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

Welcome to Week 147.

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

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

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

Jump in and have a read.

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

[hr][/hr]
This Week: Field Guide Update - Items


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

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

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

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

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


[hr][/hr]
Coming Soon: NullSector


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

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

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

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


[hr][/hr]
This Week: Exclusive Stationeers Bobbleheads


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

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

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

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

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

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

[hr][/hr]
Next Week: Quality of Life (QoL)


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

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


[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 v2.2.22.127885


[h3]New Content[/h3]
[expand]
  • Update field guide procurement text for stone/oxite
  • Committed refactor of CPP enum to DT enum for Icarus Resources
  • Tag ploughs for field guide
  • Replaced exotic procurement image on field guide to new one
  • Update field guide resource networks UI to show storage on batteries and fix generator / pump display
  • Fixed duplicate zebra carcass showing up in field guide
  • Field Guide: Increase menu scroll bar width by 50%
  • Fixed field guide Medicine category width
  • Swap position of Shields and Benches in Field Guide to put Benches closer to the top
  • Added Cargo Hauling talent option to Horse and Terrenus talent trees
  • Field Guide: Added sets to C0NT4CT and Beehive for upgrades
  • Field Guide: Fix alignment on different categories (use/used by notably)
  • Field Guide: Update scrolling to be grouped in the category for most item types, exceptions are benches as they have a lot of items and resource networks that need to be visible
  • Field Guide: Fixed alignment on search / items list
  • Field Guide: Increased number of item categories shown in each row, so main item screen shows all categories icons
  • Field Guide: Fix filter to have sticks in resource lookup
  • Updated Field Guide feature level lock to be based on Cheats rather than Development, so it is available on other dev facing builds
  • Made adjustments to the text on various shovel items for clarity
  • Enable Field Guide
  • Field Guide: Fix opening by default opening to items page. Allowed context menu opening to work while the Field Guide is already open
  • Field Guide: Moved shovels to Tools category and tagged sets
  • Field Guide: Added fuel and oxygen recipes for items that produce or are used in recipes that produce these resources
  • Field Guide: Added Character Crafting page, removed old dummy page
  • Field Guide: Workshop item headers now have a purple border
  • Field Guide: Add item based fuel sources to applicable benches (campfires, torches, etc)
  • Adding Ability to show if an Item required DLC in the field guide, and making icon clickable to show the DLC store page
  • Field Guide: Electricity and Water tools now show their respective networks
  • Fixed network inspection (R on electricity or water tools) not opening when aiming at a deployable
  • Unlock Stationeers DLC Package data so we can query for the game
  • Field Guide: Added procurement info for collecting individual pieces on the ground, moved red exotics to plants so it is shown as growable
  • Unlock Stationeers Bobblehead recipe and update talents / description
  • Fix tag casing and removed chicken coop tag
  • Field Guide: Added resource pages for Biofuel, Electricity, Oxygen and Water
  • Field Guide: Now shows when recipes require a resource input, such as water or biofuel
  • Field Guide: Composter and Oxite Dissolvers now show recipes for creating their related resources
  • Field Guide: Resources now have links and tooltips to their relevant pages
  • Add Stationeers Bobblehead blueprints and deployable item data
  • Fix some out of date blueprint pins
  • Add resources (water etc.) required for recipes in the Field Guide
  • Adding SK version of bobbleheads to use for interactable BP springy heads when you pat them, blueprint hookup to follow
  • Redo Remove vesitages of dummy character crafting entry from Field Guide (now we have a real character item)
  • Redo Add a third (optional) image and description to Field Guide meta
  • Remove vesitages of dummy character crafting entry from Field Guide (now we have a real character item)
  • Add a third (optional) image and description to Field Guide meta
  • Fix Show In Field Guide inventory context menu does not work in space
  • Field Guide: Show scorpion carapace and sandworm scales procurement info (as these are not drops, not automatically detected)
  • Field Guide: Update Plants page to show dirt mounds as a growable place. Crop plots now show other plots as their set
  • Field Guide: Update vestiges page to show correctly for creatures which naturally drop vestiges, rather than requiring taxidermy knife (eg bats)

[/expand]

[h3]Fixed[/h3]
[expand]
  • Committing Quest Fix for Riverlands Stockpile
  • Added Apex DM meshes for left and right Concrete Corner Stairs
  • Committing Fix for Crafting Modifications Table
  • Trail beacon icons no longer show on compass
  • Committing Fix for Crop Plot Tooltip as it wasn't converted over to use the new resource DT enum
  • Fixed a few typos
  • Switched 'spawn actor' node to be 'spawn ai' to fix build error
  • Resaving UMG_Resource_Connection as it was causing issues at compile time
  • Fixed typo in cooling bandage description
  • Optimize expensive (4k+) textures to reduce video memory consumption
  • Light strength and light temp adjustments made to the standard Fireplace, and Gold Deco Fireplace
  • Mark a bunch of meshes in (generated) prefabs as static mobility
  • Redid LODs on CF Underwater rocks, shorter switch distances due to underwater visibility, ensured last LOD is low poly and no RVT, and fixed _02 variation using LOD material on LOD0
  • Add NoRVT materials for final LODs for meshes which use RVTs. This should alleviate some performance issues by not processing RVTs for meshes that are far away
  • Optimized expensive (4k+) textures to reduce video memory consumption
  • Fixing the charging device as it was no longer charging powered objects after the new datatable enum switch
  • Previous changes to Wood Rag Torch, Biofuel Lantern & Flashlight left them much less useful. Adjusted light strength, falloff and colour/temp. Resulting in overall more light, and establishing a tiered lighting progression
  • Buffalo (and other mounts) have their roll and twist rotation zeroed on reload, should be a reliable bandaid fix for issue where mounts would become permanently rotated / on an angle
  • Fixing first person wave animation being out of screen view so that proper audio can be applied to the sound and it can be seen visually in first person
  • Adding audio to the wave animation to playback sound when in first and third person
  • Fixed issue where Aluminium Trap Door collision was causing players to fall through when closed on dedicated servers.
  • Fixed issue where servers weren't updating the animations of windows and doors correctly if they weren't rendered (never rendered on dedicated server), leading to desynchronised collision locations on server vs clients.
  • Reduced weight of several aluminium deployables and building pieces
  • Fixing blendspace issue with first person hands using the space station hands animation for idle which caused the hands to distort and bend the fingers on the character when running or sprinting
  • Replaced iron item icons to more gray-ish ones
  • Removing adjusted blendspace which was causing issues with arms getting in the way of the aim animation when grenades were aimed and walking or sprinting. Fixes all problems. Lowering left arm when sprinting with grenades
  • Further adjustments to player lighting, with a focus on light strength/progression. Wood Rag Torch, Wood Flare, Biofuel Lantern, and Flashlight affected
  • Adding correct audio for charging station
  • Reducing the chance of wolf howling at distance in the idle audio event to allow the animations of the howl to be the main howls. Currently you hear the sound effect too often this will help reduce it
  • Modifier state icons are now ordered in list: Biome -> Aura -> Permanent Buff/Debuff -> Temporary Buff/Debuff
  • Creating a unique event for the tuskers idle audio to be used for the mount tusker.
  • Reducing the rate of vocalisations on the mount idle to make sure it doesn't become annoying for the player.
  • Slightly reducing other mounts idles also to account for multiple mounts in a small area
  • Fixed bug where envirosuit would be returned to HAB if player returned any meta items using OEI. Added in some extra logging to track down meta loadout initialisation issues
  • Fix Shengong and Larkwell envirosuits not having first person reskins applied
  • Shortening a bunch of excessively long audio events to reduce voice counts.
  • Adding bone hit audio to successful hit layer in FMOD fixing a few weapons where it felt too quiet for a successful hit
  • Added new button in escape menu to copy current player coordinates to clipboard. Fixed UIcarusCompassWidget crash in editor
  • Fix UMG to fix complile error
  • Prospects without local save files are no longer shown on the 'Load' screen. This should fix issue where players would incorrectly see past multiplayer games in this list, without having access to the save file.
  • Prospects in the 'Load' screen list are now sorted by date last modified (prospects associated with current character are still shown above non-associated prospects)
  • Mounts are now bound to the account that claimed them instead of the specific character, this should fix issue where players bringing down mounts that were claimed by a different character on the same account weren't able to properly access it
  • Chickens will now automatically deposit their eggs into a nearby coop (within 10 metres) if they're unable to path inside for whatever reason

