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Icarus Hypatia: Part I Update | 19 new Operations in Styx Open World to play

[h3]The first part of our Hypatia Update is here adding Operations ('Open World Missions') to the Styx Expansion[/h3]

These have proven really popular in the Prometheus map of our New Frontiers expansion, so we’re excited to bring these to Styx - a map rich with challenging geography, unique missions and violent fauna.

Styx was released back in 2022 and has since undergone a major transformation, with 27 missions, unique fauna, fish species, SMPL3 quests, and more. If you’ve enjoyed New Frontiers, or even Olympus (the original Icarus map), then Styx provides a new challenge for you to sink your teeth into.

Notable Improvements
  • Mesh and Texture adjustments to most building tiers which will provide some performance benefits and allows us to cosmetically skin these in future
  • Fixed Longbow being unable to be crafted or repaired on the forge or foundry as it was supposed to be
  • Fixed some collision issues present on the Arcticus Outpost
  • General cleanup of many Styx and Olympus missions using new technology and replacing the tech from 2 years ago to provide a better mission experience


This Week: Hypatia: STYX OPERATIONS


Styx has now been completely overhauled adding Operations ('Open World Missions') to the Styx expansion. This updated functionality is free for everyone who already owns Styx.



[previewyoutube][/previewyoutube]

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

These have proven really popular in the Prometheus map of our New Frontiers expansion and will be coming in the next few weeks to the Olympus map.

We’ve converted 19 Missions over to ‘Operations’, meaning they can now be launched and played from your Open World sessions rather than a session that resets itself. This really changes how you play and engage with Icarus.

Styx is a paid expansion, and if you already own it you don’t have to purchase it again to play the Operations. This included people who received Styx for free back when it was initially released.

While we have converted 19 Missions into Operations, we haven’t converted all of them. Some Missions, such as pure exploration ones or time-limit ones, are still best suited to a session-based experience. You can also still play all the Operations in their original Missions format if you prefer.

[h3]Extra Detail: Styx as a stepping stone in our development[/h3]
[expand]The initial intention was for Styx to be a brand new map introducing new creatures and to provide more missions and to present a high quality map to players for free at the time as an apology for the poor quality of Icarus at launch. This was put out as we worked our way towards a more alien environment which we brought with New Frontiers. We learnt a lot in the development of Olympus and were able to implement a lot of these learnings to Styx which made it a much better map for gameplay and in a design sense.

Not only does it employ far better landscape design and points of interest it also broke up a lot of the linear pathing established with Olympus presenting a much more beautiful and interesting map that people wanted to explore. With the inclusion of operations Styx is now a fully formed expansion allowing for the persistent open world experience it was always meant to have.

- Dean Hall, CEO
[/expand]

Originally posted by author
[h3]Due to the conversion process of some Missions to Operations some existing prospect saves on Missions for Olympus & Styx may not be able to be completed in their old state. So we have provided a branch on steam that will keep the current build on before this week's patch so you can complete your Missions before switching over. Icarus[pre-hypatia] You can find the full details below. [/h3]
Icarus[pre-hypatia] branch information



This Week: PERFORMANCE IMPROVEMENTS - Buildings


A couple of weeks ago, we made some improvements to the building system and asked for feedback, along with more suggestions of what you’d like to see. This week, we’re implementing many of those suggestions, which also lead to performance improvements.
  • Roof Corner pieces now allow placement of other Roof Corner pieces in the same location. This allows you to create your own roofing with two different materials in a V shape.
  • Half walls now have an upper half variation which can be placed in the same location as the lower half wall, allowing you to make walls from two materials with a horizontal split. Notably, you can make large windows by using glass half walls.

To improve the performance of buildings we’ve converted all building tiers to the kit-based asset system, similar to Stone and Brick tiers. This kit system means each building tier shares a base set of textures, with each piece being created from a kit of pieces that use those textures. This results in much lower graphical memory usage for building within the game.

As an example, the wood building tier has 26 assets with unique textures, that’s a total of 78 textures at 4k resolution. Each piece uses the base kit of 9 textures, plus some individual smaller textures, resulting in 17.25 textures, compared to the original 78.

These kit-based assets provide the best of both worlds - allowing us to use high-resolution textures while keeping the memory usage low. You’ll also be able to see some more of our upcoming building improvements in the future updates section of the patch notes!



Coming Soon: Hypatia Part II: OLYMPUS OPERATIONS


Hypatia Part II will focus on bringing Operations to the original Olympus map. This is making steady progress and we are in the phase of doing detailed testing on mission flow, player interactions and bug sweeping.

This update will also bring Open World Resource Respawning, and we are currently testing this feature. We’ll have more news on when to expect Hypatia Part II: Olympus Operations very soon.



Next Week: Tusker - New Styx Mount


Next week's update will bring a new mount, that will be exclusive to the Arctic region of Styx for now.

This is the Tusker, which is a large, formidable beast with a much higher resistance and health total. It also has a faster stamina regeneration and the highest carry capacity of any mount but is slightly slower compared to the buffalo.



Support our Project


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/app/1648532/Icarus_New_Frontiers/

