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Icarus Week 117 Update | Batteries and a full network upgrade

Batteries are here.

Not only have we refactored the entire network system to allow for batteries and variable flow rates, but the system itself has been heavily optimized to be more efficient in both network traffic (that is sending data from the server to clients) and server processing (that is the amount of calculations done from second to second). This aims to improve both server and client performance when it comes to resource networks.

This has been a long process, and we’ll go into detail below on the extensive changes and reworks we had to do to deliver it, including multiple reworks and a lot of man-hours invested on our end.

We break down the new system, what you can expect, a host of new items as well as balance changes that have come along with it.

Jump in and check it all out below.

Notable Improvements:
  • Water networks are now accessible at Tier 3 (find out more below).
  • Sprinklers are now Tier 3, cheaper and better. They can now make you or enemies wet, water crop plots and can be triggered manually or by sustaining damage.
  • Fixed instances where the Bees swarm would not always be removed upon their death.
  • Deep ore veins are now unlimited by design. We fixed a bug a few weeks ago which was making them refresh on each login, meaning they ran out as intended - but after testing and based on your feedback we decided it was a better experience if they never run out.




This week: Batteries & Brownouts


We have added batteries and water storage devices to store these resources for later use, such as in cases where your solar panels aren’t producing energy at night or your waterwheels are clogged. (For the full breakdown of new items see the new items section below.)

Instead of devices shutting off when not receiving enough of a required resource, many will now move into a brownout state. Depending on the device some will shut off. For example, Aquariums will shut off, while crafting benches will brownout.

A brownout is where a device isn’t receiving adequate resources, and therefore performs at a suboptimal level. Examples include lights getting dimmer, crafting benches crafting slower, and dehumidifiers or heaters having a reduced radius of effect. Devices such as water pumps will produce less water if they are not receiving enough electricity.

We have also added a way to examine your networks at a glance so you can see the status of all the connected devices as well as their active states. This can be achieved either by having a Water Pipe Tool or Electricity tool equipped, looking at an object and pressing 'R', or by connecting one of the new items added this week (a Flow Meter) to your networks. Interacting this way will bring up a screen breaking down all the objects connected to that network. Individual elements can be clicked on to see each device in that category and a priority can also be assigned. Prioritizing means being able to define if a device should be prioritized to receive resources first before the rest of the network - this is especially helpful when you have a heavy network load or not enough power to run everything.



This week: One Big Refactor


Systems such as these may seem like a small change on the surface but in reality, something as simple as adding batteries required an entire rework of how devices both connect to networks and communicate with each other. We have gone through three iterations of this system two of which you will never see because they didn’t fit with the game and didn’t work out as well as we had hoped. But that is the part of game development that goes unseen. Sometimes, you want to add something simple to a system that wasn’t designed for it and you have to rewrite the whole thing.

The system was originally designed for all machines to have ‘constant flow rates’ - that is a static supply or demand value that can be turned on and off depending on the machine's state (also off/on). This, in theory, is simple, effective and at that time, was what we thought we needed. The static value represented a ‘flow rate', a rate at which units of energy would transfer to/from the machine into the network itself. However, adding Batteries to this system (which was always an intention) exposed a bunch of issues with the simplicity of the system, even if it worked to a degree. Some of these issues included being unable to vary the flow rates for devices, and the network acting in a very ‘binary fashion’ meant any complex interactions that we felt needed to come alongside batteries (for them to be used in a meaningful way) were not possible. (Examples include storms affecting the output of wind turbines, or scaling a device’s performance based on the amount of electricity available).

This meant going back to the drawing board on the system, and after a few more months of development, we have developed a system that supports variable flow rates. This system allows devices to be dynamically scaled up and down based on their status, and we’ve also developed a system alongside that allows you to control your resource networks, including setting priorities for receiving resources, controlling on/off states and more. In addition to these, you can now inspect your network and see the connected devices at a glance by either using the electricity and water placement tools or a flow meter.

Implementing a dynamic system means various devices can now experience ‘brownout states’, which can cause a heater to have a reduced area of effectiveness, or a crafting bench to perform less efficiently when they are not receiving enough resources from a network. In the past, these devices would have shut off entirely, leaving players having to run around disconnecting machines from the network until the problem was solved. This new system allows you far more control, and far more information to work with.

After many hours of both testing internally and with our experimental branch players, the system is now in a state we believe is ready for release. We may still have some bugs that will show up now that is being released to the general public, but we’ll strive to address these quickly over the next week. We also have plans to improve how you interact with machines on these networks as well as do a balance pass to power-generating devices (Wind turbines we are looking at you).



With a new network, comes a smorgasbord of new items.

Basic Battery Rack (T4)

The entry-level battery option, which stores a moderate amount of electricity but has a low flow rate so isn’t suitable for high-capacity networks.

Advanced Battery Rack (T4)

The premium option, with a much higher storage capacity and flow rate, which is more suitable for networks with a much higher demand.

Water Barrel (T3)

Acts as a storage device for water and can be connected to water networks.

Metal Rain Reservoir (T3)

Collects rainwater, can defrost ice into water, stores more than the Rain Reservoir (T2), and can be connected to water networks to act as a storage device.

Biofuel Water Pump (T3)

A brand new device to allow water networks to be created and used earlier in the tech tree. Can be deployed in streams or lakes to generate water when fueled with biofuel.

Water Borer (T4)

A new device that can be placed on enzyme geysers and when powered, can be used to extract water which can be fed into a water network.

Flow Meter (T4)

A device that can be connected to both water and electrical networks. It has a display that shows the current supply, demand, and available storage at a glance. You can also interact with the device to see a more detailed view and assign priorities to machines.



This week: Balance Adjustments


To pair with reworking the entire power network system, a balance pass was required on existing networks.

