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Icarus Week 196 Update | Customization controls for auto-saving

This week we’re making improvements to the auto-save system in Icarus. You’ll now be able to control the frequency at which the game auto-saves, which until now has been set to every minute.

Notable Improvements:
  • Reorganised Sleep Screen UI displays the information in a more logical way
  • Fixed an issue where flamethrowers could destroy clay / obsidian / scoria nodes, making them unharvestable
  • Improvements and small optimisation to the Recipe and Blueprint tooltips

[hr][/hr]
This Week: Auto-save Customizations


This week, we've made several tweaks and improvements to the auto-save system in Icarus.

You can now configure the timing between auto-saves, with the default frequency being upped
from 1 minute to 10. This should strike a better balance for the average player between interruptions caused by saving complex prospects and mitigating progress loss in the event of an unexpected shutdown.

This configuration option has been added to the in-game Gameplay settings menu, but those hosting dedicated servers will find the setting in their standard config file.

You'll be able to push the frequency all the way out to 60 minutes by default, with no limits on the dedicated server option.

We've also added a pop-up on the HUD that appears when auto-saving is occurring, to provide extra insight into what's going on behind the scenes.

Players should be aware that there are other cases where a save can be triggered, such as exiting the game. So you don't need to worry about waiting around for 10 minutes to save automatically. This system is there to handle periodic saves in the event of a crash or similar.



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

Next week comes a brand new firearm addition to the workshop - the CHAC Rifle. This will be available to purchase and take on prospects just like the other workshop gear. Check out the patch next week for this new weapon.


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

https://store.steampowered.com/app/3315290/Icarus_Great_Hunts_Campaigns/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.3.7.141824


[h3]New Content[/h3]
[expand]
  • Added UI icon that displays when game is saving (for host)
  • Default auto-save frequency is now 10 mintues (increased from 1 minute)
  • Escape menu's 'time since last save' is now displayed in minutes if greater than 120s
  • Added gameplay setting (and dedicated server config) to control frequency of auto-saves

[/expand]

[h3]Fixed[/h3]
[expand]
  • Added ExtractorDrillSpeed_+% to virtual stats
  • Fixed bug where flamethrowers could break the sledgehammer rocks
  • Fix display of health for 'Healthy Maverick' and 'Robust Explorer'
  • Put some more object lifecycle checks around AuraManager and child UModifierComponent objects
  • Fix spelling of Hemorrhage on Stats tooltip text
  • Fixed swimming in cave and seeing cave worm
  • Genercize 'CarcassDrop' to 'UtilitySlotDrop' and duplicate Carcass equippable row as StasisBag row and assign accordingly, allowing for better filtering of Animal Carcasses
  • Remove animal carcass entries from ItemTemplate that don't need to be there
  • Remove obsolete Prime Meat data that was largely replaced by Giant Steak data
  • Fix stage 2 display value of Robust Explorer talent
  • Fix typo 'weakesses' => 'weaknesses'
  • Change stat for FallDamageResistance to display as 'Fall Damage Resistance', not 'Fall Resistance'
  • Tweak the gravestone ragdolling for when player corpse are kicked from instanced level and CPU high during load
  • Remove some extraneous logs from BP_Gravestone
  • Fix an issue where items with linked inventories saved in instanced levels would be orphaned (alterations missing). Eject player grave stone (as well as corpse) from instanced levels when last player leaves the instanced level
  • Add carcass carry setup validation for ItemsStatic
  • Corrected Dog hitable rewards to match update
  • Remove duplicated Focusable rows for Boar, Spider and BatDog. Set Spider to not be carryable (gross). Set Tame Dogs to be carryable (sad) and fix up busted Deployable data. Remove erroneous Meshable data. Fixed carcass rows not pointing to Carcass audio row. Change Cow and Calf to be skinnable with T1 knives
  • Fix Broadcast node in HarvestBones function for GOAP Corpse not being fed Item data, causing errors on PlayerTracker when harvesting bones
  • Reoriganised Sleep Screen UI

[/expand]

