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Icarus Week 126 Update | A ton of Laika improvements and brand new content

Welcome to Week 126.

[h3]After an amazing Laika launch, we’re keeping up the momentum with a massive week of new content, quality-of-life improvements, Laika fixes, balances, and more. This is not a typical week, so strap up for a serious read of what has changed.[/h3]

This week comes off the back of an excellent reception to our Free Laika update and we will continue to work on the new features over the next couple of weeks. You’ll find new content this week such as a dirt building tier, the new Arctic Moa, new building pieces, medicinal items and more.

We’ve also embarked on a project clinic that started last week, with this steering a lot of the changes you’re seeing, and future content that we’re planning. For more on what a project clinic is, read below, and then jump in and check out this weeks changes.

[hr][/hr]
What is a Project Clinic?
[h3]A project clinic involves making our team experience the frustrations you do, and then turning that frustration into direct action and outcome - making a better game[/h3]

In simple terms it is a short and sharp period of time where we make rapid changes to the game, based on an intense period of play by the developers. When issues are found triage is done on the spot and they are either fixed immediately, or recorded for future work. An "issue" is extended beyond a bug, to include missing functionality or design and balance problems.

Under normal circumstances there would often be lengthy processes to add something to the game. A project clinic is a great way of "giving the project it's medicine" and treating the issues on the spot. Sometimes the project needs a little jolt, to shake free the things holding it back. These are only possible when a really intense amount of play is done at senior levels and below, so that it becomes very clear what is missing and what the problems are.

The downsides are extensive, they can be disorienting for the project and also tend to disrupt usual processes for things. However we have found that done occasionally, this kind of disruption proves healthy. It helps shed light on unnecessary processes. It also forces many in the project to reassess entrenched positions that are not compatible with how the game really is.

It fits in very well with our "games are played not made" ethos, which is central to the studios "brutalist" approach to making video games.

[h3]Another of our projects, Stationeers, regularly does Project Clinics. Check this out for more details. If you like our approach to making games, please consider supporting us by buying our products[/h3]https://store.steampowered.com/news/app/544550/view/3690180594913003074
https://store.steampowered.com/app/544550/Stationeers/

Clinics help provide a shot of adrenaline into the project and allow everyone from juniors through to our executive team to provide their own experience and feedback that will steer the project direction, meaning a wide range of representative voices are heard.

We have done this a few times in Icarus' lifetime - most noticeably during the beta weekends and before the ‘New Frontiers’ launch.

Clinics differ from our regular week to week as in general, we plan well in advance what we are working on for any given week and the subsequent systems and art that needs to be created and adjusted. This is so we can establish timelines for departments and make sure to balance what’s in each patch, giving the necessary timeframes to achieve what we set out to, be it big or small for that update.

This week is a result of the first week of our Project Clinic, and not only includes fixes for our Laika update but also lots of small fixes and content additions to other areas of the game that make up a fairly hefty patch.


[hr][/hr]
This Week: Summary of key Laika Fixes


Last week’s Free Laika Update was a smash hit, and we’ve loved all the feedback, images and clips we’ve been sent of you with all your new furry, wooly and feathery pals. Do note, what we list below is only a brief summary of the major changes. We have made extensive changes and fixes across broad areas of the entire game. These include performance, AI, mission, and rebalancing.

We have a ton of fixes and tweaks coming this week, off the back of the great feedback we’ve received from you all:
  • Snow wolves now spawn correctly in snare traps in arctic biomes
  • Fixed a bug where the Mount/NPC movement was stuttering for clients when accelerating
  • When leading an animal with a rope they will now follow at a much closer distance than before
  • You no longer can instantly shear sheep for the unlimited XP exploit
  • Fixed issues displaying players' available talent points and their level in the menu
  • Cats on the planet now keep their original colour when respawned or brought down from space (were sometimes turning grey unexpectedly)
  • Fixed an issue where mounts that come down from the space station could get stuck and be unable to move
  • Change the UX of the Mount Behaviour selection screen, removing toggle buttons in favor of radio buttons and checkboxes
  • Mounts will no longer teleport to their owner if they are being ridden at that time
  • Tames now clear their combat target if they are teleported mid-fight
  • Fixed an issue where tames would not attack neutral creatures such as Komodos
  • Fixed an issue with mount modifiers not displaying correctly when ridden
  • Fixed an issue with dog/wolf combat where they would sometimes freeze if you killed their target before they could
  • Updated mount interaction UI so it’s easier to read and see the creature's current state
  • Lowered Bestiary point requirement on creatures exclusively ordered from orbit

[hr][/hr]
This Week: Summary of Highlights


[h2]Improving 'L' Slot Player Lighting[/h2]
We have done a pass on the player lights when socketed in the light slots, these had some very odd behaviors such as offsetting the players light when equipping an item and with some light sources almost being unusable. We have done a pass on the 3rd and 1st person to make this feel a lot better. We have more improvements in store especially when it comes to this interaction when riding mounts.