We have moved the water pipe tool T3, with the introduction of the biofuel water pump this makes water networks accessible much earlier. Due to this all furnaces at T3 and above can now be connected to water networks for any recipes (existing or future). Due to the water networks being shifted to T3 we have also shifted the water sprinkler and reduced its crafting cost to make it fit as a T3 item.

The biofuel aquarium (T3) has had its level requirement removed so it can be built before level 30 but also now requires a water connection to keep your fish alive.

We have also removed the water network connections from the T2 masonry bench as there are T3 replacements and it helps solidify as T3 as the introduction of enhanced production with water networks.



Next Week: Batteries, Bugs, Balance & Optimization


Next week is going to be dedicated to balancing, optimization and bug fixing for the new Networks we’re introducing this week, along with some other QoL.

Originally posted by author
[h2]If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.[/h2]


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

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

Changelog v2.1.20.120106


New Content
[expand]
  • Adding Flow Meter and setting up basic logic
  • Update Flow Meter UI
  • Resource Network Upgrade branch merged to Trunk
  • Added message about not being connected to the network to the resource network inspection view
  • Fixing up Blueprints after batteries merge
  • Adding functionality to flowmeter item
  • Reduced sprinkler steel to 2 per
  • Rebalanced Flow Meter recipe, reduced Aluminium costs and added Electronics and Glass. Moved to Fabricator
  • Removed Clay and Scoria Brick recipes from Stone Furnace
  • Increased Metal Rain Reservoir cost, costing 12 Refined Iron (from 8) and adding 20 Charcoal
  • Readding water borer blueprint and fixing deployable enteries for water borer and biofuel pump
  • Adjust flow meter durability 250 -> 750
  • Increasing Basic and Advanced Battery Storage so it takes each around 10mins to fully charge and 10mins to fully discharge, this can be augmented with multiple batteries and each battery provides different charge/discharge rates
  • Adding optional flow text to resource inspection resources
  • Fixing issue with resource displays on talents / tooltips, the calculation for ratio was backwards showing incorrect flow rates
  • Adding optional water connections to furnaces
  • Upping the water borer water generation rate
  • Flow meter now shows detailed resource network window when interacted with
  • Resource network inspection window is now self contained and can be opened using the normal linked-actor dynamic widget flow
  • Re-added resource remaining indicator to Drill, Extractor and Harvester UI
  • Removed Water Connection from T2 Masonry Bench
  • Removed the Water Connection from the T2 Rain Reservoir as its superseded by the T3 Rain resevior
  • Shifted T2 Water Purifier to T3 as it makes more sence at that location due to the network changes
  • Modified Size of Ice Borer & Flow Meter (they were too small)
  • Fixed Resource network puck collision on flow meter so you can now connect to multiple networks
  • Removed Old un-used flow meter static meshes
  • Removed helper text for T2 Masonry Bench water connection craft speed (as this is no longer applicable)
  • Adding ability to scale network flow via stats so modifiers can scale up or down depending on contextual events
  • Lights Intensity is now scaled (on electrical lights) when they are recieveing less power (are in a brown out)
  • Added logging if a wire/pipe fails to reconnect to a device on load
  • Changed generator loading to use full activation path (should fix things like the Water Pump being stuck on Idle)
  • Fixed Inspect Network not working for wiring tools on Clients
  • Fixed missing action prompts from water tool
  • Updated Deep Ore Veins so they are unlimited
  • Lights intensity now has a stat and can be scaled by adding modifiers to lights
  • Adding new brownout modifier for lights that reduces its effectiveness
  • Removing Optional brownout text from resource network data
  • Added dev tool for inspecting resource flows inside devices

[/expand]

Fixed
[expand]
  • Fixed bees incorrectly persisting for 5 minutes when killed
  • Fixed bees not cleaning up correctly on clients when killed
  • Fix a trivial runtime replication warning associated with new deployable camera focus setting
  • Shield/offhand item stats are now applied when placed in the offhand
  • Added resource remaining indicator to Drill, Extractor and Harvester UI
  • Removed remaining value from Drills, Extractors and Harvesters (Deep Ore now unlimited means this is no longer required, others benefit from the mystery)
  • Fix selected dropship index is not being set on Outposts after Return To Character Select
  • MIASMIC: Fixed solar panels not counting for entire mission area, requiring placement within middle half of the mission area, can now be placed anywhere within mission area

[/expand]