[h3]Future Content[/h3]
[expand]
  • Updated out-of-bounds texture for Outpost_012
  • Enable one-file-per-actor support for Outpost_012
  • Adding Polymerizer running and deploy audio. Not currently fully set up so will need to implement once it is
  • Outpost_012 - added new cave entrance BP with correct materials and replaced in map to fix wrong material in generated sublevels
  • Outpost_012 - replaced static mesh cave entrances with BP versions (this is why the cave scanner wasn't working)
  • Outpost_012 - decal and landscap smoothing fixes, applied far shadows to macros and impassable meshes
  • Added mehses, materials and textures for chopped versions of all 4 variants of GT_Dead_Tree, as well as the burnt IM mehses, materials and textures. Still need to add chopped versions of the burnt trees, as well as add proper Data Table setup
  • Fixed issue which caused log spam when chopping down tree segments with item rewards that weren't guaranteed (palms for example)
  • Remove testing instance level content from Outpost009
  • Fix streaming distance settings on Outpost009
  • Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
  • Adding chainsaw start idle start etc layers and events etc
  • Stomper - Fixed GFur, Added corpse animbp, added control rigs, fixed physics asset, added jump montage
  • Adding first assets for chainsaw. Rev up, rev down, loop, crunch, impact etc
  • Add unique AISpawnMap for Outpost012. Remove unrelated SpawnRules from Outpost012 setup. Updated DecalProjection tooling to auto pull landscape size settings
  • Added out-of-bounds texture for Outpost012
  • Fixed issue where invalid map bounds would cause player to load in at 0,0,0
  • Temporarily set rough bounds values for WIP maps
  • Added validation to prevent minimap bounds values from being invalid
  • Outpost_012 - polished cave placement and entrances to fix switchbacks, fixed floating rocks
  • Remove Item.Plant tag on Banana Bread and featurelocked ItemsStatic row. Change Plants category in FieldGuide to be standard width instead of narrow
  • Add Flat Solar panels for Homestead. Setup SolarPanel as a base class. Add sockets for roof pieces (except Thatch, not supported)
  • Elysium - decal painting and landscape sculpting in NW volcanic, red quad
  • Stomper Matriarch - Implementation
  • Fixed fade on the DM materials for GT_Stick_Tree variants
  • Fix DT level bounds for Terrain_021 and Outpost_12
  • Update BaseInstancedMapInspector to include checks for world bounds that are not set. Add Actor to Outpost_012
  • Finalized GT_Dead_Tree variants will all meshes, including burnt versions, and added all assets to the FLOD Data Table
  • Updated NPC sk meshes and BPs
  • Added VFX to BP_Crude_Oil_Refiner
  • Adding polymerizer audio to BP.To be worked on and fine tuned
  • Added 3 wild variants of the KiwiFruit plant, with all SMs, DMs, materials, textures, FTs, BPs and Data Table entries
  • Adding stomper footstep, attack notifys and other adjustments and notifys
  • Removed Nav Blocker, Orange Quad, Elysium
  • ELY2 - Adding new Quest Markers
  • Setup for ELY6
  • Setup for ELY5
  • Setup of ELY4
  • ELY2 - Adding 3 new prebuilt structures (Epsilon, Delta, Lab)
  • ELY2 - Adding 4 new quest items (Notes Epsilon, Delta, Laptop, Swamp Map)
  • ELY2 - Added Quest Markers & Tags to Elysium and Setup Session Flags for NPC's
  • Adding Quest & Talent Setup for ELY3
  • Fixing inworld tooltip placement for the natural oil refiner
  • Setting up Natural Oil Refiner Icon and Deployable Setup
  • Adding Polymeriser Icon
  • Shifting Nuclear Centrifuge and Generator to T5
  • Adjusting names for Nucelar Reactor & Centrifuge
  • Adding Icon and Deployable Setup for Crude Oil Power Generator, also setting up running animation
  • Hooking up Fan animation for the crude oil refiner when the device is active
  • Checkover of crude oil refiner, added preview mesh and icon, also fixed in world ui interaction location
  • Setting up Pump Jack AnimBP, Taking new Icon and Fixing Deployable Setup
  • Add or update icons for over 40 items. Add Fireplace IconEditor scene. Remove dummy entries hiding icon work still remaining to be done. Several corrections to Feature Level or tags for FieldGuide purposes
  • Added DEP_Natural_Oil_Refiner_T5 with destructible and populated BP
  • Mushroom Trees and Landscape Pass in Swamp, Orange Quad, Elysium
  • Adding stomper attack WIP audio, event and data table setup
  • Added new recipe classification icons
  • Fixed a typo in biome name for ELY
  • Updated Sand scuttle physics asset and physical material
  • Raptor Juvenile - Checklist fixes
  • Added descriptive flavour text for Frostfall and Aquaticus outposts
  • Added first-pass mining laser implementation
  • Elysium - foliage painting in NW volcanic, red quad
  • Improved Ghost Croc skinning and physics asset
  • Ghost Croc - Increased scale to 2.0 and fixed movement mapping and added new attack montage with faster attacks so he could hit
  • Stomper move light audio, move fast audio, events and notifys on all actions
  • Fixes for new 'tag based crafting'. Fix 'No Icon' for frozen ore when crafting. Fix various 'tea/coffee' icons show the thermos with a question mark rather than ingredients. Fix refresh issue with stack output count when recipe processing is interrupted
  • Remove Slinker GFur setup from Reaver BP
  • Storca - Updated feet sliding and collider sizes
  • Adding stomper howl audio, event and anim notif
  • Updated Yeti physics asset and removed extra unused physics assets
  • Updated slinker skeleton with new bones for the storca ears
  • Updated Storca physicas asset and updated the creature materials in the BP
  • Fixing Non-interactive recipe elements so it works correctly with tag based crafting elements
  • Add icons for Stomper carcass
  • Fixed 'Advanced Supplemental Filtration Attachment' pointing to wrong Itemable row (non-advanced version). Fixed spelling of Helmet in ItemsStatic
  • Remove broken ItemTemplate data from TagBasedCrafting merge
  • Minor adjustment on smoke opacity for Ruby hit VFX
  • Radiation FX lessen emissive intensity at night time
  • Swamp Hopping Creature - Added carcass
  • Updated Storca LODs
  • Hopping Creature - Added proper carcass mesh on death
  • Merged TagBasedCrafting dev stream into trunk
  • Hopping Creature - Added hopping creature ragdoll
  • Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
  • Adding stomper jump audio event and notifications
  • Adding stomper stomps audio, event and animation notifys
  • Elysium - foliage painting in NW volcanic, red quad
  • Added all SMs, materials and textures for 6 variants of SM_SW_Mushroom_Tree, as well as 4 trunk variants
  • Updated NPC Mo sk mesh - added clothing data
  • Storca - Implementation
  • Fix redirectors for Irratiated Prospector assets
  • Adding stomper footstep notifies
  • Adding stomper idle close and far audio, event and data table setup
  • Added hopping creature bones and carcass art assets
  • Added new Ruby voxel physical material, enabled new NS hit VFX
  • Slinker Juvenile - Implementation
  • Move LavaLakeLights to Persistent level as they're not currently setup for build generated level process
  • Added first pass NPC Mo sk mesh, materials and textures, updated BP_Mission_NPC_DH_Mo
  • Added LODs for the Stroca and it's bones. Created carcass SK
  • Fix cave light settings on OP009. Fixed Lava lakes/rivers not having Lava Lights enabled. Folder organization
  • Fixed issue with wood rings material for the GT_Dead_Trees, where the matrial wasn't affected by the wind. Also fixed collision presets on the trees FTs
  • Submitting initial texture and SM files for the Mushroom Tree migration from PHX
  • Added DEP_Crude_Oil_Generator_T5, with destructible and animation, also populated BP
  • Ruby voxel hit FX
  • Added Storca art assets to the project
  • Cliff, Landscape Pass in Swamp and respawn pods, Orange Quad, Elysium
  • Updated ELY mission descriptions
  • Updated outpost description text to better reflect their experience
  • Raptor - Fixed feet sliding on all raptors. Also added proper carcass row to giant roach
  • Corrected spelling of Focusing Barrel. Remove whitespace after Rending Rail
  • Adjustments to pump jack volumes and spacializer settings. Adding spline audio sounds for oil to BP
  • Elysium - swapped caves for DLC2 variants, foliage painting in NW volcanic, red quad
  • Completed slinker juvie Gfur setup
  • Ely LC caves (DLC2 variants) - fixed switchback on MED_004, adjusted voxel positions in MED_006 and SML_002
  • WIP on oil geyser VFX to transfer to pump jack
  • Added LC variant material for Cliff_002, Added duplicate LC caves + prefabs for Ely
  • General stats DT cleanup. Remove redundant/incorrect Meta Notes. Formatting fixes. Category fixes. Name corrections on creatures
  • Mushroom Trees and Landscape Pass in Swamp, Orange Quad, Elysium
  • Giant Roach - Added missing corpse animbp
  • Added VFX and material emissive intensity when activated to BP_Crude_Oil_Power_Generator
  • Added WIP Gfur groom for slinker juvie
  • Giant Roach - Added relevant montages
  • Adding pump jack audio loop, 1shot end sounds, 1 shot groan, deploy audio, On and Off
  • Updated the Pygmy Lop with the correct carcass textures and fur mask from the new snow variant
  • Added art assets for the Snow Pygmy Lop. Updated BP Gfur Settings
  • Giant Roach - Base implementation (no montages)
  • Correcting polymerizer audio to play multicast for clients and adjustments to deploy audio and adding seamless loop
  • Animation layer for T5 oil powered generator. Audio events and notify
  • Fixed issue where chainsaw idle SFX were playing while walking when out of fuel
  • Added the jump, swim, and eat animations for the Reaver
  • Better transitional chainsaw start point loops. Adjustments to chainsaw events and volumes, adding all footstep notifiers etc
  • Added DEP_Organic_Extractor_T5 with destructible and populated BP
  • Mushroom Trees, Cliffs and Landscape Pass in Swamp, Orange/Yellow Quad, Elysium
  • Various updates on LODs, texture settings, and physical materials across the Dangerous Horizons creatures
  • Stomper idle audiuo general movements audio, events and notifys
  • Updated slinker LODs and physical materials
  • Elysium - added mission 03 cave to Geothermal, on persistent level for now
  • Adding stomper death, flinch and footstep adjustments and various improvements
  • Update FocusedItemInfo UMG after CarcassDrop was renamed to UtilitySlotDrop
  • Giant Roach - Updated AnimBP. Added lean/turn locomotion
  • Updated Stomper physical materials. Added all new creature meshs and textures to the correct texture collections
  • Mining laser now overheats
  • Mining laser no longer adds mined resources to player's inventory
  • Mining laser and drill arrows now apply mining efficiency stat(s) appropriately
  • Mining laser and drill arrows now spawn dropped resources near the hit location instead of above voxel
  • Halved mining radius of mining laser
  • Setting up oil geyser node materials and FX
  • Updated Sand Wyrn Queen LODs and physical material
  • Adding oil refiner audio loop, event and BP Imp
  • Updated Stomper and Stomper matriach LODs. Assigned the correct meshs to the Stomper Matriach carcass BP

[/expand]

Icarus Week 195 Update | Cable and Pipe Quality Of Life Improvements

Week 195 brings new ‘straight spline’ building options when using any of the electrical cable or water pipe systems, to give players more aesthetic control over how their bases look.

This can now be done by holding down R to switch the tool from curvy to straight lines.

Next week, we’re adding more player control over auto-saving and the regularity this occurs at.

Notable Improvements:
  • Limit the maximum length of Prospect names so that elements of the UI can no longer break
  • Improved visuals during Rain weather events, including rain droplets running down the HUD
  • Optimized the Lava River lights draw distance on the lower Effects Quality setting to increase performance

[hr][/hr]
This Week: Cable and Pipe Placement Improvements


We have added the ability to place electrical cables and water pipes in completely straight sections. Holding R can now switch the tool mode from curvy to straight. We’ve also improved the feedback when using the tool, and now the hologram should change color to tell you what's going on.

