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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]

Icarus Week 112 Update | Bees, Beehives, Beeswax, Honey & Recipes

Welcome to week 112.

This week is a larger update, as we bring you the brand new Apicultural system where you can become a beekeeper in Icarus.

Fit with Wild Bees, Beehives, a bespoke beekeeping system and even Bee breeding, you can start producing honey, beeswax and multiple new recipes, right away.

Originally posted by author
We are committed to weekly updates in Icarus and to always be providing new content / fixes / optimizations from week to week. These updates can vary in size, as things like team availability and task size can range from ones that take half a day, to several weeks or even months. One thing we will try to do is be conscious of this and after a period such as the New Year Holiday where we kept things light and safe we’ll give you something we’ve been working on for a while.

Rocketwerkz isn’t as big as some other studios but are proud of our commitment to our games and want continue to make updates and provide something that players as well as ourselves want to play.

Something special did happen over the break for us. Despite a rocky launch two years ago we have managed through continual updates and improvements to reach an all-time Steam review score of Mostly Positive (over 70%). This is amazing and means a lot to us all here as this needle gets very hard to move over time, so thank you everyone who have been playing the game, providing feedback and leaving reviews.

A lot of effort from the entire team goes into making these patches, whether it be making designing a system, making the assets, implementing functionality, finding and fixing bugs, optimizing, balancing the features, testing the game, preparing the blogs and organizing the patches so they are ready ahead of time so we don’t scramble from week to week.

This isn’t the only big update we’ve got planned, as in upcoming weeks we will focus on optimization and the Batteries and Resource network update which we want to get into your hands as soon as possible.


Notable Improvements:
  • Reduced the cost of glass building pieces, most pieces now use 2 Iron Ingots instead of 6, and 6 Epoxy instead of 12. This allows easier access to glass
  • Ice Ore Deposits no longer spawn in each time when loading a prospect creating duplicates and causing unintended performance issues. This was caused by the multiple instances of each prospect being loaded and therefore, save files being larger than they needed to be
  • Operations accessible through the CON4CT Device now show their operation information, play the briefing dialogue, and have a confirmation, so you can see the information on the operation before launching. (This slipped in last week)
  • 'Wine Bottles' & 'Beer Bottles' have been combined into one item 'Glass Bottles' which is used for beer wine and mead
  • Shifted Snow Stalker & Arid Striker critical hit location has been firmly attached to the head as it was incorrectly shifting without warning, making the creatures very hard to score critical hits on.
  • Waterfalls and Lavafalls now have collision and correctly add wet modifier / set players on fire respectively. Due to this, you can now swim up waterfalls
  • Added the missing recipe for the Brutalist Bed for the Industrial DLC - it is now craftable as intended
  • Dehumidifier buffs now correctly affect objects, and can now block the ‘Ash Clogged’ debuff caused by weather events in the volcanic biome




This week: Wild Bees


Prospectors, gear up for a buzzing addition to the ever-evolving world of Icarus. Introducing the latest inhabitants of the wilderness – Bees! These winged wonders bring both challenge and reward to your exploration, making encounters with nature a bit more interesting.

Bee Hives in Forests and Grasslands

Keep a sharp eye out for what appears to be a broken tree – a disguise for the Wild Bees Nests. These nests are uncommon but can prove to be formidable foes if left unchecked. Once disturbed, these aggressive bees will swarm, delivering a painful sting that not only deals damage but also inflicts a parasitic debuff known as "Bee Swarm." This debuff slows down your movement and melee attacks, and beware, as it can stack up to 5 times.

Immune to projectiles, the only way to fend off the buzzing onslaught is to swat it away with melee weapons. Destroy the Wild Bees Nest, and you'll be rewarded with loot including precious items such as honeycombs, worker bees, and queen bees.

Cave Bee Hives

Venture deeper into Icarus’s various caves, where a new challenge awaits. Some are now infested with Cave Bee Nests, resembling more traditional wild bee hives. These subterranean sanctuaries house bees that are just as fierce as their above-ground counterparts. The diverse environments, ranging from Forest and Desert to Swamp, Lava, and Grasslands Caves, ensure that any part of the map could house these new nests.

Prospectors may find themselves encountering not only bee-filled caves but also other subterranean threats like cave worms. Brace yourselves for dynamic cave exploration, where each dark corner may hold a different surprise.



This Week: Beehive Loot


Worker Bees

Encountering Worker Bees is a common occurrence when raiding wild hives, constituting a guaranteed drop of 100%. These hardworking insects play a pivotal role in your beekeeping endeavors. Once acquired, you can strategically place them within your beehives to generate honeycomb, a highly valuable resource for your survival and progression in Icarus.

Queen Bees

The elusive Queen Bees add a royal touch to your loot, occasionally discovered in wild hives with a 33% chance. These majestic beings not only contribute to honeycomb generation within beehives but also hold a special place in Beehive Breeding Centers. Placing Queen Bees in these centers unlocks the ability to produce additional Worker Bees, fostering the growth of your buzzing population.

