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Icarus News

Icarus Week Eighty Seven Update | Six new fur rugs to craft

Week Eighty Seven brings a new set of interior decorations to Icarus - rugs. Six variations have been included, with five animals to hunt down to gather the required materials. We’ve also just announced the upcoming premiere of the newest live action documentary in the Icarus saga ‘The Seeker’. You can sign up for the YouTube premiere below. Finally, for those who missed last week's announcement, you can read up on our upcoming expansion, New Frontiers, now only three weeks away.

Video Premier: The Seeker


[h3]‘The Seeker’ is the latest installment in our live action documentaries, and it’s premiering on YouTube on Saturday August 12th at 6pm EDT. There might even be an old friend, thought lost to Icarus, making an appearance…[/h3]

[previewyoutube][/previewyoutube]
[h3]Want to refresh your memory on the story so far?[/h3]
Check out the first two chapters below, No Rescue and Fatal Sky.

https://www.youtube.com/watch?v=aZyd1e51YMo&t
https://www.youtube.com/watch?v=SIz-6-w_fxY

New Content: Rugs


This week brings another community requested feature, decorative rugs.



We’ve added six new rugs to the Tier 2 Textiles Bench in Wolf, Cougar, Deer, Desert Wolf and Snow Wolf varieties. All of these will require an animal head which can be gathered using the Taxidermy Knife, along with 20 fur, 10 leather and 20 fiber.

There is also one rug available that doesn’t require animal fur or animal heads - the Thick Woven Rug - which requires 10 leather but 100 fiber.

One notable fix that may help you in collecting all the required ingredients to craft all six variations, is that radars will now spawn a variety of creatures based on the biome you’re in. This will make them more interesting and varied to use, but will also increase the difficulty as you contend with different predators.

Expansion: New Frontiers


https://store.steampowered.com/app/1648532/Icarus_New_Frontiers/



If you missed our announcement last week, our first expansion ‘New Frontiers’ is releasing on August 24th.



We’ve been blown away by the incredible reception so far, and can’t wait to show you more. ‘The Seeker’ is the first reveal and keep your eyes peeled for a gameplay trailer to follow.

[h3]More detail is in our previous annoucement[/h3]
https://store.steampowered.com/news/app/1149460/view/3684558162502822183



Support our Development
[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/app/2445280/Icarus_Interior_Decorations_Pack

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

Changelog v1.3.9.114091


[h3]New Content/QoL[/h3]
[expand]
  • Adding Tech Level Requirements Indicator on Prospects in the Mission Selection UI, so players can know before selecting a mission what level of tech will be required for completion
  • Updated prospect data to include the required tech level for each prospect
  • Unlocked Basic Rug Set for players
  • Added rug blueprint sets, updated rug recipes
Fixed
  • Assigned correct material for shengong suit 3rd person
  • added 1st person arms for shengong suit
  • Fixed issue with Kea trying to land too close to campfires when hungry.
  • Reduced likelihood of Kea setting themselves on fire when trying to eat from Campfires.