https://store.steampowered.com/bundle/33813/Icarus_Complete_the_Set/

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

Changelog v2.1.0.116866


New Content/Hypatia
[expand]
  • Glass BLD rework - added assets to BPs and fixed DM material slot assignments, fixed materials on APEX meshes for Wall_HalfPitch_R upper and lower
  • Implimented all Iron Buildable asset meshes and materials for the Buildable rework
  • Concrete BLD rework - added assets to BPs and fixed material assignments, revised APEX mesh for roof piece (added more chunks)
  • Implimented all meshes for Wood Buildable Rework, as well as removed metalic mask parameter that wasn't needed for wood, scoria and stone buildable materials
  • Interior Wood BLD rework - Added assets to BPs, added missing support DM for Solid Wall
  • BLD concrete rework - fixed Roof piece destruction (set damage threshold to 0.1 in DM editor)
  • Hypatia Stream Merge
  • Unlocking Styx Operations
  • Initial branch of files from Trunk to HypatiaMissions
  • Fixed an issue where t3 and 4 communicators use only prometheus missions
  • Removed old map icon actor and replaced it with IcarusMapIconComponent.
  • Removed old drop pod and replaced it with Recieve Transport Pod
  • Transport ships now stop recording once theyve taken off as a sanity check.
  • Map icon now stays removed after reloading back into a mission with a deactivated icon.
  • Transport pod now doesnt stay if you relog while the trasnport ship is taking off
  • Removed the return to dropship mission on stockpile missions
  • Removed the mission 'travel to dropship' on Agriculture: stockpile mission
  • Big shot stockpile mission now cleans up wolf dens once the quest is completed
  • Removed the final travel mission from 'Preservation: Stockpile'
  • Removed the final travel mission from the remainder of the stockpile missions.
  • When the spawn crate quest is ended a 5 minute lifetime is set on the object to clean it up and the recording is stopped
  • Pay out on quest completion, removing the requirement to return to dropship for CONCEALMENT: Recovery
  • Payout on quest completion for CLEAN UP: Extermination
  • Set a 5 minute life time for the supply box and the laser on quest completion for 'Avalanche: Expedition'
  • Quest automatic clean up CARAPACE: Research
  • Cleanup quest DEEP VEIN: Extraction
  • Cleanup quest DRY RUN: Expedition
  • Changed the search area to be a component on 'Big Shot: Stockpile' mission
  • OMPHALOS: Expedition is now an Operation
  • OMPHALOS: Expedition - Cleaned up AI Spawners on mission end, players now collect beacons from a supply pod instead of their dropships, swapped out search area blueprints so the quest now uses the search area components
  • Fixing up some binaries that couldn't be automerged in the trunk merge
  • ZEPHYR: Expedition is now an Operation
  • Updating ZEPHYR: Expedition so the AI spawners cleanup, swapped out search area and map marker BP's for components, replaced dropship collection with supply pods
  • You can now request resupplies in ZEPHYR: Expedition
  • You can now request resupplies in OMPHALOS: Expedition
  • VERTIGO: Expedition is now an operation
  • VERTIGO: Expedition swapped out search area and map marker BP's for components, replaced dropship collection with supply pods, added resupply, adjusted map markers
  • OMPHALOS: Expedition added map icons to beacon deploy
  • RICOCHET: Expedition is now an operation
  • RICOCHET: Expedition swapped out search area and map marker BP's for components, replaced dropship collection with supply pods, added resupply, adjusted map markers, adjusted quest steps to be more decriptive
  • ALCAZAR: Construction is now an operation
  • ALCAZAR: Construction, Swapped over map icons and search areas to use components
  • HIGHRISE: Construction is now an operation
  • HIGHRISE: Construction, Swapped over map icons and search areas to use components
  • BALLISTIC: Extermination is now an operation
  • BALLISTIC: Extermination, Swapped over map icons and search areas to use components, stockpile ship is now a sinotai retrieval pod, supply ship is also a sinotai pod
  • ENCROACHMENT: Extermination is now an operation
  • ENCROACHMENT: Exterminationn, Swapped over map icons to new component
  • LUPINE: Extermination is now an operation
  • LUPINE: Extermination, A Supply pod now comes down instead of collection from dropship
  • Replaced the map marker with icarusMapIcon. All stockpile missions have replaced cargopods with transport pods
  • HALCYON: Extermination is now an operation
  • HALCYON: Extermination, swapped to use map icon components and removed boss spawner after mission complete
  • Replaced map markers with icarus map markers. Added 200 second lifespan to quest droppods when mission is completed
  • Adding in new map icons for plaving beacons
  • Added a resupply mission and changed setting lifespan to destroying actors
  • GOSSAMER: Research -On quest completion all nests are destroyed, map markers are now icarus map icons. Added new resupply mission
  • IRONCLAD: Research- 9 snap actors clean up after a delay
  • Opulence: Stockpile -Changed polar bear pelts name to Arctic Pelts in quest description
  • Crecendo:Surver -Added resupply. Changed search areas to be new bpq search areas. Deleted sandworm on mission completed
  • Removing return to dropship step from LUPINE
  • MAELSTROM is now an expedition
  • HUSK is now an expedition
  • OASIS: Angler is now an operation
  • OMPHALOS: Removing search area's and adding map marker instead
  • GOSSAMER: Fixed Map Marker not showing in the (explore the cave step), also adjusted the mission to it calls down a sinotai pod instead of requiring a dropship
  • GOSSAMER: Adjusted quest steps to make more sence
  • OMPHALOS: Fixing Resupply to provide beacons and not radars
  • Adjusting Olympus Prospect Tree so it works with Hypatia Open World
  • LIVEWIRE: Terrain Scan- Changed map marker to icarus map icons for all bpq_scan missions. Changed drop pod to new supply pod mission. Added resupply for radar
  • HOMESTEAD: Construction - Changed search area to new search area type
  • LIVE WIRE: Construction - Search area changed to new search type
  • Dry run: Expedition - Added resupply mission
  • ICESTORM: Expedition. - Added optional resupply mission
  • Crecendo: Survey. -Changed purple search area to use the beacon icon
  • HALCYON is now an Operation
  • Adjusted Bloodclaw spawning location in ANGLER and adjusted fishing icon size
  • Converting Search area in ZEPHYR to a map Icon
  • Flatline:Research - Fixed bug where drop pods wouldnt delete on quest complete
  • Waterfall: Expedition -Changed 3 map icons to be the new icarus map icons. Blockers now are destroyed on quest complete. Added Resupply (Portable_Beacon)
  • EL Camino: Expedition - All search areas switched to new search areas. Cleaned up debis. Cleaned up containers
  • Spirit Level: Survey - Removed return to dropship mission. Added resupply. Changed map markers to be new icarus map icons. Changed glacier mission resupply name to match the other missions
  • Migrating Sands: Survey - Sandworm cleanup on death. Map icon changed to new icarus map icons. Added resupply
  • Nightfall: Survey - 3 boss icons/SurveyDevice/Crystal have been changed to icarus map icons. Cleaned up 3 wolf dens/Scorpion arena/SurveyDevice/Crystal on mission complete (5 min timer). Sandworm/Scorpion Arena cleanup on death
  • Fieldtest: Recovery- Changed search area to be new search area. Cleaned up satellites on mission complete. Added resupply
  • Broken Arrow: Recovery - Cleaned up 3 satelites on quest complete (5 min delay). Removed return to dropship quest
  • MERIDIAN: Extraction - Added resupply optional mission
  • WETWORK: Extermination - Changed Search Areas to be new search area types. Removed return to dropship mission. Changed map icons to be icarus map icons. Destroy footprints clue on quest ended
  • UNEARTHED: Research - Clean up analyser on complete, Changed map icon to new icarus map icon
  • Kill list: Extermination: - Wolf dens/Clues clean up after 3 min. Switched search areas to be new search areas. Switched map icons to be new map icons
  • STRANGE HARVEST: Bio Research - Changed collect from dropship to supply pod pickup.Cleaned up flower/satelite/supply pod.changed search areas to be new search areas.Changed map icons to new icarus map icons

[/expand]