[/expand]

[h3]Future Content[/h3]
[expand]
  • Adding stasis bag zip up npc player audio and BP imp
  • Added texture maps for the slug slime splatter
  • Ice mammoth iteration. Ice mammoth arena has been blocked out. Added 3 new types of birds for the mammoth to spawn. Added nests for birds to spawn out of
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Fixed mobility on several nest actors to prevent warnings
  • Improve collision on Army props, optimize textures, add LODs, add 2-sided to camping chair material
  • Adding the nullsector audio delay map
  • Weighting cleanup pass on the NPC character, still some slight stretching so a bit more clean up required but 85% there
  • Committing new json for ashlands camp
  • Adding Camping Chair as a mission prop
  • Adding new Camp Setup for the CRISIS mission and adding a new prebuilt structure
  • Added functionality to allow NPC's to show a mission UI and kick off a mission
  • Provided a base quest for CRISIS / STRANDED / RESCUE so we have consistent spawning and cleanup where requried
  • Setting new NPC's to have a recorder component so they can persist between quests
  • NPC's desciption will now change based on stability
  • Adding collision to large exotic rock, new mesh copied from meteor
  • Fixed null ptr on Recipe tool tip hover function by doing a valid check first
  • Adding Assets for Ashlands Logistics Missions
  • Added Missing C++ Files for the Mission Character and Item Manipulation Component
  • Medical Scanner now works with Mounts & Characters
  • Adding Churches new lines to NPC to play when interacted with
  • You now treat NPC's by holding the medicine in your hand and treating and right clicking
  • Fixing issue with the medical scanner where it would shopw the widget offset in 3rd person
  • Converted the Mission NPC's over to their own c++ base class and assigned them a survival character state
  • Mission NPC's now use stats and survival character state of stability calculations
  • NPC interactions now play on clients
  • Setup new Medical Evac Ship
  • Medical Scanner no longer opens up when there is nothing to scan
  • Started Set Dressing Volcano Cave/Creater & Added Geothermal Pools on Outpost 9, on Red Quad
  • First pass of logic / item data for armour stand
  • Outpost_012 - terrain and riverbank blending with decals
  • Converting all npc bark line spacialisers to a preset for ease of use of future tweaking and balancing
  • Adding in red roat texture and material setup for carcass to use for Lava roat in the nullsec
  • Prevent players from building on top of teleport components
  • Further in game volume adjustments for NPCs to make sure they are all sitting at a similar volume
  • Fixing interact camera orientation on the new Medevac pod for the RESCUE mission
  • Changing stored names for NPC4 and 5 -> NPC4Rescue & NPC5Rescue for the rescue mission so there is no overlap, cleaned up NPC4/5/Rescue at various quests steps / abandoning
  • Fixing issue where CRISIS / STRANDED / RESCUE where not cleaning up correctly
  • Fixing Issue where duplicate quest items where spawned (the audio log for Ashlands Story)
  • Fixing Spawn Points for the Ashlands Story, the spawn points are now manual, the rockdogs will return to protect the outpost and not spawn in buildings
  • Adding the Return to Anchor behaviour for Rockdogs as they where missing it
  • Added BLD_Wall_Angle_Curved_Concrete, including Left, right and inverted variations. Apex DMs still need to be done
  • Removing Speak Steps in CRISIS / STRANDED / RESCUE as this NPC dialogue is now played in the Briefing Screen
  • Fixing 'MISSION COMPLETE' Screen and UI so it no longer overlaps with other elements
  • Fixing Issues with the NPC's in CRISIS / STRANDED / RESCUE not saving their food / water / oxygen values since the base class switch over
  • Fixing NPC Bark lines interupting quest dialogue in CRISIS / STRANDED / RESCUE
  • Outpost_012 - riverbank and cliff placement, landscape decals
  • Volume pass on NPC church lines barks vs important orders
  • Fixed a typo and edited the text for the recovery crew highlightables
  • Optimized expensive (4k+) textures to reduce video memory consumption
  • Fixed incorrect physical material on drop pod materials
  • Adding generic deploy audio to teddy
  • Tent ropes no longer cast shadows
  • Mission NPCs now use the 'FriendlyAll' relationship - should stop them being attacked by nearby AI
  • Atmosphere controller no longer affects level bounds size
  • Started Set Dressing Volcano Cave & Added Geothermal Pools on Outpost 9, on Red Quad
  • Updating Medevac pod so the legs have collision and it has a highlightable explaining what it is
  • Ice Mammoth Arena - mesh and landscape adjustment to reduce overall size of arena
  • Adding Function Library for Missions, adding functions for checking if an operaiton was complete on this open world and getting the mission in progress
  • The Mining Trucks Engine has been swapped to the front
  • Adding Text hints for the Logistics mission mentioning the biofuel tank and water tank
  • Fixing issue where the Mining Trucks Water & Fuel Tanks fillable state where not persisiting between sessions
  • Adding Collision to the Mining Trucks Rocks
  • Fixing issues where the missions spawn blockers where not active, removing search area from mission spawn blockers
  • NPC's in Rescue are now hurt and have 1 stability
  • Added Ashlands Blocker static meshes to the Ashlands_Blocker BP
  • Updated the rotation, scale and material assigned to the medical drop ship legs
  • Added Ashlands Blocker meshes, textures and materials
  • Added in new equip and idle animations to fix the strange holding position of the meta fuel canister, suggest to do a hand context for the jerrycan which fits this new hold position as well as need to override the hand position in the locomotion anims to fix the canister rotating back to the old position when moving
  • Updated the physical material on the exotic meteor to be stone rather than metal. This will play the correct sound when players interact with them in the bed of the truck
  • Added setup for concrete and aluminium corner stairs
  • Added minable rocks on Outpost 9, on Red Quad
  • Adding unique audio for NPC standing healed after being sick
  • Fix tooltip on character creation/selection button in main menu UI
  • Started Set Dressing Volcano Cave & Added Geothermal Pools on Outpost 9, on Red Quad
  • very small volume adjustment to port water carry sound to account for over encumbered speed
  • Added punctuation for clarity on a hint quest step for pro_d_recovery
  • Updated the LODs on the medical dropship static mesh
  • Adding code when beginning or abandoning ASHLANDS story which removes any extra blockers which might be present