[/expand]
[h3]Future Content[/h3]
[Expand]
  • Adding quest movement Replication
  • Cleaning up Mission Selection UI as the implementation was messy and added ability to easily colour the UI where appropriate, added new white prospect selection outline which can be coloured programatically
  • Updated Encrypted Mission UI Colours based on the new concept
  • Updated Ordering of Feature Levels so Hypatia and New Frontiers are ordered correctly based on proposed releases
  • Updated Mission Reward UI displayed below missions so its now dynamic rather than hard set, NF resources are now feature locked out
  • Updated Terrain Selections so Prometheus is correctly locked out via the steam flag as well as the feature level
  • Allowing Dehumidifer Modifier to Clean the air in the surrounding area preventing the Ash-Clogging modifier which reduces crafting speed
  • Update lighting in mission 6 cave
  • Adding new World Spawn Lava Broodlings which will take the place of low level predator in lava biomes so rockdogs can be placed as the larger basic predators in the volcanic biomes
  • Adding in higher fidelity animations and green varaint of the gas flyer
  • Updated Story Mission 6 cave assets to enable loading in-game
  • When clogging deployables with weather events halve the effectiveness for sheltered deployables
  • Setting up dialogue for PRO_STORY_0
  • Adding clay trap door open and close, windows open and close and missing metal trap door open and close
  • Rework tagged weather damage to be fairer to players (no longer blanket damage)
  • Fixing issue from previous commit which accidently removed the lock Icon from prospects that you have not completed
  • Fixing Nomad dialogue line refering to organic transport
  • Replace biome heatmap texture used by Outposts 004 and 007 so that the player biome is set correctly at runtime
  • Adding Lava Broodling Corpse and Anim BP so it can be skinned and items collected
  • Added SM_DEP_Bench_Masonry_T3, M_DEP_Bench_Masonry_T3, Bench_Masonry_T3 Textures & DM Meshes
  • Shifted PRO_STORY_6 G15 Camp Location so it is present on top of the ground and not underneath
  • Adding new quest step to PRO_STORY_6 to travelling to the cave before progressing through
  • Adjusting all map markers and search area's in PRO_STORY_6 to be red
  • Adding description for viscid corpse
  • Adding clay door open and close audio and events and notifys
  • Updated Outpost_007, Added Cave Voids and Fish Volumes
  • Autonomously spawned NPCs are now tagged as such. AISpawner's NPC count around players is no longer affected by autonomously spawned NPCs (Kea, Pred Bird, Gas Flyer)
  • Added data validation for AICreatureType data table
  • Updated skinning and kill XP event names for the Ashen Drake
  • Removed dithering effect on alpha mask to reduce smearing artifacts on toi toi
  • Removed colission from CF_CaveRootsHangingA variants
  • Updated Outpost_004, Added Cave Volumes, Voids and Cave Entrance to Manual Cave
  • Updated Outpost_006, moved fish volume down & fixed floating fish
  • Fixed typos and pluralization throughout dialogue, experience events and creature stats
  • Added slime trail art assets for the slug creature
  • Decreased predator bird hostile target radius around selected corpse.
  • Added a small minimum delay between when a corpse is spawned in the world and when a predator bird can select it as a target.
  • EnvQueryGenerator_RecentDamageCausers can now filter by relationship type.
  • Fixed bug where buffalo mounts would become a valid attack targets for other mounts if they accidentally damaged owning player during charge attack.
  • Mounts will no longer attack NPCs or Players that have a Neutral or Friendly relationship type
  • replacing gas flyer float fast sounds with less whooshy version
  • Updated Outpost_004, Generated Edge Splines Along Rivers
  • Lots of tweaks and adjustments to gas flyer velocity audio. Adding sludgy movement in and other adjustments
  • Fix landscape collision physical materials in outposts 4, 6, 7, 8 - ensures correct footsteps, impact effects etc. are used
  • Fixed a warning by adding an isvalid check for when a creature dies so it doesnt try to get the players stat container when a creature dies but not by a players hand
  • Updated Outpost_008, Landscape Painting, Added New Prefab Cave, Voxel Pass and Foliage Pass
  • Updated Outpost_007, Voxel & Foilage Pass
  • Adding velocity based footstep notifiers for the new gasfly movement sounds now that they have been updated to speed up their movement dramatically at times
  • Rotated CRE_Slug slime trail meshs 180 degrees
  • Fixed a broken reference trying to compare items instead of comparing tags
  • Update exposure modifiers to use dynamic audio data to play exposure vocalisations where appropriate
  • Updated new WorldSpawn variant of LavaBroodling's locomotion BS to better suit smaller world scale
  • Fixed bug where Photo Mode post process effects could blend in and out when the camera moved.
  • Fixed bug where Photo Mode mouse scroll function checkboxes weren't saving their state correctly for each preset
  • Updated Outpost_008, Added Nav Modifer Volumes, Landscape Sculpting, Foliage Pass and Removed Duplicate PFS
  • Removed Sylvan Range from open world spawn zone selection options
  • Added Jagged Crater to open world spawn zone selection options
  • Lowered Jagged Crater spawn level slightly, as it was an outlier in the grasslands region
  • Updated Prometheus Open World selection images to their higher resolution versions
  • Fixed feature flag icon clipping issue on long item tooltips. Fixed ResourcePrompt UMG clipping issue for long item names. Added a new footer to UMG_ItemPopup that describes related feature flag requirement of item (if applicable). Slightly reduced opacity of FeatureLevelIcon image
  • Removing Big Boom delay from start of event (for testing purposes)
  • Added a version 2 of the ponga, bulbous flax, flax, bramble A, bramble E, and hanging cliff foliage with double sided goemetry turned off. Improved textures on Bramble E and removed shader tinting on the ponga, adding the colour into the texture file instead, removing the colour difference in the billboard
  • Fixed new pistol and rifle rounds granting the wrong item when crafted
  • Added validation to ItemTemplate, currently unhooked (dev only)
  • Dialogue fix for Prom open world story mission 0
  • Prevented exotic plant from spawning on persistant missions (same as other exotic spawn requirements)
  • Removed Foliage and FLOD Items from the Persistent Level, Prometheus
  • Prevented weather clog from being applied to non-processing deployables (no functional change, as this only impacted processing speeds)
  • Reduced maxiumum clog amount to 90% instead of 100%
  • Updated Gas Flyer's anim curves to match higher fidelity idle/vent anims.
  • Slightly lowered max anim playback rate of Gas Flyer and increased bob height to better suit larger size
  • Added orbital laser BP small change that was missed in last commit
  • Update Outpost selection UI, currently unhooked for further visual pass
  • Fixed the workshop UI showing a tick next to the First Cohort Envirosuit even when it is unavailable
  • Added Pickup interactable stones around swamp megatree roots, Blue Quad, Prometheus
  • Further balance to tagged damage weather events
  • Added Pickup interactable stones around swamp megatree roots, Purple Quad, Prometheus
  • Second pass of orbital laser explosion audio and build up
  • Adding v2 material for Lava Hunter broodling world spawn, also hooked up skinned state for the world spawn corpse
  • Added SK_CRE_LavaBroodling_Carcass, with material and textures
  • First pass on big boom laser build up and shoot audio and BP implementation. More fine tuning and balance to go
  • Fixed bug where Blueback AI would freeze when it tried to charge attack. Increased blueback health
  • Fixed NPC Trail segments projecting on top of foliage
  • Fixed item setup for potato and tomato to allow feeding to mounts
  • Fixed some bugs where segments of Swamp Slug's trail would disappear or become opaque when they were supposed to be fading out.
  • Added temporal dithering to slug trail material
  • Adding a question mark to a dialogue line
  • Delaying dialogue line after orbital strike. Making it come after all the explosions happen
  • More adjustments and improvements to orbital strike. Adding tremolo, volume and spacial adjustments, and snapshot which removes music and reduces ambiences during event
  • Update open world drop information to highlight wood and rock availability in swamp and lava biomes
  • First pass VFX for Gas Flyer Idle
  • Add dynamic music and dialogue triggers to PRO_Story6_Evidence quest
  • Replaced Old Volcanic Outside Pro Foilage Voxel with New Volcanic Outside Pro Foilage Voxel on Prometheus
  • Fixed Swamp and Volcanic biomes not using correct diorama. Fixed GetCurrentProspectLocation not giving correct return values for newest atmosphere types (Swamp, Volcanic)
  • Loadout list is now correctly refreshed after deleting a loadout
  • Fixed incorrect check state when moving inventory items causing a crash
  • Adding names, descriptions and flavor text to new meta envirosuits
  • Revert previous commit causing crash
  • Replaced Incorrect Voxel Blueprints with Pro Version on Prometheus
  • Changed lava biome dried saplings to grant a small amount of wood instead of fibre to increase wood availability throughout the lava biomes
  • Adding more urgency to dialogue lines by reducing large gaps between lines. This helps clear the audio for the mission laser and adds a more frantic feel. For dispatch mission.Also adding small delay to allow sound of laser start to play just before dialogue
  • VFX polish for Gas Flyer Idle
  • DEP_Bench_Anvil_T4 - meshes, textures, materials and animation added
  • Fixed scorch decal appearing at the start of orbital laser effect. Small tidy up of BP BigBoom
  • Added ability to research, purchase, and request new workshop equipment via the Orbital Exchange Interface while on a prospect (for New Frontiers update)
  • Added ability to return loadout items via exotic delivery pods
  • Added ability to return other players' loadout items either by pods or drop ship. Players who aren't currently in game will receive the items next time they join that prospect. Take care when leaving a mission prospect as the hosting player, as the prospect can't be resumed for other players to be able to join to be given their items back
  • Fixed issue where having an older settled loadout for a prospect could be deleted when returning from the prospect with a second loadout
  • Submitting Swamp Slug Statue - Stone - mesh and textures
  • Swamp Roat will now attempt to steal food from nearby containers like the Kea
[/expand]

Icarus Week Eighty Six Update | Two new shields - Bone and Steel Heater

Week Eighty Six is here, and adds two new shields to Icarus for you to craft and wear.

On top of adding Bone and Steel Heater Shields, we’ve added the ability to equip these on your back in the utility (G) slot - giving you protection against unexpected attacks from behind and a new way to accessorize.

Finally, this morning we announced our biggest news since launch - the upcoming release of our first major expansion, Icarus: New Frontiers. Have a look at all the details in the links below.

New Frontiers


If you missed it earlier - we have announced the launch date of our first major expansion - Icarus: New Frontiers! Wishlist now to stay up to date with the latest news.

https://store.steampowered.com/app/1648532/Icarus_New_Frontiers/

You can read all the details about this here - https://store.steampowered.com/news/app/1149460/view/3684558162502822183

Bone and Steel Shields


We’ve added two new shields this week at lower tiers that are accessible for newer players early into your prospects when you’ve yet to establish a base.

The Bone Shield at Tier 1 is an entry-level shield option requiring limited materials, and providing some basic protection early in the game. Its unique look makes it worth crafting, even if shields aren’t normally your thing.

The Steel Heater Shield is a high Tier 2 option, which provides a much greater angle of protection and has a more classic look.

This now gives you wood, bone, and steel shield options. What material would you like to see next? Leave your ideas in the comments and we’ll make sure to add them to our discussion list for next week's team catch-up!



Back Damage Mitigation


Shields this week have also received a new feature, thanks to a great community suggestion.