Fixed
[expand]
  • Fixed a typo in the health regen modifier
  • Fixed Thatch Inverted Right building pieces not being available to build
  • Adding unique events for scorpion large (arctic) for footsteps and vocals. Duplicating montage to be used for war cry so unique war cry can be used. Increase in volume and pitch to compensate for size
  • Adding alt surfaces to scorpion arctic footstep events to accomodate for snow etc
  • ABYSS: Fixed description text of the biome progress step to correctly show the biome name and percentage
  • Fix Thatch inverted wall right classification
  • Thatch BLD rework - added assets to BPs and fixed material slots, fixed some APEX and static mesh materials, adjusted rotation/offset of inverted triangle walls as they now use unique meshes
  • Adding surface check and adjustments to arctic scorpion and adding unique events for warcry vocal and attack and idle snip
  • Fixed no collision on Arcticus Outpost
  • Adding cooldown to take satellite inventory sound that plays on caches to avoid multiple sounds playing at once with large caches
  • Adding sound for when a mission type is selected in the communicator board
  • Delay the resolving of quest audio music condition changes. Attempts to fix situations where quest music can stop suddenly if quest logic is temporarily waiting between active subquests which contain quest music conditions, which was notably affecting the final music cue of Story6 mission
  • DEEP VEIN: Re-added dialogue to bonus quest objective, now updated to not mention returning exotics in the dropship
  • Fixed Ember Gar fishing journal icon
  • Fixed Clay Brick Beams having Clay Brick Frame durability, this will result in a slight loss of stability
  • Fixed Longbow being unable to be crafted or repaired on the forge or foundry
  • Added several extra validation points during Quest initialisation to help prevent cases where Quests may be getting setup before their relevant soft classes have been loaded
  • Fixed bug where building skin materials were being reverted when building pieces were damaged without 'cracking' beforehand (due to weight)

[/expand]

Future Content
[expand]
  • Added Tusker lore to the bestiary
  • Added text for the Seed Pouch and Tusker carcasses
  • adding addition bat animations to assist with spawning from the nest, idle animation and flight from idle
  • Adding seed pouch audio for opening seed pouch. Not currently hooked up in BP
  • Add hooks for exotic deposit replenshing (gated/not called in game right now)
  • Add hooks for exotic deposit replenshing (gated/not called in game right now)
  • Added scorpion boss trophy asssets to the project
  • Added Tusker Bestiary traits and rewards
  • Added Bat Bestiary traits and rewards
  • Rebalanced Pronghorn and Chala Bestiary traits: Both give Collision resistance, Pronghorn now gives 5% at rank 1 (was 10%) and Chala now gives 10% at rank 2 (was 5%)
  • Added small sandworm trophy assets and adjusted position of large sandworm trophy
  • Updated collision on scorpion boss trophy
  • More debug hooks for open world exotics replenish (internal dev only)
  • Placed cliff meshes & painted deacls, Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Added SMs, Materails and textures for Brutalist Bookshelf, Coffee Table, and BedSingle
  • Creating bestiary input for tusk and juvi tusk. Adding event, audio and data table entry
  • Added attack animations for the Bat to choose when attacking the player
  • Adding bat nest cave and snow variants for spawning the bats, including material and textures
  • Added IMP & ice cliff meshes then blended in meshes, painted decals, Ice Sheet Yellow Quad on Prometheus
  • Added fixed placement rules for new building type
  • Added the remainder of the furniture pieces for the Brutalist Decorative set, including all SMs, textures and materials. DMs still need to be added after a Houdini pass by Ben
  • Fixed some skewed UV's for DCO_NightStand_Brutalist
  • Added tusker bestiary image and added it to the bestiary data table
  • Adding Missing Heads & Trophy Items
  • Resave child class
  • Additional placement rules for new building types
  • Added first implementation of bat nest and cave bat behaviour
  • Reimport of Bat Nest for the snow to include the base mesh underneath
  • Adding in missing D_Tames entry for the Juvie Tusker to make taming possible
  • Clean previous radar scans from map when replenishing world exotics
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Disabled the automatic replacement of placement markers swapping to the single dot when using block like placement type
  • Additional building progress on new pieces
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added Cave_AC_SML_006_NoFoilage, Cave_AC_SML_009_NoFoilage
  • Adding in Tusker Juvie variant texture and mesh, tweaked fur length and physics asset base pass, still need juvie specific bones and general bone texture for both variants
  • Adding seed pouch open logic and sound to BP. Audio to be adjusted
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added new functions and cheats to manually spawn World Bosses of type, Regenerate all World Bosses with given Prospect data, destroy all existing World Bosses
  • Added CAVE_AC_SML_011_NoFoilage, Cave_AC_MED_006_NoFoilage, Cave_AC_MED_009_NoFoilage, Cave_AC_MED_010_NoFoilage & Cave_AC_MED_011_NoFoilage for Ice Sheet
  • Adding unqiue cave bat wing audio
  • Modified conditions for logging Preparing Geometry issue as it was receiving a LOT of false positives
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added Cave_AC_MED_007_NoFoliage, Cave_AC_MED_011_NoFoilage, Cave_AC_MED_012_NoFoliage for Ice Sheet
  • Adjustments to cave bat audio, added disembark from wall / nest, adjustments to reverb, updated flying notifys and BP logic to play in Idle state right away
  • Added the Exotic Meteor art asset to the project
  • Adding cave bat idle audio, events and data table entries
  • Improvements to Tusker mount behaviour and setup. Increased size of Tusker mount to match naturally occuring NPC.
  • Added charge attack to Tusker (currently bound to right click).
  • Updated fur setup on Tusker Mount and Juvenile.
  • Tweaked health, damage, weight, mining radius of Tusker Mount/Juvenile.
  • Tusker now has a high chance to apply Bleeding debuff on attack
  • Removed unused and incomplete Iron Frame blueprint and related assets
  • Added Aluminium building tier durability setup, still uses the same settings but avoids any incorrect adjustment of other tiers in the future
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Submitting in progress developer assets
  • New building pieces: Addition of the rest of the base classes and stone tier pieces
  • Added Interior Wood building tier durability setup, still uses the same settings but avoids any incorrect adjustment of other tiers in the future
  • Initial blueprint and datatable setup for new frames, pillars, angled frames, roof peak connectors, and roof peak caps
  • Added cooking related stats to Chef's Backpack, future content
  • Adding attack voc notifys, reverb and spacial adjustments and fine tunes. general finessing of cave bats
  • Submitting Slug (reskin) with its texture
  • Added APEX meshes for Concrete/Brutalist furniture set
  • Added Half Wall Uppers
  • Added the ability to place Half Wall Lower and Half Wall Upper in the same position
  • Added the ability to place Roof Corners in the same location where applicable
  • Adding cave bat audio event and data table entry
  • Adding Tusker bone textures and hooking up to SK meshes for Tusker and Juvie
  • Fixed bug where Autonomous Spawn Behaviours were getting spawned more than once per type
  • Added Cave_AC_MED_008_NoFoliage, Cave_AC_MED_013_NoFoliage for Ice Sheet
  • Adding cave bat death and explode audio events
  • Added arctic bat nest.
  • Enabled autonomous spawning of arctic bat nests in several arctic zones.
  • Bats now return to nest if they travel too far away.
  • Autonomous spawners can now spawn IcarusActors instead of NPCs.
  • Improved async loading of autonomous spawners and their relevant behaviour / spawn classes.
  • Removed debug printing from BTTask_RandomFlight
  • Adding in bat insta gib when dying
  • Added SPR_IceMammoth_Melee and SPR_IceMammoth_Throwing
  • Added ITM_FishingRod_Scorpion
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added new function to reset World Bosses back to prospect default (for use with Operations on Open World Prospects). When World Bosses want to be cleaned up, they are no longer destroyed immediately, instead they wait until tile has been unloaded first (or prospect is reloaded)
  • Fixed bug where building skin materials were being reverted when building pieces were damaged without 'cracking' beforehand (due to weight)
  • Adjusting World Boss Spawns to match the prospect data for operations

[/expand]

Icarus Week Ninety Six Update | New Brown Bear Armor Set

Week Ninety-Six brings the Brown Bear Armor to Icarus, a new Tier 2 set crafted from the pelts of your favorite Icarus foe.