  • Adding logic for destorying new destructible blockers, if the assigned operation has been completed on the current open world
  • Adding Recorder component for destructible blockers so they don't try and spawn another object everytime the prospect is loaded
  • Added Decal and VFX to Hammerhead Slug Poison Spot, Added more option to POM shader
  • Sanity pass and param cleanup on materials which have RVT disabled but tooling picked up on them possibly being enabled
  • Adding interactable Notes Datatable and setting up ashlands notes
  • Added Oil Geyser FXs, Oil Material, and OildGeyserText BP
  • Added minable rocks & foliage on Outpost 9, on Red Quad
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Outpost_012 - decal and landscape work, added new LOD material for LRG river banks
  • Added CPU access to beds' gfur that didnt already have it along with the gfur for the black wolf trophies. This is to fix crashing when placing down a blackwolf trophy and may reenable the fur on the beds
  • Storing references to animations used for bandaging mounts / NPCS so the animations always play. This allows the audio to play also
  • Fixed map markers not highlighting when walking inside its radius and not showing an icon on the radar for the new search area components. Made old map search area actors use the new component also
  • Fixed bug where NPCs were looking above the players head when player was mounted. Player Character's 'ViewPoint' location now correctly follows the player's head
  • Adding audio for bandaging targets npc or mount. This has been put on a duplicate of the petting animation and montages and assigned to the actions table to play back when right click healing. BP imp for the actionable to play the appropriate animations and also only play the animation if there is a valid target. This helps give the player much better feedback for the action of healing others which can be important for new Nullsector missions
  • Add Scyther Tadpole fish setup, added physics asset setup and another LOD
  • Disable DT Validation for ProspectList checking if there are MetaSpawns defined vs IsPersistent Prospect check, as this check is no longer valid since we change the way we spawn Meta
  • Added an albedo texture map for the slug slime splatter effect
  • Landscape Painting on Outpost 9, on Red Quad
  • Adjusting the curves of the arm animation for bandaging other players or mounts to differentiate between petting and bandaging
  • Added metal corner stair icons
  • Fixed infinite loop dection being triggered during data table validation
  • Further small adjustment to blendspace of sprinting with grenades to make sure the jogging vs sprinting speeds feel appropriate. Also stopped pinkie finger sticking out weirdly when sprinting with grenade
  • Add SKItem for Slug Grenade and experimental Liquid shader
  • Add an EQS failback when teleporting into an instanced level is blocked by another pawn
  • Added BLD_RoofCorner_Curved_Concrete and BLD_Wall_Curved_Concrete, with all meshes, textures, materials. APEX DMs still need to be made
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Painted minable rocks & foliage on Outpost 9, on Red Quad
  • Added roat: Lava variant setup
  • Adding Great Hunts Feature Level and DLC Package Data
  • Putting some hard limits on bats to stop using a million audio channels when flying or in aggro states. This is to accomodate for mass bats
  • Added material instance and map for testing DLC2 landscape materials
  • Cleanup instanced level flags when unstuck is used
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Added & Blocked out new cave level CAVE_CF_MED_005_Spider for testing
  • Added concrete corner stair variant icon
  • Switched lava light mobility back to movable from static
  • Submitting test level
  • Updates to Oil Geyser Material, Behavior and FXs
  • Added New Slime Decals and VFX to Poison Spot w/ updated textures
  • Updating Icesheet story to use new outpost build
  • Updating Icesheet story to fix the quest steps so it can be ended corrected
  • Updating Icesheet story so the dead prospectors are now spawnable and interactable
  • Updating Icesheet story so it has notes in the outpost
  • Updating Icesheet story so the caveblocker uses a correct mesh
  • Added specific recording and interface for the collectable notes so they don't require a new blueprint each time
  • Added Lava Roat to Ashlands spawn map
  • Outpost_012 - landscape, riverbanks, decals
  • Added BLD_Roof_Curved_Concrete including meshes, textures and materails. Apex mesh still needs to be made
  • Adding ice mammoth projectile travel and impact event and data table setups. Adding cooldowns to several events to stop multiple events firing at once unnecessarily
  • Fixed buildable blueprint for iron corner stairs
  • Hook up Rock Golem Gun mesh
  • Elysium map blockout - swapped textures in material, added switches into master material to correct and/or remove grass types on changed layers
  • Lots of adjustments to reduce audio voice counts on cave bats and other things. Lowered priority of bat wings and shortened events that were unnecessarily long
  • Fix Roat droptable to not have potato and tomato (was previously restricted by a stat never granted to players)
  • Improve layout of the WorldManager utility Selection tab to make it more usable, hide deprecated functionality. Add Location tab which allows WBs to teleport to a specified location for issue tracking
  • Fixed icons for Hammerhead coil trophy and small vial variant
  • Switched up from an animation fix to an attachment offset to catch the locomotion states of holding the canisters too, hooked up to the hydrazine canister which was still using the old focusable
  • Replaced purple hue plant procurement images for non-grasslands area
  • Shortening more audio events to reduce voice counts. This helps with boss fights with large amount of creatures spawning etc
  • Prevented reinitialisation of voxel resource count in-editor to fix bug where they were only giving a couple of resource each
  • Landscape, Decal Painting & Set Dressing Volcano Cave on Outpost 9, on Red Quad
  • More shortening of overly long audio events to clear audio voices. This is to prevent voices from running out
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Elysium (DH map) - added blocked out landscape to test map
  • Feature locked Ape Carcass, Eagle Carcass and Armor Stand, to ensure they're hidden from the field guide (as they are not released)
  • Updated many items feature locking to hide from field guide / builds
  • Fix DT whitespace validator

[/expand]

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

Welcome to Week 146.