[h2]The Arctic Moa[/h2]
We have added a new Arctic version of the Moa which is all white, it spawns on all maps in arctic zones and comes with its own Juvenile. When this juvenile is 'saved' and grows up it becomes a white arctic moa which comes with its very own skill tree. The rational here is to use our existing systems and content to provide more depth to the experience. We will begin to use the talent tree system for animals more and more, to allow you to desire specialist animals and incentives to actually visit and traverse different biomes for different reasons. We have plans for many new animals, both tamable as well as monsters. Some of which you will face in caves, or in missions.

[h2]Medicine & Modifiers[/h2]
Some of these changes might be a bit spicy for some users. However the game is a survival game, our intention is to give you the sense of challenge and accomplishment that comes from preparing for a journey as well as adapting to issues that come along the way. Through our development we have inadvertently made a variety of our debuffs not matter at all. Many of them were so short that rather than crafting what was needed, you simply had to wait out the issue.

Many of our medical debuffs have had their duration increased. Broken legs for example have become a debuff that requires healing - you can no longer wait it out. To balance this change, splints have become easier to craft and the level requirements removed from all early-game medicines. Some of these debuffs have also been nerfed in their impact on the player to compensate for the increased duration.

In addition we have added a new T3 Medicine Bench that serves as an intermediary between the Herbalism and Chemistry Benches. This bench fits aesthetically with the existing benches. It can snap to the rest of the kitchen benches and all medicines that where present on the kitchen bench have been shifted over.

We have also added brand new healing items the Health Recovery Concoction at T1 and the Health Recovery Elixir at T3, these go along with the T2 Health Recovery Tonic which has been given a buff. These 3 items all focus on providing you with a quick decent amount of health recovery.

There was also some small but much needed changes to the way you heal your mounts and pets, that is putting a medical item in your hand and holding right click. This now will cancel and not consume items if you lose sight or your pet or move to far away during the action.

In addition we have added a new bandage animation so you can see yourself and others applying medicine to themselves.

[h2]Dirt, Sand and Foundations[/h2]
In this update we added the ability to use a shovel and dig up dirt and sand, when digging on various areas in the terrain. Dirt can be used to craft 2 new building pieces, a dirt foundation and a dirt ramp, both craftable on the player at T1. These new buildables can only be placed in the terrain or they will instantly break, serving as a good foundation for buildings.

Sand is also another resource that is available to be collected with a shovel. Sand can be used as an alternate to silica when crafting glass in a furnace.

Don't worry you can still dig dig mounds in the ground using right click, but also now you can craft and place the dirt mounds as well allowing you to place them in other locations.

[h2]Stone Cairns[/h2]
This updated we added stone cairns that can be placed in world where you can customize the text and description so other prospectors can see on their travels in your world. You can use these as waystones to mark a path across the landscape or even mark area's of significance.

With this we have also added a single inventory slot to cairns so if players choose to they can store the corpse of a dead pet, marking their grave and providing them with a small memorial.

Credit to LeonVirin on our discord, as this was a direct result of their suggestion.

[h2]Kitchen Corners[/h2]
As has likely been apparent to players of ICARUS for a long time now - we were missing kitchen corners. The advantage of a Project Clinic is the ability to push through fast solutions to clear problems - cutting through the bureaucracy that typically exists in a project. So now we finally have a simple brand new deployable for both the kitchen and marble benches that allow for you to make corners, curves and u-shapes with your kitchen set. These benches include the kitchen bench, biofuel stove, medicine bench, kitchen storage, sinks and more.

[h2]Wood Stove[/h2]
The existing pot belly stove is not a good "travel" heat source, as it only provides heat as you move. Some rebalancing of weights and bulk have occurred with deployables like the stone fireplace. Now we have a new small wood stove that is designed to be more mobile - something you might take with you to build a small hut when heading into the arctic biome. It bridges the gap between campfire and the stone fireplace.

[h2]Extensive general changes, additions, and balances[/h2]
There are lots more things added this patch from small balance changes around soups, spoil times being displayed in hours/minutes, creating separate items for steel roofs, 4 new electric lights and lots more including a host of fixes. Check out the patch notes below for the full list. It really cannot be emphasized enough that there is a host of new content, that has come directly from us experience the game as you do.


[hr][/hr]
Next Week: More Laika Fixes


Next week we will continue making Laika improvements along with other general adjustments from the second week of our project clinic. Alongside our own internal notes, we’ll keep listening and taking on board feedback that is shared through feature upvote, so make sure to keep putting your suggestions in here for us to go through.

[h2]Solution to Late-game Hitching in Open World[/h2]
In Open world games over time voxel loading can cause hitching as you move around the map. This can happen regardless of what settings you have, if the voxels are not being completely cleaned up. It is impossible to clean up some voxels completely. Additionally, burn down trees and loss of vegetation is not only sometimes a performance issue - it is also unsightly.

We have identified direct solutions to the late game hitching that we are going to add as options for players. These will involve cleaning up data in your save, and in return the world will run much faster. This can include, for example, reloading trees that are burnt down as alive again. Or if a stone voxel is more than 50% mined, not loading it in. These changes are extensive, so they did not make it in time for this update. However we do have a build that is in closed testing already with some of these changes, and are optimistic we might be able to have this included in the next update. If so, this would be a profound fix for what is an intensely frustrating problem for late-game open world prospects.

