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Icarus Week 137 Update | New Farmers Satchel with 16 storage slots

Welcome to week 137.

We’re looking at farming again today, this time by adding the new ‘Farmers Satchel’ which is a tier 2 upgrade on the Seed Pouch.

This has all the benefits of the Seed Pouch, but with more slots and uses than just seeds that makes it more useful when working with a large amount of crops.

We’re also talking today about the upcoming Prometheus Map Expansion, with details about how the mini-map works in this new ‘Null Sector’.

Jump in and have a read.

Notable Improvements:
  • Medicine crafted on the person will head straight into the Medicine Satchel
  • Fixed spoil timer showing {0} instead of the correct time
  • Reduced spacing in the objectives list to better-fit missions with many objectives

[hr][/hr]
This Week: Farmers Satchel


We’re adding a new ‘Farmers Satchel’ as a new item you can place in your inventory and use for extra seed storage.

The Farmers Satchel has 16 slots, considerably more than the Tier 1 Seed Pouch. This is crafted at Tier 2, and can be viewed as a direct upgrade. It can also hold fertilizer, making it substantially more useful for farming compared to the seed pouch which is useful mainly for foraging alone.


[hr][/hr]
Coming Soon: Free Prometheus Expansion


We’ve entered the closed testing phase of our Prometheus Map expansion while we iron out some bugs that have cropped up. This is likely to take a few weeks and depending on the results, we may enter a stage of wider testing amongst the community.

This map expansion comes with five new missions that have you venture across the wasteland. The entire area is known as the ‘Null Sector’ and is a complete dark zone that requires a new item to map out. This won’t naturally become visible on your mini-map as other explored areas of the map would. Find out more about this next week.


[hr][/hr]
Coming Soon: Prometheus World Bosses


We’re also working on a new World Boss in Prometheus which will be found in the swamp biome.

While we’re not releasing too many details yet, we thought we’d share a picture of one of its smaller forms to give you a few nightmares in the meantime.


[hr][/hr]
Next Week: New Pistol & Balance


Next week we’ll be adding more firepower to Icarus with a new Tier 3 pistol which can load 6 bullets at a time. The CHAC pistol will also be adjusted to take into account the new Pistol's ammo capacity.

The old one shot pistol is being moved to Tier 2 along with the addition of some new crude ammo crafted at the same tier.


[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 v2.2.12.124800


New Content
[expand]
  • Unlocking Farmers Satchel
  • Fixed T2 Seed Bag and Medicine Bag not auto gathering applicable seeds when gathered or medicines crafted on player

[/expand]

Fixed
[expand]
  • Fixed Confirm button on Operation Selection dialogue being untranslated
  • Fixed a few typos in modifier states
  • Fixed spoil timer showing {0} instead of correct time
  • Fixed Industrial Dresser not benefting from extra storage talent
  • Slightly reduced spacing between quest objectives for larger missions. Increased width of quest box slightly to fit more text also
  • Fixing Build Error with Talents

[/expand]