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

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

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

Jump in and have a read.

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

[hr][/hr]
This Week: New Olympus Operations


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

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

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


[hr][/hr]
Coming Soon: NullSector


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

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

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

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


[hr][/hr]
Next Week: Prospector Field Guide Update


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

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

[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/

Changelog v2.2.21.127494


[h3]New Content[/h3]
[expand]
  • Enabled 15 Olympus missions as Operations

[/expand]
[h3]Fixed[/h3]
[expand]
  • Tweak alignment/positioning of Workshop items to be more uniform with each category
  • Removed Prometheus from Kiwi bestiary entry
  • Allow scrolling on bestiary entries with more than 6 loot options
  • Fixed cat from not attaching to hip properly by adding 'back' context for meshable entry
  • Add DT validation to pickup on entries with Hip focusable without Meshable setup correctly
  • Updated the Iron buildable skeletal meshs with positive/negative bounds set and reimported iron gate with softened normals
  • Reducing sky light's contact shadow length from 0.2 -> 0.04, should result in less 'fuzzy' shadows, especially noticable on shadows cast by deployables on building pieces
  • W_ProjectionInterface::UpdateNearbyProjectionActors now compares existing widgets using their desired soft widget class (instead of using whatever class they happened to have equipped at the time) - this will hopefully fix issues where crop plot information is shown while highlighting thigs that aren't crop plots
  • Updated the iron buildable stairs to have the correct material assigned on the destructible mesh
  • Update Shadow settings on Atmosphere Controller:
  • 4x CSM distance, increased FarShadow cascade count from 1 to 2 and 2x FarShadow distance. Halved Moon light CSM distance to match Sun distance
  • Removed CSM value being updated on tick (now on Ultra-Slow Tick), set the value based off the Settings value, not off a curve
  • These changes should largely alleviate long-standing shadow artifacts (at a negligable performance cost), with some additional world changes coming to further improve.
  • Players can now utilize the Max Shadow Cascades setting to have better control over shadow performance vs visuals
  • Replaced old iron buildable icons to new ones
  • Update cart attachments talent icon
  • Fix Icebox, Refrigerator and Deep Freeze modifier names and descriptions being empty
  • Fix farming cart attachment talent unlock order
  • Fix glass double door left/right upgrade lookup
  • Fixing Entry in D_Saddles that was preventing the Desert Saddle from being put on the Moa
  • Fixed bug in mission LUPINE: Extermination where beacon wouldn't grant the correct stat and would soft-lock the mission until player found another way to show world bosses on map
  • Fixed issue where guns with magazines couldn't be reloaded if they were brought down by a client using the Orbital Exchange Interface
  • Fixed plow attachments breaking at 0 durability, allowed them to be repaired with right click (requires ranching station)

[/expand]
[h3]Future Content[/h3]
[expand]
  • Adding Stasis bags audio to items static data table
  • Fixing Metal Grating Description Text
  • Adding Recipes for use in future (Machining Bench)
  • Added SML/MED animal crate static meshes, materials, textures
  • Final checks and small tweaks to dropship external down based on multiplayer session. Also adjusted some overly long events that were taking up channels unnecessarily
  • Added custom LODs for Teddy Bear
  • Adding audio for lore notes. Pick up, open and close and item audio data row
  • WIP commit of skeletal mesh for LRG animal crate
  • Fixed a number of typos in the nullsector items
  • Swapped Ashlands Bunker to use new Bunker Save
  • Spawning new notes in ashlands bunker, setting up new questmarkers / queries
  • Small Info and text adjustments to PRO_D_Resupply & PRO_D_Recovery
  • Adjusting Ashlands Story Mission so that rock dogs spawn before you get to the bunker
  • Adding new Dialogue Trigger World Objects that can be used to trigger dialogue once only
  • Setting up dialogue triggers for SMPL3's warning when moving into the ashlands
  • Cliff Placement & Landscape Paining pass progress on Outpost 9, on Red Quad
  • Adding Biome modifier for the Ice Sheets in the nullsector
  • Enabling Ashlands Ending Audio after the Audio Log has Played
  • Enabling Ashlands Ending Audio after the Audio Log has Played
  • Adding new Interactable Notes and UI so players can interact with these objects in world and be able to read the text
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Adjusted the mirrored glass material so that the interior of the NPCs helmets should no longer be visible
  • Added teddy bear with corrected orientation, tweaked textures and gfur
  • Fixed punctuation in ashlands notes
  • Added SKs, physicsAssets, animation for LRG and MED cryo animal crates
  • Lowered trail beacon compass show radius
  • Fixing issue here ashlands bunker was not recieving the quest item as intended
  • Adjustments to Icesheet Story Mission to include blocker and modify quest steps
  • Added functionaily to remove duplicate blockers if they occur
  • Adding Icesheet Blockers
  • Setting up Icesheet Notes
  • Fixing interactable note class name so its interactable and not interable
  • Corrected orientation of Dirty Toilet
  • Door BP's PlacementBlockerBox is no longer considered a valid surface when determining current ground surface type - should fix issue where you sometimes heard dirt footsteps when walking over top of trap doors
  • Fixed a typo in the stone cairn text
  • Add datatable validation for deployables with variants, that don't have icons
  • Adding flag rustle 1 shots and volume adjustments. Better variation and more believable sound
  • Update deployable validation to a warn instead of error to unblock build
  • Adding church bark lines to dialogue table
  • Fix datatable validation (whitespace)
  • Added several curved and angled building pieces for the Concrete building tier. Apex DMs still need to be made for them
  • Committed some NPC animations for use with new UE4 standard rig
  • Move the teleport system from component based to actor based
  • Reimported resource icons for consistency pass
  • Finish blocking out Volcano Cave & Cliff Placement on Outpost 9, on Red Quad
  • Added DEP_Logbook and DEP_Notebook SMs, textures and materials for the Ashlands mission base
  • Adding audio to lore notes UMG. Removing spacializers from events that didnt need it
  • Adding additional Church Bark lines 3d in. Audio and events
  • Swapped impassable materials and Cliff Pass, Outpost 011
  • Blocking out Volcano Cave & Cliff Placement finished on Outpost 9, on Red Quad
  • Temporarily fixed a few of the NPC material load warnings
  • Outpost_012 - landscape tweaks, cliff placement, waterbodies and riverbanks
  • Slight adjustment to the medical dropship LODs
  • Added medical dropship art assets to the project
  • Mission NPCs now inherit from IcarusCharacter (instead of IcarusActor). Added support for relevant persistent characters in quests. Moved stat container construction from various child classes of IcarusCharacter to the base class. Removed ensure on UProspectSubsystem::SetCustomProspectSettings
  • Fixing Icebreaker footsteps popping out by adding decal fade in anim BP function, added decal fade opacity multiplier to master material
  • Update Olympus with new world Shadow settings from World Tools
  • Moved static mesh actors out of Persistent level and into their appropriate developer Quad
  • Update Styx with new world Shadow settings from World Tools. Generated levels will be processed separately by Build Machines as per normal
  • Updated World tooling to NOT disable Contact Shadows on all meshes. Updated Cave meshes to NOT disable Contact Shadows and NOT enable Far Shadows
  • This should result in more consistent shadowing from world assets (cliffs, impassables, etc) and same or slightly improved performance
  • Fixed a number of Icesheet typos, and a bat nest error
  • Updated EOI spacing for better fitting longer/localized text
  • Tweaked LookAt strength for NPC2, added ability for each NPC to adjust LookAt strength independently
  • Switched NPCs over to using new skeletal mesh
  • Adding in new prospector NPC mesh and SK asset to the UE4 skeleton to use anim sets, minor cleanup required, also submitting back meshes for the water barrel and fuel barrel
  • Added harvest effects to the aspen seedling blueprints
  • Add Shadow Cascade debug visualizer PP material
  • Adding new stasis carry audio, pickup and drop audio and events. Changing stasis bag PM from MEtal to Carpet
  • Added Metal Grating icons
  • Disabled generic tooltip on mount characters that was enabled after change to support actors (instead of IcarusActors)
  • Adding stasis bag put in dropship audio. Not currently hooked up. Also adjusting a church line that had lip smacks in it and a rushed pacing leaving it feeling a bit awkward
  • Audio tweaks and additions to mission cave event
  • Added BLD_Stairs_Corner_Concrete Left and Right variants, Apex DM's still need to be made
  • Fix the build
  • Reposition actors in instanced levels when the saved slot differs from the loaded too slot
  • Outpost_012 - decal and foliage placement, experiments with underwater foliage, riverbanks and terrain sculpting around beach
  • Added APEX meshes for Aluminium corner stairs (left and right)
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Added iron/aluminium buildable corner stairs art assets
  • Added hammerhead spit, trail, explosion, spit hit, gas attack FXs, Replace references on Hammerhead S/M/L and created new ballistic for hammerhead spit
  • Added Tress to tundra areas & addded cold lava meshes to volcano on Outpost 9, on Red Quad
  • Added oxite and stone deep ore vein pictures to field guide
  • Added reinforced frame icon
  • Add reinforced wood pillar to beam buildables
  • Remove instanced level test from open world selection (should not have been committed)
  • Subcontainer inventory initialisation logic no longer runs in hab