We’ve also got an update on Hypatia, and some news around our planned release for Part 1 - Styx Operations.

Thank you everyone for their feedback last week on the building system improvements, we’ve taken your ideas on board for future updates.

Jump in and have a read.

Notable Improvements
  • Increased Ashen Drake spawns in Lava Areas and added additional Spawn Zones
  • Small improvements to building placement logic to make it more intuitive
  • Orbital Exchange Pods when launched grant exotics to your account immediately rather than waiting till the end of the launch sequence
  • Adjustments to the Lava Hunter Broodling Creature so it targets correctly with its leap attack and reduced damage to take into account its burn modifier application




This Week: Brown Bear Armor


This week, we’ve added the new Brown Bear Armor at Tier 2 which is a ‘Berserker Set’ - meaning when all five items are used at once, players receive a Set Bonus of Attack Speed and Melee Resistance buffs.

This Armor Set requires you to hunt bears for their fur and leather. If you want to don the all-important headpiece you will need to use a taxidermy knife on a defeated bear to collect its head for crafting.

To balance the armor tiers with this new addition at Tier 2, the Bone Armor has been slightly adjusted and dropped to a Tier 1 Armor set which is craftable on the player, rather than requiring a bench.

The Obsidian & Heavy Obsidian Armors have had some adjustments lowering some stats but increasing others. While the Leather, Cured Leather and Composite armors have received health and stamina regeneration buffs. Changes can be seen in the patch notes below.



Coming Soon: Hypatia


Our work on the Hypatia is making substantial progress, and we’ve shifted our focus to refining, testing, and fine-tuning the balancing of add Operations to Styx. Meanwhile, the rest of the team is helping the team working on Olympus Operations and adding spawning exotics in Open World.

This is a large change and requires a considerable amount of game design input, so while simple in theory, we’re taking our time and care with implementing it to not break the balance and flow of the game loop.



Next Week: Hypatia Part 1: STYX OPERATIONS


We are currently on track to release Hypatia Part 1: Styx Operations next week, barring any large bugs or blockers. We’ll be deep in testing out all the different experiences, ensuring players can easily access the new UI and quest steps.

Our plan is to release Hypatia in a few parts, aiming to get the Styx Operations out first and then moving into Olympus Operations and exotic spawns in open world.

For those of you who don’t have Styx, you can get this on Steam and check out the new map, creatures and missions in advance of this update if you want to get familiar with the new landscape.

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

Support our Project


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/app/1648532/Icarus_New_Frontiers/

https://store.steampowered.com/bundle/33813/Icarus_Complete_the_Set/

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

Changelog v2.0.6.116557


New Content
[expand]
  • Unlocked Brown Bear Armor crafting recipes
  • Moved Bone Armor to Tier 1. It now has lower base stats but is unlocked earlier and crafted on your character, so can be repaired on character
  • Unlocked Brown Bear Armor. This armor is Tier 2, grants attack speed and melee damage resistance. Functionally it serves a similar purpose to the previous power level of Bone Armor
  • Heavy Obsidian Armor: Increased cold and heat resistance, lowered exposure resistance
  • Obsidian Armor: Lowered cold resistance, added generic exposure resistance, lowered volcanic exposure resistance set bonus (still more overall exposure resist in the volcanic region)
  • Leather, Cured Leather and Composite armor: Doubled the health and stamina regeneration provided by these set bonuses, as these are now a general all-rounder armor, with Bone and Brown Bear armor fulfilling the pure melee combat role
  • Removed New Frontiers feature level from Bone Armor, as it is accessible everywhere and has no relevance to the expansion

[/expand]

Fixed
[expand]
  • Increased number of spawn areas that contain Ashen Drake
  • Orbital exchange pods now grant their contents instantly when launched rather than waiting to reach high altitude. This fixes the issue with closing the game after launching the pod but before the rewards would have been given, resulting in never receiving the pod contents
  • Adding a more appropriate deploy sound for the rain reservoire
  • Added support for GFur on equipped armour pieces. Setup fur components for BrownBear armour
  • Added new map location icons
  • Fixed bug where WorldSpawn Lava Broodlings would try to leap attack from too far away, always missing target. Reduced WorldSpawn Lava Broodling melee damage by 50% to better represent their physical size and to reduce threat when paired with existing burn modifier
  • Update Patcher module descriptions to match the current increased inventory slot count
  • Fix for Coco Palm tree split logs meshes - removed splitting from segments, added new data table entry for unsplit trunk segment with 4x wood rewards
  • Fixing ambient creatures being audible through reverb send while in a cave. Also fixed Idle creatures being audible when in a cave. Additions to Tusk creature and Juvi
  • Fixed unusable placement offset when building a ramp off of another ramp using the alternate rotation. Now allows you to build a ramp in the opposite direction
  • Fixed bug where mounts weren't able to drink from swamp lakes in Prometheus. Slightly increased range at which mounts will automatically seek out nearby water bodies. Fixed bug where mounts would navigate to centre point of water bodies to drink instead of nearest point on water's edge

[/expand]