Shields can now be equipped in place of a backpack in the utility slot. While in this slot, they’ll provide protection from attacks from behind, giving you a chance to respond.

On top of this, they add a new way to decorate your prospector and carry your equipment on cross-map missions.

Keep sending us suggestions on featureupvote and leaving them in the Steam comments - you never know when one might make it into the game!



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/app/2445280/Icarus_Interior_Decorations_Pack

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

Changelog v1.3.8.113865


New Content
  • Adding in ability for players to equip shields in the 'G' Slot and show on their back
  • Added the ability to block damage while the shield is unequipped on your utility slot
  • Fixed a bug where if you had a shield in your utility slot and equipped it, it would be both on your arm and on your back. It now correctly removes itself from the players back
Fixed
  • Adjusting Fishing Quest Starting Location & Fixing Progression blocker for mission
  • 1.4.0 Fixed Cliff Actors Poking Through Caves, Fixed Floating Cliff Actors, Red, Green and Quads, Styx
  • Removed duplicate wolf entry from Gotta Catch Them All accolade
  • Fixing issue where carved wood bed was not providing as much of a buff as was intended, it now provides a better sleeping bonus than rustic wood beds, wood beds and bed rolls
  • Fixed kill experience event for Komodo to correctly grant Komodo kill experience
  • Linked translated text to inventory armor slots, as they were unable to be translated
Future Content
  • Polish pass on NS_OrbitalTracking Niagra System
  • Added KNI_IronWood
  • WIP polish pass across orbital strike VFX. Decal and lighting pass. Still more work to do
  • Added ARR_IronWood
  • Added BLT_IronWood
  • Added new weather events to light weather pool ready for use on Prometheus missions
  • Fixing Desync of Transport Pods on Clients, Fixing Desync od prebuilt structures on Clients
  • Fixing Map Icons for Prebuild Structures not appearing on clients, enabling questmovement replication and transportpod movement replication
  • Added new creature skinning bench recipes, and updated rewards on a few creatures
  • General balance and adjustments to gas flyer
  • Fixing Missing Search Area on Clients in PRO_Story_1
  • Removed restriction on swapping roof corner type without the recipe, if you already have a crafted roof corner piece
  • Fixed new Scoria Brick trap door unlock requirement
  • Adding bestiary audio for new creatures gasfly and slug
  • Fixing Obsidian & Cold Steel Knife Ballistics assets so they use the correct collision when thrown
  • Adding IronWood Meshes to DT and Setting up Item Icons and Ballisitic Assets
  • Fixing Roat Skinned Mesh and Bones
  • Adjustments to slug footstep audio and other small tweaks. Added water to footstep surface layer
  • Removed biome filter on sulfur weather event, this currently has no impact as weather is across the entire biome
  • Adding Iron Wood Ammo Icons
  • Updated bulbous flax and swamp flax destructable meshs with soft normals to remove hard edges when harvesting
  • Adding collision event to gas flyer in data table
  • Fix predator bird continuing to make wing flap sounds during death ragdoll by bypassing pose evaluation in anim BP if in ragdoll state
  • Added Weather event icons
  • Added SPR_IronWood
  • Fixed bad merge of weather actions datatable
  • Rasied landscape along rivers to prevent small seams, Green Quad, Prometheus
  • Small adjustments to the hail weather event
  • Updating PRO_STORY_6 quest steps and structure spawn locations, adjusted awol quest steps
  • Added animation when the weather forecast changes due to new mission selection
  • Small delay and adjustment to timing of VO when daisy is murdered so it doesn't play immediately
  • Lots of audio tweaks to the hail on buildings. Added all missing audio components for windows and roofs and floors to play the correct audio
  • Added miasmatic item icon
  • Small Adjustment to dialogue timing
  • Added PRP_Alien_Hovel_A and PRP_Alien_Hovel_B for testing on CAVE_AlienFossil_MED_002
  • Updated SM's, destructibles and APEX for Brick tier Roof assets
  • WIP orbital strike Impact VFX. Proof of concept, more work required. Hooked up system to event BP
  • Added missing IsServer check to previous landmine on-killed explosion fix
  • Fixed bug where landmine wouldn't explode when damaged if that first instance of damage was enough to destroy the mine
  • Fixed Striker foot sliding when walking
  • Updating Story 6 to include new creatures and a new scanner
  • Updating Travel quests to not have their colliders effect creature navigation
  • Added an industrial round dining table, currently feature locked
  • Reducing the ducking for the acid rain sizzle sounds in the rain
  • Fixing repeated line in Mission 1 in DLC. Also added distant creature call to later on VO line to make more sense
  • Added new Character and Corpse BPs for Komodo variant
  • Landscape changes to prevent seams in cliffs and removed foliage sticking out from tops of cliffs, Purple and Green Quad, Prometheus
  • Minor grammar fix in dialogue
  • Fixed Striker corpse setups
  • Added recipies for all the rugs on the rustic decoration bench, Feature locked out for now
  • Added new weather names and descriptions
  • Added new weather modifier names, descriptions and icons
  • Fixed some weather icons which were out of order after merge
  • Adding hail to all building weather sheltered events and fixed some glass pieces using incorrect weather shelter roof event
  • Updating PRO_STORY_1 Farming steps so it is clearer what needs to be done and added additional quest steps, any tomoato will now work as long as it was grown by the prospector
  • Fixed an issue preventing weather modifiers of different effectiveness being applied to players
  • Replaced cliff actors and Added new cliff in Lava Crater to prevent collision issues, Purple and Green Quad, Prometheus
  • Fixed FLOD Mesh Issue,Red Quad, Olympus
  • Gas Flyers now perform an overlap check before spawning around an existing flyer, should prevent issue with flyers spawning inside rocks
  • Fixed Cliff Actors Poking Through Caves, Fixed Floating Cliff Actors and Prevented the ability for players to become submerged when in the back of a cave in E3, Red, Green and Yellow Quads, Olympus
  • Fixed batdog fur not being cleaned up correctly when skinning the corpse
  • Added validation for deployable navigation affect setting
  • Updated deployable navigation effect on very small or very large deployables, notably the drying rack, dehumidifiers and bronze statues
  • Update player modifier audio and vocalisation systems to handle weather exposure modifiers being scaled using modifier effectiveness rather than discrete modifiers for different intensities. Now have the option to either set a modifier effectiveness parameter on modifier audio loops, or to specify an effectiveness threshold below which exposure vocalisations won't be applied. Has some issues with modifier replication which I'll follow up on
  • Adding unique lava biome acid rain and additional acid rain layer for wetlands
  • NPC Trail Components can now randomly select a different Static Mesh asset for each new spline mesh segment. NPC Trail Components can now report touch events when overlapped by a player. Added new BP-accessible ReportTouchEvent function to AISense_Touch
  • Adjusted AI target location of G15 Mission Device. Increased attack radius of both Lava Broodling and Lava Bomber from 150->250
  • Added lava blueblack statue stone static mesh, material and textures
  • Adjustments to acid rain weather event. More filtering based on sheltered amount, and adjusting so sizzle is not audible when sheltered
  • Adding appropriate Iron Wood Tools audio data table setup
  • More rework of story 6
  • Deleting old profilers. Adjusting hail for open windows and doors and minor hail overall balance
  • Update ModifierStateComponent to broadcast event when replicated modifier effectiveness value is updated. Audio systems using exposure modifiers now bind to this event on modifiers that they care about, and can update audio behaviour correctly when the effectiveness value is initialised late or dynamically updated
  • Orbital Strike vfx iteration
  • Lots of adjustments and improvements to the hail and weather audio while inside / outside. Also added missing occlusion ticks for all creatures eating so they aren't too loud when player is inside during storm etc
  • Adding in rabbit variant meshes and textures, setup relevant DT entries in Meshable and Itemable along with Corpse setup
  • Removed Development-only feature flag from Fiber Itemable
  • Plugged holes in CAVE_DC_SML_001
  • Adding Icons for Alien Fossils and Pottery
  • Adding in IronWood Spear, Javilin and Icons, setting up ballistic physics assets where needed
  • Adding new Story 6 prebuild structure and adding nav modifiers around + adjusting macro static mesh to allow for proper AI navigation
  • Orbital Strike vfx iteration. Adding post beam decal and adding buildup particles
  • Adjustments and improvements to lava acid rain event
  • Adding lots of additional roat idle audio sounds and replacing death sound. Adding footstep notifiers to Roat and adjusting distancing and EQ of footsteps
  • Committing .PSD for weather cards
  • Adding in New Weather Card Images for Swamp, Volcanic and Grasslands Biomes
  • Orbital Strike vfx iteration. Removed debris and damage hooks from BigBoom until vanguard pass
  • Cleaning up the ending of story mission 6
  • Added Sleeping and Eating, and Drinking behaviours to Slug.
  • Slugs now perceive touch events.
  • Actors implementing IAITargetable can now manually override whether or not a normally Neutral target is considered Hostile.
  • Slightly adjusted timing of Slug's poison cloud attack
  • Adjustment to mission dialogue delay. Also changing hedgehog PM to tree instead of wood to play a more appropriate footstep sound if walked on
  • Updated Outpost_008, Updated and Resimulated PFS, Added TU Bushes, Driftwood and Landscape Painting
  • Adjusting iron wood ballistic damage event
  • Delaying dialogue that comes in after defeating the boss so it doesn't overlap with the death animation and gives some breathing room
  • Updated Outpost_007, Added Geysers, Manual Cave Setup, Fish Volumes & Organized Folders
  • Adding descriptions and flavor text for all prometheus creatures, small bestiary adjustments to match
  • Added missing file from last commit, the Deveolper file, Purple Quad
  • Submitting Needler Statue - Stone mesh and textures
  • Added completed rework of Story Mission 6 cave, including replacing the prefab on Prometheus, Purple Quad
  • Small tweak to dialogue timing
  • Lots of updates and additions for the hail and acid rain weather audio. Adding both to open windows and doors and inside all buildables to play correct rain on roof sounds etc. Updated all missing glass buidlable PM's to be correct
  • Setting up outposts #4 #6 #7 #8, spawn configs, weather, talents, flag locks etc
  • Updated Outpost_006, Added Geysers, Voxel Pass, Manual Cave Setup, Foliage, Fish Volumes & NavBlockers
  • Updated Outpost_004, Added Geysers, Voxel Pass, Manual Cave Setup, Foliage and Fish Volumes
  • Adding Claybrick Trapdoor hatch item / recipe / talent etc


