzyme cannon arm to match the enzyme propagation unit. Added DMs for the enzyme propagation unit and enzyme cannon arm
  • Changing the beep of the mines to differentiate more between the beep on one of the hand held devices
  • Elysium - foliage and decal painting, cliff placement in geothermal, red quad
  • Ape/Golem spawners can now only be damaged with pickaxes
  • Updated tooltip on Ape/Golem spawners to mention that they only take mining damage
  • Apes/Golems now spawn tethered to their dens, and will prefer to stick around them instead of walking off into the abyss
  • Added ability for IcarusGOAPMoveToActor to use custom acceptance radius
  • Added the art assets for the enzyme propagation unit
  • Adding turret destroy audio and item audio data table setup so that the destroy audio is more obvious. This helps inform the player they have destroyed enemy turrets more obviously
  • Add Icebreaker to NE mountain on Frostfall
  • FTs for temp truffles (I forgot about this last week)
  • Added textures and material for Brick_Stone Signs
  • Added DMs for Weapon Rack
  • Adjustments to ape cage audio and attempting to play audio more consistently within BP
  • Elysium - foliage and decal painting, cliff placement in geothermal, red quad
  • Fixed a few typos in quest steps and items
  • Committing bp changes for previous commit with ape mission cage
  • Adding cage rattle - bang, small med and large for ape mission. Also adding reverbed vocals for ape as its in the cage so it feels appropriate. To further adjust in mission
  • Fixed skinning issue for CHA_MAL_ARM_Sand_Chest
  • RG_C2: Update objective dens to only respawn if you don't meet the requirements, but have a shorter respawn time
  • RG_C2: Fix hint text for taxidermy knife being always visible
  • Fix warning in logs about titlescreen camera
  • Small adjustment to search dead miner audio to make it slightly more subtle
  • IM_A2 - Adding base for quest, hooking up to faction mission so mission can be triggered
  • IM_A2 - Adding Tags for quest locations for spawning
  • IM_A2 - Adding Logic for 3 different experimental creatures, setup, spawning, stats and world locations
  • IM_A2 - Setting up Quest Marker Locations for the 3 experiments and 2 machines
  • IM_C2 - fixing issue where Mammoth Boss would still chase players after being hit and completing the quest
  • Armor Bars are now visible if the creature has armor and the talent / stat to show health bars
  • Fixed issue in actor state where when max armor was set, this wasn't triggering a refresh in the armor updated events, meaning on intial setup of the armor bar widget the armor bar would appear empty when it was full
  • Updated CHA_MAL_ARM Sand SK meshes
  • Tweaked IM_C2's EQS so that it doesn't spawn horde NPCs near the bottom of the cliff
  • Added updated armour stand skeletal mesh to deployable
  • Added interact on armour stand that lets player quick-swap their currently equipped armour for what's on the stand
  • IM_C - Added Step to Craft and ECHO device
  • IM_C - Removed Search Area and Added Recovery Beacon Tracking to find the base instead
  • Updating Generic quest text that mentioned the ECHO device was craftable at the Fabricator instead of machining bench
  • Reworked IM_C2/3 into one quest
  • IM_C2 - You now have to upgrade / prepare defences, then craft the modified EDS ammo & an EPU, then Place activate and trigger the EPU, once complete the Boss will spawn, you need to then weaken the boss, then hit it with the modified EDS ammo to complete the quest
  • Adding new EPU deployable setup
  • Fixing issue with Snow Viscid & Mammoth trophies where not feature locked out
  • IM_C2 - Adding Session Flags for the EPU
  • IM_C2 - Adjusted Location where IM Spawns and Force Argo the Boss
  • IM_C - Added new final Step which involves the unlocking and crafting of EDS ammo
  • IM_C - The EDS round Account Flag is now also granted on mission complete for late joiners if they aren't present during the 'Craft EDS' quest step
  • IM_B - Locations are now found via the ECHO Device, removed search area's and Hint step which requires you to go back to previous step
  • IM_B - Added Deliver Step for Collected Digested Enzymes and Frozen Mammoth Sample
  • Added Common Quest for Finding a Location Via an ECHO Device and adding a map marker when the players enter the area as well as allowing subquests to run after this point
  • Changed names for Alpha/Beta/Gamma in Recovery Beacons table so they can be reused easily and swapped to use new map markers
  • Fixing Collectable notes present in IM_O1 and IM_B
  • Fixing prebuilt structure in IM_B to use the correct note for the quest
  • IM_B - reduced the number of base viscid spawns before scaling
  • IM_B - Adjusted move to location steps as they where not needed, removed quest enteries and blueprints
  • IM_B Viscids now trigger immediatly when players enter their area
  • Adding quest stat to research materials in IM_A
  • Adjusting IM_A so the ECHO device is now used instead of a search area