Future
[expand]
  • Placed cliff meshes & painted deacls, Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added landshark trophy assets to the project
  • Added new building piece greybox and placement rules
  • Added sandworm trophy assets to the project
  • Added new beam types to support new building pieces, pending placement rules of objects on these new beams
  • Fixed Stone Half Wall Angle Left Inverted not being able to be placed along side other half walls and beams
  • Ice BLDs - changes to MA_BLC_ICE and submaster materials to completely mask out supports
  • Added the concept of Bags. These are objects that have their own inventory that can be stored in the players pack
  • Inventories can now have a parent inventory. This is used to bubble up inventory changed events and weight updates
  • Bags now correctly propogate their weight to the parent inventory
  • Bags can now calculate their weight without needing a parent stat container
  • Added auto-pickup to Bag if an item is added to an inventory containing the appropriate Bag type
  • Added BagPriority table. This is used for dictating what items types should be sent to what Bag
  • Quick Move is now compatible with Bags
  • Repurposed the stack size display on inventory tiles containing Bags to instead show the number of items stored in the Bag (capped at 999)
  • Modified GetDynamicWidgetInventory to instead return a list of inventories that belong to the widget to prevent it from being locked to needing an InventoryComponent which isn't used by Bags (they use the InventoryContainers system). Also renamed the function to GetDynamicWidgetInventories for clarity
  • Updated variuous trophies' physical material and texture groups. Added all to the correct collection
  • New building pieces: Setup connector rotation, needs bypass blocking rules setup
  • Added attachment slots to Cloth armor pieces
  • Added textures, mats, FTs for decals derived from LC Cliffs, for use in Prometheus phase 3 area
  • Added IMP & ice cliff meshes then blended in meshes, Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added small deer trophy assets to the project
  • Create new base classes for additional building pieces
  • Fix center rotation to avoid weird placement in the center of new building pieces
  • Added small desert deer trophy assets to the project
  • Added large desert deer trophy assets to the project
  • Added crafting rate ui for drill display
  • Allow rotation of new building types, additional placement rules when placing existing buildings on new types
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Placed cliff meshes & Deacls, Ice Sheet Yellow Quad on Prometheus
  • Ice Building Tier - added meshes + materials for ice reskin of stone BLDs. Added emissive color tinting to master material and set emissive to be zero in caves
  • Committed missing GameplayTag edit
  • Updated polar bear trophy assets to match current model
  • Updated grizzly bear trophy assets
  • Updated Buffalo Trophy assets to match current model
  • Adding generic stomp audio to tusk and buffalo attacks and jump land. Also small spacial updates to stomps so they aren't as audible at very long distances
  • Cleaned up new persistent blocker logic
  • Adding heavy land audio and event to be used for various creatures moves including tusk. Removed reverbs from wrong places or added cave context to various creatures to stop random sounds in caves
  • Persistent blockers can now be respawned in OW if an Operation depends on them being active
  • Switch off Chromium Embedded Framework compile time option in Unreal
  • Setting correct vocal priority for death vocal on juvi tusk. Also spawn rate adjustments to idle
  • Fixup of formatting to fully exclude the ticket ID, as well as trailing whitespace
  • Adjusting the generated jira message that gets added on P4 Submit
  • Updated desert wolf trophy to match the current creature model
  • Adding base bat assets and anims, also a temp BP implementation on insta gib on death, waiting for a couple more anims to come through for full implementation, AI setup to follow
  • Assigning Tusker in AI setup
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added new mission icons
  • Added Sand bank meshes to cover up Mesh holes, Greens Quad on Prometheus
  • regeneration of sublevel and heightmap LODs for phase3 area, Prometheus (all done for now)
  • Additional placement rules for new building pieces
  • Adding tusk juvi flinch and death audio and idle and relax events and data table entries
  • Added IMP & ice cliff meshes then blended in meshes, Ice Sheet Yellow Quad on Prometheus
  • Added mesh variants and foliage types of LC Cliffs for use as ground cover in phase 3, Prometheus
  • Adding fur splines for Tusker and Juvie + Corpses, just need hookup to Mount BP when its free
  • WIP regeneration of sublevel LODs for phase3 area, Prometheus (x4_y2 - x5_y2)
  • Regeneration of heightmap LODs for phase3 area, Prometheus
  • Updated arctic mammoth trophy assets to correct size and matched Gfur to the creature asset
  • Added desert mammoth trophy assets to the project
  • Investigative prototype of rail snapping behaviour for dev testing
  • WIP regeneration of sublevel LODs for phase3 area, Prometheus (x0_y0 - x3_y2) (part 2)
  • WIP regeneration of sublevel LODs for phase3 area, Prometheus (x0_y0 - x3_y2)
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added Lava hunter trophy assets to the project
  • Added Komodo trophy assets to project
  • Added IMP & cliff meshes then blended in meshes, Ice Sheet Yellow Quad on Prometheus
  • Updates to tusk volume and spacial and teenager tuskallo
  • Adding prototype developer assets
  • Expose CookedFoodModifierEffectiveness/Duration player stats and associated ConsumedModifierEffectiveness/Duration stats for food items
  • Initial setup of new future ramp type, pending implementation of placement rules
  • Flinch and death audio for tusker
  • Seeds within the seed pouch now show the correct icon in the widget
  • Adding more Tusker vocals, attack and aggro events and adjustments to attack whoosh spacial and general attack notify improvements
  • Adding Tusk Idle and Relax event, data table entry etc
  • Removed datatable refrences to no longer required new building pieces

[/expand]

Icarus Week Ninety Five Update | New Lounge Suites to decorate your base with

This week's update features the third batch of Carved Wood Decorations, adding a complete lounge suite to craft and decorate your base with.

We’ve also adjusted our building placement system, adding more options and variations to expand the creative options for builds. This will be an ongoing piece of work for us, so we’re looking for your feedback on it.

Finally, we’ve got an update on Hypatia and next week’s content.

Notable Improvements
  • Fishing traps and other water deployables no longer work in lava rivers, only real rivers
  • You can now right-click food buffs to remove them
  • Fixed a bug where sprinting while swimming in the water would not use stamina
  • Fixed a bug in Cactus and Everbank outposts where aluminum shells sometimes spawned over top of voxels


This Week: Carved Wood Decorations


This week's update features the third and final installment in the Carved Wood Decorations series, adding a lounge suite for players to craft and place around their bases.

This includes a Living Room Chair, Two-Seater Couch, Three-Seater Couch, Seated Bench, Stool, Bookshelf, and Coffee Table.

All of these items will be automatically unlocked as blueprints, and won’t require investing any new points if you already have the Decorations Bench.



This Week: Building Placement Adjustments


We’ve made some improvements and additions to the building placement system that give you more options for unique build designs.

Additions:
  • Half and Quarter floor pieces can now go in the gaps left by the other half and quarter pieces. This allows you to create split floors or narrow walkways around corners (L-shapes).
  • Angled Wall pieces can now go in the gaps left by other angled wall pieces, allowing a complete split wall.
  • Angled Wall pieces can now have diagonal beams placed on their center edge. With the above change, you can have two angled wall pieces and a beam in between, all in the same space as a single wall.
Coming next week:
  • Ramps built off of other ramps using the alternate rotation are now placed opposite the current ramp, allowing you to build a new ramp in the opposite direction. Previously these would be placed at a large offset and be unusable. Notably, this is pretty handy for creating paths up the side of buildings or mountains.

The building system is an ever-evolving element of the game, and if you’d like to see more tweaks or changes, feel free to leave them in the comments below or post them in Feature Upvote.

These are some of the most commonly requested features from our community, but we’re up for considering more. We’ll be interested to see how people use this week's changes in their bases.



Coming Soon: Hypatia


We have now completed converting 17 of the Styx Missions over to the new Operations system that is coming in Hypatia Part 1. This will let you play them in Open World mode without leaving the planet's surface. We’ll have even more converted by this Friday and potentially will be doing a closed testing phase with a few community members.

As mentioned last week, Hypatia will be split into two parts, with Styx missions being converted over first. If you haven’t got Styx yet, you can grab it on Steam and get accustomed to the new map and new creatures before Hypatia comes out.