[/expand]

2.2.20.127215-rel-Laika

[h2]Contains the Following Fixes[/h2]
  • Fixing Issue where concrete ramps where removed from the buildable table resulting in pieces being deleted in game
  • Fixed bookshelf inventories not being accessible after being added.

Icarus Week 145 Update | New Arctic and Desert Saddle variants

Welcome to Week 145.

This week, we’re introducing two new biome-specific saddles with relevant temperature resistances to give your mounts extra support while traversing Icarus.

Seeding Carts have also been overhauled, with tiered plow attachments that bring their statistics and buffs in line with those of the tiered shovels introduced in Week 136.

We’ve also got a sneak peek at what’s to come next week and why you’ll want to return to Olympus to check it out.

Jump in and have a read.

Notable Improvements
  • Added the ability to modify the crosshair, its size, shape, and color
  • Fixing issue where all throwables (grenades, molotovs etc) where not able to be thrown
  • Tooltips after highlighting a crop plot, then looking at other items now force an update, preventing lag when swapping between items
  • Guano Recipes for Biofuel, Basic Fertilizer & Volatile Substance, now use far less Guano - this works better balance wise with the rarity of the Vesper Nests
  • Fixed being unable to upgrade buildings to steel roofing

[hr][/hr]
This Week: New Saddles


This week's feature items are two new basic saddles - in Arctic and Desert variants. These provide your mount with temperature resistance buffs in the saddles' respective biomes. Both are unlockable in Tier 2 and craftable at the Ranching Station.

In addition, some saddles present in the Creature Comforts Pack have also received some stat increases to bring them in line with their standard counterparts.

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

[hr][/hr]
This Week: New Seeding Cart Attachments - Plows


Back in Week 136, we introduced a range of tiered shovels that provided tiered dirt mounts with added buffs and resistance to different weather and biomes. This rendered Seeding Carts relatively obsolete on a purely statistical basis. Thus, Seeding Carts are well overdue an update, which we’re delivering this week.

Seeding Carts will now have a new layer of customization with interchangeable plows. Different tiers of plows will have equivalent statistics and weather resistances to their comparable tiered shovels, creating the same higher-quality dirt mounds. Ideally, this will make farming with carts no longer a limitation when it comes to growing your crops.

In the future, we’d like to address the harvesting cart also with the same improvements in mind, so watch this space.


[hr][/hr]
Coming Soon: NullSector


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

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

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

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


[hr][/hr]
Next Week: Olympus Operations


Next week, we plan on converting a few more Olympus operations to missions, allowing some of the older content to be playable in open worlds.


[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 v2.2.20.127141


[h3]New Content[/h3]
[expand]
  • Enabled new plow attachment requirement for harvest cart
  • Added materials and textures for the Arctic and Desert saddle reskin
  • Add User Interface setting to change Crosshair style, with 10 additional variations to choose from
  • Add User Interface settings to modify Crosshair Color and Style with 7 additional colors and 10 additional styles to choose from
  • Added drop-shadow to all crosshair elements to help in cases where crosshair color closely matches the background
  • Adding Basic Desert and Arctic Saddles, Items, Blueprints, Recipes, Tags, Saddle Setup Etc
  • Added Missing C++ Code for the Saddle Data
  • Adding Stats and Icons for Desert & Arctic Basic Saddles
  • Adding and unlocking steel, platinum & titanium plow seedincart attachments
  • Adding and setting up Plow item icons
  • Fixed bug where the various plough attachments weren't applying the correct modifier on created dirt mounds.
  • Updated images for various plow modifier states to match new icons.
  • D_DirtMoundModifications table is no longer exclusively for use by shovels; now takes a TagQuery to match against applicable items
  • Fixed DNT in Seeding Cart Plow alterations
  • Adding unique plow attachment destroyed audio, event, and to BP
  • Fixed bug where the player could activate the seed cart without a plow attached.
  • Fixed seed cart active modifier not being removed correctly if plow was removed while cart was active.
  • Fixed bug where seed cart would consume dirt when stationary if activated without a plow attached.
  • Switched to using the new plow attachment icon