Honeycomb

The coveted Honeycomb is the golden prize found within beehives, serving as the cornerstone of your apicultural pursuits. Harvested from beehives, this sweet treasure not only fuels the creation of your own beehives but also acts as a primary ingredient in various upgrades and crafting recipes. Harness the power of honeycomb to expand your base and thrive amidst the challenges of Icarus.



This Week: Domestic Beehives


Prepare to enhance your base-building prowess with the introduction of the Beehive, a deployable structure boasting not just one, but four upgrades. From honey production to resource management, these upgrades will allow you to improve and expand your new beekeeping hobby.

Beehive (T2): Honeycomb Generator

Embark on your apicultural journey with the Beehive. This deployable allows you to use worker bees or queens as fuel to generate precious honeycomb. Construct it using a combination of 10 honeycombs, 30 refined wood, and 25 copper nails. While producing honeycomb the beehive will also provide a buff to nearby crop plots increasing their yield.

Small Beehive Expansion (T3): Storage & Efficiency Upgrade

Feeling the need for more storage space in your Beehive? Upgrade to the Small Beehive Expansion and unlock six additional inventory slots. This upgrade also makes worker bees more efficient increasing the time they can be active as a fuel source. The expansion requires 15 honeycombs, 20 refined wood, 25 aluminum, and 10 steel screws. With increased storage capacity, you can efficiently manage your resources and bee-related items while navigating the challenges of Icarus.

Beehive Breeding Center (T3): Worker Bee Generation

Take your beekeeping skills to the next level with the Beehive Breeding Center. This upgrade allows Queen Bees to produce Worker Bees, expanding your bee population. Invest in this advanced feature by spending 16 platinum sheaths, 20 beeswax, and 10 steel screws.

Large Beehive Expansion (T4): Further Storage & Efficiency Enhancement

Feeling the buzz for even more storage? Upgrade once again with the Large Beehive Expansion, unlocking an additional six inventory slots. As with the small expansion this further increases the bees efficiency. This storage expansion requires 20 honeycombs, 2 titanium plates, and 20 steel screws.

Beehive Extractor (T4): Automatic Honey Production

Transform honeycomb into valuable honey and beeswax with the Beehive Extractor. This advanced upgrade requires an active power connection within the beehive. Invest 30 copper wires, 2 titanium plates, 15 glass, and 8 electronics and you’ll have an automated factory line working around the clock.



This Week: Honeycomb, Honey & Beeswax


Honeycomb can be used at a Mortar & Pestle to create Honey or Beeswax at a ratio of 2:1. It can also be processed into Honey and Beeswax in the beehive extractor upgrade at a ratio of 1:1. Making the T4 Beehive extractor far more efficient.

All of the new resources can be use in some new and existing recipes including medicine, cured leather, food and candles. A quick breakdown is shown below.



One of the more notable of these is the inclusion of the Reinforced wood building pieces- craftable on the Electronic Carpentry Bench - these can withstand higher tiers of storms - making them the equivalent of stone building pieces.



Originally posted by author
Removal of Pre-Hypatia Branch

In the early stages of launching Hypatia 4 months ago we added this branch so people could finish their missions before they updated as some of the missions had changed and been converted into operations. We will be disabling this branch next week 2nd of February it is no longer required.


Coming Soon: Batteries & Networks


We are still hard at work on the batteries & networks, we are performing a closed experimental test with a few members of the community and are looking to open this up for public testing very soon. There are still a few crashes and optimizations we want to get cleaned up before opening it up to everyone.



Next Week: Rugs


Next week, we’ll be adding two new rugs to Icarus, the Buffalo and Thin Weave variations.

These will be added as craftable items to the Textiles Bench, and will require the individual animals pelts to craft.

Originally posted by author
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.


