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Icarus Week 135 Update | New Stone Brick Building Aesthetic

Welcome to Week 135.

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

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

Jump in and have a read.

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

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This Week: Stone Brick Building Tier


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

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

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


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Coming Soon: Prometheus Part II


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

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


[hr][/hr]
Coming Soon: Building Alternatives


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

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


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Next Week: Crops Weather / Biome Interaction


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

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

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

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

We’re also introducing new shovels to create better-quality dirt mounds for crops to be grown in, creating a new tier between dirt mounds and crop plots.
[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 v2.2.10.124449


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

[/expand]

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

[/expand]

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

[/expand]

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

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

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

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

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

Jump in and have a read.

Notable Improvements:
  • Fixed a crash that occurred when opening the map
  • Adding tooltips to exotic deposits (Trees & Veins)
  • Fixed Bug where you could not craft items while mounted

[hr][/hr]
This Week: Matariki Operation


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

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

HELP INTRODUCE A NEW SPECIES TO ICARUS

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

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

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

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

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

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

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

[hr][/hr]
This Week: Kiwi and Kiwifruit


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

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

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

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Coming Soon: Prometheus Part II


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

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

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



[hr][/hr]
Next Week: Stone Brick Building Tier

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



[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 v2.2.9.124268


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

[/expand]

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

[/expand]

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

[/expand]

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

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

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

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

Jump in and have a read.


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


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

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

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

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


[hr][/hr]
This Week: Special Upgrade Branch for In-Progress Missions


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

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

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


[hr][/hr]
Coming Soon: Prometheus Part II


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

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


[hr][/hr]
Next Week: Kiwi & Kiwifruit


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

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

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

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


[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 v2.2.8.123948


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

[/expand]

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

[/expand]

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

[/expand]

Icarus Week 132 Update | New fast-fire CHAC Pistol

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

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

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

Jump in and have a read.


[hr][/hr]
This Week: Workshop Pistol


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

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

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

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

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

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


[hr][/hr]
This Week: Jacketed Workshop Pistol Ammo


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

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

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


[hr][/hr]
Next Week: STYX OPERATIONS


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

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

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

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

[hr][/hr]
Performance Improvements


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

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

[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 v2.2.7.12366


New Content
[expand]
  • Unlocked CHAC Pistol for release
  • Unlocked Jacketed Pistol Ammo for release

[/expand]

Fixed
[expand]
  • Increased turret max pitch to 50

[/expand]

Icarus Week 131 Update | New Automated Pistol Turret

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

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


[hr][/hr]
This Week: Turret


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

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

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

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

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

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


[hr][/hr]
Mineable Rocks Optimization Setting


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

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

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

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

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

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

The settings can be found as follows:

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

For dedicated servers:
ServerSettings.ini > LargeStonesRespawn=True


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


Next week, we’ll be introducing the runner-up in our Discord Poll - the CHAC Pistol. Thank you to everyone for voting in our first-ever poll of this kind.
[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 v2.2.6.123616
New Content
[expand]
  • Unlock Turret for release
  • Initial branch of files from Trunk to 2.2.6-Release #unlimitedpower
  • Updating Branchmap.json with new release stream info
  • Hooked up brown laika trophies
  • Added second darker variant of the Laika trophies
  • Adding Dark Brown Laika Dog, Workshop Item, Items, AI Setup etc

[/expand]

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

[/expand]

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

[/expand]