Future Content
[expand]
  • Added cheat to spawn exotic infused creatures. Added red variant of infused creature particle system
  • Added ability to spawn Exotic Infused creatures. You can now specify an EpicCreature row when adding AI to spawn pool in each D_AISpawnZones
  • Tweaked base stats of Wooly Zebra mount, being slightly slower than the horse but a bit tankier and carrying more
  • Added missing limestone half pitch icon
  • Fixed Limestone halfpitch building assignment
  • Added Limestone Building Piece item icons
  • Adding mount specific versions of blueback attack and idle for more appropriate volumes
  • Adding blueback juvi idle, flinch and death audio and events and data table setups
  • Added GUN_Shotgun_CHAC
  • Added DEP_Trough_Luxury_Feeder, DEP_Trough_Iron_Feeder and DEP_Trough_Rustic_Feeder
  • Adding text and descriptions to a food / water troughs
  • Adding Skulmut & Dribbo creature setups and correct naming
  • Added proper spawnrate/damage/resistance stats for mini hippo
  • Updating mange wolf aggro states and flinch audio to better match creature in game
  • Submitting Juvenile Wooly Zebra mesh and textures
  • Added HAB diorama for off planet bestiary images
  • Added chicken trophy with white, brown, and black materials
  • Hooking up bear cub carcass mesh to corpse BP
  • Added setup for Mange Wolf Alpha creature including skeletal mesh and carcass assets, bestiary and stats pass needed
  • Added setup for Mange Wolf creature including skeletal mesh and carcass assets, bestiary and stats pass needed
  • Armoured saddles now point to correct skeletal meshes in D_Saddles
  • Adding all events for mange wolf alpha. Adding low end loop layer to add bigness and adjusting spacial for standard mange wolves to be less intense
  • Added Trail Beacon and Beacon Tool control hints
  • Allowed Trail Beacons to be deployed indoors
  • Added Trail Beacon Emissive
  • Added upper and lower indicator icons to halfpiece wall item icons
  • Final adjustments for blueback and blueback juvi audio sounds
  • Added inverted item icons of building halfpieces
  • Setting up CHAC workshop shotgun
  • Updated Exotic Infused Creature VFX
  • Moved files from dev folder to main project
  • Adding Icons for Chicken Head, Chicken Trophy, Trail Beacon, 4x new food troughs
  • Adding Chicken / Sheep Vestiages & Trophy item setup
  • Adding Chicken / Sheep Bestiary Enteries & Adding Space / Workshop Enviroments / Categories
  • Adjusting saddle in world dropped meshes to be generic
  • Added correct bones mesh for var 2/3 and made materials from preexisting textures for the var 2/3 carcasses
  • Adding Armored Saddle Icon
  • Updated DEP_Trough_Luxury
  • Setting up Limestone Deep Mining Deposit to use the correct textures & highlightable
  • Setting up the Limestone Voxels to use the correct textures and assigning the silica phyiscal material for the pickaxe hit effect as the sulfur effect eas too yellow and did not match the effect
  • Added DEP_Trough_Powered_Feeder
  • Added Limestone Voxel materails and textures
  • Added Limestone Deep Ore Vein materials and textures
  • Added a comfort system which takes stats of deployables around the bed and applies it to the players well rested buff
  • Prevent a GameUserSettings Delegate being bound twice in editor (internal dev only)
  • Move Sheltered Bed Tooltip to correct folder
  • Reduce the draw distance on some visual fire effects
  • Improve performance of forest fires
  • Adding audio entries for mange wolf alpha. Adding all current audio events and data table set up. Adjusting and fine tuning events for alpha and standard
  • Adding appropriate deploy audio for all water and food troughs
  • Added base implementation setup for the Kiwi including character BP and DT setups, second pass coming with corpse and proper weighting setup
  • Adding sound for when food is added to any food trough. Adding audio, event and blueprint functionality
  • Exotic infused creature crystal particles are now scaled based on creature size.
  • Fixed bug where crystal particles weren't being randomly oriented.
  • Crystal niagara particle system now persists between NPC and corpse which should reduce visual popping on death
  • Skip fallback navmesh checks when transport pod EQS fails and just drop near players
  • Adding brambles damage scratch event and blueprint implementation to play audio when damaging player or enemy
  • Adding new audio event for coconut tree harvesting audio and also fixing growth stages pointing to cocoa instead of coconut
  • Fixed bug where all creatures were spawning with exotic infused effects
  • Adding in Kiwi corpse and animation setup, tweaked movespeed to fit the size and duplicated animations for Audio

[/expand]

Icarus Week 116 Update | NEW Trench Shotgun that packs a wallop

Week 116 is here, and it packs a punch, with the new Trench Shotgun added to the game.

A Tier 4 variant, the Trench Shotgun is our most powerful close-range damage dealer to date.

We’ve also got a rebalance and improvement on the Shotgun damage/ammo system, and some long-awaited news on Batteries and Networks.

Jump in and have a read.

Notable Improvements:
  • Added a setting to disable camera movement & rotation when interacting with deployables
  • Fixed Honey Smoked Bacon not benefiting from Carnivore talent
  • Mission OASIS: Fixed collection step requiring collection of a lure that is now developer locked, preventing mission progress. Replaced with Gold Ore Lure
  • Fixed 'complete the tutorial' achievement from occurring as soon as a player's first character is created. This was caused by the tutorial mission having been changed to optional, effectively marking it as complete automatically, which then triggers the achievement for it being completed




This week: New T4 Shotgun


This week introduces the new Shotgun we mentioned last week - the Trench Shotgun.

Named based off a community suggestion from last week's post, this is a Tier 4 version of the Shotgun that is crafted on the Fabricator.

This thing packs a wallop and is our highest damage per square inch of any item in close-range combat.

We’d like to thank everyone for the name suggestions. Many were very creative and have been backlogged for meta items where more personalized names are more appropriate (think ‘Bonecrusher’ or ‘extra pulpy bear juicer’).



This week: Shotgun Balance


Last week we addressed shotgun balance by reducing ammo cost and including the 3 new variants.

This week we’re continuing that rebalance to include our new Trench Shotgun - focusing on damage scaling based on the gun the ammo is shot with. This is using the same system we calculate bow and crossbow damage.

The Tier 3 Shotgun - now the number #2 in the hierarchy - has been reduced to hold 6 bullets, but with a 15% projectile damage increase per shot.

The new Tier 4 Trench Shotgun holds 8 bullets, and its projectile damage is increased by 30% over base output (so 15% higher than the Tier 3 variant).



Next Week: Batteries & Networks


Next week we’re releasing the long-awaited, hotly anticipated Batteries & Networks update. Lots and lots of testing has led us to a point where we feel comfortable with the polish and state of the system - and barring any setbacks in the next 6 days - we’ll be looking to make this next week's update.

Again, a big thank you to our dedicated testing team who have been giving us amazing feedback the last few weeks, and everyone else for being patient with us as we give this feature the proper focus it deserves.