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

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

Changelog v2.1.15.119165


New Content
[expand]
  • Adjustments to bee audio. Adding volume increase based on very close proximity to add intensity and danger to the feel of the bees
  • Audio tweaks and updates to bee BP behavior to play Idle and Aggro states
  • Add cave bat nests and wild beehives to caves, DC Caves, LC Caves
  • Added 4 new honey consumables, including recipe, modifier and item
  • Moved Smoked Bacon icon to consumables folder (source file)
  • Adding new stats and modifier for attacks causing a bee swarm, adding stats to bee creature and removing poison damage
  • Adding Talents, Recipes and Items related to Beehives, Honeycomb and Honey
  • Adding wild bee hive nest audio. Loop and destroy and BP logic to play and stop
  • Adding bee hive loop, adjusting PM of bee hive and adding appropriate deploy audiuo to all bee related items
  • Added bestiary entry for Bees
  • Added text for bee related items
  • Setting Bee's to Core and Setting up bestiary and stats for Bees
  • Beehive upgrades inventory only accepts specific items based on their slot. If you add an item to the beehive through deployable it auto adds it to inventory. Cant add t4 expansion without t3. Removing t3 while t4 is up will remove t4 too
  • Moved logic for adding deployed expansions into the beehive upgrade inventory from the Beehive UMG to the BP itself
  • Bees now produce honeycomb into the beehive
  • First pass generic turret fire audio. Also adjusting placement of bee hive audio on trees
  • Enabled beehive generator and bees can now be used as a fuel
  • Add cave bat nests and wild beehives to caves, AC Caves
  • Updating Beehive Actionable Behaviour to use real items
  • Updating Beehive Honeycomb generation to match the same way the extractor works
  • Updating Beehive Inventory Expansions to expand and lock the inventory when the upgrades are added / removed
  • Small bee hive loop adjustment
  • Added bee bestiary image
  • Adding bee make honeycomb audio and event
  • Setting up Beehive Upgrade Lock UI and Fixing stat source issue when adding / removing upgrades
  • Beehives can now produce honeycomb, the extractor upgrade can split honeycomb into honey & beeswax, the breeding upgrade can produce more bees, adde and adjusted the new UI so its all functional
  • Adding make honeycomb audio to bee hive BP
  • Adding Worker Bee item and balancing beehive extraction/processing/breeding times, Queens now produce worker bees in the breeding center, and workers or queens can be used to generate honeycomb, queens being far more efficient
  • Added additional collider to bee creature to make it easier to hit.
  • Cave Bee Hives now last 5 minutes after being destroyed (instead of 5 seconds).
  • Wild Tree Beehives now despawn after 5 minutes once the player has moved at least 15m away (previously would immediately despawn at 150m)
  • Fixed Beehive crafting sounds
  • Adding Missing Code for the new Aura Code
  • Fixing issue with Aura's where they could not effects objects as in some cases they where supposed to (this should fix the issue with crafting machines being effected by the lava biome ash debuff when in range of a dehumidifier)
  • Adding beehive modifier so crops around the beehive will have increased yield when the beehive is producing honeycomb
  • Fixing an issue where the T4 Expansion for the beehive was placeable without the T3
  • Fixing issue where the breeding device was unable to be placed without the T3 Expansion upgrade
  • Added the ability to feed tamed creatures honey and honeycomb
  • Updated Wild Behive description
  • Updated Honeycomb description to mention Mortar and Pestle and Beehive Extractor as the method for acquiring Honey and Beeswax
  • Fixed recipe for Beehive Extractor
  • Unlocking Bestiary Data for Bee and fixing the Honey Mead so it gives a glass bottle and not another bottle of honey mead when consumed
  • Adding Bee Nest Spawns to Forest, Desert, Swamp, Lava and Grasslands biomes
  • Removing death sound from bee BP and audio adjustments for smoother balance between idle and aggro
  • Adding final bee hive audio. Breeding bee
  • Added the ability to fuel candles with beeswax
  • Adding Multi for bee honeycomb and honey audio playback. Queen bee loop to be reworked in BP tomorrow
  • Added text for honey food items
  • Committing missing honeycomb bar icon
  • Adding Icons for Honey Recipes & setting up some of these new honey based items
  • Beer & Wine Glass Bottles are now a single glass bottle
  • Adding Reinforced Wood Building Tier - a tier which includes beeswax and craftable from the carpentry bench
  • Modifying the way building reinforcement work so its a common stat rather than a specific one, so it can be applied to all building pieces if required without rework
  • Adding Alternate Reciepes for candles to use beeswax instead of animal fat
  • Beehive Honeycomb splitting now requires an active power connection for the T4 Extraction Upgrade
  • Adding audio location for honey conversion, bee extract sound, honey make sound and queen bee attached loop and BP behavior for all

[/expand]

Fixed
[expand]
  • Fixed Rain Reservoir missing fillable UI and hid modifier UI
  • Waterfalls and Lavafalls now have collision and correctly add wet modifier / set players on fire respectively
  • Change the level so Ice Ore Deposits use the spawner system
  • Rain reservoir inventory fillable display now updates on a timer, also fixed issue with spacing in title bar area.
  • Removed unnecessary divider on NPC carcass's tooltip modifier list
  • Removed debug collider on Desert Striker
  • Shifted Striker critical hit location to be attached to head. Improved Striker physics asset - is less noodle-like now
  • Blended cave with the terrain on Outpost, Cactus
  • Reduced the cost of glass building pieces, most peices now use 2 Iron Ingots instead of 6, and 6 Epoxy instead of 12. This is to allow easier access to glass, while reinforced/hardened glass still requires a water connection (so has a higher starting cost)
  • Fixed Plain Jerky modifier description

[/expand]