New Frontiers | Releasing August 24th

Our first major expansion for Icarus is coming. Icarus: New Frontiers launches August 24th and brings with it a new map, with all new biomes, mutated alien creatures, narrative missions, craftables, exotics, and more.

Icarus' First Cohort was dropped into safe Earth-like terraformed zones. Icarus: New Frontiers will take you deep into new regions of Icarus where alien creatures and habitats survived but were altered by the terraforming process - such as searingly hot volcanic regions, murky swamplands and eerie alien grasslands.

New technology also means you’ll be able to stay on the planet in Open World mode for consecutive Missions, so you better get comfortable with your new home away from home.

Jump in and have a read of all the details of what’s to come.



Icarus: New Frontiers


New Frontiers comes packed with new content. Regardless of how you like to play, there will be something for you and your team to jump into.
  • A brand new map, with three new biomes - the searingly hot volcanic region, murky swamplands and eerie alien grasslands
  • New extreme weather events for each biome, reflective of the atmospheric conditions of each environment
  • 10+ mutated alien creatures. The terraforming process drastically impacted the local wildlife, and while it didn’t kill the creatures as it did in other zones, it terribly mutated them into the species you face now. Dreadwings, Lava Hunters, Needlers, Dracs, Drifters - their nicknames only tell half the story
  • Six new narrative missions that play out in a sequenced story, leading you on a gradually darkening journey
  • New mission logic and technology, allowing you to launch any mission, big or small, from your Open World (this will be added to the base game too, in our future Hypatia update)
  • 100+ new items to craft, deploy and use across Icarus, along with five new raw resources generating a range of new recipes and tiers: Obsidian, Scoria, Crystalised Miasma, and more
  • Native and exclusive to this new zone of Icarus are the new Red Exotics, found in exotic flora found around the map
  • With this new currency come 30+ new items in the orbital workshop for you to purchase and a new system which allows you to purchase these from the surface via cargo pods

This is just the content coming at launch - as with all RocketWerkz games, we’ll continue to drop regular updates with more content, fixes, tweaks, improvements, and features. We’re done 85 consecutive weekly updates with Icarus so far, and we’re not stopping now.



Launching on 24 August


New Frontiers will launch on Steam on August 24th (EDT). Visit the Store Page to check timing in your region, and to Wishlist so you’re reminded when it launches.

As our first major expansion, this is the largest content and game update since launch, hence the version number will officially reach 2.0 with this update. Our ongoing weekly updates and larger content patches (Hypatia is next) will continue to add content to the base game as well as the new expansion, so even if you don’t have the expansion Icarus will continue to grow.

In the coming weeks we’ll reveal more details including screenshots and gameplay footage, so keep your eyes peeled.

If you don’t own New Frontiers, but someone in your gaming group does, you’ll be able to join and play in their hosted sessions without needing to own the expansion yourself. The only limitation is you can’t host the session, otherwise, you won’t be restricted. You’ll also be able to join Dedicated Server sessions of New Frontiers even if you don’t have it yourself, so there many ways to play if you aren’t sure about buying it yet.

Icarus Week Eighty Five Update | New fishing mission OASIS: Angler

Week Eighty Five brings a new mission for the fishers and anglers amongst you. You’ve been tasked to go catch some endemic species to the oasis, so get your rods and go cast your line.

We’ve also got an update on Hypatia and our ongoing work into the new mission system and performance elements.

Finally, we’ve got a sneak peek at a future patch for crop plots, and would love your thoughts on our proposed changes.

Hop in and have a read.



New Mission: OASIS: Angler


This week's mission is for the fishers and anglers among you. You’re tasked with building a fishing hut and catching some species endemic to the oasis of the desert biomes of Styx. Your briefing is as follows:

// OPERATOR: SINOTAI
// BIOME: OASIS, Styx map
// BACKGROUND: A VIP is requesting to have a taste of what Styx has to offer.
// MISSION: Setup a fishing hut and use the provided equipment to catch and prepare fish for delivery.
// TERMS: Deployment locations will be provided as suitable launch locations arise.