Future Content
[expand]
  • Tweaks to RockGolem BT. Fixed RockGolem crazy big attack radius. Fixed RockGolem slowing down before hitting walls
  • Additions to RockGolem BT. Added WIP RockGolem barrier wall BP
  • Setting up Slug Boss Blueprints
  • Setting up Slug Boss Items, adding slug vestiage
  • Adding Lava hunter boss drop items
  • Fixing Lava hunter new items to use the correct item inputs
  • Added art assets for the golem core item
  • Updating ice breaker scratch sound to match slowed down animation montage. Now is on a seamless loop with continuous sound playback enabled to randomize the exact timing of the scratches
  • Added GUN_Pistol_T3
  • Added test map for RockGolem. Added BB-based move acceptance radius to MoveToTargetActorAdvanced BTTask. Tweaks to RockGolem BT
  • Setting up Scorpion Boss Blueprints
  • Setting up Lava Hunter Boss Blueprints
  • Setting up Scorpion Throne/Hanging/Tail Item Setup
  • General Setup of Items for Scorpion & Lava Hunter ready for meshes and stat pass
  • Adding final layer to current ice breaker setup. Darker movement audio. Fixed a few movement sockets not being correct, distancing adjustments and a few other improvements
  • Added spider nests and added it to olympus spawn zone (dev locked). Fixed spider ranged attack spawning at
  • Added art assets for the lava hunter horn
  • Changing Hubble Feature Level to Dangerous Horizons
  • Fixing Sandworm Trophy Recipes and doing a quick pass on all new sandworm recipes & items
  • Setting up Planetary Items for Sandworm and Black Wolf, adding item setup, icons, bp's etc
  • Setting up prototype boss blueprint tree
  • Adding ice breaker roar event and notifys. Other small adjustments and tweaks to ice breaker
  • Added slug slime art assets to the project
  • Added more montages for RockGolem. Added more simple behaviours to RockGolem BT. RockGolem tongue no longer has collision
  • Adjustments to some ice breaker idle audio to remove artifacts of pitching. also adjustments to movement sounds rolloff distances etc
  • Added Slug Rubber skin art assets
  • Adjustments to ice breaker. adding move, move med and move fast audio and events and anim notifys
  • Additions to the ice breaker. Adding idle scratch audio and notify. Further movement sounds to come
  • Added art assets for three scorpion boss trophies to the project
  • First pass of explosion sequence for when the boss splits, still needs timing tweaks and fx added
  • Tweaks to RockGolem roll. Re-named BP_IceBreaker_Path to BP_Boss_Spline_Path
  • Adding first pass ice breaker vocalisations idle states and adjustments to footsteps etc
  • Added AnimBP for RockGolem. Added Locomotions BSs, Montages, Data setup, character for RockGolem. Added simple BT to test out RockGolem's spline-based roll movement
  • First Pass trace asset commit for rock golem rig, textures and animations, additional armor textures to follow
  • Correcting wrong foot for RF stomp audio
  • Updates and improvements to ice breaker footsteps volumes and distances and eq curves
  • Changed colour of Arctic Bat's point light and reduced intensity. Bats will now react and attack target that damages their nest
  • Fixed a bug where the mammoth corpse would show the incorrect mesh as its corpse
  • Fixed a bug where the mammoth corpse would show the incorrect mesh as its corpse
  • Fixing Build Error with Talents
  • Removed unused override location for spit attack

[/expand]

Icarus Week 136 Update | Changes to weather's impact on crops

Welcome to week 136.

This week we’re implementing comprehensive changes to how seeds and crops interact with biomes and weather patterns.

One of Icarus' unique foundations is the immersive weather system, which requires genuine consideration in many decisions you make including building materials, biome selection and even structural design. Biomes add unique resource pools and availability, along with impacts to survivability and ailments.

One area of the game which has not been affected by these impacts, however, is farming. While rainfall amounts and glasshouse bonuses have a modest effect, it has largely ignored many of the other impacts that are prevalent on other game features.

We are expanding on that this week with biomes, extreme storms, freezing temperatures and exposure now playing a part in the crop growth simulation, making this feel more natural and connected to the rest of the game.

This includes new tiers of shovels and crop plots hat provide different tiers of storm resistance to mitigate the impact of storms, and the effect that more inhospitable biomes have on their success rate.

We’ve also got updates on some upcoming World Bosses on Prometheus, and next week's Farmers Satchel.

Jump in and have a read.

Notable Improvements:
  • Crops planted with a shovel no longer incur a negative modifier added to crop growth
  • Sunlight now increases growth speed by 20%, with no sunlight reducing speed by 20% instead of 50% (this will be replaced by the Greenhouse bonus when there are glass building pieces nearby)
  • The Kiwi trophy can now be placed on the ground as intended

[hr][/hr]
This Week: Seed Biome Preferences


Seeds will now have preferred biomes. Crops will have more success growing in environments 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 the Glass building piece.

The impact on openly planted seeds in each biome is as follows:



Environment

Unsuitable Modifier



Volcanic

Crop Wither Speed +500%



Grasslands

Crops Growth Speed -60%



Conifer

Crop Yield -60%



Desert

Crop Spoil Time -80%



Swamp

Crop will be Spoiled on harvest 60%



Arctic

Crop will not Grow


[hr][/hr]
This Week: Crop Quality


Alongside the impact of biomes on crops, the quality of crops will now play a role in farming.

Crops now have a quality which will be slowly reduced during storms. Once a crop's quality reaches 0 it will become withered and unable to bear any fruit. This is a slow process and it will take multiple storms to fully reduce a crop's quality to zero. Outside of storms the quality of a crop will recovery slowly if the crop is watered. When harvesting crops, yield will be scaled based on the crop quality after any talents and stat bonuses have been applied.

Crop plots and mounds have a new property which lets you know what tier of storms will not effect the quality of the crop, as shown in the table below. If the tier of a crop plot / dirt mound is higher or equal to the tier of storm, no crop quality will be reduced. In addition to the crop plots having high resistance as you move up the tech tree, we’ve also introduced new shovels that allow for the creation of better dirt mounds so that their crops can survive higher-tier storms.