Many survival games only have straight wire segments, which adds a rigid feeling to endgame bases. Icarus chose to utilise ‘splines’ for interior cable and pipe placement so that they would feel less artificial when draped around a base. ‘Splines’ are a way of representing a multipoint line. Icarus uses spline points with tangent data influenced by the distance and direction from the previous point to give the cable a feeling of ‘momentum’.

However, players have often asked for straight splines. Sometimes, when building a large grid-aligned farm or big factory-style room, straight sections and drop-downs look the best. However, splines have had very little iteration since Icarus launched, and large core sections of the game depended on them working, so we didn't want to risk breaking anything for a relatively minor aesthetic change.

Since we had to do a deep dive into the splines for a game-breaking issue, we took a chance at trying out straight splines. Luckily, wrapping a few sections of the code in a mode toggle and then slightly changing how we save, send, and use the spline data in multiplayer allowed us to add this feature without reworking any underlying systems. So now you can switch your spline tool’s mode and alternate between traditional curvy and straight splines while wiring up your base.


[hr][/hr]
Next Week: Auto-save customization


Next week we’re adding new options for being able to define the time between auto-saves when playing Icarus. More work is going on behind the scenes to try and improve the hitches that occur during the auto-save process, but in the meantime we’re adding a new layer of control for players in determining how often the game will automatically perform them.

This will allow players to reduce the auto-save frequency to reduce these ‘stutter’ events while we keep working on the hitches themselves.

We will also be adding a matching config variable for dedicated server owners to tweak.


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

https://store.steampowered.com/app/3315290/Icarus_Great_Hunts_Campaigns/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.3.6.141490


[h3]New Content[/h3]
[expand]
  • Number of water pipes and electrical wires are now shown in the escape menu
  • Changed spline placement logic to allow more than two colors for spline ghost holograms
  • Added ability for spline nodes to use multiple colored ghosts
  • Added new enum to define spline placement feedback rules
  • Added ability for spline tool mode to be changed to place straight lines instead of curved
  • Fixed a wire disconnect case which wasn't calling audio feedback
  • Added text to show which placement mode a spline is in
  • Fixed issue where Reload key prompt was visible on spline tools
  • Adding 2d audio event to play when adjusting the splines curve

[/expand]

[h3]Fixed[/h3]
[expand]
  • Add several missing BurntFLODEntry references. Add some unhooked DT validation for checking asset usage
  • Fixed a few typos in dialogue and quest text
  • Update new CavewormScale durable entry to use Caveworm_Scale item
  • Fix Caveworm armor requiring Sandworm scale to repair. Made Durable row more verbose so they don't get mixed up again
  • Fixed spelling of Cocoa on workshop seed packet
  • Added setter functions for PointLightComponent MaxDrawDistance and DistanceFadeRange
  • Prospects now only accept names with up to 25 characters. For existing prospects with >25 chars, truncate but add full string display on hover
  • Fixed rain droplet / lightning post process effects not showing correctly
  • Decrease River Lava Lights draw distance on lower Effects Quality settings

[/expand]

[h3]Future Content[/h3]
[expand]
  • Update BP_PlayerEffectsComponent to support new DH PP effects
  • Updated radiation post process effects material
  • Radiation VFX should now correctly blend in and out
  • Small volume balance for beach amb
  • Reduce albedo on picnic table from 4k to 2k
  • Added first pass NPC Iris SK mesh, textures, materials and updated BP_Mission_NPC_DH_Iris
  • Update Picnic table to support sitting for 2 people
  • Adding more appropriate hopping creature audio row until full audio setup is complete
  • Elysium - cliff and macro placement, landscape sculpting in NW volcanic, red quad. Removed temp red quad nav blockers from persistent level
  • Adding variation combat music track for DH to give a little variation
  • Arctic Orka - Checking off checklist. Added basic attack/idle montages. added control rigs. fixed default rows being incorrect. gave extra range to make attacks work better
  • Added item text for new recipes
  • Added test dialogue for ELY0 and ELY1
  • Touch ups to DH music cues and combat music transition points
  • Generating edge splines for rivers in Island outpost to ensure that river audio works
  • Reaver - Added ctrl rig for LookAt
  • More variation additions to DH combat music
  • Updated raptor desert textures
  • Lots of improvements to DH combat music to make it work seamlessly with the correct quantized fade outs according to the songs tempo. Curve adjustments etc
  • Added raptor carcass asset and updated the raptor dead BP
  • Fixed log spam coming from invalid radiation manager
  • Bounder/TundraDeer/HoppingCreature/Raptor/Chew - Duplicated montages for reskin creatures so we can have new audio on them
  • Voxel Pass and Resource Spawning in Arctic, Green Quad, Elysium
  • Balance adjustment to uranium rod pickup
  • Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
  • Stomper - Most of implementation
  • Elysium - cliff placement, landscape sculpting and decal painting in NW volcanic, red quad
  • Adding truffle harvest audio event and data table setup and BP row
  • Added Flightless tank carcass and bones art assets, Updated skinning on base mesh
  • Adding hopping cre attack whoosh and bite audio events and anim notifies. Removing references to rock golem audio in animations that are shared between both
  • Increased horizontal currency box in Biolab to fit currency
  • Updated meshes and textures for GT_Dead_Tree variants
  • Adding hopper flinch, death and aggro state audio, events and data table setups
  • Replaced Deep Ore Deposit Spawn, Orange Quad, Elysium
  • Elysium - added exotic, deep ore, enzyme and respawn spawn locations for red quad
  • Adding new Biome Map with Region Names for Elysium
  • Setting up new Weather groups for new Elysium Biomes
  • Adding Hazmat Suit Icons & Talent image
  • Adding Animation to Manufacturer
  • Adding Description to Manufacturer
  • Disable collision on OilPump geyser mesh at it is causing errors for 0 scaling. Remove unused/unreferenced variable and Niagara emitter
  • Update CavePrefab to reject non-zero X/Y rotations on Terrain_021
  • Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
  • Timing adjustments for hopping cre audio
  • Desert Raptor - Implementation
  • Elysium - cliff and macro placement, landscape sculpting, lava lakes and rivers in NW volcanic, red quad
  • Adding duplicates of hopping creature eating anims for the duplicated anim montage
  • Updated flaying tank LODs, material, and physics asset
  • Adding hopper juvie insert idle duplicates to montage. Removing audio from other creature. Adjustments to music curves etc
  • Hopping creature - added swamp variant and spawn/damage/resistance stats for a few creatures that were missed
  • Adding Uranium Exotic node audio, event and BP addition
  • Hooked up more test dialogue for ELY0 and ELY1, added placeholder subtitles for yet-to-be-recorded material
  • Added Slinker Juvenile art assets to the project
  • Added first pass NPC Theo SK mesh, decal textures and materials. Also updated BP's for Iris and Victor - changed the idle animation
  • Added DEP_Pump_Jack_T5 with destructible, rig and animation, also populated BP
  • Updating BP for DEP_Polymerizer_T5
  • Added DEP_Polymerizer_T5, with destructible and populated BP
  • Added DEP_Crude_Oil_Refiner, with destructible, animation and populated BP
  • Add Haybale deployables for Homestead
  • NS_AOE_Radiation update on material and amount of particles
  • Updated Voxel_Ruby materials
  • Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
  • More DH music additions and updates and fine tunes
  • Chew Juvenile - Implementation
  • Elysium - cliff and macro placement, landscape sculpting, lava lakes and rivers in NW volcanic, red quad
  • Adding hopping creature attack vocalizations, event and data table setup. Duplicating animations to be added in to duplicated montages. Removing golem audio that was in animations. Hopper footstep setup, AI audio setup
  • Adding Meta Resource Spawning, Exotic/Deep Ore Deposit/Geyser in Arctic, Green Quad, Elysium
  • Chew - Added mount variant
  • Updated Orka BP with the retargeted anim montages
  • Retargeted additional animations and montages from the bear to the Orka

[/expand]

Icarus Week 194 Update | New shiny composite signs for labelling your base

Welcome to Week 194.