Hypatia Update


Our next large content update after Galileo is Hypatia, which we are working on at the same time as regular weekly updates and our upcoming New Frontiers expansion.

Hypatia’s first major feature is Open World Missions, the ability to launch and complete missions from within an existing Open World without having to leave the planet and start a new prospect separately (However, you can still do this if you wish). This is the most popular request on the Icarus Feature Upvote page and integrates our two most popular game modes into one coherent experience.

This is a huge undertaking as we have well over 80 missions, many of which have been here since the launch of Icarus, which requires a lot of work to transition. We are making good progress, however, and are also taking this opportunity to tweak and improve many of the missions.

Alongside this work, we are actively looking into the performance of level streaming and object loading that is responsible for the vast majority of hitches players encounter when travelling the map. We are testing out some solutions internally at the moment, and while a fix may be a while off due to the sheer size of the task at hand, we are optimistic with some of these changes and feel we are on the right track.



Crop Plot Revamp


An upcoming project we have been working on is a crop plot revamp. The biggest changes we’re proposing are potentially removing the crop plot inventory entirely, and allowing in-world planting and harvesting with a sickle, without needing to open up any UI to access your fruits and vegetables.

If you have any suggestions or thoughts on this system, leave them in the comments below, and we’ll go through and have a read while we tinker with the system.



Changelog v1.3.7.113609


New Content
  • Basic outline for new fishing mission
  • Finishing off the Fishing Quest
  • Adding Quest Tag to Styx Oasis lake so the fishing spot for the quest can be marked
  • Adding prospect difficulty adjustments for number of fish required to catch
  • Added Ren/Exotic rewards for completion of fishing mission
  • Unlocking Fishing Mission
  • Adjusting completion fishing broadcast so it is called after catching the fish and not when hooked on the line, relevant to new mission
  • Adding Fishing Mission Images and Modifying Mission Name
  • Removing feature lock from feather lures
Fixed
  • Updated credits section
  • Updated 'additional thanks' section under credits
  • Drop ships now atomize overlapping foliage during descent
  • Some more timing and logic tweaks on Smoke Grenade
  • Improve Smoke Grenade visual effects (converted to Niagara)
  • Smoke Grenades will now obstruct creature vision
  • Increase Smoke Grenade throwing range
  • Decrease Grenade throw charge time 1.5 to 1.25s
  • Update Metal Oxite Dissolver to use new V2 mesh
  • Hook up custom logic to rotate dials for each oxygen slot and fuel slot (large dial)
  • Fixed incorrect Komodo mesh
  • Reordered Hyenas above Alpha Hyena to grant credit for Hyena Trophy to Hyena bestiary entry
  • Fixed Inverted Left Concrete Roof missing from radial selection menu
Future Content
  • Added modifier states for all new weather types, linked to base testing events
  • Resaving WeatherPools data table to resolve build error
  • Added AXE_IronWood
  • Added bestiary text for Arid Striker and Redback
  • Setting up quest variables for Daisy to replicate
  • Adjusted Dialogue locations for PRO_Story_1
  • Adding new Icon for the 'UDA Communicator Upgrade'
  • Timer for PRO_STORY_1 now starts AFTER the tomato is planted
  • Adjusting V2PromNomadEvent8.7 to have a lower priority than V2PromNomadEvent7 so dialogue interruption does not occur
  • Add BoundsMap texture mask for Prometheus visual map to only show north portion of map
  • Added 50 second delay before starting objectives in PRO_Story_1 so dialogue can play to completion
  • Adjusting dialogue for entering area's Alpha, Beta & Delta so the dialogue plays only once instead of each time you enter the area
  • Updating PRO_STORY4 weather forecast, also preventing natural spawns of arctic area's during the phase where you are tracking down an Group 15 agent
  • Fixed skinning for heavy obsidian chest armor male and female
  • Hooked weather visual effects for all new weather types, tweaked modifier values
  • Adding slug spot audio event and notif
  • Updated visual map textures for Prometheus, reduced textures size, reset MipGenSettings and Changed texture group to UI
  • Importing Desert Striker assets and setup character and carcass + bones assets and relavent DTs
  • Adding cave specific river audio to play when in the cave river.Adding event and BP entry
  • Add creature threat audio settings to swamp slug so that it triggers combat music correctly
  • Adding direction eq and distance eq and reverb to slug movement layers
  • Adjusted collision on SM_BLD_Wall_Solid_Stone so that picture frames should no longer clip into the wall
  • Adding in slug carcass assets and Lava slug assets + carcass assets, updated character etc and Corpse characters
  • Made Sulfur reaction effects more customizable to suit different scenarios
  • Repositioned in-world actors
  • Adding komodo variant mesh along with carcass state, updated character BP, Corpse BP and D_Meshable entries
  • Added new Gas Flyer creature alongside first pass of behaviour set.
  • BallisticData now supports Niagara trail particles.
  • NPCs can now override GetSightPerceptionOrigin in Blueprint to specify an arbitrary location/rotation for sight traces to originate from.
  • Improved Swamp Slug's slime trail material and spline generation
  • Updating PRO_STORY4 body3 search area, as the body was outside the area
  • Adding Caught Fishing Notifiers and FishingNotification Subsystem
  • Added new weather events, tiers and modifiers. Still requires additional tweaking of exposure rates, and tierified visual effects
  • New entries added to Bestiary Data for lore text entry
  • Update swamp wind modifier to communicate that it makes creatures see you easier
  • Update temperature modifiers of weather events to offset new weather modifiers
  • Update many weather events visual communication, fixing many linked curves and values
  • Scaled AcidFog damage to reasonable levels
  • Resaved WeatherPools to resolve build issue, again
  • Adding slug flinch audio, event and data table entry
  • Adding grasslands track Icarus_25 to Music data
  • Adding music asset for grasslands
  • Adding slug attack vocals and adjustments to notifier timings
  • Added Lava Slug variant setup to AI Setup and Item static for the corpse
  • Added translatable entry for the mount following indicator
  • Added lore text for remaining creatures in the bestiary
  • Update ModifierCosmetic BP to support new approach for SulfurGas (missing from 113273)
  • Optimized existing Sulfur effect
  • Added Missing Source Files for adjustments to the Aura component manager and fishing functionlibrary
  • Removed debug print from PerformAction_SpitAttack
  • Adding Aura distance overrides on modifiers so the sulfur actor pools can spawn their effects and aura's dynamically and to the correct size
  • NPCs using the 'Spit Attack' BTTask can now specify a delay in seconds when spawning multiple projectiles to spread out construction cost over time, default delay is a single frame
  • Added roat carcass sk mesh, material and textures
  • Added swamp bird bones skeletal mesh and textures. Updated Swamp bird corpse BP to include the new bone asset
  • Added noise and additional blending to slug trail material. NPCTrailComponent can now be given a socket to use as origin when generating new spline points
  • Added validation for new weather types, fixed some bugs found due to this
  • Fixed ticking modifier scaling effectiveness which caused damage over time effects to do no damage (dev only)
  • Adding slug death audio and small adjustments to embers storm based on new length and speed
  • PRO_A_Stockpile: Updated to remove the return to dropship objective
  • Adjustments and improvements to the gas flyer
  • Rasied terrain to prevent gaps between landscape and cliffs, Purple Quad, Prometheus
  • Adding gas flyer horn audio, shoot ballistic audio and BP logic to play explosive sound when corpse blows up
  • Updated building damage tag effect for storms to not completely destroy buildings, instead leaving the building fully stripped like other storm damage
  • Reduced AcidRain damage
  • Added smoke effects to acid fog storms, to emphasise the increased fog
  • Scaled player item damage of the toxic gasses storms
  • Increased exposure for Prometheus lower tier storms
  • Creature images added
  • Creature images added
  • Creature images added
  • Creature images added
  • Creature images added
  • Creature images added
  • Adding sounds to all new slug animations
  • Added additional weather action validation and scaled temperature effects by weather tier
  • Add Weapons Utility widget which shows damage output
  • Flushed Grass on Blue & Yellow Quad, DLC Map
  • Lots of adjustments and improvements to the gas flyer projectile sounds
  • Daisy Death Dialogue no longer players when escort is complete in PRO_STORY_1
  • Flushed Grass to fix grass patches, Green Quad and Purple Quad, Prometheus
  • Fixing up bestiary & AI setup for the lava slug so it has different behaviours, stats, growth, loot tables from that of the swamp slug
  • Added music timing hooks and validation to new weather events, minor fixes to timing for other weather events
  • Fixing dialogue timing PromOffender5. Added 4 second start delay
  • Add swamp minimap material for generating LODs/minimaps
  • Added PIC_IronWood
  • Removed damage from new weather events that have damage within the modifier
  • Added debug CVar to disable shelter traces for performance testing
  • Adding gas flyer audio events and data table entrys for the ballistics
  • Reduced damage of Swamp Slug.
  • Dampened Swamp Slug's Physics Asset. Swamp Slug's trail now lasts 40s
  • Adding outstanding slug animations, eat, sleep and a few extra attacks
  • Added randomised spawn scale to gas flyers
  • When performing weather tagged damage, add a basic two trace shelter check for building pieces as these have no shelter component
  • Added footstep particles to Lava Hunter.
  • Lava Hunter now creates small patches of fire when walking during it's powered up state.
  • UE4 PlayMontage function now gives reference to AnimNotify asset when triggered along with the usual Name.
  • Added new AnimNotify which can be used to specify an override damage source location.
  • Fixed missing 'CanFinish' node build validation error
  • Added Macro cliffs to prevent lighting issues and fixed a hole in the roof of AC_MED_008, Blue Quad, Prometheus
  • Adding dialogue fix for Prometheus Story 5 Event 9, Adjusting quest events to reflect dialogue timer reference
  • Fix forprometheus mission 1 smpl3 dialogue, replaced phrase spoken incorrectly
  • Adding decal showing AOE for orbital laser event
  • Setting up Remaining 2.0.0 bestiary setup / images / etc
  • Setting up Roat Skinned State and Corpse description
  • Reworking elements of Story Mission 6 so it supports reloading, adding in new prebuilt structures as well as ajusting quest steps
  • Added ITM_Sickle_IronWood
  • Proof of concept pass of decal showing AOE for orbital laser event - currently not connected
  • Added SK_ITM_Sledgehammer_IronWood
  • Fixed Lava Flyers not damaging players on detonation
  • Updated needler bones skeletal mesh with new model and added new textures
  • Updates to the gas flyer. Adding floating movement audio and general tweaks and adjustments
  • Adjustment to gas flyer shoot sound
  • Additional attack slam for the slug.
  • Not currently hooked up.
  • Adjustments and improvements to gas flyer.
  • Also lowered predator bird attack sounds and spacialiser slightly. was a bit intense before
  • Fixing decal opacity for Orbital laser event
  • Removing extra projectile resistance from Bloodclaw in fishing mission & fixing carcass text
  • Added swamp roat bones sk mesh, material and textures
  • Adding moew prebuilt structure jsons
  • More work on Story Mission 6, now playable up to Group15 camp
  • Fixed Scoria Brick missing skin in BuildingPieces Datatable
  • Adding new prebuild structures for Story Mission 6
  • Expanded floating foliage checker tool
  • Exotics Checker tool expansion
  • Added swamp bird carcass assets to project. Updated swamp bird corpse blueprint with these new assets