We have also added two new fertilizers craftable on the herbalism bench at T2. One focused on crop resistance, which will reduce the quality loss of crops in storms, and another focused on recovery which will drastically increase the recovery rate of crops.

Originally posted by author
If your game is set to easy (either Mission or Open World), these new changes will not impact you, and no quality loss to your crops will occur.



[hr][/hr]
This Week: Crop Plot & Shovel Tierification


As mentioned, crop plots, dirt mounds and shovels have now been ‘tierified’.

One important change is that from this week, dirt mounds no longer incur the -50% growth speed debuff. This has been completely removed.



Item

No Crop Quality Loss for Storms Tier

Stats / Bonus



Wooden Crop Plot

2 and below

-



Iron Crop Plot

3 and below

Water Connection



Hydroponic Crop Plot

4 and below

Water Connection
Power Connection



Aeroponic Crop Plot

5 and below

Water Connection
Power Connection
+25% Growth Speed
+25% Yield
+25% Crop Spoil Time



Wooden Shovel Dirt Mound

1

-



Iron Shovel Dirt Mound

2 and below

-25% Tool Stamina Cost
+25% Digging Rewards
+10% Yield



Platinum Shovel Dirt Mound

3 and below

-33% Tool Stamina Cost
+50% Digging Rewards
+20% Yield



Titanium Shovel Dirt Mound

4 and below

-50% Tool Stamina Cost
+75% Digging Rewards
+20% Yield
-20% Crop Wither Rate



The Excavator Dirt Mound

6 and below

-25% Tool Stamina Cost
+100% Digging Rewards
Planted Crops will not Wither



The weather forecast will now show what tier of storms can happen during certain periods, and different environments will also show what tier of storms you can expect. There is a small chance that tiers either one above or below can spawn during that forecast also.

While dirt mounds have more bonuses than crop plots making them suitable for mass farming, crop plots are focused on automation rather than individual boosts, while mounds are focused on buffs and mass farming.

Mounds that are created with the animal plow are equivalent to the iron shovel dirt mound.


[hr][/hr]
Coming Soon: Prometheus World Bosses


We’re currently working on enabling a final World Boss to spawn on the Prometheus map after completing the last story mission. This will spawn in the Volcanic Biome. We’re also working on adding another new world boss that will spawn in the swamp areas of Prometheus.


[hr][/hr]
Next Week: T3 Farmers Satchel and Fixes


Next week we’ll be adding a new Tier 3 Farmers Satchel, along with any necessary fixes or changes from this week's comprehensive list of adjustments. Remember to keep giving us your feedback via Feature Upvote (linked on the title screen).


[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 v2.2.11.124669


New Content
[expand]
  • Adding in Crop / Biome / Weather Interactions
  • Seeds / Crops now have optimal growth biomes, when they are not planted in the correct biome they will suffer a biome specific penalty, for example nothing with grow unshelted in the arctic
  • Seed / Crop un-obtimal biome debuffs can be countered by growing crops inside a greenhouse
  • Crop plots / Mounds now have a tier associated with them (shown as a stat) and their crops will take damage if they are out in the open and a storm of higher than their specified tier occurs
  • Adding Upgrade Code for Existing Dirty Mounds so they are assigned the correct tier
  • Adding new logic when placing dirt mounds or ploughing them with an animal cart so they have the correct stats and modifiers applied
  • Adding UI on Seeds so they display their optimal biome
  • Adding UI to crop plots to display their tier and storm resist
  • Adjusting stat descriptions for crop plot / mound tiers
  • Reassigning stats of shovels & crop plots so they match their associated storm tiers
  • Unlocking all shovels at t3/4 and workshop
  • Fixing shovel dig as it was assigning the wrong dirt mound modifiers
  • Crop Plots / Mounds can now be inspected without seeds
  • Adding new modifier on crop plots / mounds if deployed in the arctic and not in a greenhouse so players know crops will die
  • Fixed ability to spawned ploughed dirt mounds and added new modifier to reflect
  • Adjusting Item Popup so the optimal seed biomes are not shown for every item
  • Updating Item Rewards for digging
  • Swapped Damage Effect for Ground Dust
  • Adding ability for seeds to have multiple optimal biomes
  • Adjusting crop plot tool tip location so its easier to read
  • Adding tier information to crop plot tooltip
  • Missed files from last commit
  • Fixing issue where yields of 0 can be possible when the yield modifier of crops was less than 1.0
  • Crops will take damage in storms slowly if they are not the correct tier for the storm rather than instant death, this will regen slowly when not in a storm, this is seperate from the crop plots health
  • Added small effect for when crops take damage
  • Fixing Dead State Collisions for the Squash, Yeast, Carrot, Kumara
  • Adding in world tooltip for crop plots to show storm damage and growth status
  • Update dug hole modifiers for better desciption
  • Update Shovel to Iron Shovel
  • Update hand made hole to only reduce crop growth by 25%
  • Fixed build errors - AIGrowth stat enum name changed/Itemstatic missclick
  • Adding audio for crop plants taking damage and being destroyed. BP imp
  • Fixed a typo in the dirt mound modifier
  • Lots of improvements and additioanl layers and tweaks to the ice breakers footsteps. Multiple events. No longer linked to footstep event for better control
  • Update tier display on building pieces
  • Update stat wording for crop plot tiers
  • Adding Storm Resistance to Crop Plot Inspection UI
  • Update crop preferred biomes
  • Increased The Excavator workshop shovel price and storm tier
  • Update UI text for storm resistances and tiers, and related modifiers
  • Crop plots crops will take 2 damage every 10 seconds if their storm survival tier is lower than the crop plot or mound tier
  • Crop plot crops will regain 1 health every 10 seconds while not in a storm and they are watered
  • While on an Easy difficulty crop plots will not take damage in storms
  • Removed destructible mesh from the crop plot damage so only a particle effect plays now when storm damage occurs
  • Removed negative modifiers from using dirt mounts & adjusted tierified dirt mound stats
  • Fixing issue where you could not dig up dirt / sand / ice with a shovel
  • Adding Modifier Sections to Blueprint and Workshop Tooltips
  • Modifying wording on crop plot tool tips
  • Added new UMG that collects all building pieces/deployables/active mounts and displays them next to how many we recommend before performance is expected to slow down
  • Adding storm tier images to crop plot tool tips