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



Next Week: Bear Armor


Next week, we’re bringing a new armor set that may cause PTSD for some players: Bear Armor.

This will be positioned in Tier 2, and as a result, we’ll be reducing Bone Armor to Tier 1 and making some adjustments.



Support our Project


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/app/1648532/Icarus_New_Frontiers/
https://store.steampowered.com/bundle/33813/Icarus_Complete_the_Set/
https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

Changelog v2.0.5.116433


New Content
[expand]
  • Added ability to remove food buff modifiers when you right click on the icon in the inventory. Also added a bool to ModifierStates that will allow other modifiers to be opted into being removable
  • Rustic Decoration Bench had been renamed to Decorations Bench
  • Unlocking Remainder of the Carved Wood Decorations

[/expand]

Fixed
[expand]
  • Fix to volcanic rain and acid rain events lower velocities cutting off instantly. Added 8 second adsr fade out to account for weather event stopping quickly - smoother sounding audio. Also adding some scatter wind howls
  • Tonal adjustments to the lava scatter wind and adding a few more variations
  • Adding spot event for lava broodling so players know when they are being attacked by one (initially they were part of the lava boss so one wasn't assigned)
  • Add a map check helper utility for level builders to check ore locations
  • Small reduction in volume and spacial distance to broodling general movement sound. Was a bit too loud in comparison to its size and footsteps etc causing it to feel a touch out of place in open world
  • Adding slug aggro state event, data table entries.Adds More vocal nuances between attacks
  • Fixed a typo in Iron Ore resource supply pack
  • Improvements and adjustments to the event used by the normal horse when eating food from food trough. Better realism and slightly more subtle. Also tiny reduction to repair tool hitting thatch surface type to bring in line with other volumes
  • Removing mention of dropship in extraction mission. Adjusting dialogue data table
  • Fixed a bug where sprinting while in the water would not use stamina
  • Adding occlusion param tick to horse shake head notify and small spacial adjustments so its heard at a mroe believable distance (closer rather than far away). Helps prevent overuse of sound on anim
  • Replaced green dlc / talent 'owned' tick with easier to understand icons
  • CELEBRITY CHEF: Updated Fish Fillet Pie objective to use correct item name, Fish Pie
  • Adding outpost links so if unpurchased players can click and be directly linked to the store page
  • Added Pickupable Stones and Oxite to Tundra Region of Arcticus Outpost
  • Further collision sockets added for better fall impact triggering
  • Adding additional collision bones to horse and other creatures who aren't falling and causing impact sounds consistently or effectively
  • Updated crop plots to allow re-fertilization (resetting timer) when fertilizer has less than 5 minutes remaining
  • Added icon that represents inventory/bag open
  • Fixed lava rivers being valid placement locations for fishing traps and other water deployables
  • Swamp Bird mount now supports standard saddle, fixed Swamp Bird mount not playing jump montage correctly

[/expand]

Future Content
[expand]
  • Made light bulbs thicker to match the ceiling mounted light fixture
  • Changed icon size for bow class
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Added initial setup for new building pieces
  • Inaris Sickle - added SKs, materials and textures for default look + variations (SK_ITM_Sickle_Inaris)
  • Finishing Setup for New Animal trophies - currently feature locked out
  • Glass BLD rework - added APEX meshes for walls
  • Added ITM_Backpack_Hunter
  • Enabled category for new building pieces placement, initial setup of placement support
  • Adding set bonuses for Larkwell White & Black Armors
  • Adding Larkwell White & Black Armors, Feature Locked out for now
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added Ubis trophy assets to the project
  • Added Terrenus trophy assets to the project
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Added Stryder trophy assets to the project
  • Added text for shrouded lights and ceiling spotlight
  • Added text for Rustic signs and lamp items
  • Adding T3/T4 Smoker item setup, talents and processing, feature locked out for now
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Fixing up bad itemable merge
  • Added boar trophy assets to the project
  • Added Zebra trophy assets to the project
  • Added text for lava viscid corpse
  • Added text for new animal head trophies
  • Added text for animal vestiges
  • Adjusted GGHostLogo size to 512*512
  • Added text for new backpacks
  • Added text for Inaris canteen
  • Added text for bear armor
  • Added text for new LM armor sets
  • Added BPHV Inspector tool to Persistent Level and Removed Duplicated Voxels In Purple Quad and Green Quad, Prometheus
  • Glass BLD rework - added APEX meshes for floors, roofs, angled+halfpitch walls, beams
  • Adding Aura for Health Regen and Assigning to the Medic's Backpack
  • Adding Hunters backpack to workshop, feature locking out for now
  • Adding Cold Steel, Obsidian and Miasmic Shotgun Shells, Feature locked out for now
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added missing buildable piece, BLD_Roof_Halfpitch_Glass, with all meshes and materials
  • Additional support for new building pieces placement
  • Adding item icons for terrenus, ubis, boar, zebra and stryder trophies
  • Adding New Biomass items, currency and new unique world boss associated drops for the biolab, feature locked out for now
  • Added new Hubble feature level
  • Glass BLD rework - added APEX mesh for HalfPitch roof
  • Adding smoker bench audio. Crafting is recipe based so no current assignments as the recipes also use the drying rack
  • Fixing Inaris Envirosuit first person mesh and 3rd person decals
  • Thatch BLD Rework - added APEX meshes for walls+ angled walls
  • Added IMP meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Added cliff meshes, blended them in & added cavve actorto caves in Ice Sheet Yellow Quad on Prometheus
  • Thatch BLD Rework - added APEX meshes for floors, roofs, ramps, beams, stairs
  • Added shaggy zebra trophy assets to the project
  • Updated experience row handle on Tusker NPC character. Added new AnimBP for Tusker. Added new D_Saddles row to enable support for standard saddle on Tusker
  • Fixing Seed Pouch Item so it has an inventory
  • Adding Seed Pouch in which you can store seeds, feature locked out for now
  • Swapped out cave floor meshes NAV enabled ones in Ice Sheet Yellow Quad on Prometheus
  • Added text for new smoker devices
  • Setup for Cave & Arctic Bat, Bestiary, Stats, Experience Events, Goap and Growth
  • Added text for new shotgun ammo
  • Updated naming for LM armor and backpacks
  • Adding Bestiary Entry, Loot Table, Spawn and Bestiary Stats and Experience Events for the Tusker
  • added navmesh enabled versions of GL cavefloor meshes (SM_ROCK_GL_CaveFloor_xx_NAV)
  • Submitting missing MRO texture for the Tusker that was skipped due to validation error
  • adjustments to player damage cue from creatures. Allowing gore to be played for lower level damage
  • Adjusted dreadwing trophy static mesh position
  • Added arctic scorpion trophy assets to the project
  • Added dreadwing trophy assets to the project
  • Added scorpion trophy assets to the project
  • Added setup for Tusker including mount and Juvie, all relavent DT entries apart from bestiary and growth is currently using bison values, bones missing correct texture which needs to be exported from Painter files, Physics asset needs tweak and a gfur groom to make it fluffier
  • Commit datatable to resolve build error
  • Additional support for new building pieces
  • Added support for building pieces to ignore blocking lines, currently only for new building pieces
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Adding Industrial Decoration Item Pack and All Items and Talents Associated, Feature locked out for now
  • Added Tusker trophy assets to the project
  • IcarusCharacters and IcarusPawns now implement IGameplayTagAssetInterface. Lava Slug slime trail now ignites player which cross it
  • Added IMP meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Adding in Lava Slug Slime Trail, Swamp Trail Mesh / Modifier and effects to use new particles, adding new NPC Tag
  • Updated Brutalist decorations fabric textures
  • Fixed a typo in the Pygmy Lop trophy text
  • Updated Arid Viscid naming to Ignari (carcass)
  • Updated Arid Viscid name to Ignari
  • Added text for Industrial decor set
  • Thatch BLD Rework - added APEX meshes for roofpeak cap, halfpitch walls
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Resave uasset file
  • Halfpiece floor halves and quarters can now be placed within the gaps left by each other, this allows you to make L shaped corners. Half piece floor pieces now focus the current tile when targetting the center of a floor piece, with the left rotating the piece 90 degrees and right placing in the same direction
  • Horizontal Beams can now be flipped 180 degrees by using the rotate key
  • Additional work for new building pieces
  • Tier 1 water purifier - Can place purifier in water and it will fill with water if charcoal is being used. Can craft if in crafting bench with 1 stick