Icarus Week Eighty Four Update | Dining Suites and carved wood decor

Week Eighty Four is here, and brings our second batch of Carved Wood Decorations to Icarus, with six new items to craft.

We’ve also updated and improved photo mode, tweaking and improving the ranges of different settings and the control players have in setting specific parameters to get the perfect shot.

You may have noticed we’ve published this week’s update one day early. In New Zealand, where RocketWerkz is based, we have a public holiday this Friday to celebrate Matariki, the Māori New Year. Enjoy this week’s update while our team enjoy our holiday weekend.



Carved Wood Decorations


We’ve added a second batch of Carved Wood Decorations this week, adding six new items to the set for you to craft and decorate your base with.

Included are three tables - a Round Table, a Six-Seater Dining Table, and a Ten-Seater Dining Table to suit any sized prospecting crew.

There is also the new Carved Wood Dining Chair for you to craft and adorn your new dining suite with.

For your walls there is the Carved Wood Wall Shelf, along with the Carved Wood Candle and Carved Wood Desk Lamp to place around your base.

Our art team is always working on new assets and items to personalize your Icarus experience, so suggest any items or designs you’d like to decorate your base in the comments!



Photo Mode


Photo mode has received a pass with new features and improvements to make taking the perfect snap even easier.

The big one of these is we’ve increased the tether distance to allow players a bit more width and depth when taking photos of their character models in different settings.

Alongside this, we’ve also changed the photo mode parameters so that most of them can now be manually set outside the standard slider range, smoothed out the FOV mouse scrolling, and added the ability to change the movement speed of the camera smoothly while in motion.

We’re keen to see your best photos, so make sure you keep sharing them in Steam, Discord and on socials. You can access photo mode with numpad 7 or set it to any key you choose in the settings.

Matariki


You may have noticed we have pushed out our weekly patch a day early, as tomorrow in New Zealand we are celebrating Matariki, a public holiday that falls on our usual patch day.

Traditionally Matariki was a time to acknowledge the dead and to release their spirits to become stars. It was also a time to reflect, to be thankful to the gods for the harvest, to feast and to share the bounty of the harvest with family and friends.