[/expand]

Fixed
[expand]
  • Updated credits section
  • Kiwifruit recipes now use Mature Coconuts instead of Ripe Coconuts, giving players a bit more time on their decay to use them
  • Fixed Kiwi trophy being unable to be placed on the ground (and able to be placed on a wall)
  • CONCEALMENT: Fixed collection objectives being set to 0 requirements when not on normal difficulty

[/expand]

Future Content
[expand]
  • Added mission text for ASHLANDS and ICESHEET missions
  • Setup PRO_D_Research mission steps
  • First pass of IceBreaker implementation
  • Added projectile attack to the spider
  • Changed texture group for IceBreaker textures, allowing them to be 4K. Added additional IceBreaker idle/attack animations to engine
  • DROVER: Moved quest locations, fixed completion state
  • CARAVAN, DROVER: Add locations and update quest steps to use base classes. Fix some collision for quest actors
  • IceBreaker can now properly navigate on unloaded world tiles.
  • Fixed issue with BTS_SweepBoneDamage that was causing actors to be damaged more than once during the cooldown period
  • |Move Aerosol Emitter active state to single bool, for audio and particle sync
  • COMPOSITION: Moved crafting unlock/lock to their particular objectives
  • COMPOSITION: Added dialogue triggers
  • CARAVAN: Setup dialogue and fixed some setups
  • CARAVAN and COMPOSITION: Setup briefing objectives
  • Added IK CtrlRig for IceBreaker (used up to LOD 1)
  • IceBreaker now uses it's new idle animations. Increased blend time between various IceBreaker loco anims
  • CARAVAN: Update quest steps / logic and locations
  • Added new icons for character creation redesign screen
  • Added further functioanality to the mammoth. Mammoth now doesnt automatically agro to the player but waits to percieve first.
  • Arctic bats adjusted to spawn more the less ice armor chunks
  • DROVER: Implement initial quest setup and logic / requirements
  • First lot of WIP assets for the ice breaker footsteps. Nowhere near finished atm
  • Adding aerosol emitter audio event and BP imp
  • DROVER: Add dialogue and fixes for mission steps
  • Update collision on snap actors to match if mesh is hidden
  • Update Ice Sheet spawn map
  • Adjustments to ice breaker audio footstep notifys. And adding shake notify to the slams
  • Adding new Wiget for displaying tier on crop plots
  • Added montages and notify setups for most Ape attacks / behaviours
  • Add Prometheus part 2 mission recipes
  • ABYSS: Clear mission debuffs and recipes on completion
  • Setup Aerosol Emitter to be set active when first placed for visual and audio effects

[/expand]

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

[hr][/hr]
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.


[hr][/hr]
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.


[hr][/hr]
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

[hr][/hr]
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]