Future Content
[expand]
  • Added DEP_Turret_T4_Pistol, Rifle, Shotgun
  • Added ITM_Hay_Bale
  • Added Chicken color variations, bones and carcass materials, textures, and static meshes
  • Manual Cave Polish Pass, Ashlands, Prometheus
  • Added text for Limestone and building pieces
  • Further tagging on Field Guide items to ensure dev only items aren't shown
  • Updated tags on Clay, Obsidian and Scoria to now be Item.Ore (belefitting from Ore weight reduction)
  • Added BLD_Beam_Curved_Horizontal_Diagonal
  • Added BLD_Beam_Curved_Diagonal_Stone, with all variants
  • Added BLD_Beam_Angle_Stone, with all variants
  • Added BLD_Beam_Horizontal_Diagonal_Stone
  • Added BLD_Beam_Diagonal_Angle_Stone
  • Added BLD_Roof_Peak_Pyramid_Stone
  • Added Voxels to Northen Part of Green Quad and Some Landscape Painting, Styx
  • Added extra validation to AIcarusNPCCharacter::GetSightPerceptionOrigin
  • Slightly reduced forward movement speed when mounted and turning sharply.
  • Improved Zebra's locomotion blendspace.
  • Added new function GetRotationInput to fetch current frame's pending rotation input (IcarusPlayerController)
  • FieldGuide - fix DT inventory attachments for bows
  • New Lavafall_02 mesh is now correctly set up inside WT_Waterfall / BP_WaterfallFunctionLibrary using mesh type index 01
  • Added art assets for the exotic item
  • Added materials and textures for exotic voxels 1-5
  • Improvements to NPCCreator wizard. Added new DT entries for Sheep
  • Small balance tweak to sandworm crossbow and added cave context to missing ambience creatures with reverb
  • Updates to the sandworm crossbow audio. Improved fire audio
  • Manual Cave Polish Pass and Swapped Lavafall Meshes, Red Quad, Ashlands, Prometheus
  • Updating Purple Exotic Mesh and Item Icon
  • Added updated BLD_Frame_Pillar_Stone
  • Adding Turret Meshes for each Turret, adding blueprints, recipes, and item setup
  • Added DEP_Trophy_Sandworm_Brazier, Hanging and Big Brazier
  • Reduced the cost of the Reinforced Glass Window and Glass Door, this allows easier access to more cosmetic options
  • Adding shotgun and rifle turret audio and events and data table
  • FieldGuide - fix attachment query for workshop ranged weapons
  • Adding add ammo out of ammo audio for turrets. BP behavior to play different sounds based on having ammo vs removing running out. Creating bullet impact events for turrets, not currently used
  • Make slomo cheats work on dediserver (internal dev)
  • Setting up cross diagonal beam blueprints
  • General Polish Pass on bat nests and wild beehives on Template Caves
  • Added two items with two variants. Sandworm trophy braziers and sandworm trophies
  • Lots of updates and improvements to the turrets audio
  • Turret Prototype fire multiple projectiles depending on ammo type (eg. shotgun shell)
  • Added Roof Peak Pyramid and Roof Peak Connector to their blueprints
  • Fixed cave void not covering cave
  • Turret prototype - require power to operate
  • Added curved diagonal beams
  • Fixed redirectors in building folders
  • Added icons for item procurement in the Field Guide
  • Added text for sandworm trophy
  • Added text for turret items
  • Added HRB_Sugar_Cane with 5 growth stages and dead stade, as well as added them to the Data Table
  • First pass weighting of chicken and subsequent meshes, tidy up of wings and legs to come
  • Polished Lavafall blend with lakes and manual cave polish pass, Ashlands, Prometheus
  • Added text for sandworm brazier
  • Fixed cave void not covering cave
  • Fixed rotation for BLD_Roof_Peak_Connector_Stone
  • Fixed rotation of BLD_Beam_Horizontal_Diagonal_Stone
  • ADJUSTING sound associated with the sandworm trophy brazier to be more appropriate. Adjusting ignite location
  • Removed duplicate curved angle beams
  • Turret Prototype - show yaw that turrent can turn to during highlight
  • Adding sandworm trophy deploy audio and location
  • Fixed curved beam orientation
  • Updates to turret audio. Deploy turret tweaks, adding audio data to data table and small chicken volume adjustments
  • Moved Reinforced Wood Basic and Advanced talents from Tier 2 to Tier 4, recipes are now crafted only at Electric Carpentry Bench

[/expand]

Icarus Week 111 Update | New Tier 3 Smoker and nine unique recipes

Week 111 is here and we’ve added the Smoker along with nine new recipes for you to enjoy.

From Melon Smoked Giant Steak to Tea Smoked Freshwater Fillet, there’s a range of new tasty recipes to try out with unique buffs, perks and benefits.

We’ve also got an update for you on our ongoing work on the batteries and networks project, along with next week’s buzzy update.

Jump in and have a read.

