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Icarus Week Eighty Three Update | Armor Piercing bullets are here

Week Eighty Three features two revamps of existing in-game systems, alongside the addition of a new type of ammo for firearms.

Armor Piercing Ammo has been added, and we’ve paired this with an overhaul of the Hardened Point Damage System, providing a more scalable and effective process for calculating the impact of stats when targeting different Hard Points on different creatures.

The Orbital Workshop has also received a UI pass, aiming to make it easier to navigate to make room for new items in the future.

Jump in and have a read.



Armor Piercing Ammo


This week we’re adding a new ammo variation, Armor Piercing. This will be available for firearms, while crossbows already have this perk innately.

Armor Piercing Bullets for firearms come with the Hardened Point Penetration stat, essentially bypassing the hardened hitbox areas of animals, allowing you a little more success if your accuracy isn’t up to par.

Armor Piercing Bolts have also had their stats adjusted, in most cases replacing the Hardened Point Damage perk with Hardened Point Penetration, although in some cases Hardened Point Damage still exists.



Armor Piercing Changes


We’re using this update to provide a rebalance for the stats around hardened point damage and perks related to combat.

With our Week 36 update, we introduced more detailed hitboxes on creatures that included weakened and strengthened zones on their body. To achieve these, we used a stat called Hardened Point Damage to increase or decrease the damage done to the hardened points on creatures such as horns, tusks, shells, skulls, etc.

All creatures started with a value of -75, meaning that the player's damage was reduced by 75% for the toughest hard point zones, and regular hard point zones started at -37.5 (a 37.5% reduction).

On Crossbows we had stats that would reduce this value (move it closer to a 0% reduction), for example, a +75% improvement which meant that even when hitting the toughest hard point, you would deal 100% of the possible damage.

The issue, however, with this approach was that you would also receive the buff when hitting regular hard point zones, which only received a 37.5% reduction. This meant that players would end up delivering 37.5% MORE damage than intended (-37.5%+75%= +37.5% excess), an unintentional buff that broke the balance of the system.

We have reworked the damage alongside introducing the new Hardened Point Penetration stat, giving us three stats we can interchange to provide the right balance:
  • HardenedPointPenetration
  • HardendPointDamage
  • HardendPointProtection

The new Hardened Point Zone damage modification stat works as follows:

Creatures start with a 75% reduction in damage (HardendPointProtection)

HardenedPointPenetration is a percentage value between 0-100 on weapons and ammo that reduces that -75% closer to 0%. A 0% HardenedPointPenetration means -75% damage reduction, and a 100% HardenedPointPenetration means a 0% damage reduction.

When and only if HardenedPointPenetration reaches 100% (0% damage reduction) do we apply the HardenedPointDamage Stat.

Here’s an example scenario to consider:

Originally posted by author
Crossbows have an innate HardenedPointPenetration of 100%, meaning all their shots, will bypass hardened points (the damage reduction of -75% is reduced to 0%).
So using Metal Bolts (81-90) with Basic Crossbow (0% projectile damage increase)

- Normal: 81-90
- Hardpoint 81-90
- Extra Hard Point 81-90

With the Notch attachment, Crossbows do +25% damage if hitting a hardened point if the penetration is 100% (which in this case it is). This is the HardenedPointDamage stat coming into play.

Metal Bolts (81-90) with Basic Crossbow (0% projectile damage increase) with prototype Notch (+25% Projectile Damage, +25% HardPointDamage)

- Normal: 102 - 113
- Hardpoint 126 - 140
- Extra Hard Point 113 - 127




Workshop Revamp


The Orbital Workshop has received a UI revamp, designing it to be more like the blueprint trees on-planet, utilizing multiple smaller trees rather than one large tree.

This change provides a cleaner experience and helps us balance each branch individually and provide a singular path focused on specific tools and items.