This week brings a new set of shiny, Composite Signs craftable at T4, which expands our catalogue of ways to organise label your base.

We’ve also got some bug fixes to splines, which thanks to user reports we were able to track down and eliminate some common long standing issues.

We also briefly mention some more improvements to splines coming to them next week.

Jump in and have a read!

Notable Improvements:
  • Fixed an issue in which you could gain a permanent wet / slow debuff when logging off while standing in water
  • Fixed world boss respawn timers showing negative values on Open World prospects in some cases
  • Added additional spline and network information - displayed on the escape menu
  • Fixed the Cat Trophies displaying the incorrect cat colour when placed

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


This week, we’re launching a sleek new set of Composite Signs—designed exclusively on the Fabricator—for you to elevate your labeling game. Crafted from a blend of Composites, Aluminum, and Epoxy, these four additions bring a modern, high-tech aesthetic to the timeless need of identifying and organizing your gear.

You’ll find these Composite Signs conveniently placed within your tech tree at Tier 4, now unlocked at level 30 on the path toward advanced manufacturing and automation. With electricity, hydroponics, and high-tier tools already in play at this stage, these signs seamlessly complement your growing arsenal of smart solutions.

Ready to show off your designs? We’d love to see how you incorporate these high-tech labels into your builds—share your creations in our community Discord, and inspire others with your innovation and flair!


[hr][/hr]
This week: Spline & Network Fixes


A reproducible bug was recently identified that caused spline networks to break, particularly affecting large, complex setups. Previously, users often deleted all splines as a last-resort workaround. However, this issue turned out to be far more specific and much easier to resolve.

The first problem occurred when splitting a spline: although both visual endpoints were recreated correctly, one of the underlying data connections failed to reinstantiate. This disconnect caused the network to break unexpectedly. We have since updated the logic to ensure that all data connections are preserved when a spline is split, restoring functionality as intended.

A second, related issue was that endpoint nodes did not reposition correctly after splitting, leading to misaligned visuals and confusion about the spline’s behavior. We addressed this by refining the node-placement logic so that, post-split, the visual endpoints and underlying data stay perfectly aligned—ensuring both clarity and consistency in the spline network.

We will continue to fix issues and bugs with this system as we identify them so please continue to report bugs as they help us track these things down.


[hr][/hr]
This Week: More Spline Improvements


Next week, we are continuing our improvements to splines and networks, specifically with the addition of a long requested feature to do with placement. Check out next weeks patch for more details.


[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 v2.3.5.141257


[h3]New Content[/h3]
[expand]
  • Unlocking Composite Sign, Talent and Recipe
  • Fixed composite wall sign clipping into walls when placed

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fix several UX issues with Editor Weatherman. Now supports narrow vertical layout without overlapping elements. Remove unhooked/obsolete logic. Default to Forest atmo. Tidied BP
  • Flip requirements to unlock Wood Wall and Wood Gate fortifications on Blueprint tech tree as they were backwards
  • Fix Orange/Black cat trophy setups being incorrect
  • Removing Incorrect Item Icons
  • Fixed issue where player could be left with a permanent wet/slow debuff if they logged off while standing in swamp water
  • Did a pass on all modifier states, turning of saving for many that were permanent
  • Added some extra DT validation to prevent further cases of permanent modifiers not being removed
  • Fix erroneous pixels in Prometheus Biome texture creating unmapped GT data. Fix BiomeName texture to reflect current biomes. Fix Fishing setup to account for Ashlands and IceSheet masked areas but was never updated in the DT. Fix DT validation being manual array number defines rather than looking up the actual data from the GT asset and comparing properly
  • Fixed an issue where some hostile creatures weren't attempting to break through buildings to get to their targets
  • Added inverted meshes for the left and right angled Glass Wall pieces, with correct placement of crossframes
  • Reverted change that made the maximum health stat visible on item tooltips
  • Added fix for world boss respawn timers showing negative values on Open World prospects
  • Added extra debug logging to track down issue with negative value boss respawn timers
  • Fixed Issue where spline could previously be connected, but lose logical connection, if the connection point was positioned immediately before a spline mesh segment which was deleted
  • Fixed several cases where spline nodes would inappropriately stay at 0,0 when connecting to an existing spline which had a node at the location
  • Spline hologram placement now shows spline node position correctly, instead of leaving it at 0,0
  • Only newly placed splines will benefit from these fixes

[/expand]