Notable Improvements:
  • Backpacks are no longer automatically re-equipped whenever a piece of player equipment is added/removed/damaged - this fixes the bug where the medic backpack's modifiers would be re-applied every time the player took damage
  • Fixed a bug where the crop growth rate was being added instead of multiplied, resulting in a growth rate of roughly double what was intended
  • The mission communicator no longer plays noise when it reloads back in (no more weird bzzt noise when roaming around the map)
  • Fixed a few locations within J6 of Olympus that had landscape seams between the landscape and riverbanks
  • Added an indicator on the vapor condensor to show rounds on completed on the attached geyser


This week: Smoker


This week we’ve added a new Smoker which is craftable at Tier 3. This is powered by Charcoal and gives you another way to cook longer lasting food.

All current drying rack recipes will be available on the Smoker, along with some new exclusive recipes to check out.

The Smoker is built on the Machining Bench, and requires Iron Ingots, Copper Ingots, Steel Screws, Concrete Mix and Charcoal.



This Week: Smoker Recipes Breakdown


There are nine new recipes for the Smoker, along with it also being able to craft all existing drying rack recipes. These recipes include Melon Smoked Giant Steak, Coffee Smoked Fatty T-Bone, Gorse Smoked Gamey Meat, Tea Smoked Freshwater Fillet, White Jerky & Plain Jerky. Jump in game to see the entire list.

These provide a range of buffs, far superior to their dried counterparts. These include increased health regeneration, increased exposure resistance, increased max stamina, reduced oxygen consumption and increased melee damage, amongst others.



In addition we have added a new bonus recipe to the Drying Rack which can be used to dry out the basic meat which provides an alternative to cooking on the campfire.



Coming Soon: Batteries & Networks


Batteries and Networks are getting closer, and we’re looking to launch a new testing branch in the next week that will allow people to test this new system out in all it’s unbalanced glory.

Just to make sure that is clear for everyone, this will be an unbalanced test branch, so expect bugs, glitches and everything else as we iron these out. Your feedback on these, along with how the system is to use, will be incredibly helpful in its development.



Next Week: Bees


Next week we’ll be adding our newest and happiest creature to Icarus yet - Bees!

Bees will spawn from nests present in caves and around the map in trees, avoiding or killing the bees and raiding their hive can give you the resources to craft your own Beehives, where you can extract Honeycomb, raise your own bees and craft a range of honey-based recipes.

Bees will fight to protect their nests, you might want to have some protection for this adventure.



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 v 2.1.14.118795


New Content
[expand]
  • Adding Item Icons for new Smoked Meats & their associated modifier states
  • T3 Smoker is now powered solely off charcoal and is required to be outside to run and is not longer effected by weather
  • Adding Smoked Bacon Item
  • Added available exotics activations indicator to Vapor Condenser UI
  • Added indicator on vapor condensor to show rounds on completed geyser

[/expand]

Fixed
[expand]
  • Replaced Ice Mammoth map Icon
  • Adding punch whoosh anim notifys so punches feel a bit mroe realistic
  • Improvements to horse jump land audio timing. Corrected the anim notifys to better represent land audio and small adjustment to footstep event
  • Fixed seam between landscape and riverbanks in J6, Green Quad on Styx
  • Removed audio mute on communicator upgrade when recently loaded, as this is now handled by spatialization
  • Fixing communicators having missing spacializer on individual channels that was preventing the communication sound from being spacialized
  • Fixed exchange exotics button not working in the OEI when on prospect
  • Fixed bug where crop growth rate was being added instead of multiplied, resulting in a growth rate of roughly double what it is supposed to be
  • Fixed missing confirmation prompts on prospect caused by Exotic Exchange fix
  • Updated flavour text to match mission description for MAGMATIC
  • Show operation detail and play dialog when selecting an operation from the mission board
  • Backpacks are no longer re-equipped any time a piece of player equipment is added/removed/damaged - fixes bug where medic backpack's modifiers would be re-applied every time the player took damage
  • Fixed bug where multiple copies of the currency exchange window could be opened over the top of each other, resulting in copies that could not be closed

[/expand]