The revamp will make it cleaner to add lots more Orbital Workshop items in the future. As some of you have seen in our patch notes we’ve been working on new items as part of our next major expansion New Frontiers and the current layout was getting a bit crowded.

With this change, some items are now locked behind an increased number of lower-tier items, while others will be easier to access. One important thing to note is this does not change any of your workshop progress and anything you have unlocked in the past will still be unlocked, regardless if it has moved in the UI or not.



Changelog v1.3.5.113110


New Content
  • Tweaking of Workshop so it is now aligned into separate categories
  • Enabling Armor Piercing Bullets, Blueprints and Recipes
  • Swapping BaseHardenedPointDamage to BaseHardenedPointPenetration on various items as it represents more what we wanted the stat to do design wise, negation of hardened point zones rather than a damage buff
Fixed
  • Added many more translatable strings, notably close buttons, mount commands, unloading ammo, and the sort button
  • Made DescriptionText member of D_Uses an FText to support translation (was previously FName)
  • The 'Press any key to skip' text shown during loading screen cinematic now supports localization
  • Updated translatable text row for character deletion to correctly allow translation.
  • Updated Out of Bounds warning to correctly allow translation
  • Combining lantern start / loop / end audio into one event, and combining wood rag torch start / loop / stop into one event for Craigs torch BP cleanup logic
  • Fix lantern audio desynced after entering water bug
  • Refactored audio behaviour on all light skeletal items to simplify this fix
  • Re-separated wood rag torch oneshots out from loop event to enable context-specific ignite and douse behaviour
  • Applied a fix to audio component play state library function to allow fading out audio components to continue to respond to positional updates correctly
  • Fixed a few typos and edited descriptions to better reflect the nature of an item
  • Update Blueprint tooltip widget to remove black space when item description is too long
  • Updated deployable modifier widget to have 2 columns for alterations if exceeding 4 alterations, notably this prevents other parts of the widget being hidden (and mainly on crop plots)
  • Updated Crop Plot Fertilizer widget to show the text for fertilizer stats larger
  • Updated Resource Connections widget to allow translation of the requires and provides summary
  • Very small adjustment to OES pod volume so its not quite as intense. This is to account for when pods are coming up and down in similar times
  • Damage numbers no longer generate overlap events or affect navigation
  • Fixed durability setup on dehumidifiers, ensuring they correctly break on 0 durability
Future Content
  • Blueprint setup for ENV audio effects Volcanic Embers
  • Added SM_BLD_Wall_Solid_Glass, SM_BLD_Floor_Glass, DM Meashes, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Added several assets for the Iron Buildable rework
  • Refined mission descriptions, changed the amount of items required for progression and added gameplay tag to swamp questmarker, Prometheus
  • Added SKs, textures, materials for Cold Steel Axe (SK_AXE_ColdSteel)
  • Reimported enzyme cannon skeletal mesh with correct normal setting
  • Adding volcano audio for ember storm. Adding BP logic to connect audio parameter. Adjusting levels of base amb during storm
  • Improved behaviour of Lava Fliers, they now explode on death.
  • Fixed Lava Flier physics asset.
  • Added new decorator BT_DoOnce which allows a BT node and it's children to only be executed once per instance.
  • Lava hunter eggs can now be destroyed to prevent spawning.
  • Increased LavaHunter health and damage, assigned unique health/damage curves
  • Added new stat for FrozenOreChance%
  • Changed cold_steel_sledgehammer item template from coldsteel pickaxe to coldsteel sledgehammer
  • Added FrozenOreChance to Pickaxe and Sledgehammer
  • Cold Steel Sledgehammer now has a chance to give 1 frozen ore when a resource is spawned
  • Cold_steel pickaxe now has a chance to provide 1 frozen ore when an ore resource is mined
  • Removed accidental key press in a random location that would break the build
  • Lots of improvements and updates to the ember volcanic storm audio
  • Replaced Pots and Conch's with BP versions and fixed some floating cliffs, Pometheus
  • Added dropzones throughout Prometheus, labelled some of these as open world drop zones