[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 2.2.1.122387


[h3]New Content[/h3]
[expand]
  • Added Arctic Moa spawns.
  • Adding New data table enteries for Dirt Foundations and Ramps
  • Added new Dirt BLD pieces
  • Adding New Images for new Dirt, Sand, Recovery Items
  • You can now dig in Dirt / Mud to Get Dirt with a shovel
  • You can dig in sand to get Sand with a shovel
  • Adding Alternate glass recipe which uses sand
  • Adding new T1 Health Recovery Item & T3 Health Recovery Item
  • Rebalancing T2 Health Recovery Tonic and Slight Rename, (Recovery is T1: 100, T2: 250, T3: 450)
  • Added stone and oxite ore deposits
  • Increased deep ore drill speeds for most ore types
  • Rescaled meat rewards from many creatures to better represent their physical size
  • Corn and Mushroom soup now require 3 of Corn and Mushroom respectively
  • Renamed Pneumonia to Cave Sickness
  • Mounts and Tames will now follow at a closer distance when led using a Hitching Rope
  • Added Styx Open World drop option for Great River South
  • Split out steel roofing from concrete roofing setup
  • Deep Mining Drills now have increased drilling speed (up to 20%) based on area level
  • Setting up Wood Burner
  • Adding Stats to Wood burner since it is now basically a T2 Campfire, provides more confort and crafting speed
  • Added Exposed & Single Ceiling & Wall Light
  • Adding Kitchen & Advanced Kitchen Corner
  • Adding Medicine Bench
  • Adding Talents for Wood Burner, Lights and Dirt Ramps / Dirt Foundations
  • Dramatically increased Mammoth Tusk crushed bone yield, increased the rewards from Mammoths to 2 but they no longer scale with skinning rewards
  • Mammoth Tusks are now a bulky item, lowered their in-world scale to fit better on prospectors back
  • Mammoth Bestiary unlock now grants increased bone rewards instead of increased Tusk rewards
  • Removed level restrictions on Antibiotic, Antiposion, Antibacterial, Blood thinning, Bandages, splits and suture kits
  • Adding Alternate Splint Recipe to directly use fiber
  • Splints now stack
  • Concussion & Contusion now last 1800 second
  • Festering Wound now lasts 1800 seconds
  • Infected Wound now lasts 1800 seconds
  • Dyssentry now lasts 600 seconds
  • Broken legs now have no duration, and can be fully healed by a splint
  • Sprained Ankles now last 120 seconds
  • Adding Stats for CreatureBoneDamage & ChanceToInstantlyGatherBones
  • Adding Stats for Biome Specific Temperature Resistance
  • Added stat to control the speed of the buffalo when the cart is active
  • Mount Movement/Combat behaviour settings are now a list instead of buttons
  • Adding in Arctic Moa creature and mount assets and base hookup, missing Icon and specific Bestiary information
  • Added Arctic Moa talents
  • Added new deep ore types to workshop scanner
  • Added stick equip first person and third person animation and montages, added stick equip flip grab audio and grab flip audio for 1st and 3rd perspectives
  • Added T3 herbalism bench ast assets to the project
  • Added Arctic Moa talent icon
  • Updated medicine bench BP and data table entry with the new art assets
  • Added Juvenile Arctic Moa datatable setups
  • Hooked up new bandaging animations
  • Changed decay times to display minutes and hours rather than just seconds
  • Added additional talents to hunting and repairing tree for bones damage and instant gather
  • Adding Electric Oxite Dissolver
  • Adding UI prompts for the shovel
  • Dirt Ramps and Foundations will now only have stability when supported by the terrain
  • Elixir is now craftable at the chemistry bench and not on the player
  • Reducing base experiance loss on infected wound to match festering wound at -5%
  • Lowered Severity of Broken leg carry weight from -50 -> -25 to account for broken legs no longer healing naturally
  • Adding Dirt Ramp & Frame Images when trying to select variations
  • Added speed increase to drills that are outside spawn zones (notably in caves/out of bounds)
  • Aluminium building pieces now have recipes that use Aluminium in addition to those that use Aluminium Ore
  • Brown Bear armor now only provides heat resistance in the Forest
  • Added Health Restoration Concoction to medicine bench line
  • Adding dirt building pieces deploy, tick damage, loop damage, repair, stress audio and events, Physical Material and data table setups
  • Adding Stone Cairn Item buildable at T1 with stone, can be used to mark locations around the map or scope out a path, you can also place in animal corpses to remember dead friends
  • Adding Stone Cairn Recipe, Blueprint, Icon, Text etc
  • Adding ability to Set text and a title on Stone Cairns so when viewed in world you can leave text for other prospectors if they stumble across it
  • Added upgrade options for steel
  • Fixed building concrete stair pieces missing from steel roofing split
  • Setting up Wood Burner, removing proxies & lights from BP as they don't work with the current mesh, adding item icon
  • Adding Exposed Wall Light Meshes, Item Icons and Basic Lighting Setup
  • Feature locked out other lights as the meshes are not ready
  • Adding correct PM to dirt ramp blueprint so the footsteps play dirt not stone
  • Adding back in steel roof variations to concrete ramps variations for now until this can be done in a non-destructive way
  • Adding correct PM to dirt ramp blueprint so the footsteps play dirt not stone