  • Adding missing gameplay tag that was preventing IM_0 from being playable
  • Added Garlic plant, including 3 wild variants, 5 growth stages and dead stage, including all FTs, BPs and data table entries
  • Added Snow Mammoth and Snow Viscid trophies setups
  • GH_RG_C2: Cleaned up search areas once each step is complete
  • Elysium - foliage and decal painting in geothermal, testing prickly pear and truffle in desert, red+yellow quads
  • Elysium - tweaks to slope rock textures and material
  • Added temp Prickly Pear assets + FTs
  • RG_F: Update briefing text
  • Updated DEP_Weapon_Rack textures and static mesh
  • Updated CRYSTAL Shovel crafting to be based on the shovel tag, rather than specific item
  • Added a generic craft quest for an array of items, instead of a single item
  • Fixed invalid instigator log spam when turrets fired
  • Added SandArmor item setups
  • Added first pass 3RD, 1ST CHA_MAL_ARM_Sand, ITM_Backpack_Sand, SK meshes, materials and textures
  • Update tooling to find buried voxels. Auto select text when updating location in WorldManager tool
  • Elysium - foliage and decal painting, cliff placement in geothermal, red quad
  • IM_D2 - Setting up new Mission Flow
  • IM_D2 - Setting up Enzyme Propagation Hub item for the quest
  • IM_D2 - Creating prebuilt structure for IM_D2 and connecting wires to follow during the quest
  • IM_D2 - Setting up Area Stability logic for spawning and applying alterations
  • IM_D2 - Adjusting and adding talents for the Enzyme Elixir (now called Luriform Serum) can now be unlocked and account flag is granted during the quest
  • IM_D2 - Is now playable - but missing some extra spawning and final touches
  • IM_A2 - Adjusting Objective Text to make it clearer
  • IM_A2 - Mission now has heavy storms in the arctic regions while the machines are active
  • IM_A2 - Mission now has creatures that spawn with the ice mutation modifier while the machines are active
  • Reparented and created a new base class for quests that involve moving to a location and doing something, so map markers can be added by default to allow for reuse
  • Adding ability to retrieve multiple deployables of the same class from the prebuild structure class after spawned and built
  • IM_A2 - Adding the enzyme propagation units, their defences and their spawn locations
  • IM_A2 - Setting up remaining quest steps so the quest is playable to completion
  • IM_A2 - Adjusting Enzyme Propagation Unit to add effects and splitting world version from craftable version
  • Adding Great Hunt feature to some recipes in GH
  • Adding Snow Slug and Ice Mammoth Icons for Vestiges and Trophies
  • Adding Icon and Mesh for the Enzyme Propogation Unit
  • IM_O1 - Ajusting Quest Objectives to Mention using the HEAL device to Stabilise an NPC
  • Updated skinning on DEP_Armor_Stand_T2
  • Added additional larger caps for Electric and Gas Fireplaces, with rigs and animations for the Electric Caps
  • IM_C2 - Updating Quest Step for Activate as the World Object changed
  • IM_D - Adding basic lights to cage
  • IM_D - Adding Rimetusk run away event to the IM_D quest
  • IM_D - Setting up new base with caged animals, adding new map markers and quest queries where appropriate
  • IM_D / D2 / A2 - Attempting to fix issue with Enzyme Disperal Units
  • IM_D2 - Adding Special Ice Bat Spawners / Nests for the Mission
  • IM_D2 - Adding quest markers for Ice Bat Spawners
  • IM_D2 - Adding 2x Creature Spawners at each Enzyme Propagation Unit to help draw players to that area
  • IM_D2 - Adding large epic creature spawners at base of Enzyme Propagation Hub to help draw players to that area
  • IM_D2 - Removing Extra un-nesseary particle systems from the Enzyme Disperser and Hub
  • Added Anchored GOAP motovation, goal and actions for the swamp bird
  • World Spawn Enzyme Dispersers no longer attract animals by default
  • Dynamic Great Hunt den spawns now rotate to fit terrain better when spawning
  • Great Hunt faction mission den NPCs now only inherit yaw from their spawner
  • Putting limits to how many voices some audio events could play at once and setting to virtualize to potentially help an issue with a prospect
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Elysium - foliage and decal painting, cliff placement in geothermal, red quad
  • Added HRB_Onion with all growth stages and 3 wild variants, including all SMs, FTs, BPs, textures, materials and data table entries
  • Added flowers to garlic plant, updating all SMs, textures and materials
  • Fix potential double up of rewards on Ape_B final boss
  • Adding audio occlusion for when an ape is banging its cage to account for when a player is inside
  • Small adjustments to the volumes and spacializer settings of the trapped ape. Also adjusted delay after you kill the ape to give space
  • Reduced refraction on IM D mission explosions and added a scalability limit to number of spawned systems to improve performance
  • Volume and spacial balance of the sonic device for better audibility in environment. Adjustment to sandworm to better balance for playing not just as a boss