  • Adding parameter for ash weather event and adjustments to embers event. Subtle reduction in clarity of SFX based on full ember amount to give sense of depth to the weather
  • AI can now specify a default critical hit area which is used whenever another area collider isn't hit - useful for making an entire creature 'Hardened'. Lava Hunter's default crit area is now hardened, with it's underbelly taking normal damage
  • Add a new weather damage type that includes a tag query for deployables/buildings
  • Added PyramidHip Iron Buildable pieces for Buildable revamp, as well as several materials that needed to have proper PMs applied
  • Update lava hunter audio state logic, and add Fleeing audio state for retreat
  • Update world cave generation commandlet script to throw exceptions on badly formed caves now that Prometheus map caves are in a good state
  • Adding new Larkwell Heated Canteen Workshop item and provides a modifier when they drink
  • Adding new Larkwell Oxygen Tank Workshop item that provides cleaner air and applies a modifier to players when they inhale
  • Adding 2x Variations of the new Larkwell Envirosuit to the workshop, one focused on module & backpack slots, the other on temperature
  • Adding 3x New Arrow sets to the Workshop focusing on new elemental effects and affliction chances
  • Adding 3x New Bolt sets to the Workshop focusing on Electoshock, Explosions and a hard hitting piercing ammo
  • Adding 6x New Modules to the Workshop (Temperature, Caving, Extreme Affliction Resistances, Fishing, Tamed Creatures and Wound Resistances)
  • Adding Icons for the Inaris Arrow Sets
  • Adding New Icon Scenes with the size of 512, for icon editor configuration, so icons can be captured on wide screens
  • Adding Missing Icons for New 2.0.0 Workshop Items
  • Setting up 4 new Tool sets for (Axes, Pickaxes, Knives & Spears) including new stats and effects
  • Adding 2x New Workshop Bows and 2x New Workshop Crossbows, item setup, basic stats and effects
  • Setting up New Talent trees, and talents for all new workshop equipment, including prices
  • Modifying Weapon Damage at the top of Item stat descriptions to display additional damage stats in this section and removed these from the remainder stats list
  • Adding new tags for Crossbows, throwing knives and throwing spears for quick icon editor image taking automation
  • Setting up 3x New Arrow Sets for purchase in the Workshop
  • Fixing Stat description for Frost damage +% as its description was incorrectly 'fire damage +%'
  • Fixing Processor recipes for Obsidian Spear and Knife as their outputs where incorrectly set to metal spear and metal knife
  • Added EquipArmour cheat script to instantly equip a full set of specified armour
  • Added SM_BLD_Roof_Glass, SM_BLD_RoofPeak_Glass, SM_BLD_Floor_Half_Glass, DM Meshes, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Adding BP data for volcanic ash. Adjusting audio event to suit ash weather event
  • Added SKs, textures, materials for Cold Steel Arrow (SK_ARR_ColdSteel)
  • Added Sockets to the Wood Set for Buildable Rework
  • Updates and imrpovements to volcanic embers and ash events. Added flaming whooshes for embers
  • Added new stat for Hardened point penetration (stat that mitigates hardened point damage reduction). D_CriticalHitAreas can now each specify a 'MitigatingStat' that can be used to reduce the strength of their 'EffectiveStat'
  • Adding dialogue source assets for Prometheus re-records
  • Updating LOD Generated settings for Prometheus
  • PRO_Story_6: Added pointlight assets to mission spawn, updated some static meshes to blueprints, updated list of blueprints to spawn as part of mission
  • Adding new Creature Scanning Device which scans a nearby creature, adds a debuff which causes them to take extra damage and increases the users bestiary progress (can be done once per creature instance)
  • Setting up creature scanning device in the workshop and feature locking to New Frontiers
  • Expose duty cycle on tagged weather damage events
  • Ensure that WeatherActions are correctly stopped when using cheats (internal dev only)
  • Fixed bug where NPCs that had the 'DamageReturned_%' stat were returning damage to player's weapon instead of the player
  • Adding in Missing Bestiary Rows for Prometheus
  • Adding in missing Carcass loot for new animals that where missing
  • Feature locking AI & Bestiary Rows to New Frontiers instead of Development
  • Stockpile: Refined flavor text and adjusted mission rewards, Prometheus