Future Content
[expand]
  • Added workshop sickle item icons and added to itemable datatable
  • Field Guide sort various results that are presented
  • Added World Boss Item Attachment Icons and added to datatable
  • Added Rug Item Icons
  • Added Wolf talents first pass
  • Field Guide Procurement for vestige (which corpse), craftable for benches (which recipes produced)
  • Changed the physics asset to be the leather curtains physics asset and added an item icon
  • Field Guide Make displayed stats aware of tool damage and attachment data
  • Setting up Items for Batteries and Battery Shelves
  • Field Guide Fix another issue displaying all possible available attachments for ranged weapons
  • Field Guide Add concept of sets for displaying groups of items
  • Updated Cave_AC_MED_012_NF, water depth
  • Added overlap rules for curved building pieces
  • Field Guide Add entires for ores and animal parts on fieldguide meta
  • Cave Prefab Polish Pass and Landscape Sculpting Pass, Ashlands, Prometheus
  • Added Static Meshes of Battery Racks with batteries included, as well as DMs for them
  • Field Guide Fish subpage
  • Added new 'bn_Prop_R_Aligned' socket attached to normal prop bone that adjusts for misalignment of 1st-person rifle anims. Scorpion Rifle now attaches to aligned prop socket, this fixes ADS alignment issue
  • Fixed map selection on Ashlands mission so standalone mission works
  • Adding chicken flee audio and event
  • Added BLD_Floor_Curved_Stone including textures, materials and meshes
  • Field Guide Medicine subpage. Make resource networks aware of transmutable resources
  • Field Guide Assign a few more categories to subpages
  • Field Guide Show N/A rather than hiding various components
  • Cave Prefab Polish Pass and Landscape Sculpting Pass, Ashlands, Prometheus
  • Adding chicken peck, shake and eat audio and events and notifies
  • Fix Ashlands story creature spawns
  • Commit prebuilt file for Ashlands story mission
  • Update blueprints and buildable table for many diagonal and curved pieces
  • Field Guide Animal Parts subpage. More blacklisting of hidden items
  • Added more information when presubmit check fails due to unaccepted jira REST response
  • Field Guide Blacklist a bunch of logical items where the display name is the same (eg. Corpse vs MountCorpse)
  • Added another valid presubmit check prefix
  • Fixed orientation of BLD_Roof_Diagonal_Stone and BLD_Roof_Diagonal_Stone_Inverted
  • Disabling Field Guide as it was accidently enabled in my last commit
  • Adding new Tags for the field guide, adjusting field guide categories and tagging some items into their new field guide categories
  • Fixed orientation once again for BLD_RoofCorner_Curved_Stone
  • Field Guide Fix attachment query is picking things it sometimes should not
  • Field Guide Link vestige and fish page to bestiary/fishing record tabs
  • Correcting chicken using wrong audio event
  • Adding opening and closing sounds, event and anim notify to small animal trap
  • General Polish Pass & updated cave templates Ice Sheet Yellow Quad on Prometheus
  • Cliff Polish Pass and Landscape Sculpting Pass, Ashlands, Prometheus
  • Adding large animal trap audio open and close, events and notifys
  • Adding in wood trap open and close sounds and events and notifys
  • Field Guide Tidy up fish page
  • Added Black Wolf Armor Item Icons
  • Fixed Holding position for the black wolf Pistol core SK piece by adding an offset socket, currently set to work best with Barrel C but we can adjust the position in the weapon BP to suit each barrel accordingly. Added ADSAlpha curve to the pistol aiming animations to work with the offset socket too
  • Field Guide Plants subpage
  • Adding small and medium wood trap audio and events
  • Added destructable meshs for T3 and T4 beehive parts
  • Added art assets for T3 and T4 beehive parts
  • Black Wolf Armor Implementation
  • Added 'Engine/Binaries/Win64/.sentry-native/**' to list of ignored files
  • General Polish Pass & updated cave templates Ice Sheet Yellow Quad on Prometheus
  • Cliff Polish Pass, Landscape Sculpting Pass and Fixed a Hole in Cave LC_MED_006, Ashlands, Prometheus
  • Field Guide Display DLC icon on buildable DLC. Better present grids of fewer items
  • Balance of layers of sandworm crossbow for better continuity between CBs
  • Updated BLD_Roof_PyramidHip_Single_Brick_Right and Left
  • Submitting Sheep and textures (wooly)
  • Bats now correctly target players.
  • Added control rig pitch and roll movement to bats during flight.
  • Adjusted blending of bat attack montage, disabled LookAt via anim curve during animation.
  • CacheActorTargetLocation BTTask can now adjust for target velocity if required
  • Updated weapon pieces for Sandworm_Crossbow
  • Added DEP_WaterPurifier_T4
  • Field Guide Flush cache on meta and set DT changes. Add some more sets
  • Field Guide buildings sub page, use custom sets rather than required talent
  • Cliff Polish Pass and Landscape Sculpting Pass, Ashlands, Prometheus
  • Balancing black wolf revolver against the scorpion rifle to better reflect guns intensity and size. Added more suitable fire audio for sandworm crossbow
  • Fixed cave spawning in the terrain on Outpost, Cactus
  • Adding Sugar Cane, Sugar Cubes, Sugar Cane Seeds, Sugar Cane Workshop Seed Pack Items and Setup
  • Adding Sugar Cane growable resource and growth states
  • Adding Recipes for Sugar
  • Added Nav Blocker to help unstuck on Prometheus
  • Added recipes for the T3 smoker, unlocked T3 smoker talent
  • Increased health of BatNest actor
  • Cave AI Spawners / Cave Templates now support additional types of Cave AI with separate min/max spawn counts
  • Setting up Sandworm Crossbow Living Weapon
  • Bats will now detatch from nest once is has been destroyed. Destroyed nests will no longer continue spawning bats. Made light on bats more performant and more subtle when flying close to geometry. Fixed bat nest mesh collision and rotation