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fixing accidental change to actionable that was intended to fix Molotov that broke grenades. fixing them
  • Improve the Settings menu by increasing the vertical scroll bar thickness so it is easier to target & increasing scroll speed so navigating is less cumbersome
  • Added Beeswax-improved wood icons
  • Only alternate between 'Storm Incoming' and StormName for 10s before just displaying StormName for the remainder of the storm. This prevents 'Storm Incoming' from displaying mid-storm
  • Add LODs to a bunch of Skeletal Meshes that had no LODs. This should allow for better performance, especially with lots of Creatures on screen at once
  • removed campfire stick mesh, preventing light clip, basic rag torch light strength reduced in line with other fire sources
  • Subcontainer inventories will not longer be created be created in HAB, fixes a crash when trying to load game with a firearm in meta inventory. Added additional inventory-related checks and validation
  • Gridbase no longer forces buildings to adhere to grid squares upon reloading a prospect, which means Dev_Transform_Tool can be used to permanently adjust the positions of Building_Base actors
  • Resaving MA_TREDESTR master material to be used with InstancedStaticMeshes as per automatic request when loading T019. This may resolve any issues with destructible tree visuals
  • Add LODs to a bunch of Static Meshes that either had no LODs or the final LOD was still high detail. This should help performance
  • Add an Editor utility to quickly add LODs to SM/SK meshes with a single click. Supports the ability to apply LODs to multiple selected assets at the same time
  • Updated concrete railing and stair railing to be symmetrical and replaced them in the buildable BP
  • Add User Interface setting (feature-locked) to change the Crosshair color. Also added an example Feature-Locked setting so that the setting can not be lost/forgotten
  • Fixed issue with building placement not snapping correctly after grid base change
  • Removed the negative scaling from all stair-buildable railing sockets
  • Fixed one more case where buildings weren't being snapped to world grid correctly
  • Adding new Widgets for a new Mission Objective Display to replace the old, currently its at parity with the old
  • Change the Color settings option from Switch to Combo for better readability
  • Added temp SM_Bat_Nest_WIP asset for design to start testing while waiting on final art asset
  • Change idle pose for 3rd person on the Wood/Rag torches so they're held more correctly instead of horizontally
  • Add source files for new Crosshair content
  • Changed internal resource flow brown-out modifier to use RoundToFloat instead of CeilToFloat to prevent issues where minuscule flow deficits were causing -10% crafting speed modifiers
  • Change all Light-slottable lights from standard shadows to Distance Field, fixing 1st person shadow casting bugs while Light slot items are lit
  • Move Light-slot FP light re-position from center of screen to the bottom left, away from any FP meshes, to prevent back-lit blow-out
  • Change Character FP arms to cast shadows (self-only) for improved visuals
  • Improved fill light visuals/perf on Biofuel Lamp
  • Removed point light fill on a flashlight that's not needed; bloom from main light handles this task
  • Added min/max movement for flame mesh on fire-based torches to limit them from skewing too much
  • Moved SlotImage (Light/Utility ghost icon) so that the icon is rendered behind the item icon when the slot is occupied
  • Decreased opacity of Light/Utility slot ghost icon
  • Hide the Classification icon when the object is in its appropriate slot to de-clutter the icon area
  • Add glow edge to the Light slot when the light item is active
  • Add a divider between the Light slot and 1st slot to further distinguish the Light slot
  • Fixes and adjustments to dropship. Some layers were not triggering correctly or at all due to occlusion settings, eq curves, and special settings. fine-tunes and balance adjustments. saving profilers for additional tweaks and work
  • Fixed bug where creatures using the CreatureSize_+% stat would be turned into bears
  • Final tweaks of dropship descend and ascend. adjustments to volumes over distance to make sure everything is audible at the correct distances
  • Adding missing window-trap door audio components to thatch, iron, and clay trap doors
  • Bumped up resolution on rustic wood asset textures to improve visual quality
  • Adding additional stats to saddles in creature comforts
  • Fixing issue in talent editor where the cart was unlockable before the ranching station
  • Adjusted helmet glass to be opaque
  • Minor improvement to sentence structure on Dropship inventory screen regarding information about Orbital Exchange Interface
  • Add ProjectionLocation component to Deep Ore Deposits so that you can still see the in-world tooltip when standing on top of it
  • Adjusting item descriptions for plows
  • Added inventories to bookshelves that did not have them (items not visually shown on the shelves)
  • Fixed oxygen/waterskin placement in T2 tech tree
  • Fixed being unable to upgrade buildings to steel roofing
  • Moved steel roofing out of concrete roof setup, now only found in steel roofing
  • Cleaned up unused building upgrade logic
  • Fixed shovel right/left click activating in addition to the alternate if you use the menu with a shovel equipped
  • Guano Recipes for Biofuel, Basic Fertilizer, & Volatile Substance, so they use far less Guano - this works better balance wize with the rarity of the Vesper Nests
  • Readded inverted concrete ramp piece to concrete ramp option
  • Fixed aluminum trap door's flickering issue by updating bounds extension on mesh asset
  • Fixed bug where refrigerator's spoil time modifier wasn't being removed correctly when the device ran out of power (or wasn't connected in the first place)
  • UMG_ModifierPopup no longer shows stats marked as hidden
  • Update saddles to use generic box mesh when dropped
  • Projection components now force update when the widget class is changed; this should remove any lag when updating the tooltip after highlighting a crop plot -> something else

[/expand]