  • Added Sockets to the Iron Set for Buildable Rework
  • Cold Steel Axe - texture/material fixes
  • Added SKs, textures, materials for Cold Steel Pickaxe (SK_PIC_ColdSteel)
  • Adding volcanic wind gust after boom and adjustments to scatter audio during storm
  • Added Sockets to the Concrete Set for Buildable Rework & Adjusted Wood INT Master Dirt Mult
  • Adjustments to ember scatter distance and times and wind levels and tonality curves for the volcanic storm
  • Moved Cave volume sticking out of cliff and fixed floating obsidion ores in manual cave, Purple Quad and Green Quad, Prometheus
  • Added Sockets to the Wood INT Set for Buildable Rework
  • fixed skinning issue for heavy obsidian armor arms
  • Lava Hunter now has increased health regen when recovering in lava pools.
  • Lava Hunter now enters an temporarily boosted state after recovering in lava, receiving less projectile damage, returning some melee damage, and setting melee attackers on fire.
  • Added bestiary text for Viscid
  • Adding wetlands acid rain sizzle, adjustments to timing of embers storm based on test event which is closer to the real event
  • Added new SMPL3 lines to dialogue table
  • Added rerecorded Sol lines to dialogue table
  • Setting up basic Prometheus creature loot tables, adding in special drops for most creatures
  • Added new 'Quest' collision object type, along with two new collision pofiles 'QuestQuery' and 'PlayerCapsule', used to standardise collision profiles used in those two cases
  • Adding dialogue events for Open World intro missions
  • Ensured EQS queries ignore quest actors, as these should not have anything preventing queries of that type
  • Added art assets for Fish 18 variant 1
  • Rasied terrrain to prevent landscape clipping, Green Quad, Prometheus
  • Adding in new fish map for Prometheus and setting up fish zones and new fish (17/18/19 and variations)
  • Setting up Fishing Book for new Fish & Adding Fish to Spawn Zones for Prometheus
  • Added SKs, textures, materials for Cold Steel Sickle (SK_ITM_Sickle_ColdSteel)
  • Stockpile: Changed Required Meals and Adjusted How many are Required, Prometheus
  • Added text for scoria building pieces
  • Added text for bone armor pieces
  • Added text for Scoria buildables
  • Added missing bestiary stats for new creatures
  • Fixed item rewards for multiplicitive arctic pelts stat
  • Changed Drac Hemorrhage modifier to Minor Hemorrhage and lowered chance
  • Added text for standard and heavy obsidian armor pieces
  • Adding dialogue events for NOMAD v2
  • Adjustments to the grasslands hail storm event and intensity. Adjusted eq of wind based on intensity
  • Adding in Missing Animation Blueprint for the Exotic Harvester, animations now players upon deploy and its active state
  • Wire heavy ash to provide a clogged modifier to all processors in the same biome as the weather event
  • Removed rouge cave volume at story cave one, Green Quad, Prometheus
  • PRO_A_Stockpile: Updated Location of Swamp Quest Marker and Updating Quest Marker Gameplay Tags, Prometheus
  • Adding new parameter for hail storm and also adjustments and fine tune to volcanic storm based on playtest
  • PRO_A_Stockpile: Updated Cooked Soy Bean name to match in-game name, Soy Bean Stir-fry
  • Unlocked the Crunchy Soy Bean recipe, craftable at the Campfire
  • Adding fmod events for prometheus mission one dialogue to table
  • Adjustments to exotic harvester now the anims are hooked up. Lowered volume, adjustments to spacializer and added tree snap when picked and directional EQ
  • Added in all updated Brick Tier Buildables with new APEX, DM's and mask materials
  • Updates to obsidian armor. Lowered intensity and small adjustments
  • Stockpile: Changed Required Items and Adjusted How many are Required, Renamed BP's to have A instead of C and Renamed Quest Markers, Prometheus
  • Small adjustments to dialogue lines to give more definition between characters (by adding a shorter static burst) and also adjusting some longer pauses for dramatic effect
  • Added Fish 18 variant 2, 3, and 4 art assets. Tweaked colour and LODs on variant 1
  • Added subtitles for new voice lines in prom missions
  • ColdSteel Pickaxe - tweaks to mesh and textures
  • Added SKs, textures, materials for Cold Steel Sledgehammer (SK_ITM_Sledgehammer_ColdSteel)
  • Wire heavy ash to provide a clogged modifier to all generators in the same biome as the weather event
  • PRO_A_Stockpile: Update Berry Jam quest step to use in-game name
  • Added all Scoria Brick materials and textures for the Brick Building Tier