  • Increased Garganutan Jr health
  • Adding additional lines for missions. Audio, events and dialogue table entries
  • Added support for customising armour stand mannequin pose
  • Tweaks to armour stand inventory screen
  • Added Landmine VFX for Eletric and Fire and implemented vfx for all other landmine elements
  • Resave socket position on electric fireplace
  • Add setup for electric fireplace and initial setup for clay brick fireplace
  • Added art assets for the handheld ECHO scanning device
  • Adding audio for slotting a weapon on the weapon rack. Audio, event and BP Imp
  • APE_G: Add cage collision and destruction
  • Adding recovery beacon click audio when changing between targets. Event and BP Imp
  • Creature spawners that only take damage from pickaxes now show a pickaxe required icon
  • RG_A: Update helper text
  • Added WIP mesh, materials and BP for Snow Viscid den
  • Adding hang armor audio, event and BP imp. Also adjusting cage mission timer to have bangs between 5 and 10 seconds instead of 3 and 5 to avoid becoming too audibly repetitive
  • GH_Ape_C: Added small base, require shelter for interact quest
  • Ape Research equipment now requires shelter to play the interact animation
  • Update CT_CreatureSpawner to support preview meshes with multiple material slots
  • GH_Ape_O2: Fix progress percentage and dialogue trigger
  • Update ape cage shake triggers
  • Adding audio for when the ape eats what is given to it in the mission cage
  • Increasing the range of the turrets audio fire for better audible recognition of whats happening when one is firing at you
  • Setting more audio limits to a few events, setting to virtualize. Adding missing occlusion tick box from audio sources that didnt have it for creatures. Saving profile of broken map for further investigation
  • Added physical material to the enzyme propagation units
  • Adding a custom quest function where you can sepcify the lifetime of an object and turn its recorder off when cleaning up
  • Adding Armor Stand Icon, Blueprint, Recipe and Description
  • IM_O3 - Adjusting Quest so you now have to kill 2 Enzymes Enhanced Mammoths that players track with the Echo Device
  • IM_O3 - Adding New Quest Step where players need to kill creatures and obtain their biotags and deliver to a droppod
  • IM_Campaign - Ensure that whenever the player is asked to craft an ECHO device the quest step grants them the accout flag
  • IM_D2 - Granting the Account flag for the Luriform Serum on the craft step
  • IM_D2 - Fixing issue where Luriform Serum was craftable without the required Blueprint
  • IM_D2 - Adding Implementation of Enzyme Elixir to Draw Enzyme-Enhanced Creatures to the Player
  • IM_A - Adjusting Mine Locations at the base and spread out, mines will no longer go off while in the building
  • IM_D - Adding Landmines and Stocking Turrets with Ammo
  • Landmines now stack to 20 (they used to not stack at all)
  • IM_D - Landmines will no longer trigger while inside the base
  • IM_D - Adding lights to the Ice Mammoth Cage and small location adjustments to meshes
  • Setting up Echo device to use new mesh & icon
  • Retaking all scanner item icons as they where inconsistent
  • IM_D - Mission now requires the use of an ECHO Device to find the Lab
  • IM_D - Adjusted mission to use a beacon & Orbital Laser instead of an explosive
  • IM_D - Tidying up timings on explosions, IM Spawn and Particle Effect
  • Added WIP fur and eye cornea shader for creatures
  • UX readability pass on mission widget. Should now be more readable in majority of lighting conditions, especially improved in the arctic. Add info about keybinding to toggle widget visibility
  • DamageAllAI cheat now kills worms and anything under the FactionBoss base class
  • Changed button hover states and animations, fixed buttons shifting issues, wrapped text for item display images, replaced world boss images
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Added art assets for the wild and crop versions of the prickly pear plant
  • Update quest interface to mention campaign instead of operation, when undertaking great hunts
  • Update Highlightable entry for Exotic Shards actor
  • Adding additional 'Large' widget version for ranch gates
  • Ape_E: Remove map icon from deploy step, as it is already on the location step
  • Added foliage types and BPs for the prickly pear. Added FTs and BPs to the FLOD data table. Added growth stages to the farming data table
  • Adding generic hurt prospector loop audio, event and adding to NPC for mission. Can be swapped out as needed
  • |Elysium - voxel placement, foliage and mesh polish in Geothermal, red quad
  • Adding all new dialogue lines for ape missions. Adding audio events, and data table setups
  • Added static and destructible meshes for GH spawner destruction effects
  • Move keybind element to left side of Mission Objectives widget instead of right
  • Ape_C: Fix shelter check on research equipment