Originally posted by author
[h3]If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.[/h3]


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

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

Changelog v2.1.19.119802


New Content
[expand]
  • Added text for T4 shotgun
  • Adding Item Setup for T4 Shotgun
  • Adding T4 shotgun audio and data table etnries
  • Lots of updates and fine tunes and adjustments to the T4 shotgun. Overall polish pass
  • Reduce Cured Leather requirement on T4 Shotgun
  • Updating new T4 Shotgun Name
  • Fixing FMOD not linking files correctly for the new shotgun. Fine tune to some of the audio layers

[/expand]

Fixed
[expand]
  • Added a setting to disable camera rotation when interacting with deployables
  • Fixed Honey Smoked Bacon not benefiting from Carnivore talent
  • OASIS: Fixed collection step requiring collection of a lure that is now developer locked, preventing misssion progress. Replaced with Gold Ore Lure
  • Fixed 'complete the tutorial' achievement from occuring as soon as a player's first character is created. This was caused by the tutorial mission having been changed to optional, effectively marking it as complete automatically, which then triggers the achievement for it being completed
  • Adding more layers for the T4 shotgun. Pump in and out and last pump etc

[/expand]

Future Content
[expand]
  • Adding basic setup for flamethrower
  • Adding ghost croc attack and pre attack audio and event into
  • Mini hippo mesh randomly selects 1 of the 3 types of hippo mesh. Also switched SM variation names to match the correct variation
  • Added Inaris Sickle stats
  • Added Apex mesh for BLD_Floor_Diagonal_Stone
  • Added Apex mesh for BLD_Floor_Curved_Stone
  • Ghost croc data table setup and entries
  • Fixed Curved Building Set destruction effects
  • Adding ghost croc idle, flinch, death vocalisations and events
  • Changed carcasses feature level to development - fix build error
  • Blueback/Redback juvenile setup
  • Fixed mission objectives list for Ashlands story mission
  • Ashlands 1 mission: Update mission to use new Trail Beacons
  • Added Apex DM meshes to new Stone Curved and Diagonal Building pieces, except for the new floor pieces
  • You can now unlink current beacon by interacting with it or holding 'R'
  • Added HRB_Bramble_Thorns with all growth stages
  • Added DEP_Trough_Wood_Large, Trough_Concrete, Trough_WaterPump, Trough_Raincatcher and Trough_Luxury
  • Added functionality to spawn groups of units at a single time and mini hippos now spawns in groups of 3-5
  • Adding Icons / Blueprints / Recipes for Enzyme Cannon Hub & Arm
  • Added HRB_CocoPalm with all growth stages
  • Adding basic Setup for Enzyme Cannon Hub and Enzyme Cannon Arm
  • Small adjustment to hammerslug anim notif timing
  • Sorting assets for hammer slug various sizes for audio use. Small adjustments to timing
  • Added text for workshop sickles
  • Small adjustments to timing and selection of audio used for hammerhead slugs of various sizes
  • Hook up new building guides to building assets
  • Adding 5 food & water troughs meshes, items, recipes, icons and blueprints (if required)
  • Adding Wool and Egg items
  • Updated SM_XPlane with heavily optimized mesh plane, and added SM_Xplane_Curved for the building placement helpers
  • Increased blend value to help reduce gitter after attack animation on hippo/boar
  • Fixed accidental asset override
  • Setup additional build guide materials
  • Added additional building guide textures
  • Mini-hippos now have group behaviours where they tend to stick with the group they're spawned with
  • Added XPlane_Curved_Inverted as a building piece placement helper
  • Positioned placement helpers on curved wall and ramp pieces
  • Adding Growable Coconut Palms and Brambles, including seeds, seed packs, workshop items and growth setup
  • Adding Bramble Deployable Item Produced from gorwing Bramble Seeds, this acts like the brambles placed in world and will damage and apply a modifier to players / creatures that come in contact
  • Submitting Ghost Crocodile, carcass, bones and textures
  • Add placement helpers to curved beams, ramps and walls
  • Added shadows to beacon map elements in order to increase visibility on white backgrounds
  • Added saddle_Armored for the moa, horse, and buffalo

[/expand]

Icarus Week 115 Update | New Cold Steel, Miasmic and Obsidian Shotgun Shells

Week 115 brings three new types of Shotgun Shell to Icarus - Cold Steel, Miasma and Obsidian.

Exclusive to Prometheus, these pack a punch with their own Freeze, Poison and Burn modifiers along with some hefty damage and rare materials to craft.

Batteries and Networks continues it’s thorough testing with our community, and you can get an update on where we are up to inside.

Hop in and have a read.

Notable Improvements:
  • Updated chairs to prefer placing characters in front when getting up. Will place to the right or left if there is not enough room in front of the chair, instead of only trying to place right
  • Fixed collision on nearly every beam to prevent collision outside the visible mesh
  • Fixed mission NOMAD: Greatly reduced the wait time if the side objective is complete before the next primary objective is granted
  • Fixed an issue with the lantern not being able to be prepared when equipped in the light slot
  • Fix EQS query when landing via drop ship on an outpost
  • Added all missing mission sketches (8 total) as available Paintings with the Interior Decorations DLC
  • Fixed many caves not having overridden spawn rules for bees, causing some issues when bees and caveworms would both spawn when only one should have
This week: New Shotgun Ammo


Three new types of Shotgun Ammo have been added to Icarus.

These are Cold Steel, Miasmic and Obsidian variations, and all are exclusive to New Frontiers, as their required materials are only found on Prometheus.

Cold Steel Shotgun Shells have a 20-25 Projectile Damage with a 25 Frost Damage addition, along with a 15% chance to inflict the ‘Freeze’ modifier that reduces movement speed and melee damage.

Miasmic Shotgun Shells have a 20 Projectile Damage with a 25 Poison Damage addition, along with a 15% chance to inflict the ‘Miasma’ modifier that lowers physical resistance by 25% for all afflicted.