  • Obsidian, Heavy Obsidian, and Bone armour sets now use the correct 1st person arms mesh, preventing them from being invisible in first-person perspective
  • PRO_Story_2: Ensured cave marker shows on compass
  • Updated cave entrance markers to have a Cave_Entrance_Cheat and Cave_Entrance, dev locked the cheat version, this ensures that the marker isn't used in-game and is only used in development
  • Added final lines and subtitles for Nomad mission
  • Added new Lava Bomber additional spawn for Lava Hunter.
  • Lava Hunter now gets extra health regen when 'powering up' in lava.
  • Tweaked Flyer, Broodling, Bomber AI behaviours to better match design document.
  • Lava Fliers now slightly lead target and no longer slow down before reaching
  • All tree prefabs can now specify specific meshes to immediately detatch on first hit (previously only worked for snow trees). Vines on Cypress trees are now correctly removed when first hitting the tree
  • Added Beam Assets for Iron Buildable rework
  • Cold steel Knife now has a chance to apply the 'Chilled' alteration on meat when skinning
  • Adding positive ice pickaxe hits for new ice cave walls
  • Added skeletal mesh for fish 19
  • Fixing Generated Stat name that would have broken the build
  • Committed missed Virtual Stats File which means the new bestiary progressive stats where not being calculated correctly (does not effect any stats on the live build)
  • Adding new Progressive Stats for each new creature in New Frontiers (and some other future ones) so we can finish setting up the bestiary, added stats, descriptions, virtual stats and calculations
  • Added bone, obsidian and heavy obsidian armor icons
  • Committing Missing Buildable Table Missed in last commit and fixing up Ramp & Floor Piece references which was breaking the build
  • modified Fish19 static mesh
  • Adding in Reaver base assets, rig, material and all animations
  • Updating buildable to now use a new table BuildingPieces & BuildingLookup to coalesce building piece information into a new table and data is not hidden in arrays, this will also make it easier for adding new building tiers and skins in future
  • Fixing issue with the building upgrade tool (hammer) when attempting to upgrade scoria, claybrick and scoria brick building pieces
  • Adding a new editor utility widget for developers that runs datatable operations in engine rather than requiring a bespoke python script
  • Using the cold steel axe now has a chance to provide the 'frosted' alteration which increases the energy (burn time) of sticks/fiber/wood
  • Further adjustments to master ADSR for smoother transitions between biomes. Much more seamless now with less noticeable gap and change
  • Regenerate Prometheus Generated LODs
  • Added several assets for the Iron Buildable rework
  • PRO_A_Stockpile: Updated PRO_A_Stockpile_Food1 Discription text to match correct item
  • Removing double ups of ADSR fades on main ambience tracks to allow master fader ADSR to be the one that determines the fade. This allows for smoother transitions
  • added Fish 19 variant1, static mesh, material and textures
  • Updated old data table row references inside NPCCreator
  • Fixed invalid decayable entry in new lava bomber carcass item static
  • Adding obsidian pickaxe dud hit to indicate when hitting a rock that is not mineable
  • REMNANT: Update mission steps to prevent mission progress being blocked if you send exotics up before reaching that mission step, now will give the Send Exotics step when starting extraction, but still require fully mining a node before mission completion
  • Increase Sinotai Crate albedo textures to 2k
  • Added bestiary text and item text for new Prom fish
  • Added BLD_Railing_Brick and BLD_Railing_Stairs_Brick
  • Decrease Small Texture Group resolution to 512px
  • Decrease Medium Texture Group resolution to 1024px
  • Added bestiary data for Arid komodo, Lava hunter and broodlings
  • Cold Steel Tools - texture polish
  • Added all DCO_MetalGlass decorative assets
  • Adding hail to the BP environmental audio. Adding hail to tundra and grasslands event and adjusting distortion based on intensity
  • Change new Ash and Ember effects to be WorldSpace so the effect doesn't follow the player
  • Tweak Ash/Ember visuals to account for change in setup
  • Remove duplicate 'test' weather event entries
  • Fixed an occasional crash caused by a function trying to get the players stat container when the player was null. Now checks to see if it is valid