  • General Polish Pass & fixed frozen lakes in cave templates Ice Sheet Yellow Quad on Prometheus
  • Adding Domestic Beehive Meshes and Icons
  • Added art assets for honeycomb item
  • Added BLD_Wall_Diagonal_Angle_Stone_L, BLD_Wall_Diagonal_Angle_Stone_R, BLD_Wall_Diagonal_Angle_Stone_L_Inverted and BLD_Wall_Diagonal_Angle_Stone_R_Inverted
  • Added art assets for the cave variant of the wild beehives
  • Added wild tree beehive art assets to the project
  • Added BLD_Wall_Angle_Curved_Stone_L_Inverted and BLD_Wall_Angle_Curved_Stone_L_Inverted, as well as cleaned up file locations of the non-inverted pieces
  • Adding unique sandworm crossbow fire audio event and data table entries
  • Bat nests will no longer generate in non-development builds
  • json_patcher now prints out invalid DT row/table names when should_keep_row function throws an exception
  • Fixing incorrect feature levels on the turret items, they where set as 'none' which was preventing our pre-build step from completing
  • Adding Pistol / Rifle / Shotgun Turret item setups
  • added chicken materials and textures
  • Submitting shorn sheep, carcass and textures
  • Submitting unshorn sheep and textures
  • Fieldguide - fix T1&T2 knife harvest query is backwards
  • Added new bee character.
  • Bee particle system now dynamically scales in intensity based on BP-driven 'aggression' parameter.
  • BTTask_PlayMontage can now optionally be given an empty montage to complete logic immediately, useful for tasks like StrikeAttack where there isn't an animation
  • Added destrucable mesh for picnic table asset
  • Cleaned up a number of old code compilation warnings
  • Added art assets for picnic table
  • Limestone BLD concrete reskin - added textures and materials
  • Added arctic bat bestiary image
  • Added cave bat bestiary image
  • Added Zebra map icon
  • Additional categorization of items for Field Guide
  • Adding Zebra Mount and Zebra Quest Mount
  • Adding Progress in New Olympus Operation - RELOCATED: Recovery, where players have to track down missing zebras
  • Adding first pass test audio and bee event. To be replaced and updated. Assigning to Bee data table setups
  • Added art assets and blueprint for Arctic Bat Trophy
  • Added art assets and blueprint for Bat Trophy
  • Bees no longer attempt to ragdoll on death. Bees can no longer be damaged by projectiles
  • Submitting Slug (reskin), carcass and textures
  • Fixed beesphere material not being invisible.
  • Improved targeting AI of Bees.
  • Bees will now stop persuing target if they start swimming in water.
  • Increased Bee's health and reduced severity of modifier applied when attacking.
  • Added new Wild Beehive.
  • Attacking a Wild Beehive will force all spawned, idle bees to attack instigator.
  • BTTask_RandomFlight and BTTask_FindRandomFlightTarget will now treat water surface as ground for target height calculations.
  • Wild Beehives can now be spawned using CT_CreatureSpawn assets. Enabled new Bee dispersal particle affect on death
  • Adding appropriate AI setup Audio for Zebra Mount
  • Further categorization of Field Guide items, improved readability on some Field Guide pages
  • Fixed Cave_LC_MED_006 Stalagmite
  • Added new lavafall mesh with flat top (SM_Lavafalls_02), added collision to SM_Lavafalls_01 and 02, SM_Waterfalls_01
  • Adjusting reward for RELOCATED: Recovery and adding new prebuilt structure and quest markers in the world
  • Hooking up new Zebra Map Icons for use in RELOCATED: Recovery
  • RELOCATED: Recovery is now fully playable and is currently feature locked out on the public branch for internal testing
  • Added bestiary text for Cave and Arctic Bats
  • Added item text for batteries
  • Adding new bee audio, standard event idle and bee aggro. Currently only Aggro plays due to bee states not being defined
  • Remove Grass in Artic, Green Quad on Prometheus
  • Adding effect for bee creature death
  • Manual Cave Polish Pass and Cliff Pass, Red Quad, Ashlands, Prometheus
  • Add cave bat nests and wild beehives to caves, Cave_AC_MED_002 & Cave_GL_MED_001
  • Added additional sets for Field Guide
  • Hid many more items that aren't required for public view in the Field Guide
  • Wild Beehives will now spawn in the various forest biomes (Dev builds only for now).
  • Arctic Bat Nests and Forest Beehives now have a minumum delay of 300s between individual autonomous spawns.
  • Removed ensure in AIcarusPlayerController::PopUIInput
  • Adding additional recorded footsteps on wood for potential future use to FMOD. Not assigned to any events
  • Remove Grass in Artic, Green Quad on Prometheus
  • Adding newly recorded gravel footsteps into FMOD. Not assigned to any event. For future use
  • Fixed seam between landscape and riverbanks in J6, Green Quad on Styx
  • Added BLD_Roof_Peak_Connector Stone
  • Adding Limestone Building Pieces and Basic Item Setup, no recipes or way to obtain currently enabled
  • Committing New Voxel Type and Virtual Status Update
  • Resaving Voxel Data Table
  • Manual Cave Polish Pass and Changing Cave variants to make it more even, Red Quad, Ashlands, Prometheus
  • Add cave bat nests and wild beehives to caves, SW Caves, GL Caves & Cave_DC_MED_001, 002, Cave_DC_SML_003
  • Adding Limestone, Crushed Limestone items
  • Adding Limestone based fertiliser, glass, steel crafting and concrete alternate recipes & bluerprints where required
  • Adding recipes for all Limestone building pieces
  • Adding Voxel and Deep Ore Vien Setup for Limestone as well as experience events
  • Adding additional recorded footsteps for potential future use. Grass walk, run, land
  • Added more Field Guide tagging
  • Updated feature levels on many currently unavailable items to hide them from Field Guide, including decorations, armor sets, workshop gear and backpacks