Finally, the Obsidian Shotgun Shell has a 20 Projectile Damage with a 25 Fire Damage addition, along with a 15% chance to inflict the ‘Burn’ modifier that causes -50% health regeneration and -25% maximum health while active.

All three of these ammo types can be crafted on the Machining Bench at Tier 3, and require their namesake material which can only be found in Prometheus.



This week: Shotgun Ammo Cost Reduction


Along with adding our three new Shotgun Ammo variations, we’re also making some adjustments in the shotgun shell costs to make them more accessible.

OLD:
1 Ammo Casing, 5 Copper Nails, 6 Gunpowder and 1 Epoxy.

NEW:
1 Ammo Casing, 2 Copper Nails, 1 Gunpowder and 1 Epoxy.



Coming Soon: Batteries & Networks


Batteries and Networks is edging closer to release, and we have noted your frustrations at how long this has been in the oven, but our patience is so it is worth your while.

We are frequently updating the testing branch with changes, tweaks, fixes and balances as reported by our community, so if you want to contribute to this, come join us using the password 'IAcceptThereWillBeBugs’.

This branch will be buggy until it is polished and released. This approach to testing and refining however is much more effective in releasing a quality product than one that disrupts the entire game for everyone else because it didn’t get the proper quality control it deserves.

We are close to release now with the crashes and optimizations coming to a close. We will be focusing on balance and QoL over the next week so feel free to jump in.

We thank you for your patience, and just ask you keep it up a little longer.



Next Week: New T4 Shotgun


Our Shotgun theme will carry on one more week, as next week we release a new Tier 4 Shotgun, which is yet to be named.

Got a suggestion for what we should call it? Put it in the comments. No promises your name will be selected, but the door is open for something better than we can come up with. And yes, blasty-mc-blastface has already been suggested.

We’ll also be doing a slight Shotgun damage balance to account for this new big brother, so look out for that too.



Originally posted by author
[h3]If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.[/h3]


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

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

Changelog v2.1.18.119581


New Content
[expand]
  • Unlocked Miasmic, Cold Steel and Obsidian Shotgun Ammo
  • Reduced the price of Buckshot significantly

[/expand]

Fixed
[expand]
  • SHADOWED: Updated crop plots to spawn new version, rather than old version and being immediately replaced by new version. Added plants to spawned crop plots
  • Updated chairs to prefer placing characters in front when getting up. Will place to the right or left if there is not enough room in front of the chair, instead of only trying to place right
  • Fixed collision on nearly every beam to prevent collision outside the visible mesh
  • NOMAD: Greatly reduced the wait time if the side objective is complete before the next primary objective is granted
  • Fix lantern cannot be repaired when in light slot
  • Fix EQS query when landing via drop ship on an outpost
  • Added all missing mission sketches (8 total) as available Paintings with the Interior Decorations DLC
  • Fixed many caves not having overridden spawn rules for bees, causing them to spawn the same number of bees as caveworms (this means many caves will now have waaay less bees)

[/expand]

Future Content
[expand]
  • Small adjustments to hammerhead slug small
  • Adding in hammerslug small idle and aggro audio
  • Adding unique gas sound for hammehead slug. Duplicating and adjusting anims for gas clouds for different sizes. Adjsutments to sounds to match
  • Adding more appropriate sounding idle neigh jump land stomp to wooly zebra idles
  • More fine tunes and balances to the mount wooly zebra. Adjusting footsteps and idle anim notifiers to be more appropriate
  • Added text for first batch of CC saddles
  • Fix Field Guide Workshop Packs page provided item padding
  • Adding wooly zebra attack audio, event and data table setup. Duplicating attack anims for own unique montages and adding to mounts table etc
  • Update Field Guide How to Obtain text for the quest vegetables to just mention Quests, as every plant is able to be ordered from the workshop
  • FieldGuide - fix margins on workshop pack widget
  • Added Carcass and setup dead items for the mini hippo, duped anims for audio setup, montage hooking incoming
  • FieldGuide - add workshop packs to plants page
  • Added full base implementation for the Mini Hippo including creature BP, mesh and bones, skeleton cleanup and tweaks to follow
  • Adjustments and fine tunes to wooly zebra mount
  • Added missing resource images to Field Guide data table
  • FieldGuide - add workshop packs to arrows and ore pages
  • Adding wooly zebra juvi events and data table entries
  • FieldGuide - add feature level to itemable widget
  • FieldGuide - fix the consume tag on the last few various seed packs
  • Adding in basic setup for Juvenile Wooly Zebra
  • Adding Bearhide Saddle Icon
  • Tagged Workshop Shovel as Item.Meta to allow it to be requested from orbit
  • Adding Icons for Croc / Deluxe / Sandworm Saddles
  • Added setup for Blueback/Redback mounts
  • FieldGuide - change the consume tag on various seed packs so not marked as food
  • Correcting a few missed slug previews and audio notifiers
  • Added text for shovel tiers
  • FieldGuide - change the consume tag on various arrow packs so not marked as food
  • Adding the final amount of the hammer slug preview meshes so differentiate between the slug and hammerslug at a glance
  • More audio updates to hammerslugs and applying preview meshes for better visibility in editor
  • Lots of updates and additions to the hammerslug of all sizes
  • Added ITM_Saddle_Sandworm with Buffalo, Moa and Horse skeleton variations
  • Added ITM_Saddle_Croc_Skin for Buffalo, Moa, Horse skeleton variations
  • Fixed a grammatical issue in some item names for clarity
  • Additional fine tunes and improvements to the wooly zebra audio
  • Adding Water Borer, T3 Rain Reserviour, Water Barrel and biofuel water pump
  • Checking in extra Variant SK meshes to use at a later date, full setup of the base mini hippo done with the boar numbers in place but all individual entries to use for design tweaking stats wise etc when needed
  • FieldGuide - rework sidebar
  • "FieldGuide - make itemable how to obtain vertical
  • Added Item Category Icons
  • Re-Tagged Workshop Shovel as Item.Meta to allow it to be requested from orbit, was incorrectly removed with merge
  • Added default maximum placement distance of 100m between beacons
  • Wooly zebra juvenile setup/proper corpse meshes
  • Added new Beacon Tool / Field Beacon items for use in PROM expansion mission
  • FieldGuide - restore ability to go back after sidebar refactor
  • Fixing Build by removing bad assets
  • Update Trail Beacon map size and compass distance
  • Added stats for Larkwell and Black Wolf armor sets, pending recipe and costs

[/expand]

Icarus Week 114 Update | New Ion Backpack with Electroshock modifier

Week 114 is here, with a new shocking backpack to buy.