  • Update electric chimney to stop/start when the fireplace is on
  • Add half height chimneys to biofuel and electric fireplaces
  • Ape_F: Fix creature count not showing for clients
  • Fixed reference in the FLOD data table. Added foliage overlap collision on the prickly pears
  • Update CFMED001 prefab cave volume to be tighter to interior bounds to prevent cave pushing outwards too far and causing unintended overlaps outside
  • Adding electric and gas fireplace open and close audio, event and notify
  • Fine tune and adjustments to ape sonic device start so it ignores instant flashes of start - stops
  • Fix Ape_E_Defend logic re-activating BPQC spawners after they had been deactivated on quest end. Add in WIP logic (unhooked) to shutdown transmitter automatically on quest end. Deactivate both spawners when players aren't near
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Ape_D2: Fix kill quest wording
  • Fix snow mammoth head loot
  • Fur cards WIP shader adjustments for Alpha Wolf and cornea shader
  • Adding generic drill arrow destroy rock audio and event
  • Elysium - adjusted material settings and placement of stick trees in Geothermal, red quad
  • Added animation, skeletal and static meshes for spawner hole blocker
  • Increasing intensity of the gas can gas release audio for better understanding of whats happening
  • Fixed up asset reference in ShopPanel UMG
  • Added package flag locking to Buy button on WeaponInfo umg
  • Created a unified Buy button umg for use in Biolab UMGs
  • Added foliage types and BPs for the wild kumara plants. added the FTs and BPs to the Flod data table
  • Added wild Kumara variant art assets. Updated existing kumara growth stages with the texture layout that includes the wild variants
  • Misc updates to Ape mission text
  • Can no longer individually highlight meshes on RG & Ape spawners
  • Elysium - mesh, decals, foliage rocks in desert to geothermal transition, red+yellow quads
  • Fixed Ape_B and Ape_G missions not spawning a correctly initialised juvenile ape character
  • Fixed Ape_B issue where Sonic Device was spawning in simulated state and falling beneath the terrain
  • Made Ape_B juvenile variant a subclass of standard juvenile ape
  • Created a new AISetup for Ape_B variant of juvenile ape
  • Removed old Ape_B juvenile variant BP class
  • Adding loop audio for gas and electric furnaces
  • Add a 'tink' sound effect hook for drill arrows first hit
  • Removed debug logic from EnvQueryContext_BB_AnchorTarget
  • Elysium - added kumara, general foliage and landscape polish in geothermal, red quad
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Fixed issue with T2 armour stand where backpack wasn't being equipped correctly
  • Halved additional health added to Den spawners based on difficulty level
  • Spawner den creature count, spawn time, health, npc level now all have their scaling rules exposed
  • Spawner dens now have their creature spawn count limits removed if set to 0
  • Small adjustment to LW ICe Mam Sledge to reduce debris audio for general hits
  • Adding audio for when a drill arrow drills rocks
  • Adding more appropriate deploy audio sounds for the new and some existing chimneys. Adjusted volume of gas chimeny close to better match others
  • Ape_D: Quest adjustments for map area and objectives
  • Fine tunes and balance pass of fireplace gas opening and closing audio. Also reducing distance slightly of internal shutter audio to accomodate for lower play number to avoid harsh dropouts between shutters. Tidier internal audio
  • IM_O2 - Fixing the build data table validation caused by the IM_O2 rework
  • IM_FINAL - Chaning map marker to be the use of an ECHO device for the Final Rimetusk mission so it fits in with the theme of the campaign
  • IM_O2 - Reworking mission so you find and capture a vesper, perform experiments on it and then release back into the wild, mission is playable
  • IM_O2 - Adding Neurotoxin, Vesper Cage and Virus items as well as associated recipes, icons, stats and alterations
  • IM_O1 - Ensured any time we ask the player to craft a medical device, we grant the account flag to all players
  • Adding Manual function to new Deployable Manual base class to turn/force the device off
  • APE_E - Adjusting Sonic Device to use new base class so it requires user interaction to active and turns off after the quest has ended
  • Adding a new simple base class for consumer that do not automatically turn on and require used input to run
  • Converting Enzyme Disperser over to use the new simple base class & fixing up associated quests
  • Adjusted M_GH_GolemSpawner_Hole_Blocker to remove moving texture when mesh is animating
  • Added new item display images, fixed box stretching, map titles are now hooked up, changed hover animation on other regions hunt
  • Added missing occlusion tick boxes for the slugs to enable audio occlusion on all animations
  • Drill arrows now tunnel through (FISM) rocks, leaving the resources in world for player to collect
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium

[/expand]

Icarus Week 178 Update | Solo Pause, Multiplayer Hitboxes, and more

We’re excited to roll out a long-requested Solo Play Pause feature. This is a true pause, stopping all aspects of gameplay. It’s a significant quality-of-life improvement for solo players, and we know how important it is when life pulls you away mid-session.

We also have a few big fixes coming through this week, including improved multiplayer creature hitboxes (especially on dedicated servers) and fixes for deep ore vein duplication on Prometheus.

We’re also discussing our new content coming next week, which will be an addition to the new signs we added in Week 176.

Notable Improvements:
  • Fixed an Issue with Creature Deterrents that was preventing from repelling creatures correctly
  • Fixed an issue with the equipment resupply button meaning it could only be used once per mission - this was incorrect, it is now fixed so it can be used multiple times
  • Escape menu now closes after using Unstuck command

[hr][/hr]
This Week: Solo Pause


We've introduced a true pause feature for solo play - a long-requested quality-of-life improvement, especially for those who often play alone.

We understand that real life can interrupt gameplay, and this feature ensures you won’t have to worry about a swarm of creatures approaching while you're away from the screen.

This functionality is exclusive to single-player sessions and does not apply to multiplayer or dedicated servers. Pressing Escape in a solo game will pause the session entirely: enemies will stop moving, health, food, and water will no longer deplete, items will stop crafting, and in-game time will completely freeze.

Implementing a proper pause system wasn’t something we could ‘flip on’. It required a detailed review of multiple game systems and mechanics to ensure everything would behave correctly without introducing bugs or breaking core gameplay. We've wanted to include it for some time, and we took extra care to do it right.

To make this work, we had to examine every system, both custom-built and those from the underlying engine, to ensure they respected a paused state. That meant ensuring everything was built around ‘delta time’ (the variable time between frames) since the pause effectively halts that flow to prevent any interactions from taking place.

Delta-time is a fundamental concept in game development. It ensures consistent and fair experiences regardless of a player’s frame rate. Frame rates can vary moment to moment due to hardware or software conditions. By scaling work (like crafting progress or resource depletion) based on delta-time, the game ensures a consistent experience for all players.

Take crafting in Icarus as an example. Crafting takes time—some items may take five seconds, others 30. Consider two players - James is running the game at 30 FPS, and another, Rebecca, at 60 FPS. If we increased crafting progress by 1 unit per frame, Rebecca’s crafts would complete twice as fast. By instead scaling progress by delta time, both players experience the same intended crafting duration.