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fixed bug where mount/NPC movement was stuttering for clients when accelerating
  • Adding version of standing breathing anim for cat that fixes the feet
  • Adding correct punch animation to punch montage and adding unique punch whoosh audio
  • Better spacializing and randomisation of dog footsteps. Can be heard slightly clearer over a longer distance. Added texture variant to dirt
  • Reduce stability calculation frequency when walking through base or during snow storms
  • Added translatable text to Beehive's Honey Extractor upgrade
  • RELOCATED: Tagged mission item so it will show in relevant crafting filter
  • ABYSS: Allow monitoring station content to be translated
  • FLATLINE: Added translatable text for mission device interaction
  • Added missing translatable text to end of mission screen
  • Added Horse bestiary bonuses
  • Fixed pets having mount talent growth, granting additional talents over their max level of 25
  • HOMESTEAD: Removed gold requirement, updated recommended tier to tier 2
  • Increase durability on high tier troughs
  • Fixed Striker/Stalker typo in Arid Striker bestiary
  • Added reminder control for standing or dismounting
  • Add translatable text for close button on mount
  • Fixed fishing talent tree vertical position
  • Moved Bovine Harness talent to the Ranching Station
  • Fixed character level in top left of space menu showing the incorrect level
  • Fixed new Deep Ore resources not being selected by roll
  • Adding eating sounds to tame desert wolf, and added missing attack movement audio
  • Potential fix for Mounts/Tames not being able to move after being taken down to prospect in an exotic pod
  • Adjusting the desert hyena wolf to play correct hyena audio rather than standard wolf. Small balance tweaks to hyena audio to fine tune for close proximity idles
  • Fix for transport pod effects not turning off on clients. Fixed some other replication issues on transport pod
  • Fixed bug where mount tooltip wouldn't clear it's modifier list and would sometimes show modifiers from other mounts
  • Fixed bug where you would continue to see modifier updates from mounts you'd previously ridden above the health bar of a different, currently ridden mount.
  • Mounts and Tames will now stay wet for a period of time after leaving water (same as players)
  • Fixed bug where you could keep shearing a sheep to gain XP even if it had no wool.
  • Reduced angle of Sheep's LookAt.
  • Shearing a sheep will now grant the sheep XP.
  • Fixed some replication-related issues where MovementState wasn't being set on clients - was causing the sheep's feet to slide a lot when walking around for clients
  • Forest wolves and Boar can now only be trapped in forest/grasslands.
  • Arctic wolves can only be trapped in Arctic. Hyenas can only be trapped in Desert/Volcanic
  • Fixed issue with new mount behaviour buttons having separate interactable checkboxes that weren't linked to button
  • Fixed build validation error
  • Adding missing swimming notify to desert wolf hyena thing
  • Juvenile creatures are no longer recorded if they're not currently being tamed; fixed accumulation of juvenile creatures across map over time
  • Fixing Dirt frame & Ramp Images
  • Fixing Elixir & Remedy Images
  • Fixing crash when opening the crafting menu
  • Fixed build breaking because early access of DT table
  • Fixed seams on both Frame and Ramp, as well as fixed DM for Ramp
  • Small balance pass of stick grab pickup, stick equip, stick equip 3rd person for better cohesion
  • Chicken coops no longer snap to surface normal during placement. Slightly lowered chicken coops into ground during placement
  • Fixed a bug where cats and dogs could get higher than lvl 25. Added a growth curve row to the mounts DT
  • When shovelling sand, you get sand and no longer 5 shovels
  • Fixed issue where new bandage animations weren't being loaded from soft object references
  • Modified the wood burner recipe to use steel instead of Iron
  • Fixing issue where the shovel would both dig up resource and spawn a hole for planting on right or left click, left click now collects resources, right click digs a hole, both knock snow off your roof
  • Fixed typos in new content
  • Small adjustment to timing and audio placement of the bandage loop and consumed sound to match with new animations
  • Fixing Dirt Ramp and Foundation Stability Numbers and Tier so they aren't destroyed in Easy / Medium storms
  • Updated Dirt Buildings Itemable to mention they need to be placed attached to the terrain
  • Fixing Kitchen Bench not being able to be snapped to the a corner piece correctly
  • Fixing issue where the medicine bench was not craftable, when attempting to craft would produce a kitchen bench
  • Fixing Spoil Timers, they were not being formatted and presenting no numbers after the last commit
  • Fixing Splint modifier text, implying broken legs where still healed over time, they do not unless a splint is applied now
  • Fixed Horse walk speed being extremely low
  • Future proofed movement speeds of mounts, to ensure stat changes affect the mount correctly
  • Rescaled some mount speeds, other than horses walk speed and tusker sprint speed increases these are all close to normal, slight reduction on Moa sprint speed (but with talents these are still by far the fastest)
  • Fixed XP display for mounts not disappearing
  • Fixed agressive and passive creatures shown on open world drop selection being flipped
  • Fixed chickens not burning food after having the -consumption talent. Made FoodConsumedPerMinute to PerHour. Also oxygen/water just because of shared function
  • Adjustment and fine tune to bandage healing animation audio. Added spacializer since its now played in world. Added leather glove sounds for end of animation. Added first and third equip audio
  • Added missing code change
  • Fixed Mammoth Tusk recipe not granting 400 Crushed Bone
  • Fixed Hyena sometimes getting stuck and not being able to attack.
  • Hyena spawn count in first stage of GENESIS: Recovery should now capped and scaled based on difficulty and player count.
  • Slightly increased health and regen of Dribbo
  • Adding audio for electric oxidizer to play when tanks are beeing filled.
  • Also added consume tonic loop to play for items crafted on the new medicine bench so it doesn't sound like an instant press consume
  • Adding medicine bench crafted audio and applied overrides for recipes with several operlapping recipe sets
  • Reataking images for all kitchen benches
  • Retaking images for Elixer & Concoction
  • Added recording of FText through the save game flag on icarus actors, means we wont need as many unique recorder components in future
  • Fixed compile errors
  • Lowered Bestiary point requirement on creatures exclusively ordered from orbit
  • Fixed typo in Dirt Foundation
  • Fixed Advanced Kitchen Corner recipe granting Kitchen Corner
  • Fixed Wood Burner being unable to be crafted at higher tier benches
  • Fixed Antibiotic medicines mentioning pneumonia
  • Fixed Health Recovery Elixer not being craftable at Medicine Bench
  • Fixed typo in Dig Dirt Mound and Cairn UMG text
  • Fixing Aluminium Wall using an Item Static instead of an Item Template causing issues when crafting (Copy Paste Issue)
  • Fixed bug where mount/NPC movement was stuttering for clients when accelerating
  • Made several changes to improve visibilty of flashlights in first peron, and all lights when mounted
  • Fixing Aluminium Wall using an Item Static instead of an Item Template causing issues when crafting (Copy Paste Issue)
  • Adding back in steel roof variations to concrete ramps variations for now until this can be done in a non-destructive way
  • Adding correct PM to dirt ramp blueprint so the footsteps play dirt not stone
  • Adding bandage tear end audio into loop event so if the player stops the healing process the audio also stops indicating that it hasn't finished healing
  • Updated DEP_Coal_Burner mesh and destructible
  • Added DEP_Ceiling_Light, DEP_Ceiling_Light_Exposed, DEP_Single_Wall_Light, DEP_Single_Wall_Light_Exposed and setup in BP's and D_DeployableSetup
  • Adding Frosted Wall & Ceiling Lights
  • Added destructable mesh and camera to stone cairn blueprint
  • Adding audio for when an animal has been added to a Cairn