The Ion Backpack gives improved yields for key metals needed in electronics production and also has the unique electroshock modifier for combat, otherwise only found in select ammo and tools.

We’ve also completed week one of our Batteries & Networks testing, and have an update on the progress.

Jump in and have a read.

Notable Improvements:
  • Fixed BIG SHOT: Stockpile on Hard difficulty not having room to fit all required trophies.
  • Fixed Electric Deep Ore Drills not showing the correct mining time.
  • Update carcass inventory UI to show modifiers, allowing players to read the modifier explaining that creatures are attracted to the carcass.
  • Fixed a bug where windows couldn't be placed on the dual window slots (2 building pieces to make 1 window frame)


This week: Ion Backpack


This week we’ve added the Ion Backpack, a new purchasable item in the Orbital Workshop.

This will cost 250 ren/500 exotics to unlock, then 100 ren/250 exotics to purchase each time you wish to add it to your inventory.

The Ion Backpack comes with six extra inventory slots and a range of buffs to your character. These include:
  • -10% in item wear for items used by the player
  • +30% Copper Yield
  • +30% Gold Yield
  • +30% Platinum Yield
  • A 15% chance of causing Electroshock on Hit when in combat

This backpack is specifically designed to benefit players moving into Electronics in Tier 3 and 4, with increases to the yields of the metals most needed to craft the required materials.

The Electroshock element complements this also and is a powerful modifier. This provides a significant damage increase and is especially valuable for ranged weapons, where the only other place you’d be able to get the modifier is on expensive special workshop ammunition as well as some workshop tools.



This week: Waitangi Day


This week is another short week for us here in New Zealand, as on Tuesday we celebrated Waitangi Day, a significant moment in New Zealand history that signifies the signing of the treaty between the Māori and British Settlers.

Māori themes can be found throughout Icarus, most noticeably in the Kea and Moa, two native birds to NZ with traditional Māori names (even if the Moa is extinct). We do have another feathered friend from New Zealand joining the game soon, and this one even gives us our nickname…



Coming Soon: Batteries & Networks


Last week, we released the Beta testing branch for our upcoming Batteries & Networks update. The feedback has been substantial, and incredibly helpful. Already we’ve got a long list of changes, improvements and bug fixes we are working through, so we’re extending the testing out for another week to keep refining the product before it is released.

If you want to jump in and help us out, you can join the new branch on Steam that can be accessed with the password ‘IAcceptThereWillBeBugs’. (Excluding apostrophes).

We highly suggest you back up your data if you wish to play in this branch, as prospect saves between streams may not always be compatible as we make regular changes.

There will be bugs and crashes as this is an unstable branch, we are still working through the bugs as well as a QoL and Balance pass which your feedback will help with, but you are free to jump in and play with the system in its current state. This branch may be updated frequently so also be prepared to patch when it does.

For any feedback please use the #experimental-branch on our discord.

Thankyou again to everyone who has contributed and given feedback so far.



Next Week: Cold Steel, Miasmic & Obsidian Shotgun Ammo


Next week, we’ll be introducing two new types of Shotgun Ammo which can be crafted from raw minerals, exclusive to Prometheus.

These are Cold Steel, Miasmic & Obsidian variants, with unique stats, perks and buffs.

We’ve taken on board your feedback about the type of content in these weekly updates, and while we can’t always deliver exactly what is requested, we try to adjust and include your thoughts and ideas, which is why next week's update is more gameplay-focused.

Originally posted by author
[h3]If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.[/h3]


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

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

Changelog v2.1.17.119455


New Content
[expand]
  • Unlocked Ion Backpack
  • Balance pass on Ion Backpack, added Chance to Electroshock and Reduced Item Wear, removed Crafting Speed as it only benefit the player, and reduced backpack slots to 6 from 12

[/expand]

Fixed
[expand]
  • Adding consume honey and other missing consumable audio sounds
  • Buffed Larkwell Martinez Tactical Backpack, adding +15% Weight Capacity to better solidify this as the all purpose carry-all backpack
  • Fixed a typo in the description of the coffee smoked fatty t-bone item
  • Fixing bad code commit, extra characters on a line which was causing compilation issues
  • Fixed a bug where windows couldn't be placed on the dual window slots (2 building pieces to make 1 window frame)
  • Update carcass inventory UI to show modifiers, allowing players to read the modifier explaining that creatures are attracted to the carcass
  • Fixed Electric Deep Ore Drills not showing the correct mining time
  • BIG SHOT: Slightly reduced required trophies on hard so they'll fit inside the dropship


[/expand]