[/expand]

Icarus Week Ninety Four Update | C0NT4CT device and improvements to patching

Week Ninety Four brings the new C0NT4CT device to Icarus, merging the Short Range Radio, Infrasonic Relay Device and Encrypted Satellite into a single device.

This is a big step towards our Hypatia update, where we’ll be adding Operations (missions you can complete from your Open World session) to both the Styx and Olympus maps so they can be activated from your Open World sessions, just like in our New Frontiers expansion.

We’ve also added a new pop up which will allow you to check your file state after each patch, which aims to reduce bugs or crashes caused by outdated and leftover files from Steam’s patching process.

Jump in and have a read.

Notable Improvements
  • A checksum file check has been added which shows a message on the title screen if you have mods installed or your pak files from the patch are in a bad state. This will be helpful in figuring out if Steam’s patching process has accidentally corrupted the project.
  • Fixed an issue where fully mined voxels would sometimes not respawn after being thumped with the Thumper
  • Fixed an issue where fully mined voxels would reappear and disappear when hit once, not providing resources
  • Fixed an issue where mission rewards weren't being given to players who hadn't completed the pre-requisite missions
  • Fixed missing Ren reward for the "Hidden Cache" SMPL3 mission types




This Week: C0NT4CT Device


With the new approach to Operations and Missions in the New Frontiers expansion, and upcoming changes to missions on Styx and Olympus, we’ve added a new mission device which replaces the trio of the Short Range Radio, Infrasonic Relay Device and Encrypted Satellite.

This device is called the ‘C0NT4CT Device’ and acts as a base item with upgrade slots for two parts to replace the Infrasonic Relay Device and Encrypted Satellite that unlocked encoded and encrypted Operations.

The C0NT4CT Device is craftable at Tier 2 on the crafting bench, and will be the primary source for SMPL3 Quests and Operations while you are on the surface in Open World games and Outposts.

This comes with changes to the UI, such as when you are looking at the mission screen for a prospect, Operations are now shown with an Operation UI element and separated into colors for normal, encoded or encrypted Operations.

Any existing mission devices you may have on an active Open World game or Outpost will be converted into a C0NT4CT device with this update, and for either the Infrasonic Relay or Encrypted Satellite, they’ll come with their respective upgrade pre-installed.

The New Frontiers Operations have been updated also, to reduce some of the grind that was caused by the multiple device requirements. Instead, these will provide the upgrade parts for the C0N4CT device as part of your objectives.

The C0NT4CT device not only streamlines objective selection while on planet, it also provides a transition to the new system coming with Hypatia, which should be simpler for people to understand and use.



This week: Patching checksum


Sometimes our frequent weekly updates cause issues for how Steam updates games, so we’ve added a tool to help you check for any issues.

Some players have figured out (thanks our Discord community) that after some updates, Steam doesn’t always delete files that are no longer needed. For example, this can lead to out-of-date .pak files containing game data that conflicts with the latest version of the game. This can often explain weird behaviour and crashes.

So, we have added a message on the title screen to tell you if you have mods installed or your .pak files from the patch are in a bad state. This will be helpful when troubleshooting crashes or to see if Steam’s patching process has caused conflicts.

If you want to switch this message off, we have added two command line arguments

-NoCheckSumPopup

Suppresses the popup notification of the checksum but still shows the status on the title screen. This will also detect any mods.

-NoCheckSum

Suppresses both the popup and title screen message



Coming Soon: Hypatia


Hypatia is making leaps and bounds, and we know you’re keen for more Operations (missions you can complete from Open World mode). So we’ve made the decision to split it into two parts and bring the upgraded Operations mission systems to Styx first, and then Olympus a little later.

There is no ETA on when these will both be ready, but by splitting this into two, you can expect we will have Hypatia Part 1: Styx Operations out sooner than originally planned.

For those of you who are new and haven’t yet purchased Styx, you can jump in and play 27 missions now, along with the 64sqkm map and several unique animals. Many of these Missions will be adapted to become Operations, playable in Styx Open World world, when the Hypatia update drops.



Next Week: Carved Wood Decorations


Next week's work is split into two parts internally, with the core of the game design team working on the Hypatia Operations changes, while the art team are bringing the remainder of the carved wood decorations set that they have been working on. This will complete the entire set, with 20 items in total across all 3 bundles, not including their variations.



Support our Project


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/app/1648532/Icarus_New_Frontiers/