[h3]Future Content[/h3]
[expand]
  • Update to Medical Scanner In world widget to prompt users to scan for a detailed scan
  • Fixed speaker for rescue outro dialogue entry
  • Added CPT church lines for RESCUE mission
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Adding 2 new NPC's to CRISIS: ASHLANDS
  • Adding new Stasis Bag Mesh and backset
  • Adding new Animations and state machine to NPC animations
  • Rew Relevant Persistence Quest Actor Array now replicates correctly
  • Added new Logic to Remove NPC4/5 upon start of RESUPPLY: ASHLANDS
  • Added sandworm building piece icons to data tables
  • Added sandworm icons in the editor. Not hooked up to the data table yet
  • Adding in retargeted NPC animations to work with our character skeleton
  • Adding in whiteboard texture for Bunker Assets
  • Adding footstep notifs for NPC character animations
  • Adding all church lines to the dialogue table
  • Adding all dialogue lines for null sector NPCs. Audio and events. No data table setup yet
  • Adding Crisis NPC bark dialogue to the table
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Add a toggle on lavafall base to turn on and off smoke
  • Added text for Sandworm building pieces
  • Removing variation from NPC FMOD events that would cause issues with subtitles
  • Added local/world coordinate toggle button to Dev_Transform_Tool
  • Fixing Bunker Locker normals
  • Added finished blocking out Volcano & Cliff Placement in progress on Outpost 9, on Red Quad
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Making broken glass on bunker windows easier to see by adding a second version of the glass material
  • Removed shadow geo 63 from Prometheus
  • Fixing Medic Scanner hold position and adding in animation to fix it being upside down in 3rd person, widget will need fixing in 3RD person, anim montages can also be used to fix other scanners on a case-by-case basis
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Blocking out Volcano Cave & Cliff Placement in progress on Outpost 9, on Red Quad
  • Tweaked how feature level flags affect the generated UserSettings; should now correctly remove settings from UI if the flag is not met
  • Remove Feature Level stuff from SettingsSchema to hopefully fix the validation error
  • Added LC_Cliff 23,24,25 - originally made for PHNX
  • Added Green camo materials for BP_Mission_NPC_Base
  • Adding Audio & Dialogue for 3 Ashlands Sidequests
  • Fixing up 2 Ashlands Subquests mission flow
  • Adding Spawnblocker (invisible) in mission around the Ashlands Recovery area
  • Blocking out Volcano crater, Cave & Cliff Placement on Outpost 9, on Red Quad
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Added 3 more color variants for the NPC Camo materials, Brown, Blue, and Red
  • Delete unused Lantern_Battery BP
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Add health regeneration stats for new atmospheres
  • Add additional shatter stats for attachments
  • Add WITH_EDITOR guards to the foliage tool, include
  • Adding interaction as well as actionable to stasis bags and medical scanner
  • Adjusting craft stasis bag quests so they can just exist in inventory and not be crafted
  • Adding 5 Second cooldown to interacting with NPC's so dialogue can't be spammed
  • Fixing Ashlands Rescue so the NPC's buildings spawn if required
  • Fixing Churches Monologue at the end of the Rescue mission so it plays until completion
  • Fix an issue with bounds logging (only) when running the WorldGeneration commandlet
  • Add a tool to pick up duplicate instanced foliage instances (same type, same position). The tool will also assign foliage to the correct developer level based on position
  • Adding Concept of Quest Info that can be added to quests and displayed in a different location
  • Adding Info Text to some Ashlands Quests
  • Adjusting Ashlands mission step so you just need to have the medical device in your inventory and not specifically craft it
  • Cliff Placement & Landscape Painting pass progress on Outpost 9, on Red Quad
  • Remove some duplicate foliage instances in OLY and reassign to the correct developer level based on position
  • Added a fix for NPC LookAt control rig 'popping' when parent Skeletal Mesh LOD changes
  • Removed debug stability testing code from NPC AnimBP
  • Improvements to NPC look at animation. Temporarily fixed NPC_Injured_Idle's head rotation. Fixed D_FactionMissions validation error
  • Fixed issue where restoring prebuilt buildings using the new system broke when trying to restore the grid with a non-zero rotation
  • Adding new Prebuilt Structures for Icesheet and the Ashlands Bunker
  • Redoing first Ashlands missions to include new quest steps, more quest info, and include the destruction of a blocker
  • Restructured Ashlands Story Mission
  • Fixed lava lake lights blooming in volumetric fog by decreasing Volumetric Scattering from 1.0 to 0.1x, dropped 5m elevation of lights down to the surface and decreased gap between lights from 2.75m to 2.5m
  • Change 'Undiscovered' text for field guide entries to be italic to separate them from the discovered entries a bit better
  • Add hover tooltip text to small icons in Space menus
  • Correcting Ashlands Bunker Orientation
  • Adding flag pole audio loop audio event and BP
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Reduction in reverb for NPCs and fixed dip in churches volume at 19 meters in between 2d and 3d audio
  • Started Set Dressing Lakes & Landscape Painting on Outpost 9, on Red Quad
  • Re-saved D_Stats to fix validation error. Updated custom prospect settings struct to make it easier to modify in json
  • Added new system (dev-locked for now) that allows modifying and configuring specific world stats on a per-savegame basis via an in-game settings menu
  • Fixing dialogue routing that was causing reverb to sound 10db louder than the dialogue itself. Routed barks out SFX bus and used a preset gain reduced to match volume.
  • Reduced Churches reverb send on each event to match but still keep his lines audible and important
  • Fixed some instances of text not being localised
  • Updated textures for Hammerhead_Slug_Grenade
  • Updated materials and textures for Shotgun_CHAC
  • Add functionality to DeployableBase to tag mesh components with 'Highlight' so that all components highlight collectively instead of individually
  • Fixed needles being left behind on Metal Oxite Dissolver and moved them to Electric Oxite Dissolver plus rotation functionality
  • Removed Shadow Proxy meshes from some deployables as this approach is being deprecated
  • Resaved MA_ICE shader which is being used with SK meshes now
  • Removed 4x LODs on Charger light mesh which is 200 tris
  • Hid proxy meshes which were visible by default on some benches, causing them to not update until inventory was updated
  • Removed some erroneously (not matching) applied DestructibleMeshes from certain deployables
  • Enabled shadow casting on some proxy meshes
  • Disabled collision on some meshes which didn't need it (inside aquariums, trophy cases, etc)
  • Adding Icons for all bunker assets
  • Adding proper descriptions to all bunker assets
  • Adding Toilet and Teddy Bear Bunker Deployables
  • Adding carrying audio and pickup for stasis bags

[/expand]



Icarus Week 144 Update | Encounter the new Arctic Vesper

Welcome to week 144.

This week introduces the new Arctic Vesper, which is found in nests spawning in the frozen expanses of Icarus.

The Arctic Vesper is a dangerous foe, flying low to the ground and fiercely defending its nests, where you’ll be able to find the new ‘Guano’ resource that can be used in bio-fuel alternative recipes.

We also briefly mention the new cart attachments coming next week.

Notable Improvements
  • Recipes that produce resources such as water or biofuel, will now display the amount of that resource produced on the recipe (See Composter)
  • In place of stack count in item tooltips, items with a resource contained within (water / biofuel / electric charge) will show their current units and total capacity instead
  • Mount tooltips will no longer show 'Owned by Nobody' when the owner logged out
  • Removing dirt mound recipe and blueprint from the tech tree as it is no longer required since the introduction of different tiered shovels, blueprints points are refunded if they were allocated

[hr][/hr]
This Week: Arctic Vespers


The Arctic Vesper has landed in Icarus.