Future Content
[expand]
  • Added skeletal meshs for the moa, horse, and buffalo bearhide saddles
  • Adding Mange wolf aggro states audio and data table entry
  • Added Desert Wolf Rug Icon
  • Added blueprints and recipes for stone, scoria and ice diagonal and curved pieces
  • Added procurement images for Field Guide
  • Adding hammerhead slug spot - roar audio to animations
  • Added Static mesh art assets for the bear hide Saddle
  • Resave datatables
  • Prototype craftable cargo landing pads
  • Lots of updates and additions to the hammerhead slug. Attack, flinch audio and events and data table entries
  • FieldGuide - add a FieldGuide.WorkshopOnly tag for how to obtain, tag avo, kumara, strawberry, rhubarb
  • FieldGuide - how to obtain, fix dupe tool tips
  • fixed skiining issues for chicken mesh, carcass and bones. Also added SK meshes for variation black and white
  • FieldGuide - make workshop costs widgets larger
  • FieldGuide - add fishing to how to obtain, tooltip icons
  • Added new sets of montages for the slugs and hooked up for Audio pass
  • Full base pass of slug reskin implementation including mesh weighting, carcass setup etc of the smallest size, setup for the medium and large size including growth curves, needs split behaviour on death and relavent player facing text entriels
  • Fieldguide - wire procurement images for plants
  • '- Update Field Guide how to obtain text to instead use icons
  • Updating all mange wolf attack sounds to add more unique characteristics
  • Fieldguide - wire procurement images for deposits and deep veins
  • Added platinum deepvein procurement image
  • Wooly Zebra mount setup/fixes to regular wooly zebra
  • Adding deploy sound for battery racks
  • Prototype craftable player landing pads
  • Lots of updates to hammerhead slugs. Adding medium and small vocals and data table entries and duplicating anims and montages
  • Adding Water Purifier Icons T2/4 and adding missing raw 2D art assets for various icons
  • Adding New Shovels to the game in preperation for the new shovel logic, added recipes, blueprints, icons and workshop associated items
  • Duplicating slug montages for Medium size versions so smaller sounding audio can be added to them
  • Prototype craftable player landing pads - if drop ship grenade is thrown nearby landing pad, then use pad
  • Adding hammerhead small movement events and duplicating animations to separate out audio
  • Submitting Kiwi, carcass, fur and its textures
  • Prototype craftable landing pads - switch to complex collisions due to placeholder assets
  • Adding in Icebreaker assets for hookup
  • Added art and rig assets for delux leather saddle for the moa, buffalo, and horse
  • FieldGuide - list what a given workshop pack provides on the workshop pack page
  • Adding all hammerhead slug small animation notifyers, audio, attacks and whooshes etc
  • Duplicating all animations for slug for small versions. Swapping out all movement sounds for small versions
  • cleaning up old Ice breaker assets to make room for new implementation


[/expand]





Icarus Week 113 Update | Two new rugs and the calming of the Bees

Welcome to Week 113.

After the bee-pocalypse of last week, we imagine some of you will be happy to hear that this week brings some adjustments and balances to our fuzzy new friends.

We’ve also got two new rugs for you, in Buffalo and Woven variants, and some QoL improvements, including the ability to now share couches with your pals.

Jump in, have a read, and then enjoy some slightly less terrifying cave adventures.

Notable Improvements:
  • Fixed several bugs with the Stockpile mission type where missions would get stuck or auto complete when not intended
  • Added the ability for Prospectors to sit with their friends on the same seat / couch
  • Added the Suit Slot UI to most inventories and processors so players can access anything slotted in the food / water / oxygen slots when interacting with devices
  • Curtains and windows can now both be placed on window frames and can no longer infinitely stack
  • Fixed a bug where the hiding of backpacks/shields would stop working on occasion, no more shields appearing on your back and in your hand
  • The reinforced wood tier, has been reduced down to T2 and is now craftable on the carpentry bench


Last Week: The Bee-pocalypse


Last week's update introduced wild beehives, domestic beehives, and their fuzzy inhabitants, bees.

We hear you love all the extra recipes you can make with bee products, but In response to some feedback provided and further discussions with the community, we’ve decided to make some adjustments to fighting swarms.

Bees no longer have ‘knockback’ on their attacks and will always disperse after one swipe, making them easier to navigate past. On top of this, we’ve also given them a far larger collider so they’re easier to hit.

We have also adjusted the frequency that bees will spawn in caves, as many players were reporting an encounter almost every time they entered one.



This week: Buffalo Rug & Thin Weave Rug


This week we’ve added two new rugs to Icarus, the Buffalo Rug and the Thin Woven Rug.

The Buffalo Rug is craftable at the advanced or electric textiles bench. This requires a buffalo vestige, 30x fur, 10x cured leather, and 5x platinum weave.

The Thin Woven Rug is also craftable at the advanced or electric textiles bench and requires 10x cured leather, 10x platinum weave and 60x fiber.



This week: Sit Down & Take a Break


It’s time to get cozy.

Couches, sofas and seats can now support multiple people sitting down simultaneously (if they have room), so you’ll no longer have to awkwardly stare at your friends across the room while hogging all the sitting room.



Coming Soon: Batteries & Networks


We’ve reached the point of the Batteries and Networks project where we’re seeking feedback from our players, so we can iron out any remaining bugs, flaws, inconsistencies and balance issues.

This will be available as a new branch on Steam that can be accessed with the password ‘IAcceptThereWillBeBugs’. (Excluding apostrophes).

We suggest backing up your data if you wish to play in this stream as prospect saves between the two different streams may not always be compatible. Alternatively, you can also start a new prospect so as to not cause issues with your existing ones.

There will be bugs and crashes as this is an unstable branch, we are still working through the bugs as well as a QoL and Balance pass which your feedback will help with, but you are free to jump in and play with the system in its current state. This branch may be updated frequently so also be prepared to patch when it does.

For any feedback please use the #experimental-branch on our discord.

A big thank you to all the veteran prospectors who have helped in the early testing phase.



Next Week: Ion Backpack


Next week we’ll be adding a new tech-focused backpack - the Ion Backpack. This will have buffs and benefits for ore mining yield and adding a 15% electroshock chance to enemies you melee in combat.