[h3]Future Content[/h3]
[expand]
  • Fixed orientation of APEX meshes for Curved Angled Concrete Walls, tested and fixed DM material assignments in various curved/diagonal BPs
  • Irradiated prospector death and flinch adjustments and other tweaks
  • Added hazmat suit armor set textures, materials and first pass sk meshes
  • Added the skeletal meshs for the additional tail variations of the sulfur worms. Updated the Club tail varation to use the cave worm rig instead of the sciorpion tail
  • Cobalt breakable var 1 and 2 textures and materials
  • Adding New Truffle Recipe Icons
  • Adding New Garlic Recipe Icons
  • Adding New Prickly Pear Recipe Icons
  • Adding New Agave Recipe Icons
  • Adding New Onion Recipe Icons
  • Adding new MissionNPC Data table
  • Adding new MissionNPC Recorder Component to store Mission NPC Setup
  • Updating all previous NPC's to have correct storage for the new recorder component
  • Fixing Redirectors in Missions and NPC Folders
  • Update misc tooling, mainly to fix compiles after exposed pin structure was updated
  • Enabled root montion on the Reaver locomation animations
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Elysium - cliff placement and landscape sculpting to reshape impassable slopes in NW volcanic, red quad
  • updated textures for hazmat suit armor and fixed up redirectors
  • Swapped to the correct textures in the sulfur worm pincer tail material
  • Added first pass 1st person sk mesh for hazmat suit armor
  • Saving a second time to fix the build error
  • Adjusting Text on SM_Meta_Uranium as the proper material is missing
  • Adding Nailgun Recipe for Crafting and Testing
  • Brief Setup of Nailgun
  • Setting up Manafacturer with Item Icon, fixed highlighting so it highlights the entire mesh, fixed Processing so it requires electricity and fixed deployable preview mesh
  • Adding Uranium as a spawn option for meta deposits
  • Added dialogue entries for DH story mission 0 and 1
  • Cliff, Landscape and Voxel Pass in Arctic, Green Quad, Elysium
  • Added first implementation of chainsaw
  • FocusableBehaviour now has functions that can be used to override idle/focus animations at runtime
  • Fixed two instances where client was attempting to add stats to BP_TreeBase
  • Fixed issue where CF_TimeScale could crash game if added to cheats toml
  • Fixed formatting of some new creatures stats in VirtualStats.cpp
  • Adding new curves for DH combat music to be more suitable. Adjustments to DH combat music timing etc
  • Added materials and textures for a desert colour variant of the raptor
  • Retargeted the bear attack animations to the Orka rig
  • Elysium - cliff and macro placement, landscape sculpting in NW volcanic, red quad
  • Elysium - test placement of uranium and oil nodes in desert and NW volcanic
  • Statify flame damage radius for flame throwers. Change the way flame state is replicated to clients for turrets
  • WIP Radiation postprocess and Niagara FX for testing on character
  • Adding slinker idle audio, event and data table setup
  • Added new health/melee damage curves for new DH creatures
  • updated BP_Mission_NPC_DH_Victor (removed unnecessary references)
  • Added idle/attack montages for reaver. Increased attack range. Removed debugging circles from the chew jump. Fixed raptor physics asset from limbs falling into itself
  • Add splines to pause screen info counts (gameplayconfig hides if recommended is zero)
  • Added first pass NPC victor sk meshes, materials and textures and updated BP_Mission_NPC_DH_Victor
  • Added icon for Bull trophy. Fixed Meshable data (cannot use 'generic' rows for deployables that require icons, the IconEditor doesn't support this)
  • Added ability for tesla to damage creatures in its path and ignores anything behind obstructions
  • Fix 'Robust Explorer' talent shows no stat info. Fix beacons with no name show 'None' in all languages (map popup and name UI)
  • Disabled collision on mission markers in ELY
  • Elysium - cliff and macro placement, landscape sculpting in NW volcanic, yellow quad
  • Updating Mission Selection so that Elysium Operations can be selected both on and off planet
  • ELY2 - Setting up Talents / Rewards / Preview Objectives / Briefing etc
  • ELY2 - Adding Quest Steps & Objectives to Implement
  • ELY1 - Adding Icon for Map Item
  • ELY1 - Fixing makeshift radio amplifier edge cases and allowing rerunning of placement quests
  • ELY1 - Cleaning of objective text to use proper units and display more verbose errors
  • ELY1 - Fixed Drone Spawning during Defense Event
  • Adding Flamethrower Turret Icon
  • Adding Banana Bread Item / Modifier Icon
  • First pass for Tesla coil gameplay. Single target + VFX
  • Hooking up new food icons to the modifiers table
  • ELY1 - Fixing Parent Quest so full quest can now be played instead of just the second half
  • Reveting Cheats.toml script as it effects everyone when playing in editor
  • Wire visuals, sounds and damage for flamethrower turrent. Ammo inventory/consumption not yet implemented
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Turn off collision on the flame thrower turret muzzle (only) so wovles etc. don't go for a ride
  • Uranium Pickup audio and data table setup
  • Added Stomper and Stomper Matriarch art assets
  • DH Creatures - Added spawn/damage/resistance stats and applied them to the relevant DTs. Added Raptor Corpse
  • Elysium - cliff placement and landscape sculpting in NW volcanic, red quad
  • Changed Refined Oil Recipe Icon Colour
  • Small balance adjustments made to charging station to accomodate for multiple wall charging stations
  • Adding t5 manufacturing unit crafted audio. Crafting audio data setup and processor recipes audio tags added
  • Removed temp anims from root content directory
  • Added first pass nailgun behaviour implementation
  • Added proper inverted Glass_Wall_Angle meshes, with trim removed. Also created proper shadow geo for numerous glass buildables, as well as removed unessessary LODs from the shadow geo assets
  • Updated Hazmat suit armor set sk meshes and D_Armour
  • Fixed material bug for MetaDeposit_Uranium
  • Added Radiation Protection Module Icon
  • Updated meshes for BLD_RoofPeak_CapEnd to remove trim piece
  • Slinker flinch and death audio events and setup
  • Added altenative materials and textures for the swamp variant of the hopping creature. Updated existing hopping creature material to use subsurface scattering
  • Quick Setup of Correct regions for the voxel distribution on Elysium
  • ELY1 - NPC Speech based on session flags now setup correctly
  • ELY1 - NPC replication now occuring correctly on clients
  • ELY1 - Mo / Theo / Victor / Iris have had thier locations adjusted and are now different colours with correct setup / hightlight / names etc
  • ELY1 - Adding Last missions steps so mission is now completeable
  • ELY1 - Mo / Theo / Victor / Iris now spawn at eden and can be talked to
  • ELY1 - Removed Mission steps for returning equipment as it seemed unnessessary
  • Added common quest for checking for a quest flag
  • ELY1 - Adding Mo, Victor, Theo & Iris BPs
  • ELY1 - Setting up new NPC Speakers and Initial lines for various stats of mission in ELY1
  • ELY1 - Adding new session flags to persist between missions
  • Adding New Module to the Workshop for Radiation Protection
  • Setting up Basic AI Spawn Maps for the Elysum Map
  • Reaver implementation - Added all rows/bps/basic anim bp/movement matching
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Added GT_Stick_Tree DMs and set up BPs and FLOD Data Table entries
  • Added Stomper materials and textures to the project
  • Tonal adjustments and fine tunes to slinker events
  • Lots of first pass layers for the slinker. Aggro states, attack and spot. Audio, events and data tabel setups. Anim notifys etc
  • Elysium - cliff placement and landscape sculpting in NW volcanic, red quad
  • Added new Crude and Refined Oil Resource and Recipe Icons
  • updated hazmat suit armor set sk meshes and D_Armour
  • Sulfur worm basic implementation with 4 types (currently acts as teenage worm)
  • Added Chew juvie art assets. Created initial BP and gfur
  • Updated chew fur material to reduce AO and lengthened Gfur settings in the BP
  • Added Stick and Stones to Tundra, Green/Yellow Quad, Elysium
  • Changed new Oil connection component material to be purple instead of orange. Zeroed out Electricity component transform on ManualToggleBase BP
  • Finished import of reaver assets. Tweaked the LODs, set up the physicas asset, and tweaked the material
  • Fix weather biome DT warnings. Improve UX readability of Weather Forecast cheat
  • Adding tundra deer idle and flee audio and setup. Adding distant idle layers. Adding Orca idle setup and distant layers. Adding raptor distant idle layers etc
  • Voxel Pass in Arctic, Green Quad, Elysium
  • Added the art assets for the giant roach creature to the project
  • Added Homestead Weapon Rack Icon
  • Reaver - Checking off checklist. Added turn/lean blendspace. Made heavy attack faster so it can hit moving targets. Decreased acceleration
  • Changed Resource type colours on data table and materials
  • Elysium - cliff and macro placement, landscape sculpting in NW volcanic, red quad
  • Added Homestead Lamp Post and Wall lamp icons
  • Added Homestead - Small Brick Chimney icons
  • Fixing raptor according to checklist
  • Ignore [DNT] entries for AICreatureType DT validation. More verbose error reporting
  • Adding correct audio to DH dialogue event
  • Added custom LODs for the stomper and stomper matriarch as well as the carcass and bone meshs. Reduced subsurface scattering on the feather materials
  • Elysium - cliff and macro placement, landscape sculpting in NW volcanic, red quad
  • Quickening music end for DH combat
  • Speeding ending of DH combat music up to avoid overlaps
  • More DH music adjustments fine tunes and balancing. Fade adjustments etc
  • Added Homestead Item Icons
  • More balance tweaks to DH combat music
  • Fixing music transition points and fine tuning piece
  • Tesla Coil - Removed debug lines and added comments
  • Adding more DH music layers and adjustments

[/expand]

Icarus Week 193 Update | New backpack options on Armor Stands

Week 193 is here, and this week we’re adding new backpack-specific functionality to the Armor stands, to make using the ‘hot-swap’ feature more simple.

Notable Improvements:
  • Added Great Hunts boss respawn time to C0NT4CT device's 'Bosses' tab
  • Fixed Heavy Flamethrower unintentionally consuming large amounts of biofuel for Alt attacks
  • Added interaction prompt to collect all dead player inventories inside of empty boss arenas
  • Improve overall visual quality on Low/Medium Anti-Aliasing settings

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


The addition of Armor Stands in Week 180 was well received, but a few unexpected issues cropped up that we wanted to address this week.

Backpacks were being included by default in the ‘Hot-swap’ functionality, which meant that excess items were being dropped on the ground if there was a difference in inventory capacity and slots. Not only was this messy, but it also meant you’d have to spend time re-organising your inventory system, something that defeats the whole purpose of ‘hot-swapping’ gear for efficiency.

To address this, we’ve added a new toggle option titled ‘Swap Backpacks’ which you can set to either include or exclude backpacks as part of the hot-swap functionality. This toggle can be found in the inventory UI screen for the Armor stand, just below the ‘Swap’ button.

This will be set to ‘disabled’ by default, and the setting is per armor stand, not per player. This means you’ll need to set it up the way you want for each armor stand, and check your teammates haven’t changed it also.


[hr][/hr]
Next Week: Carbon Fiber signs


Next week, we’re adding a new Carbon Fiber signs set, for something a little more modern to decorate and signpost your base.