Changelog v1.3.6.113408


New Content
  • Unlocking next set of carved wood decorations
  • Increase maximum Photo Mode tether distance
  • Settings values in Photo Mode can now be manually edited by interacting with the number, this allows values outside of slider range
  • Fixed issue where Photo Mode cursor would persist after hiding UI if options panel was visible
  • Hiding UI while in Photo Mode automatically enables flying movement of camera
  • Adjustments to FOV in Photo Mode via mouse wheel are now smoothed (with option to change smoothness)
  • Added ability to switch mouse scroll in Photo Mode to adjust movement speed instead of FOV
  • Adjusted min/max values of several Photo Mode setting sliders
  • Adjusted scale and units for Photo Mode DOF settings
  • Can no longer take a photo while Photo Mode preset name box has keyboard focus
  • Fixed bug where Photo Mode presets sometimes wouldn't apply when first entering the mode
Fixes
  • Put light items into the light slot by default
  • Remove custom user descriptions from TagQueries DT which hides the actual queries
  • Added translation text to radar screens and exotic item tooltips
  • Hooked up translated text for Storm Incoming! prompt on weather timeline
  • Update handling of unlock flag presentation for talents and workshop items, to ensure the required talent or DLC flag is shown
Future Content
  • PRO_Story_4: Setup map marker for cache, added offset to spawn location to ensure creature does not spawn within collision unable to move
  • Setting Progressive Stats for New Creature Types into the AICreatureType table so players can recieve the damage bonus / defence bonus from the bestiary for the New Creatures
  • Added missing enteries to the Creature types table and split out exisiting variants where it made sence (Komodos, Roats, Bluebacks)
  • Did a pass over Experience and Skinning Events for all new creatures and added appropriate experience events were nessessary
  • Added new Tags for the new creatures so they can be classified correctly where needed
  • Deactivated interactable component on foliage types that are unable to be hand gathered, this prevents them trying to set their interactable elements to none
  • Updated highlight text on foliage types that require sickle or axe, to ensure they mention that they require a sickle or axe
  • Added a validation step before interactable rows are updated on FLOD instances, ensuring that if it is unset it will not try to set the row to none
  • PRO_Story_3: Updated dialogue triggers for scans, added icon to base location objective
  • Resave quest datatable as final change was missed
  • PRO_Story_3: Added dialogue data to quest logic
  • PRO_Story_2: Fix trigger bounds on initial area audio, ensuring it matches player location. Fixed trigger bounds on cave found audio, added worms dialogue
  • Updated thatch buildable wall, roof and foor with new reduced geometry
  • Adding Icons for Cold Steel Tools / Weapons / Projectiles
  • Adding Cold Steel Tools / Weapons / Projectiles and Fur into the game and hooking up to their item instances
  • Added proper materials to D_BuildingSkins Data Table for Scoria Brick Building pieces
  • Fixing spelling mistake in stat names for Variant Creatures
  • Added dioramas for grasslands, lava, and swamp bestiary image generation
  • Quest search areas compass icon now resembles the search area on the map with a similar image and colour
  • Adding additional hail layer
  • cFixing formatting error in Virtual stats which would break the build
  • added fish 19 variant 2,3,4 sk meshes, materials and textures
  • Added BLD_Door_Brick and animations
  • Added BLD_Window_Brick and animations
  • Adding in Missing Clay Brick Deployables, Icons, Recipes and Item Setup (Window, Door, Railings)
  • Adding Icons for the Alien Conch & Pottery
  • Fixing formatting error in Virtual stats which would break the build (again)
  • Quick pass of resistances on new 2.0.0 creatures
  • Adding new AIGrowth Setups for new 2.0.0 creatures that did not have unique ones
  • Switching 'Daisys' Corpse so it is no longer a buffalo
  • Breakble Rock Nodes can now not be affected by the obsidian, ironwood or coldsteel damaging modifier effects
  • Adding Fish 15-19 Fish Meshes, Images and Recipes
  • Reworking PRO_Story1 to include add new Dialogue and make sure the various end conditions where all achieveable
  • Removing Daisys Saddle Slot
  • Adding Modifier to players when they are carrying specific resources that are gained when harvesting / skinning / mining when using the Ironwood toolset
  • Equippable modifiers now have an inventory bypass if required
  • Added missing sockets to several Brick buildable assets
  • Further fine tune to obsidian leg and arms armor. Better balance between legs and arms / running vs weapon use etc. Also fine tune and adjustment to the latest hail audio addition
  • Added SKs, textures, materials for Cold Steel Bolt (SK_BLT_ColdSteel)
  • Added names for PROM fish
  • Fixed two typos in mission objectives for PROMstory6
  • Fixed a typo in the highlightable for the body in FRACTURE mission
  • Fix LOD settings on various assets
  • Delete Creature SMs
  • Add LODs to T019 Shadow Geo meshes
  • Delete unused experiemtnal T019 merged render meshes
  • Pass on collision for Prometheus rocks/cliffs/caves/impassables. Setup correct lod levels to generate collision from. Changed multiple cliffs to use complex collision as simple
  • Small update Cold Steel sickle
  • Adding blue steel pickaxe and axe layers and additions and balance against other axes. Fixed steel knife throw pointing to spear audio
  • Update grasslands biome effects, increasing the color and opacity of the fog while reducing the post processing impact, resulting in close objects appearing closer to their original color with minimal impact to the biome's overall palatte
  • Update prometheus conifer biomes to use grasslands atmosphere
  • Added text for new meta items
  • Updating the BLT & ARR physical meshes for cold steel so they now use their correcty collisions while flying through the air
  • Added NonInteractable interact row, for explicit override to non-interactable
  • Added highlight text for spiked brambles, to differentiate from non-spiked brambles
  • Fixed non-spiked brambles setup to ensure they are only harvestable by sickle
  • ColdSteel Arrow - added BallisticPhysicsAsset
  • ColdSteel Bolt - added BallisticPhysicsAsset
  • Updated the grasslands, lava, arctic and cave diorama for the new bestiary screenshots
  • PRO_Story_6: Fix progress blockers, add map icons, add dialogue to initial quest steps
  • Adding Cold steel impact event, equip sound and unique whoosh audio
  • PRO_STORY_2, Moved Caveworm locations to prevent clipping issues, Prometheus
  • Frozen ore can now be placed into fireplaces, campfires, firepits, ovens, furnaces to defrost and be awared with a random ore
  • Added new template function for selecting a random element from a TArray
  • Added text for FRACTURE cave set dressing items
  • Fixed LOD group and reimported Cliff_13 mesh (GL, TU, SW variants)
  • Added dev-only option to disable Photo Mode tethering entirely
  • Add AOE Damage Aura For Sulfur Pools
  • Added wooly zebra bones skeletal mesh and textures
  • Add shallow water modifier state which is applied when overlapping water but not swimming. Doesn't currently have any stat effects, requires a design pass. Refactored swimming component a little in order to set this up
  • Added 3 standard and 3 wall mounted signs for the Rustic Decorative Tier, including DMs
  • Adding conch deploy audio and event and data table
  • Updating Fish and Bestiary Images for 2.0.0 to use the UI texture group
  • Fixed a bug where the basic fishing rod would destroy lures if you selected it in the context menu. Fishing rods now check for an inventory component and only open if the object has one
  • Fix a bug with weather clog when there is more than on deployable in the affected biome (early return)
  • Added extra lines for Offender and Shadowed mission dialogue edits
  • Adding sickle into grass layer for harvesting grass bushes
  • Fishing, bestiary and atmos data tables updates with bestiary images
  • Adding fish images for fishing log
  • Adding creature images for bestiary