Originally posted by author
[h2]If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.[/h2]


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

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

Changelog v2.1.16.119362


New Content
[expand]
  • Unlocking Buffalo & Thin Weave Rugs

[/expand]

QoL or Fixed
[expand]
  • Allow multiple players to sit on 2 or 3 seater couches at the same time
  • Fixed a bug where the hiding of backpacks/shields on back would stop working when you used an empty quickbar slot
  • Fixed a bug causing many stockpile missions on easy or hard to instantly complete
  • Added difficulty scaling to each stockpile mission, requiring less resources on easy and more on hard
  • Curtains and windows can now be placed on window frames and can no longer infinitely stack
  • Adding Suit Slot Inventory UI to player inventory and processors so it can be seen when interacting with devices
  • Added 'Carrying miasmic item' to the raw iron wood item (crystalized miasma) so it damages the player over time
  • Fixed Door socket placement on concrete doorway, replace your doors to fix the small gap
  • Fixed a bug with the shield where if you equip the shield in the secondary slot and then drag it off it can double up the shield on your back and your arm
  • Fixed Barbeque Carrot granting +50% food modifier duration
  • Fixed Honey craft on Mortar and Pestle and Material Processor granting both honey AND beeswax
  • Fixed Bee granting Predator Bird XP
  • Added Projectile Immunity strength to Bee Bestiary
  • Shifitng Reinforced Wood from T4 -> T2 and level locking at 20, making it essentially T3
  • Increased Bee's collider making them easier to hit with melee attacks
  • Lowered Bee Health so it only requires 1 melee swing to dissapate swarm
  • Removed Bee Knockback on attacks
  • Slightly reduced bee attack damage
  • Adjusting and balancing number of Beehive Spawns in caves

[/expand]

Future Content
[expand]
  • Adding better deploy audio for sandworm trophy and adjustments to audio location
  • Update diagonal half angle pieces and beams to allow placement within the same tile
  • Fixed Angled Walls and Beams being unable to be placed in the same location
  • Fixed Horizontal Cross-Beam rotation mesh rotation within Blueprint
  • Updated Roof Peak Connector blueprints to allow placement of roof pieces in same location when already placed
  • Simplified turret BP setup for Audio
  • Update Stone Pillar asset to use new KIT building assets
  • Log version when running dedi server
  • Log version when running dedi server
  • Fixed Gorse crops collision overlapping other objects
  • Adding turret powered audio, power off audio, aim audio, and BP imp to play sounds
  • Added art assets for farmhouse stove asset
  • Fixed typo in Field Guide category
  • Knobble stuck movement sentry logging for now
  • Adding Stationeers bobble heads and materials plus some assembled blueprits
  • Rotated BLD_Beam_Curved_Down_Diagonal_Stone_R and BLD_Beam_Curved_Up_Diagonal_Stone_R 180 degrees
  • Added curved walls and setup rules for curved walls and beams placement in the same tile
  • Added diagonal curved cross beams to gameplay blueprints for testing
  • Setting up Stationeers Trophy Items, recipes and feature flags
  • Setting Up Icarus Logo, recipes and feature flags and adding to unreleased DLC
  • Setting up package flags for upcoming DLC's (Creature Comforts & Homestead)
  • Adding new Icons for Stationeers Trophies, Icarus Logo and 5 Sandworm Trophies / Braziers
  • Fixed placement rules on curved building walls
  • Updated name of curved walls piece
  • Added string table entries for all resources and added them to the recipetooltip for localization
  • Updating Sugar Recipe, Sugar Cane Framing Reward Row and the Sugar Cane Seed Placement Mesh
  • Knobble connection timeouts sentry logging for now
  • Removed dev logging used for debugging backpack visibility
  • Adding water purifier T2 audio, and replacing SM with correct mesh for water purifier. removing unnecessary Audio BP behavior
  • Generated mesh LODs for half of yellow quad, Prometheus
  • Reorganize Field Guide categories
  • Added text for stationeers and winged trophies
  • Generated mesh LODs for X7_Y7, X7_Y6, Prometheus
  • Added text for Sugar Cane items
  • Added DEP_Silo
  • Added in base setup for the Slug reskin, in engine as Hammerhead slug until we have an ingame name for it, currently using same slug goap setup until we implement boss behavior and boss entries
  • Adding hammerhead slug aggro, idle, death audio and events and data table entry
  • Generated mesh LODs for X4_Y3, Prometheus
  • Generated mesh LODs for remainder of yellow quad, Prometheus
  • Generated heightmap LODs for red and yellow quads and fixed a bunch of others that had garbage meshes/textures, Prometheus
  • Adding hammerhead spot / warcry vocalisation audio and event
  • Generated mesh LODs for remainder of red quad, Prometheus
  • Generated mesh LODs for half of red quad, Prometheus
  • Adding Item Setup for Bear Hide, Deluxe Leather, Croc, Sandworm, Desert, Armored, Explorer and Racing Saddles. Also setup for Seed / Water / Harvesting Carts
  • Adding Mange wolf attack audio, event and data table setup
  • Setup placement rules for curved roof
  • Adding mange wolf flinch audio and wolf howl event. Fixing animation being in wrong folder
  • Initial addition of Roof CurvedAngle pieces
  • Added ITM_Shovel_Tactical
  • Adding sugar cane audio harvest and plant sounds. Also duplicating slug animations to be used for hammer slug montages for unique sounds
  • Updated shadow geo for Prometheus
  • Added BLD_Roof_CurvedAngle_Up_Stone and BLD_Roof_CurvedAngle_Up_Stone, with Inverted and L and R versions
  • Submitting Mange Wolf Alpha, Base, carcasses and textures

[/expand]