[/expand]

[h3]Future Content[/h3]
[expand]
  • Added BLD_Roof_Peak_Pyramid_Glass. Still need to add APEX DM
  • Added DEP_Trap_Black_Wolf with animations
  • Added BLD_Roof_Peak_Pyramid_Concrete. Still need to add APEX DM
  • Added DEP_Trap_Ice_Mammoth and animations
  • Update Field Guide procurement text
  • Added updated BLD_Frame_Pillar_Wood
  • Marked Storm Stalker talent as development again, as it is not implemented
  • Added mini hippo bestiary image to the project
  • Added mini hippo trophy to the project
  • Adjustments and balance tweaks to ghost croc. Adjsuted spacial and volumes etc
  • Added updated BLD_Frame_Pillar_Brick
  • Adding ghost croc, bee, and mini hippo bestiary events and data table entries
  • Add -ForceTreeRegrowth command argument as a test (internal dev)
  • Added Dribbo bestiary traits
  • Added Kit version of BLD_Frame_Pillar_Wood_INT, including DM
  • Added DM for BLD_Thatch_Pillar as well as modified collision
  • Added BLD_Frame_Pillar_Iron with DM and also added to BP

[/expand]

Hotfix v2.2.0.122038-rel-Laika

[h3]Contains the following fixes and new features[/h3]
  • RELOCATED: Tagged mission item so it will show in relevant crafting filter
  • Added active modifier list above mount's health bar when riding
  • Fixed bug where mounts/tames wouldn't attack targets if they failed to path
  • Fixed bug where Moa mount wouldn't attack after unlocking required talent and setting to Defensive/Aggressive
  • Fixed pets having mount talent growth, granting additional talents over
  • Adding Subclasses of Apply To Target so all medicines have their correct 'in-use' modifier
  • Adding viewable creature modifiers when viewing a mount or tames tooltip in world
  • Adding Initial Missions to Styx and Olympus Open worlds to build a mission device similar to Prometheus

[h3]Missing from this hotfix[/h3]
The following was supposed to be in this update but failed in test. They will be fixed in the next update.
  • Paints cannot be made without interior decorations DLC, to make the red chicken coup. This was not intended, and has been partially fixed in this update but not completely. This will be fixed in the next update.