https://store.steampowered.com/bundle/33813/Icarus_Complete_the_Set/

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

Changelog v2.0.4.116269


New Content

[expand]
  • Adding Simple Collision to T2Communication Device Mesh
  • Added a modifier to corpses that indicate other creatures will be attracted to it
  • Added a new icon that better resembles creatures are going to be attracted to the corpses
  • Added T4 Communication Device with animations
  • Missions requiring the 'Infrasonic Relay Upgrade' are 'Encoded', missions requiring the 'Encrypted Sattelite Upgrade' are 'Encrypted' the UI has been updated to reflect these stats with icons / colours / descriptions and error messages
  • Tweaked mission device UI visuals
  • Adding new Upgradable Mission Device 'C0NT4CT Device' and Meshes
  • Adding new UI for Upgradable Mission Device
  • Current T2/3/4 Mission Communicators will be converted to the new device on load
  • Converting T3/T4 Mission Communicators to be upgrade items and not deployables
  • Converting ProStory1 quest to require a 'C0NT4CT Device'
  • Converting ProStory2 quest to provide a 'Infrasonic Relay Upgrade' and adjusted quest steps to place the item in the upgrade slot in the 'C0NT4CT Device'
  • Converting ProStory3 quest to provide a 'Encrypted Sattelite Upgrade' and adjusted quest steps to place the item in the upgrade slot in the 'C0NT4CT Device'
  • Adding audio to mission device BP
  • Dialogue adjustments to fix any conflict with the new communicator upgrade path
  • Fix upgradeable communicator state changes by binding to events on the correct inventory ID
  • Adding low mechanical rumble of large T4 communicator device. Adding in upgrade click in sound to each upgrade when slotted. Spacial adjustments for better in world realism. Minor volume tweaks
  • Fixing issue where previous mission devices where not upgrades correctly and disappearred instead of swapping to new device
  • Fixing issue where as part of the mission device upgrade process the mission device upgrades where not placed in the correct inventory
  • Fixing UI for C0NT4CT device as it was incorrectly labelling missions and not available and setting the wrong mission availability status
  • Updated SMPL3 Quest Dynamic Queries to use the new Upgradable Mission Device as the query context
  • Updated visuals for communication Upgrade UI
  • Fixed UI which was blocking interaction on Upgradable mission device
  • Adding error text to take into account having a T4 upgrade but not a T3 for the upgradable mission device
  • Add a command line arg -NoCheckSumPopup to suppress pak file meta check popups (only), add a copy to clipboard button for pak file meta detail
  • Problems identified in pak file meta checks are now a popup on the title screen, mod users can elect to suppress with the command line arg -NoCheckSum

[/expand]

Fixed

[expand]
  • Small adjustments to the distance curve of dead prospectors beeping so it can be audible at a longer distance but not too loud
  • Adding pick up canteen to be used for inaris and all other canteens. Also added pick up jerrycan item audio and events and data table entry
  • Added Terrenus bestiary traits
  • Adjustment to a specific storm in the volcanic biome that uses a small amount of acid rain. The acid rain visuals did not match the audio at all
  • Update Frozen Ore yield stat description to match new effect, scaling off of resources gained
  • Change Cold Steel frozen ore reward behaviour to round rewards up
  • Fixed issue with fully mined voxels reappearing after reloading prospect twice. Voxels that reappeared would disappear after being hit as they are still counted as being mined out
  • Fixed issue with fully mined voxels not respawning after being thumped
  • Fixed issue where mission rewards weren't being given to players who hadn't completed the pre-requisite missions
  • Fixed missing Ren reward for Cache SMPL3 mission types
  • Add basic pak file meta checks, present any issue to users on title screen, log for dedi servers
  • Fixed a crash when leaving a prospect
  • Fix exotic plants are not reloading correctly
  • Fix a rare crash reported in Sentry related to race conditions when joining server
  • Fix a rare crash reported in sentry relating to AI targeting

[/expand]

Future Content

[expand]
  • Ice Building Tier prototyping - adjustments to high poly mesh and normal map for Kit_A
  • Submitting in progress developer assets
  • Adding the setup for Oxite, Salt, Stone, Titanium, Platinum, Clay, Scoria, Obsidian deep ore viens, currently not set up to spawn
  • Added larkwell armor reskins - white, materials and sk meshes. Also updated larkwell 3rd person envirosuit to match with other envirosuits
  • Added larkwell armor reskins - black, materials and sk meshes
  • Added ashen drake trophy assets to the project
  • Added kea trophy assets to the project
  • Added teenage caveworm trophy assets to the project
  • Added elephant trophy assets to the project
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Adding newly recorded foley sounds for larkwell armor set. Also has been applied to composite and carbone armor to greatly improve existing one high velocity one shots
  • Updated backpack skeletons
  • Added On state material for DEP_Wall_Light_Shroud, called M_DEP_Wall_Light_Shroud_On
  • Setting up Shroud Ceiling and wall lights, Spotlight tripod, and Ceiling spotlight, feature locked out for now
  • Volume adjustments to the larkwell armor set
  • Adjusted colour and intensity of ON material to more closely match the cieling version of this light
  • color changes for larkwell armor reskins- black
  • Initial stat pass on new backpacks, pending new stat additions
  • Added 'BaseLavaSlugExtraDamage_+%' and 'BaseLavaSlugExtraDamageResistance_+%' progressive stats to the lava slug
  • Added redback trophy assets to the project
  • Adding All Animal Head / Vestiges for new items collected with the taxidermy knife, feature locked out for now
  • Added lava viscid trophy assets to the project
  • Added swamp viscid trophy assets to the project
  • Added stats to Brown Bear Armor and rebalanced Larkwell Armor, for future release
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Added lava hunter broodling trophy asset to the project
  • Added rabbit, arctic rabbit, and pygmy lop trophies to the project
  • Added needler trophy assets to the project
  • Added moa trophy assets to the project
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Small adjustments to PB armor to accomodate for BB armor
  • adding shroud light unique on off audio events and adding to BP
  • Adding generic desk lamp on / off event and to BP. Adjustments to industrial type lamp on / off for shroud and spotlights and tripod lights etc
  • Added electroshock icons to bestiary modifier icons
  • Fixed internal spelling of Pygmy Lop trophy and vestiges
  • Added placeholder trophy to fix build
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Partial Setup for 35+ new Animal Trophies, Feature locked out for now
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus

[/expand]



ICARUS DLSS 3 Update Available Now

Icarus has always been a good-looking but deadly environment, but now it will kill you faster.

Working with our friends at NVIDIA we have upgraded Icarus to support DLSS 3.0. The result was a 2.6X on average increase in performance enabling max setting, ray-traced gameplay on many GeForce RTX 40 Series systems.

If you are running Icarus in Direct X 12 mode and have a GeForce RTX 40 Series GPU, turn on Frame Generation in the Graphics Settings to take advantage of the improved frame rate.



Benchmarking in NVIDIA’s labs found a that DLSS 3 boosted Icarus’ performance by 2.6X on average.


When we were developing ICARUS we reached out to many publishers, manufacturers, and platform owners but were unable to really get any traction with nearly everyone... except NVIDIA.

Despite being a massive company, every time we have wanted to meet or discuss with them - they have met us. They also let us try out new technology and take the time to run our game through their profiling to make it work the best it can.

I can't stress enough how important it is for game developers for card manufacturers for driver support and so that is why I am thrilled NVIDIA continue to support us directly, and often. Before our launch we entered into our beta weekends as the first game to support RTX Global Illumination, and then onto DLSS 2 and now DLSS 3.

I hope people realize that for developers - one thing that matters most to us is good relationships. I'm proud to say that NVIDIA have never made us feel tiny, despite the massive differences in size. As consumers - make sure game technology companies are supporting your favorite developers! And if you are an NVIDIA customer check out the DLSS 3 technology in NVIDIA's post below:
-Dean Hall, Game runner


To find our more about DLSS visit https://www.nvidia.com/en-sg/geforce/news/dlss-3-icarus-dlss-2-ad-infinitum/