New nests are spawning across the arctic regions of Icarus, where these bat-like mutations can be found. Vespers fly at low altitudes - roughly head height - and attack when threats come too close to their nests. Vespers will provide some needed variety to the arctic zones, now requiring you to keep your eyes on the sky as well as on the ground where familiar polar bears, wolves, and other carnivores roam.

Arctic Vesper nests can also be looted for a new resource, Guano. This can be used in some new high-volume biofuel recipes, an alternate recipe to volatile acid, and another recipe for farm fertilizer.

Guano as a resource is part of our wider intention to provide many alternative recipes for high-use products while also providing high rewards for hard-to-find resources. A good in-game example is the Mammoth Tusk, which can be ground down in a Mortar & Pestle to generate a large amount of epoxy compared to the standard bone recipe.


[hr][/hr]
Coming Soon: NullSector


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

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

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

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


[hr][/hr]
Next Week: Cart Attachments


Since the introduction of different shovels, Farming Carts have become relatively obsolete in the world of farming, only producing mounds equivalent to the quality delivered by the Iron Shovel.

Next week, we’ll address this by adding attachments that can be socketed into Farming Carts to improve the quality of the dirt mounts they produce.


[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 v2.2.19.126872


[h3]New Content[/h3]
[expand]
  • Add the ability to play directional dialogue at world locations by registering dedicated audio components for individual dialogue speakers
  • Adding and Enabling the Arctic Bat (Arctic Vesper) nest spawning in arctic zones
  • Adding Guano item, icon and alternate recipes for biofuel, volatile acid and fertilizer
  • Adding Arctic Bat Trophy and Vestiage, items, icons and recipes
  • Adding base class for nests and common reward granting logic
  • Adding Arctic Bat Vestiage and Trophy Icons
  • Fixed texture group for bat creature's textures, bats are no longer 4k
  • Disabled friendly fire on bat dive attacks
  • Fixed a typo in the Vesper trophy item description

[/expand]

[h3]Fixed[/h3]
[expand]
  • Adjusting the BP of water jerrycans to use updated parameter. Works the same - just simplifying setup
  • Updates and fixes to grenades to help audio make sense.
  • Fixed grenade throws not having unhide actor component on grenade throw animation resulting in only the first grenade being visible
  • Adding more rock falls for the cave. More verbed rock falls to add more dimension to the environment. tweaks to spawn rates etc. also adding slow modulated eerie wind
  • Fixing placement of notify on grenade montage. Adjustment to grenade bounce audio to make additional bounces feel smaller. correcting wrong grenade fix
  • Added datatable validation to catch drop chances under 1%
  • Fixed frag grenade effects not being played if the grenade never hits anything
  • Added the reworked iron buildables, Railings, Doors, trap door hatch
  • Changed MA_GLS_BLD's Opacity Mask Clip Value to 0.01, this should fix the issue where highlighting glass building pieces/deployables had a very noisy appearance
  • Adjusted collision around horse's neck to significantly reduce how much the hair sticks out to the side when the head is turned, as well as fixed some bad skinning in some areas, most notably around the neck and tail.
  • Also fixed skinning on the mane and tail to properly match the body skinning
  • Fixed small candles setting things on fire aggressively. Some candles were using flammable campfire and some werent using anything. Made this consistent with all candles
  • Removing dirt mound recipe and blueprint from the tech tree as it is no longer required since the introduction of different tiered shovels
  • Adjustment to spear impact audio - making it slightly longer than standard arrows to accomodate for boss throwing spears
  • Blend out and disable PostProcess volume on RespawnPod after it has landed. This fixes the lighting being darkened when walking near the seat of the ship
  • Turn off Light on Machining Bench by default, otherwise Light will be on permanently until machine is first used. Will toggle automatically when recipes start/stop processing
  • Updated Last few iron buildables to use the kit textures. full LOD pass on all iron builddable with custom LODs for assets using corrigated geo. Updated iron Door, Hatch, Window and gate BPs with new buildables
  • Fixed bug where mount tooltips would show 'Owned by Nobody' when the owner logged out.
  • Fixed bug where long player names wouldn't fit on mount tooltip 'Owned by' section
  • Fixed typo in Portable Beacon flavor text
  • Adding missing data table setups for molotov for the audio I did 2 years ago. Removed animations from the frag grenade that were pulling the pin etc
  • COMPOSITION: Fixed end timer being too long and not providing feedback to players
  • Adjustments to spear flying audio to accomodate better for variances in speed.
  • Adding pickup spear wood and metal events and applying to data table entries. adjusted audio timing of spear whoosh on anim
  • Fixing accidental change to spear notify to wrong place
  • Fix turret targeting isn't working as desired for some deployment angles
  • Fix a race condition crash reported in Sentry relating to terrain anchor async tasks and shutting down the level

[/expand]

[h3]Future Content[/h3]
[expand]
  • Added dialogue entries for Cpt Church
  • Added BLD_Floor_Metal_Grate, BLD_Floor_Half_Metal_Grate, BLD_Stairs_Metal_Grate and BLD_Stairs_Half_Metal_Grate
  • Medic scanner and body bag added, medic scanner needs tweak to ore holding animation, should also fix all the flipped scanners in 3RD person at the same time too, body bag just needs carry hookup
  • Fixed issue where NPCs using the CreatureSize_+% stat would stretch and warp when ragdolled
  • Adding test event and audio for 2d 3d vocalisations
  • Added Volcano & Cliff Placement in Outpost 9, on Red Quad
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Removed sublevels in ice mammoth arena and placed everything into the persistent level
  • New Medical Device Mesh & inworld widget when held in the players hand, Setting up New Mission NPC''s
  • Add buildable setup for metal grate pieces
  • Added test meshes, and bp, for t5 kit
  • Cliff Placement Pass and Riverbank Pass, Outpost 11
  • Added items and DT entries to support new harvest cart blade mechanic. Added new stat 'IsSprintDisabled_Bool' to disable ability to sprint via stat
  • Ice Breaker added footprints to walk and stomp animations, fix parallex decal projection, added VFX to stomp and basic walk
  • Added Field Guide Items title icon
  • updated Field Guide Items image
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • Add dialogue speaker implementation to Mission NPC base so that directional dialogue can be implemented when ready
  • Added Ape armor 1ST& 3RD, sk meshes, material, bp gfur and textures and updated D_Armour
  • Added tooltips to field guide buttons
  • New plough attachments are now called Steel, Platinum, and Titanium ploughs instead of Basic and Advanced
  • Fix weather occlusion on whiteout effect
  • Disabled storm wall FX actor until a pass is done on it to look better

[/expand]