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

https://store.steampowered.com/app/3315290/Icarus_Great_Hunts_Campaigns/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.3.4.140913


[h3]New Content[/h3]
[expand]
  • Players can now swap armour via the armour stand UI, in addition to in normal interaction
  • Added armour stand UI string to string table
  • Armour Stands can now be configured to not swap backpacks via a checkbox in the stand UI

[/expand]

[h3]Fixed[/h3]
[expand]
  • Quick Solution so that LureItemWearRate does not show up on the Flamethrower Legendary Weapon when looking at the Upgrade Stat Comparision
  • Added GH boss respawn time to C0NT4CT device's 'Bosses' tab
  • Undo range //Icarus_Stream/Trunk/Icarus/Content/BP/Objects/World/Items/Deployables/AI/BP_Deer_Corpse.uasset from revision 43 to revision #head
  • Increase required level for Beehive unlock to 15 as it requires Refined Wood from the Carpentry Bench which is gated at level 15
  • Change accolades 'Harshest of Conditions' (Survive5Hours) and 'Outpost Veteran' (10HoursOutpost) to be hours rather than seconds
  • Change the 'Poor Hans' (EndAbyss) Accolade from being a three step to a one off (as achievement description is no clear)
  • Fixed a mismatch between subtitles and dialogue in IM OPT2 mission
  • Fix an issue with clean up of instanced levels where the level geo is not built at the origin
  • Gated ManualAISpawnPoint 'Cleanup on EndPlay' behaviour behind a config bool
  • Added IsServer checks to arena boss summon cleanup
  • Arena bosses are now cleaned up properly when all players leave the arena level. This should fix an edge case where players could end up fighting more than one boss at once
  • Arena boss summons are now cleaned up properly when all players leave the arena level
  • Delete obsolete AISpawnZone rows that shouldve gone in CL 117959 and 132693
  • Remove now obsolete AISpawnConfig row that should have gone in CL 117959
  • Fix wrap policy on new translatable text for Weather Cards
  • Remove Item.Utility, Traits.Equippable.FocusLock, Item.Utility.ShowBackpack, and Item.Slot.SkinningBench tags from animal corpse ItemsStatic rows that use the AnimalCorpse_NoCarry or AnimalCorpse_Mount interactable, as they cannot be picked up and don't need these tags.
  • Also remove Usable and Deployable entries from these rows as they are also not needed.
  • Fix Large Deer being blacklisted and not having the correct display name
  • Refactor and tidied Burst logic for Heavy Flamethrower Burst Injector to no longer hit the same target more than once resulting in undesired behavior (roll change running multiple times) and unncessary damage packet spam. Cleanup unused duplicate logic (eg; LavaPuddles). Doubled Pyrophobia lifetime (5->10) if triggered by Burst Injector. Add explosive stats to Alterations so performance is communicated in UI. Balance fuel consumption for both Charged (1000->350) and Burst (1000->450) injectors. Balanced damage of Charged (300->350) and Burst (600->450) injectors
  • Updated Quarrite bestiary entries to reflect it's lack of weak points, mining damage weakness, and boss' ability to ricochet bullets
  • Added scale box to Creature Trait widgets in bestiary so that text doesn't overflow
  • Fixed Legendary Heavy Flamethrower's 'Charged Injector' not firing fireballs on alt fire
  • Fixed Legendary Heavy Flamethrower's alternate attacks using 1000 biofuel instead of the specified 100
  • Fixed mammoth tusk bone powder recipe giving 800 powder instead of 400
  • AIcarusActor, AIcarusPayload now replicate by default. This should fix some intermittent GetGridNodesForActor errors where actors were being culled at a much closer distance than they should have been for clients
  • Juvenile Rock Golems are no longer targeted by other hostile creatures
  • Fixed issue with Juvenile Rock Golem where it's armour pieces would fly off when first spawned
  • Fixed issue with Rock Golem where it's armour pieces would fly off when first spawned
  • Added more encouragement for calf up ramps
  • Fixed 'success' text not being in string table on creature scanner
  • Added missing native files to fix build error
  • When all players leave a boss arena, there is now a interaction prompt on the entrance to collect all dead player inventories inside
  • Adjusted 'leave cave' tooltip positioning inside boss arenas
  • Fixed boss arena exit tooltip saying 'enter'
  • Added system for pulling out specific recorder components from BaseLevelCaveRecorders save states
  • Remove obsolete Floatable rows from all ItemsStatic rows
  • Increase Anti-Aliasing quality settings on Low/Medium as the performance gains (on hardware well below min-spec) didn't nearly equal the visual quality loss

[/expand]

[h3]Future Content[/h3]
[expand]
  • Add Banana bread food data. Tooling tweaks
  • Removing v1 of rad pros spot and adding v2. balance, adjustments and additional layers
  • Outpost_012 - fixed more floating rocks, adjusted some river splines and added waterfalls to fix transition to ocean water type
  • Added first pass SK mesh, Physics asset, materials and textures for the hopping creature
  • Updating rad pros aggro loop audio for better timing
  • ELY1 - Adding Missing Texture for the Maps
  • ELY1 - Enabled full quest runthrough and not subsets
  • ELY1 - Added quest markers to Map for Communicator Tower, Eden and the NPC's within EDEN
  • ELY1 - Make Text Adjustments and more verbose objective failure / description messages
  • ELY1 - Adding Steps to use the provided map to find the communication tower
  • ELY1 - Added Steps to find and disable the communicaton tower
  • ELY1 - Adding Steps to use the ECHO Device to Find EDEN
  • ELY1 - Adding Communication Tower Prebuild Structure and BP for Deployable
  • ELY1 - Fixing issues with defend step as they location wasn't updated correctly so the mission would stop if the player wasn't at 0,0,0
  • Extending Note System to be able to display Images
  • ELY1 - Increase Defence Time from 60seconds to 300seconds
  • ELY1 - Setting up new Towers Map Note to grant to player with locations of potential TPS communicaiton towers
  • ELY1 - Rejigged Quest Steps so you have to search a few potential locations to find a communication tower
  • ELY1 - Removed Steps involving Radiation will spin off into own quest
  • Add unique Beach AI spawn group for Outpost012
  • Replaced Raptor art assets with updated mesh and textures
  • Imported art assets for the Raptor juvie
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Updates to rad prosp aggro eq
  • Frequency adjustments to Rad Pros
  • Reimported some item icons to be 256x256
  • Chew - Implementation
  • Adjustments to irradiated prospectors audio volumes
  • Adding irradiated prospector death, aggro loop, spot audio event and data table setup
  • Meta uranium initial blockout and FX
  • Elysium - cliff placement, decal and slope rock painting in NW volcanic, red quad
  • Added Gas and Electricity Fireplace Variation icons
  • Slinker - Adjusted physics asset, Removed ability to pick up corpse. Unchecked jump debug
  • Bounder - Fixed jump arc numbers. Adjusted bounder physics asset
  • Added Stone Brick and Scoria Brick icons
  • Resave ProcessorRecipes for whitespace fix
  • Add 25 new food/drinks recipes with unique stats for Dangerous Horizons. Add tooling for viewing foods
  • Fix ignored warning on Outpost012 ProspectList DT entry for image
  • Elysium - cliff placement in NW volcanic, red quad
  • Slinker - Added lookat ctrl rig -Fixed jump anim config. -Fixed ragdoll physics. -Fixed slinker turn not being root motion. -Added slinker corpse recipe
  • Adding first batch of irradiated prospector vocalisations and events and data table setups. Not currently playing most sounds
  • creature fur shader update, removed the switch to use 2nd UV channel
  • Outpost_012 - fixed some floating rocks
  • ELY1 - Adding Scaffolding for Mission Steps
  • ELY1 - Setting up Makeshift Beacon Mission item, Session Flag and Functions
  • ELY1 - Added Implementation of Steps to Craft a Makeshift Beacon, Deploy to a Suitable Height, Defend the Beacon and Then Collect the Equipment Sent from EDEN
  • Finished Mission Setup & Implementaiton for ElyStory0
  • Renaming MaximumRadiationTolerance_+ to MaximumRadiation_+ to keep in line with other survival stats
  • Initial Setup of Elysium Mission 0 & 1
  • Quick Setup of Flamethrower Turret, Item, Recipe, Blueprint etc
  • Basic Item Setup and Blueprint Setup for the Tesla Coil including recipes / icons / talents etc
  • Added icon to Creature name text entry widget on MountInterface to better signify that names can be edited
  • Adjust wind bending based on quality level to test performance cost. By default, no change, but lowering r.MaterialQualityLevel to 0 will disable wind bending (set quality to 0)
  • Updated BP_Manufacturer
  • Adding Wall mounted Charging Station which snaps to others which are placed, item setup, blueprint, recipe, icon etc
  • Added DEP_Manufacturing_Unit_T5 with destructible and BP
  • Added DEP_Powered_Charger_Wall
  • Added DEP_Turret_Flamethrower, with destructible and updated BP
  • Hopping Creature - First pass implementation
  • Added first pass of some Irradiated Prospector (IP) behaviours
  • Added a bunch of anims for IP
  • IcarusNPCCharacters can now override the MoveSpeedMapping multiplier if required
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Update material, mesh and FX for Meta_Uranium
  • Updating rad prospector attack to a v2 with a better direction. Will replace most sounds. Unlinking audio from rad prosp for now until actions are in place
  • updated raptor juvie skinning, added bones and carcass skeletal mesh
  • Updated skinning on raptor skeletal mesh. Updated physics asset
  • Elysium - cliff placement, decal and slope rock painting in NW volcanic, red quad
  • Adjusted eye material and physics asset constraints for the hopping creature
  • Chew - Updated size to match reference (2.5x). Fixed feet sliding after scaling. Fixed jump distance/arc. Added Damage Curve. Chew now acts similar to the buffalo, wanders until attacked
  • Add farming packets to workshop for new DHs resources
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Adjustments to distancing of Rad pros footsteps
  • Lots of updates and additions to rad pros vocals, movements, data tables, notifys etc. Lots to go
  • Elysium - cliff placement and decal painting in NW volcanic, red quad
  • Adjusted wind settings for Alpine Lilly and Yucca Flower plants. Also updated the Alpine Lilly meshes and textures
  • Snow Pygmy Lop - Added initial implementation (without meshes)
  • Updated meta uranium FX and material
  • Disable DT validation for Fillable. Disable icon check for ItemsStatic validation as its repeating what Itemable validation does. Small fixes
  • Added first pass SK mesh, Physics asset, materials and textures for the Dragonfly creature
  • Adding more vocals and layers to the rad prospector. Volume tweaks etc
  • Fixed orientation of APEX meshes for Curved Angled Glass Walls
  • Added slinker swim and sleep animations to the project
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Added first pass of the sulfer worm's skinning with materials and textures
  • Small tweak to rad prospector drag audio
  • Replacing all rad pros spot sounds with trash creature blended in to make it more scary and intense
  • Second pass on SMs for GT_Stick_Tree assets for the geothermal area
  • Juvenile Raptor Implementation
  • Elysium - cliff placement and landscape sculpting to reshape impassable slopes in NW volcanic, red quad
  • Adding Irad Pros crawl audio sounds. 1 shots and looped audio triggering additioanl crawl 1 shots. Varioius adjustments
  • Add dithered PerInstanceFade rendering support to Rock master material. This softens the pop on meshes coming in and out of view, most noticeable on the new scree slopes in T021. Cleared out some texture references to old non-CAC AO setup
  • Misc fixes for DT validation warnings
  • Adding rad prospector updated spot and death audio