  • Adding creature images for bestiary
  • Adding creature images for bestiary
  • Adding creature images for bestiary
  • Setting up Encrypted Missions that Require the T4 Communicator to Access, adjusting UI on planet to mention that Encrypted Missions must be accessed via a T4 Communicator when attempting to access in other ways
  • Updating Mission Selection UI to visually distinguish encrypted missions from regular missions and updating general Prometheus Mission Flow
  • The T4 communicator now requires an active power connection to work
  • Show active modifers on deployable UI
  • Adding Bestiary background images
  • Search Area Compass icon now disappears when within the search area and a same coloured border now appears to signify that you are within the search bounds
  • Change PM to Bush on aspen seedling master material to fix sickle impact audio parameters
  • Fixed obsidian rock var 2 incorrectly using the var 1 mesh in its foliage type setup. This was causing the mesh to visibly change when activated
  • Added missing auto generated LODs to all Aspen Tree chopped pieces, as well as removed RVT's from the trunks as we are no longer using them on trees
  • Adding fixes for Offender and Shadowed mission dialogue
  • Spit particles mesh scaling based on projectile speed is now correctly oriented towards current velocity
  • Tweaked Lava Hunter Spit Attack, is now longer range and rains down from the sky rather than being directly targeted at Player.
  • Increased size of Lava Hunter Spit projectiles.
  • Added new SequenceLoop_Scaled BTComposite which allows sequence loop count to be automatically scaled using new scaling system.
  • Fixed a couple of access none errors in BP_BallisticBehaviour_Base.
  • Instead of breaking to lay a single egg before attacking again, Lava Hunter now lays several eggs in succession, with the number of eggs scaling with nearby player count
  • Added physics and overlap influence range adjuster to FLOD Debug Overlay
  • Added FLOD physics body counters to FLOD Debug Overlay
  • Added mission lockout time for missions activated from open worlds. This prevents repeating the same mission within the lockout time
  • Added debug command to dump the mission history to log and screen
  • Adding first layer of Slug footsteps
  • Updated grammar in some quest steps for NOMAD mission
  • Adding swamp slug Idle audio sounds, event and data table entries
  • Made slight adjustments to some dialogue subtitles in NOMAD mission
  • Fix DT merge clashes again
  • Hooks for weather dealing damage to armor or focused player item
  • Added weather setups and modifiers for all biomes for Prometheus
  • Adjusted Batdog bones skeletal mesh skinning
  • Adding in images for feature levels and setting all feature levels on new horizons items, images will now appear on blueprints, items, workshop gear and associated tooltips
  • Removing old feature level widgets
  • Adding in Swamp Slug to Swamp Spawn List
  • Adding Spawn Rules so Snow/Desert Strikers do no spawn more than 2 at a time, and do not spawn close to dropship landing locations
  • Adding in Gas flyer skeletal mesh and anim assets, also second variation of the material for use in the swamp and grasslands
  • Updated Batdog bones to correct skeletal mesh
  • Setting up Wooly Zebra Bones
  • Adjusting modifier state electroshock so it deals electric damage and not physical
  • added deer variant bones sk mesh, material and textures
  • Added outstanding behavior and implementation notes on the creatures for 2.0.0 in D_AiSetup
  • Added BLD_TrapDoorHatch_Brick and animations
  • Fixing Prometheus World Data so it is feature locked to NewFrontiers and not Development
  • Further bias out non flat areas when selecting a player spawn point to prevent landing with door open to vertical cliffs on Prometheus
  • Fix DT whitespace after merge
  • Creating new 'Transgenic Tomato' and setting up various seed states
  • Adding new Mission step for PRO_STORY_1 where prospectors are now given a a crop plot and tomato
  • Updated STORY_1 Collection quest trigger so the retrival pod and creature can be seen from further away
  • Updated STORY_1 to fix the tomato praise and reward audio from SMPL3
  • Fixing STORY_1 Daisy Quest end steps so looting is optional
  • Fix LODs on various SK meshes
  • Fix texture settings on new creatures
  • Updated AI spawn config for Prometheus lava zones to ensure creatures spawn at the correct level
  • Added Moss VFX to Cypress Trees the first time they get hit
  • Fix sometimes custom quality label is not translated in graphics setting drop down
  • First commit for Blueback fur fix, setting up new splines
  • Fixed bug where suit straps would disappear when equipping obsidian arm armour, all obsidian and heavy obsidian armour pieces now use the correct type
  • Fixed buildings not propogating fire anymore
  • Adding slug slow medium and fast loop audio and events, updating all slug vocal sounds to be a little more unique but still fitting in the same sloppy vibe
  • Updating Weather actions and events to add a sulfur pools event and adding a cosmetic attachment to the sulfur pools aura
  • Added actors in the persistant map that would reciece the sulfur pools aura when the event triggers
  • Add an effectiveness variable to WeatherActions modifiers
  • Setting up new Fish to work on the same skeletons as fish01 and adjusting hook socket locations
  • WIP Environment VFX
  • Tweaks to Geyser VFX
  • Moss VFX for Mangrove Trees getting chopped
  • Setting up the bones for the Plains Equix in engine
  • Lava Hunter Fissure Attack Protoype BP and VFXs
  • Add Texture validation which detects when World/WorldNormals Texture Group is used (defaults that should be changed)
  • Updated BLD_Railing DM
  • Added first pass of Swamp Slug behaviour set and animations.
  • Added new component that can be used to generate a visible SplineMesh path behind owner that fades out over time.
  • Added new property bUseMeshBoundsAsSelfGoalRadius to IcarusNPCCharacter to allow NPCs to use their mesh bounds when determining if they've reached move target (instead of normal collision cylinder).
  • Dev-only AI Target Dummy now starts moving automatically when simulating in editor
  • Second commit for Blueback variants fur clipping issues and carcass settings, still one outstanding bug in the lava variant with wrong material assigning for the bones, fixed on next commit
  • Lots of additions to the slug audio
  • Fixed missing materials on DM_BLD_Door_Brick, DM_BLD_Railing_Stairs_Brick, DM_BLD_TrapDoorHatch_Brick, and DM_BLD_Window_Brick
  • Fixed materials on DM_BLD_Railin_Brick
  • Adding new Functions to Storms can damage players Armor and Inventory Items if required
  • Tweaks to Lava Hunter fissure attack and comments
  • Adding slug sniff, slug shake ear and shake adjustments to animation notifiers
  • Fix up log output for Talent unlock debugging
  • Updated WeatherPool to use new AcidFog name
  • Updated SulfurPoolsReaction weather action to only apply to the biome the weather is active in
  • Updated Fog to Acid Fog
  • Updating Names of Redbacks, Arid Strikers and Ashen Drakes to match throughout bestiary, creature type and carcasses
  • Adding lots of slug attack movement sounds and anim notifs
  • Updating Chala, Viscid and Arid Blueback names
  • Update Enzyme Geyser eruption effects to use new mesh-based system
  • Fixing material override for Chala Bones
  • Hooking up Bones for the Chala Corpse
  • Balance adjustments to slug attacks
  • added Chamois Variant Bones sk mesh, material and textures
  • Adding Swamp Roat Physics asset as it was referenceing an old ones where the skeletal mesh bones did not match
  • Fix a UI display issue where modifier effectiveness is not displayed if the modified has no lifetime
  • Adding Icons for the Scoria Brick Building Tier
  • Adding slug whoosh attack and big swirl swoosh attack audio and anim cues
  • The icon editor will now save item icon images with a T_ prefix
  • Adding Icons for the Scoria Building Tier
  • Fixed Lava Blueback skeleton material override on skinned state and container empty by setting the override to 0 to retain default material
  • Disambiguate epic creatures and boss creatures when awarding bestiary points