Icarus Week 125 Update | Free Laika Update

Originally posted by author
A Message from Rocket

[hr][/hr][h3]We release the key content for free in our updates, pairing them with companion DLCs that contain adjacent or decorative content. For a detailed outline of our strategy you can read more below[/h3]
[expand]On 4 December 2021 we released ICARUS to deservedly mixed reviews. It was a big project for a new studio and our launch was filled with plenty of stumbles. At a certain point you have to stop making the game you think you should be making, and start making the game you actually have. We took a deep look at how we were operating and committed to doing a update every week to earn the trust of the community. We did so, every single week, with not a single one missed including through COVID lockdowns, two serious floods, a tropical cyclone, a gas leak, and an active shooting.

We are carving out an approach that involves releasing consistent free updates to the game and alongside paid DLC that is adjacent or decorative. These DLC are, hopefully, a little underwhelming compared to the free content we release. This is intended, part of us trying to carve out a space in the middle of the market. We're thrilled we have been able to continue to make ICARUS better and better. We have a massive amount of new free content planned and exciting work coming with the new major "Dangerous Horizons" expansion as well as a whole host more free major updates. Our DLC is also not DRM checked beyond the cursory steam check, which can be easily bypassed especially when running a dedicated server. We place as little restrictions as possible on our DLC. All very much intended.

Initially our move away from data decentralization was not popular, but I feel confident time has shown it was the best decision. That move away from central servers was enormously expensive for the studio in development costs, but secured the future for ICARUS that means it would outlive the studio. We believe this is an important step all game companies should make, regardless of the costs. We hope to continue to earn your support in our efforts to make games this way, in ways that let the games live far longer than the studios that make them and the platforms that hold them.

- Dean "Rocket" Hall, CEO
[/expand]

[h3]Our free Laika update is here[/h3]

[previewyoutube][/previewyoutube]
[expand]Laika was a Soviet space dog who was one of the first animals in space and the first to orbit the Earth. As the technology to de-orbit had not yet been developed, Laika's survival was never expected. She died of overheating hours into the flight, on the craft's fourth orbit.

Animals have been a part of our existence, sometimes in our lives they can at times even feel like the reason we exist. So we wanted to name this update after a loyal and brave dog, who perished because of us.[/expand]

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

Those paying attention will know that in addition to our regular weekly updates, we bundle up some large features to deliver as 'named' updates. The latest, Laika, brings all prospectors a ton of new animal-themed content, improvements, two new optional DLC packages, a bonus DLC operation and even more.

Laika is headlined by the new Mount Leveling system where Mounts can earn XP, Talent Points and base stat improvements while specialising with their own Talent Trees.

It's not just mounts, though. Through Snare Traps you can now capture and slowly win over some of Icarus' unique wildlife, including Wolves (both the forest and arctic variants), Hyenas and Wild Boar.

In addition, the new Sheep and Chickens can be ordered from the Orbital Workshop and the ability to take pets to and from other prospects has been introduced, so they’re no longer locked to one session and can be leveled up over multiple drops.

Our new DLC expand on this content, with a ton of troughs, beds, saddles and more in the Creature Comforts DLC and Dogs, Cats and Horses in Pet Companion pack. As a bonus for those who purchase both you can get the Zebra Rescue Mission DLC, which gives you the exclusive ability to train and raise Zebra’s as a new mount.

There’s a ton to catch up on, so hop in and have a read.


[hr][/hr]
This Week: LAIKA Features


[h3]Animal Leveling and Talents[/h3]
Mounts and Tames now gain XP and level up as they adventure with you and amble around at home base. These levels gained will improve their base stats such as health and stamina, but that’s not all...

[h3]Mount Talent Trees[/h3]
Leveling up your pets will now also give them talent points to spend on their own talent trees. Every existing mount type in Icarus now has its own brand-new talent tree, along with all new tames and future mounts to be added. These will include a mix of base talents and bespoke ones for each different creature.

[h3]Mount Persistence[/h3]
Your pets have now also got their customs clearance. You’ll now be able to transfer your pals between prospects, open worlds and outposts, done via the Orbital Exchange Interface (OEI) that you currently use to send exotics to space, and purchase workshop items from the planet. From here, you’ll be able to order a pickup for your Tame/Mount and send them up to orbit, where they can be accessed the same as a workshop item.

[h3]Mount Food Buff Rework[/h3]
Just like players, Mounts and Tames can now have 2 active food buffs at any time and different foods will provide different improvements. This can be increased by unlocking the appropriate talent.

[h3]New Tameable Creatures[/h3]
Certain creatures can now be tamed in Icarus. Wolves, Arctic Wolves, Hyneas and Wild Boars can all now be tamed and become a loyal companion, each with their own talent tree.

[h3]Taming Creatures[/h3]
To tame one of the above animals, you’ll need to use the new snare trap system. These work when baited, and creatures you capture will slowly warm up to you over time, as long as you keep them warm and fed. Don’t expect a warm reception right away though, it’ll take a while for your new tame to stop being aggressive towards you and become docile.

We’ve also got two new creatures which are available for purchase in the Orbital Workshop!