[/expand]


Icarus Week 110 Update | New Titanium Tower Shield with massive area of coverage

Week 110’s update adds our newest and most powerful shield, the Titanium Tower Shield.

With 140 degrees of area coverage and 85% damage resistance, this is one of our strongest defensive item to date but will require a high cost of resources to craft.

Jump in and have a read.



This week: Titanium Tower Shield


This week's update introduces our newest powerful shield, the Titanium Tower Shield.

This shield has a 140-degree block radius, with 85% damage blocking, making it a powerful asset.

This is craftable on the foundry and requires an extensive list of materials, including Titanium Plate, Epoxy, Cured Leather and Steel Screws.

When attached to your back, the shield provides a strong defense against damage from behind, giving it multi-purpose use, even when not equipped.



We are Back


We are back in the office this week with most of the team returning from their holidays after a well deserved break. We are looking at all the bugs / comments / feedback from everyone. This patch is the last of our holiday patches so be ready for longer change logs again from next week. These holiday patches were isolated pieces of content that could be done safely without affecting the stability of our larger piece of ongoing work on power networks, further detailed below.

Battery & Networks Update


As mentioned in previous weeks we are nearing completing of the batteries and networks system. It all is functional and we are working on bug fixes we find during the testing process. We are also working on the QoL and will start a balance pass shortly.

We are wanting to get this into your hands as quick as possible but due to some issues with the build machines it was unfortunate that we weren't able to provide a build before the holiday period. We are working on these issues now while others are still cleaning up the new system.

Optimization and Missions


A common request we see on every single update is for more work on optimization. Work in this area continues indefinitely, however due to the nature of the work release timeframes can be unpredictable. It relies heavily on analysis and testing and some optimizations simply don't achieve a good enough result to be worth mentioning, or don't improve performance at all and need to be revisited. Rest assured there are several aspects to this that are still works in progress, and when/if they yield good results we'll make sure you hear about them!

Another common question is regarding additional mission content. These are pieces of work that have longer lead-times as they involve coordinating recording time with voice actors which we usually do batches of at once rather than on a per-mission basis. These had been on hold so we could finish up the open world integration, but as that work has wrapped up for now we're well positioned to author entirely new mission content again. Expect to see more of these in future updates.

Next Week: New Smoker and Recipes


Next week we are adding a new charcoal powered smoker at T3 which will include all the drying rack recipes as well as 10 new recipes to go along with which provide different food buffs.

Stationeers: The Rocket Update


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

Stationeers is another game from RocketWerkz that inspired a lot of the approaches to in-world interaction and other aspects of Icarus and they've just completed a large piece of work on a new Rocketry system. If complex atmospherics and logic systems sound like fun to you, definitely take a look at Stationeers and the update post below.

https://store.steampowered.com/news/app/544550/view/3897365840790049455

Stationeers is an early access game that we are very passionate about, but note that our current build does still contain some recent bugs. We have done two hotfixes now however there is still issues with our tutorials that we are working on over the weekend. If you feel like trying the game out instead of the tutorials, we recommend hitting up our kind community on discord until we get a tutorials hotfix out


Support Our Development
[h3]While expansions are where we vastly extend gameplay, our Outposts and Content Packs were made to provide a way for those who enjoy the project to further support it, and in return receive some simple new content. This content is not essential for the game or to benefit from most of our weekly content updates. Consider purchasing the 'complete the set' pack if you continue to enjoy Icarus and want to further provide support to its ongoing development.[/h3]

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

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


Changelog v 2.1.13.118586

- Enabling the Titanium Tower Shield Talent and Recipe so the Item can be crafted and used.