Icarus Week Eighty Two Update | Customize your map markers with icons and colors

Week Eighty Two brings improvements to Player Beacons as well as the Creature Deterrents we added last week. New Beacon customization options gives you the ability to be more specific with your map markers, and we also have a sneak peek at next week's quality of life pass on the Orbital Workshop.

Hop in and have a read.



Player Beacons


In last week's update, we reduced Beacons from Tier 4 to Tier 3, and this week we’ve followed on from that update with more balancing and improvements to the item.

The crafting cost has received a rebalance, moving from 25 → 10 Steel Ingots and from 25 → 20 Platinum Sheath.

We have also removed the requirement for sunlight for these to function.

To make Beacons more useful, we’ve also added interactable customization, letting you add icons and specific colors for each Beacon.

This adds many layers of personalization. You can set beacons for caves, waypoints, lakes, particular resources, or directions teammates should take when traversing difficult expanses.



T2 Creature Deterrent


Last week's Creature Deterrents have also received a pass, fixing a couple of minor issues and adding some new UI.
  • The Tier 2 Creature Deterrent was accidentally released without a cost to run it. This has now been fixed and it will require spoiled meat or spoiled plants to keep active (spoiled meat lasts 15 minutes, spoiled plants last 10 minutes)
  • The Tier 2 and Tier 3 Creature Deterrents have both had their interactions improved, as they are both supposed to operate as automatic machines without the ability to manually turn off (without removing fuel or disconnecting power).
  • We have added new UI to the Tier 2, Tier 3 and Tier 4 versions of the Creature Deterrent, so they will display their active status and radius when you interact with them


Additional Fixes


We’ve made a few more small fixes and tweaks this week. Thanks to our community for pointing these out and sharing them with us in Feature Upvote.
  • Updated steel tools (Tier 2) to use Iron Nails instead of Steel Screws so they can be crafted correctly at Tier 2 without the machining bench
  • 'Cooked Soy Beans Recipe' adds a basic cooking option for soybeans
  • Fixed the Yes Chef Achievement
  • Adjusted Enzyme item rewards for the Enzyme Geysers so prospectors will receive more enzymes, and they will scale according to difficulty


Next Week Teaser


Next week we have a QoL pass on the workshop coming, which provides a much cleaner way to research and create equipment as well as enabling prospectors (in some cases) to get to some equipment far easier than before.