[h3]Chickens[/h3]
Chickens can be sent down from orbit and raised at your base, where they’ll make a hell of a racket along with produce eggs. Chickens will need to be kept fed, watered and warm - and if you meet all the requirements - will produce eggs roughly 2 eggs per day on Icarus.

If you build a chicken coop (another new item) the Chickens will lay their eggs inside for easy collection, otherwise, they’ll drop them on the ground randomly.

[h3]Sheep[/h3]
Sheep can also be sent down from orbit, where they’ll produce wool at roughly one full coat a day. You’ll need the new Shears to be able to gather the wool, and will need to keep your sheep fed and watered for it to produce wool for you.


[hr][/hr]
This Week: Tameable Creatures List


The list of tameable creatures has expanded considerably this week, so here’s a breakdown of each group and how to tame them:

"Rescued" as Juveniles:
  • Moa
  • Buffalo
  • Terrenus
  • Tusker

The four original mounts are still captured and tamed the way you remember - by saving them as helpless orphans, and not thinking too hard about how they became one.

Capture with a Snare Trap:
  • Wolf
  • Arctic Wolf
  • Hyena
  • Wild Boar

These four wild animals can be captured with the new Snare Trap, and require some careful nurturing and love to slowly win them over and turn them into a loyal companion.

Brought down from the Orbital Workshop:
  • Chicken
  • Sheep
  • Cats* (3 Variants)
  • Dogs* (4 Variants)
  • Horses* (3 Variants)

Chicken and Sheep will be available right away in the Orbital Workshop to unlock and order for delivery to the surface so you can start raising a flock or herd of farm friends. *: Dogs, Cats and Horses are also available but require the Pet Companions DLC to access. You can train wolves for free, but you need to snare them. You can get the Terrenus horses for free via normal orphan training, the Horses in the DLC are cosmetic variants.


[hr][/hr]
This Week: General Mount Improvements


We’ve made extensive improvements and adjustments to Mounts and Tames in general, especially in their AI and behaviors:

[h3]Mount AI[/h3]
  • Passive Mounts and Tames set to Follow will now try to evade combat when hurt
  • Fixed a bug where mounts weren't attacking when set to Defensive
  • Fixed a bug where Moa weren't fleeing correctly when damaged
  • Added a tooltip above mounts and tamed creatures indicating their current behavior action
  • If Mounts and Tames get stuck when set to 'Follow', they will teleport to their leader after a period of time (if far enough away)
  • Added additional idle behaviors and animations for tamed creatures

[h3]Mounts / Tames General[/h3]
  • Added level and name to tame/mounts death message
  • Rebalanced base stats of mounts, increasing the base health of Moa and speed of Buffalo. Still some variance but larger variance comes through talent selection
  • Added fall damage reduction as a baseline for all mounts and tames, preventing many accidental deaths
  • Added the Ranching Station, consolidating all mount and tame related recipes to a single bench
  • Added water troughs that can be connected to water networks

We also wanted to mention a couple of other non-mount related changes of significance:

[h3]Non-Mount notable fixes[/h3]
  • Fixed electric wall light visual setup, now lights a much larger area
  • Adding in Latest Patch Notes Section on the Title Screen (so you can easily see a link to the latest patch notes)


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

On top of all our new creatures, talent trees and systems, we have a ton of new items to pair with them.


[h3]Resources[/h3]
  • Eggs - Gathered from Chickens
  • Wool - Gathered from Sheep

[h3]Eggs & Chicken Recipes[/h3]
  • 6 Egg based recipes - Fried, Omelette, Tomato & Egg, Scrambled, Big Breakfast, Pickled Eggs
  • 3 Chicken recipes - Grilled, Roasted and Fried

[h3]Wool[/h3]
  • 5 wool based recipes - Platinum Weave, Fur, Arctic Pelt, Rope, Bandage
  • 1 new wool item - Fuel Brick (a longer lasting fuel source for fire)

[h3]Deployables[/h3]
  • Ranching Station - A new one-stop shop for your saddles, troughs, animal feed, carts and animal beds
  • Large Water Trough - Can be connected to the water network and can be used by 4 creatures simultaneously
  • Electric Water Trough - This provides filtered water to animals which has extra benefits for them
  • Electric Food Trough - This converts food placed in it into an omni feed for animals
  • Food and Water Bowls (Cat/Dog variations) - Colors can be customized
  • Snare Trap - Used to catch Wolves, Arctic Wolves, Hyenas and Boars when baited
  • Hitching Post - A place to tie your animals and mounts to if you want to keep them in place
  • Hitching Rope - Can be used to secure an animal to the hitching post but also as a lead when equipped
  • Chicken Coop - Chickens will walk in and lay eggs - this is not required but preserves eggs for longer rather than them being dropped randomly on the ground

[h3]Trophies[/h3]
  • Chicken and Sheep Trophies, for those wanting to show their mastery over creatures great AND small.