There are notable examples in gaming history where systems weren’t designed this way. For instance, in The Elder Scrolls V: Skyrim, the physics engine was tied to the frame rate. Running the game above 60 FPS could cause the player to move faster and physics objects to behave unpredictably - think flying carts and launched NPCS.

We’d love your feedback. Let us know if you encounter any issues or edge cases in Feature Upvote.


[hr][/hr]
This Week: Multiplayer NPC Hitbox Fix


We're currently trialling an improvement that will enhance the experience for players connecting to dedicated servers or friend-hosted games. This update ensures that creature animations are entirely played on the server while in combat, regardless of their visibility or distance from the host.

After a thorough investigation, we discovered that early optimizations made during Icarus' development led to desynchronization issues on the client side—specifically with NPC animations and hitboxes not always aligning correctly.

To resolve this, we’ve updated the animation system so that NPCs on the server and client should be in the exact same pose during combat. This should align hitboxes, weak points, and strong points and lead to a much more reliable experience for clients.

Internal testing and feedback from players on the experimental branch have been extremely positive so far, with a noticeable improvement, especially on dedicated servers. Thank you to our Veterans in Discord for helping us identify and resolve this issue.


[hr][/hr]
This Week: Deep Ore Duplication Fix


We’ve resolved an issue where deep ore veins were duplicated each time a prospect was loaded. This could cause veins to appear as if they had changed resources, leading to significantly bloated save file sizes.

While earlier fixes made this more stable, we recently discovered a new issue with deep ore veins on the Prometheus map, introduced as part of the Null Sector update. Some objects were incorrectly configured during world generation, leading to duplication.

We’ve now addressed the root cause and added checks to prevent it from happening again. Additionally, any duplicated veins will be automatically cleaned from player save files when the game loads, with any attached drills preserved.

For those with save files badly affected by this issue, the fix should have a noticeable positive effect on load times. Please note that removing duplicates may cause ore veins to revert to the resource type first located there.


[hr][/hr]
Next Week: Stone Signs


Next week, we are releasing another set of stone signs craftable at T1 so players can customise their base in a new and different way.


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

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

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.53.136221


[h3]New Content[/h3]
[expand]
  • Enabled pause-game functionality in escape menu (singleplayer only)
  • Adding missing ENV No LPF bus to pause. Was still having the occasional building creak play when in pause menu
  • Updating logic of unpause audio to account for unstucking
  • Escape menu now closes after using Unstuck command
  • Adding vocalisation bus to pause when game is paused to stop low health vocalisation state continuing to play
  • Loot Retrieval and Resupply buttons now unpause the game when clicked
  • Fixed issue where audio wasn't being unmuted in all cases where game was being unpaused

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fix invalid node in Riverlands Delivery quest (should function the same)
  • Fixed mission equipment resupply timer going into negatives and not being usable after the first resupply
  • Deep ore miners attached to incorrectly duplicated deep ore veins are now attached to the nearest valid ore vein on prospect reload
  • Fix for some Prometheus Deep Ore deposits that were getting duplicated on prospect reload

[/expand]

[h3]Future Content[/h3]
[expand]
  • Revamp Ape_D to require a little bit of construction and some taming
  • Fixed typo in IM researcher tooltip
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Elysium - cliff and ledge placement, dead tree test placement with temp meshes in geothermal, red quad
  • Adding a bunch more and better GH UI sounds. Giving the weapons a more deluxe feel
  • Updating ape lab text to Chrissys suggestions. Gving dead prospectors correct ammo types for the guns they are holding
  • Great Hunts UI - fixed a bug where 'world bosses' would only create 1 widget. Added new defaults so when on a map that doesnt have a great hunt the buttons are all still populated
  • Setup placeholder Ape_G mission for Great Hunt outcome testing
  • Adding first pass of GT_Dead_Tree with four vairants for the Geothermal biome
  • GH UI audio balance
  • Fixed a few GH typos
  • Updates to rock golem gauntlet behaviour + damage balance tweaks
  • Wip on wound material for creatures
  • Added Landmine VFXs for base, poison and frost explosions
  • Changed round cliff in volcanic on Purple Quad, Elysium
  • Improved projectile hit registration for clients when attacking NPCs, especially on dedicated servers
  • NPC's UpdateVisibilityBasedAnimTickOption now uses nearest player on server instead of player in slot 0

[/expand]