There will be no new workshop items added next week, but If you look carefully in the image below you may see some future content from New Frontiers that will be available when released.



Changelog v1.3.4.112906


New Content
  • Added option to customise Portable Beacon icon and colour.
  • Added temporary icon and colour selections to BP_Portable_Beacon Portable Beacons no longer require solar power to run, but must still be un-sheltered.
  • FLinearColour now supported by AIcarusActor SaveGame flag in BP.
  • MapIconComponents can now be deactiavted/activated to hide/show icons on map/compass.
  • ServerPushClientDynamicWidget can now request that camera focus doesn't switch to actor we're interacting with
  • Added map beacon icons
  • Beacons now do not require light to work and have an internal battery that lasts indefinatly
  • Beacons can now be interacted with and prospectors can now select from a list of icons and colours which the beacon which will be displated on the map & compass
  • T2 Spawn blockers (creature deterrents) now require spoiled meat or spoiled vegetables to operate, they are no longer completely free for their operation
  • Adding in scaling for the enzyme geysers (base reward is now 5-10, this scales based on selected prospect difficulty)
Fixed
  • Fix typo in Rustic Decoration Bench recipe set name
  • Add translatable strings to crop plot water status
  • Adjusting T3 Blueprint Tree Layout
  • Updated 'loading...' loading screen text to be translatable.
  • Update end mission prompt on dropship to be translatable
  • Fixed a bug that allowed animal fat to be placed in fuel slots that are unable to use animal fat as a fuel source.
  • Added a Item.Fuel.Combustible tag to better label fiber, sticks, wood, coal etc
  • Fix a bug allowing you to remove your envirosuit while on planet.
  • Added a camera component to Portable Beacons to prevent clipping through the floor when editing their color and icon
  • Adjusting Spawnblockers so they have a new widget which shows active status
  • Updating Spawnblocker interactables so they no longer turn it on and off with no feedback, they are all supposed to be auto-activate, removing their resources to turn off
  • Fixed bug where Landshark and Sandworm kill accolades weren't triggering
  • Fixed crash that occured when RollChanceStat was called without a valid StatContainer
Future Content
  • Adding lava hunter pained / flee state vocalisations and event and data table entry. Currently not hooked up in BP
  • Added SM_BLD_Wall_Angle_Wood_INT_L, SM_BLD_Wall_Angle_Wood_INT_L, SM_BLD_Stairs_Wood_INT, SM_BLD_RoofPeak_CapEnd_Wood_INT, DM Meashes, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Replaced the 'IsColdChilledItem_?' stat to a new % based stat 'HarvestChilledChance_%''
  • Wire MiningSmeltChance stat for obsidian pickaxe (future content)
  • Fixed Floating Deep Ore Deposits and Floating Obsidion Ore, Green Quad and Purple Quad, Prometheus
  • Updating lava hunter wounded with different move sound that's more appropriate
  • Changed cold steel sickle to use the new % stat rather than the boolean stat and applied the new stat to the sickle
  • DEV: Added proof of concept highlighting to blueprint tree. Currently unhooked.
  • Setting up new Stats for the New Frontiers Bestiary Creatures
  • Adding the loot reward row for the Stonejaw and setting in the AISetup Table
  • Adding Creature Spawning and attacking of 'Daisy' in PRO Story 1
  • Wire ShatterSmeltChance stat for obsidian sledgehammer (future content)
  • Added additional translatable strings to mission end screen
  • Increased 'Daisys' Health to 1500 for PRO_Story_1
  • Added optimised solid wall, floor and roof thatch buildables
  • Fixed routing of fmod event
  • Moved Prefab Cave Away from Lava Lake to prevent player being killed by lava, Purple Quad, Prometheus
  • Setting up FMOD acid rain event and BP acid rain implimentation. Also adding to WL and GL rain and wind events
  • Adding Heavy Obsidian Armor Items, Recipes, Talents, Setup