[h3]Tools[/h3]
  • Shears - Used to cut the wool off a sheep when fully grown

[h3]Animal Feeds[/h3]
  • 7 new Animal Feeds with unique buffs - Omni, Desert, Arctic, Volcanic, Endurance, Sprinters, Mountaineering, Survival

[h3]Animal Carts[/h3]
  • Planting Cart - Plants seeds & creates crop plots when pulled by an animal
  • Watering Cart - Waters nearby crop plots when pulled by an animal
  • Harvesting Cart - Harvests nearby crop plots when pulled by an animal


[hr][/hr]
This Week: Known Issues and Frustrations


We have been heavily playing the Free Laika update this week with no cheats to experience the game as players will. Myself (CEO) I have put over 80 hours this week into this update. This fits with our motto of games being "played not made". As a result a number of issues, frustrations and the need for quality of life improvements have shown up. We need to heavily test the resultant changes and fixes but these will be implemented in either next weeks update or in the weeks after that. They will be available on the experimental branch in a few days and be part of the Week 126 update a week from now. As always, we will be waiting for your feedback as to where to go with this as well.

  • Commanding your animals. We are looking at ways to "whistle" or access commands better, and make the UX for making them follow or stay better.
  • Mount modifiers displaying while riding them. Currently you see the mount health bar, but not its modifiers. The work has been done for this, but it needs to be carefully tested and will be in the next build we do.
  • Controlling your chickens. This can be a real pain, sometimes a source of hilarity. We looked as some simple fixes, but really we need new fencing options and egg collection deployables to give more options that just the chicken coop. This will be something we investigate much more.
  • Pets sometimes get 'fixated' on a task, such as trying to eat from a particular trough even if there is one closer. You can often manually break them out of this by helping them complete the action - like manually giving them food/water or changing their set behaviour and back again.
  • More agency for pet and mount control. Similar to the "follow" or "stay", we might add more buttons to enable/disable specific actions, and make it faster and easier to do so. We don't want to rush these changes in.
  • More animals that are tamable. This does involve significant expense for us, they need animations and sometimes other meshes. Let us know what you would like to see, and consider supporting us with DLC purchases so we can spend more money adding more mounts and companions to the game.
  • Camera issues with some mounts. Sometimes the external camera is in a weird position, or the position just is not good. This will be fixed and adapted in our next updates.
  • Lights on mounts not working properlly when in player slots. This can be utterly infuriating, it is something we are working on a fix for as soon as we can.
  • Ways to breed animals especially things like chickens. This requires careful balance is something we need to think about a bit more. It might require special T4 (who knows, maybe T5) buildings. We will seek feedback from players, feel free to pitch ideas on Feature Upvote or in the forums


We identified much, much, more but hopefully this gives you some confidence that even where we have not got things right yet - that we are aware of it and will do what we can to address these issues going forward.

[hr][/hr]
Next Week(s): Coming Soon

We often have content that has been partially or even fully made but hasn't made it into the live game yet. This allows us to keep up our weekly update cadence as well as still push out large updates of free content like this one. Also get the first peek at the content planned for our next major expansion - Dangerous Horizons.

[h3]Future Confirmed (FREE)[/h3]
We have a huge amount of future content planned, below is just some outlines of things we are preparing or even have ready for testing in some cases. This list is not exhaustive. Please consider buying supporter DLCs if you want to see even more.
  • Cave / Arctic Bats
  • New Mounts: Wooly Zebra, Redback, Blueback,
  • Workshop Guns: Shotgun, Rifle, Pistol
  • Turrets
  • Tree Respawning
  • New Creatures: Ghost Croc, Swamp Bird, Skulmut, Dibbo, Kiwi
  • Prometheus Part II Map Expansion
  • Icarus - In-Game Wiki
  • Biome specific crop growth, storms damaging crops
  • A "directors cut" hardcode mode, like actually a real one approved by Rocket not all this chill vibes stuff but a mode for real prospectors. That works on dedicated server. Yes Rocket wrote this! Nobody edit it.


[h3]Dangerous Horizons Expansion[/h3]
Our next big expansion we promised at launch has been in development. Our last one, New Frontiers, we adapted with what worked and what did not from our initial game, and we plan to do the same with what is coming. This will be new content, as well as the concept of "Great Hunts". Expect a key focus on exciting and downright terrifying monsters to face as a seasoned veteran prospector.
  • Building Tier & Resource: Limestone
  • Curved & Diagonal Building Pieces
  • New Bosses: Hammer Head, Rock Golem, Swamp Ape, Ice Mammoth
  • New Biolab: New fully Customizable weapons


[hr][/hr][h2]Your support makes these updates possible[/h2]
https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

Due to Steam having a text limitation, our changelog will need to be posted as several comments

Icarus Week 124 Update | New Operation and faster weekly patches

Originally posted by author
Pets Bundle available for Pre-Purchase

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

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

Welcome to week 124.

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

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

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

Hop in and have a read.


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


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

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

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


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


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

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

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

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

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

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

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

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


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


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

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



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

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

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

[hr][/hr]
Changelog v2.1.27.12153


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

[/expand]

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

[/expand]

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

[/expand]

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

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

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

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

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

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

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

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

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


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

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

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

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


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


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



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


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

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

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


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


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

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


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

[/expand]

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

[/expand]

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

[/expand]