[/expand]

Icarus Week 192 Update | New Arctic Survival Saddle with cold resistance

Welcome to week 192.

This week, we are adding a new higher-tier saddle specifically for use in the Arctic regions, as well as a few smaller fixes to achievements and great hunt content.

We also give a preview of a requested feature that we have added, thanks to feature upvote.

Jump in and have a read.

Notable Improvements:
  • Fixed Biomore backpack as it was granting aura to bosses & enemies (not just friendly)
  • Lowered survival Stats on Carbonweave backpack (they were very unbalanced)
  • Various Achievement Fixes (Cha-Ching!, Easy Tiger, Ring Leader, Damage Resisted By Shield, Gimme Gimme Gimme, Not Lost, Still not Lost, What is this Place, Colossus Collapse, Starstruck)
  • Fixed issue with Mission Paths, which were correctly locked out in Great Hunts - allowing all missions to be done and causing issues with the GH mission flow
  • Preventing Food / Water / Oxygen consumption from being completely mitigated, the value will always be at least 1
  • Giving the Lava Hunter a Large Fall Damage Resistance
  • Add missing ColdSteel Spear to valid ammo types for Javelin Launcher

[hr][/hr]
This Week: Arctic Survival Saddle


This week, we have added a new saddle to the Animal Bench. It represents a higher-tier of saddle that is designed specifically for arctic travel.

The ‘Arctic Survival Saddle’ has five base inventory slots, two additional utility item slots and extra cold resistance, making it ideal for quick-moving mounts such as the Moa. This saddle aims to add higher-tier equipment for mounts that help them both in terms of their survival and utility in late-game scenarios. The Arctic Survival saddle requires platinum weave, wool and rope to craft, meaning you must bring down a sheep from orbit to gain access to wool.


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


Next week, we have a QoL with the armor stand coming, and we're adding a customisation option to prevent backpacks from being swapped when swapping gear on the armor stand.


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

https://store.steampowered.com/app/3315290/Icarus_Great_Hunts_Campaigns

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

Changelog v2.3.3.140683


[h3]New Content[/h3]
[expand]
  • Unlocking and Enabling the Arctic Survival Saddle

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fixed an issue where resource network spline splits could have incorrect visuals going to both world 0, and spline local 0
  • Hammerhead Slug - Removed ability to stealth crit the boss
  • Field guide should no longer include hidden items in the processor list for recipes
  • Add proper base class setup for Fireplaces instead of inheriting from Stone Fireplace.
  • Use iterated scene components to drive bespoke FX.
  • Quality pass on lighting and VFX.
  • Fix Gas Stove offsetting the mesh after playing an animation as they were imported incorrectly with an offset.
  • Add new VFX for gas stove.
  • Remove fire VFX from Electric fireplace.
  • Increase DF resolution on Electric Fireplace so the windows are cut out.
  • Resave DMs in attempts to fix engine materials warnings
  • Added variant assets for Stone Fireplace to bring it in line visually with the stone buildables
  • Fix Biomore (medic) backpack is granting aura to all NPC in range (not just friendly)
  • Fix text on medical scanner is not being translated
  • Fix 'Outcomes' heading not translated in GH campaign board
  • Fix a problem with multiple aura instances affecting a single actor
  • Fixed an issue where specific deployables that spawn other deployables (e.g. fishing bench/bunk bed) were spawning the other deployable and then reseting its foundation actor to null so in the fishing benches case never deleted the filleting station
  • Adjusted wind settings for both the HRB_CocoPalm and HRB_Sugar_Cane assets
  • Fixed Still Not Lost achievement not triggering after biome row was renamed but not updated in Tracker BP
  • Add missing ColdSteel Spear to valid ammo types. Add some unhooked DTvalidation logic to find incorrect setups
  • Fix What is this place (FractureCave) Accolade
  • Retroactively apply 'Soft Landing' (FirstDropPromStory) accolade as description isn't clear (and in this case we have the requisite info)
  • Volume pass on scorp rifle bullet eject
  • Fix display issue with 'Colossus Collapse' (AllGarganutanMissionsDone) Accolade - wrong mission name 'Pursuit' -> 'Blood Thirst'
  • Remove all player/meteor distance based checks, for Starstruck/ViewMeteor achievement (players complaining 'seen and not awarded')
  • Fixing kinetic rifle playing incorrect bullet eject sound. Added metal bullet drop instead of just shotgun shell
  • Fix Biomore (medic) backpack is granting aura to bosses (not just friendly)
  • Fix Viscid slug den eggs using busted material (decal that is not transparent domain), create new bespoke material
  • Fixed a few typos in quest and item text
  • Fixed 'Not Lost' and 'Still Not Lost' achievements not triggering on steam
  • Changed weather card back to have text and added the text string
  • Fixed the Deer Corpse BP which had the incorrect mesh assigned to the gfur node. It is now the correct mesh
  • Reimported Exotic Licence Icon
  • Lowered the Survvial Stats Provided by the Carbonweave backpack as the stats where too high and providing and imbalanced player experience
  • Preventing Food / Water / Oxygen consumption from being completely mitigated, the value will always be at least 1
  • Fixing issue where the Boss information was not correctly displayed in world with the Norex Boss Upgrade Module when slotted into the Contact Device
  • Giving the Lava Hunter a Large Fall Damage Resistance
  • Fixed issue with Mission Paths where not correctly locked out in Great Hunts - allowing all missions to be done and causing issues with the GH mission flow
  • Updated accolade trackers to use new steam stats
  • Fur card material adjustment for albedo
  • Remedy some very misleading 'dev only' logs in the AccoladeSubsystem
  • Add explicit goal counts for AllSixStoryMissionsProm and EndAbyss accolades
  • Add a datatable validator for Steam achievements that are not one off and don't have a SteamStatId

[/expand]

[h3]Future Content[/h3]
[expand]
  • Outpost_012 - added deep mining, meta and enyzyme deposits
  • Added nav blockers to areas of ice mammoth arena where he was likely to get stuck e.g. pillars/protruding ice chunks
  • Adding raptor attack vocalisation, event audio and data table setups
  • Resaving AI Setup to fix build
  • Slinker - Fixed feet sliding
  • Added frst pass bones and carcass sk mesh, materials and textures for CRE_Chew
  • Outpost_012 - general polish, placement of lake audio splines and water points
  • Fixed a bug where the slinker was walking with his right side on tippy toes. Changed comp_lean blendspace neutral animation to a more natural neutral anim
  • Adding second DH music geo track. WIP to improve and evolve over time
  • Add some more (editor only) logging around IcarusStateRecorders
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Added custom LODs for the slinker. Updated the slinker bones texture to match the base model
  • Fixed dynamic movement of Bounder ears, as well as gfur settings for the corpse BP
  • Outpost_012 - foliage and landscape texture polish based on design feedback, added pumpkin and watermelon
  • Small tweak to DH music track
  • Adding raptor spot, duplicates of anim montages, anims and BT and data table setups to separate from other creatures
  • Fix Streaming Distance settings on Outpost012 (was 50k now 500k units to match other Outposts)
  • Outpost_012 - added to to AI_SpawnConfig, placed BP_AISpawner in map
  • Exotic Uranium Nodes are now Radioactive
  • Quick Pass on Radiation Protection Armor adding in Radiation Protection Stats
  • Adding Radioactive waste as a byproduct of Uranium Conversion
  • Adding Radioactive Waste Item
  • Removed Decay from Radioactive items
  • Adding Anti Radiation Transfusion Item which slowly heals radiation exposure for 5 minutes
  • Adding Anti Radiation Injection Item which will instantly heal a small portion of Radiation Exposure - Workshop item
  • Adding Cheat to quickly add / remove radiation exposure from the player
  • Adding RadiationTolerance_+, RadiationResistance_% and AttacksCauseRadiationBurn_%
  • Adding new Radiation Burn Modifier and Icon
  • Adjusted Radiation Accumulation Caluculation to include Resistance
  • Adjusted Max Radiation Value to take into account Radiation Tolerance
  • Adjusted Radiation Accumulation Modifier so partial units can be kept / stored and accumulated so we don't lose data if there is high resistance
  • Radiation Accumulation at a base will take approx 5 minutes to progress from 0 -> 100% going through the 3 different stages
  • Adding a base Radiation Tolerence of 1000 to players starting stats
  • Adding new Stone Fireplace Variation
  • Adding Truffle Images for Item, Seed Packet and Seed
  • Ruby texture for Voxel_01 and 02., applied materials to D_VoxelMaterialMap
  • Adding garlic plant audio
  • Adding onion plant audiuo
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Adding audio for agave plants harvest
  • Outpost_012 - cliff and foliage polish
  • Adding CHEW cre idle vocalisations, event and data table setup
  • Outpost_012 - decal and foliage polish, added variant of SandVariance decal and swapped with original, tweaked macro and cliff material settings
  • Outpost_012 - mesh and decal polish, set up in D_Outposts, D_ProspectList, D_Talents to enable access in dev build
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Outpost_012 - corrected phys materials in landscape layerinfos
  • Adding setup for coastal ambience within new outpost
  • Added missing textures for DLC2 snow slopes decal
  • Adding radiation survival variables, replication, events and save/load
  • Adding 3 levels of radiation debuffs that are reiggered by survival triggers
  • Adding ability to accumulate radiation over time via modifier
  • Adding icons for radiation levels
  • Adding Radiation Display bar which appears when radiation is gained
  • Remove unhooked logic from TreeV2 master. Clean out dud references to NoOldWind param. Delete some unused MI's. Repath incorrect material on Pine01 mesh
  • Swapping Irradiated Modifier to use count instea of longest duration
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Outpost_012 - mesh and foliage polish, added more navblockers
  • Bounder Implementation - Added isvalid check on IcarusNPCGoapCharacter to stop error spam on creature death
  • Lithium textures for Voxel_02 and 05, assigned to voxel material and distribution data table
  • Adding Orka footstep, death, idle audio events and data table setups
  • Outpost_012 - Added biome heatmap GT + source files, data table setup for new atmosphere and biomes
  • Added tundra deer bones and carcass assets to the project. Small update to the Gfur
  • Lithium texture for Rock_Gen_Voxel_01
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Slinker - Added/hooked up montages for eat/idle/attack
  • Fixed 'look at' ctrl rig not working
  • Fixed Attack range and attacks playing too slow to hit a moving player
  • Fixed name badge being on the ground instead of above head
  • Fixed anims not having root motion and causing stuttering/being rotated
  • Fixed Slinker losing sight of the player at seemingly random moments
  • Outpost_012 - drop+respawn ship spawns, mesh and foliage polish, added flowpoints to ocean
  • Added new animations for the sand wyrm queen
  • Adding raptor death vocalisation, audio event and data table setup. Music adjustments and fine tunes
  • Imported art assets for the tundra deer. Created character BP and did a first pass on the Gfur groom
  • Adding Raptor flinch audio, event and data table setup
  • Adjustments to DH combat music
  • Updating Geo Music track 2. Setting combat music for ELY new biomes, volume adjustments and tweaks to music
  • Fixed material for Agave billboards
  • Replaced Radiation Icons
  • Elysium - cliff placement and decal painting in NW volcanic, red quad
  • Tundra Deer Implementation
  • Elysium - cliff placement, decal and slope rock painting in NW volcanic, red quad
  • Adding raptor idle vocals, footstep adjustments, duplicate of dodge BTS and updating anims so the striker is not referenced. AI audio setup etc
  • Outpost_012 - minor foliage polish, adjusted tile size settings in new ocean water mat
  • Added DEP_Tesla_Coil
  • Outpost012 - Put Coastal atmosphere back to CF fog settings. Add extra row of ocean tiles to blend horizon better. Add new ocean material shader and water setup and apply to Outpost012 water tiles. Organize outliner folders
  • Fix SteamStatIds for RedExoticsEarned (Cha-Ching!), CreaturesTamed (Easy Tiger & Ring Leader), BlockedDamage (Damage Resisted By Shield), ResourcePack (Gimme Gimme Gimme)
  • Ruby ore texture for Voxel_05 and applied to D_VoxelMaterialMap
  • Added groundwork for additional armour stand backpack toggle and swap button
  • Added armour stand calls into network proxy so players can call RPCs from the UI
  • Added capability for armour stand to interact with different arrays of inventory slots
  • Added new string table entries for armour stand UMG
  • Outpost_012 - generated in-game map
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium

[/expand]