  • Adding Obsidian Armor, Items, Recipes, Talents, Setup
  • Bone Armor Fixes & Stat Assignment and Set Bonus Assignment
  • Adding new Stat for being present in Lava as well as FireResistanceWhileInLava_% and setting on lava modifier so the stat can be applied correctly while the player is in lava
  • Adding acid rain param and rain adjustments to WL
  • Wire FellingScorchChance and FellingScorchConversion to Obsidian Axe (future content)
  • Added scraping tool to collect cave BPs that are not spawned via default templates.
  • PRO_Story_6: Linked cave content spawning to blocker removal, to ensure cave contents are spawned if the mission has been complete, once per prospect
  • Adding Obsidian Armor Meshes for the Obsidian Armor
  • Fixing the Heavy Obsidian Armor Set Bonus
  • Adding hail audio and adjusting rain for new biomes
  • Fixed a bug where when adding a alteration that increases an items spoil time it would not update the current spoil time to match the maximum resulting in items looking like they are half way to spoiling
  • Raised terrain to prevent the edge of a lake plane being seen above ground, Green Quad, Prometheus
  • Added fish 17 art assets project with Variant 1 textures and material
  • Swapping over Stone Buildings to use new Stone Kitset
  • Setting up Scoria Building Skin for Stone Kitset
  • Setting up new Scoria Building Pieces, Items, Blueprints, Recipes
  • Committing missing D_Stats.json file which would break the build
  • Added SKs, textures, materials for Cold Steel Knife (SK_KNI_ColdSteel)
  • Adding obsidian armor data table change and adjustments to acid rain event to make it more intense
  • Fixing a texture issue with Scoria_Ramp_Half building pieces which was causing the textures to be placed in incorrect slots
  • Fixing a texture issue with Scoria_Right_Half_Pitch building pieces which was causing the textures to be placed in incorrect slots
  • Added Scoria Brick building tier, talents, items, recipes etc
  • Adding Scoria brick item, recipes and icon
  • Adding obsidian armor event parameter, 1 shot audio and loop
  • Assinged correct textures for the Scoria materials for BLD_Wall_Windowframe_Stone, as well as assigned the correct Physical Material for materials for all the Stone Buildable pieces
  • Provide datatable editing tools and sanitization step to prevent JSON corruption due to use of non-ASCII characters in text fields
  • PRO_Story_6: Added craftable versions of cave assets, unlocked upon completion of the mission
  • Obsidian armor pitch adjustments that changes based on velocity
  • PRO_Story_6: Fix persistant blocker to correctly hide the mesh and remove collision when accepting the mission
  • Update conch position, add small conch, remove conch interact
  • Added multiple new FLOD debug tools and exposed FLOD streaming values to allow for future performance tuning of FLOD streaming
  • Added colour variants 2, 3, and 4 for fish 17. Duplicated static mesh and skeletal mesh for each variant
  • Adding obsidian armour audio and leg events and data table entries
  • Added new Value Scaling Subsystem and Function Library to consistently scale floats, ints, and stats by defined scaling rulesets (D_ScalingRules)
  • Adding arctic blueback bones proper mesh and rigged asset as well as placeholder in destress anim BP for custom behavior
  • Oreantation reimport of Blueback Bones to match source
  • Re-enable tick on BP_Seat_Mount to fix broken cart audio and other mount saddle tick functions which had been unintentionally disabled
  • Updates and adjustements to the obsidian armour sounds. balance changes to legs and arms
  • Prevent obsidian tool buffs from potentially crafting disabled recipies (future content)
  • Adding in missing mission steps for PRO_STORY_1
  • Fixing T2 Commnicator to show the start of the prometheus mission chain correctly when placed outside
  • Added inital setup for stockpile faction mission, Prometheus
  • Adding new Item Entries for new Inaris, Shengong and Larkwell Workshop Items
  • Adjusted joshua trees to not use bush foliage sounds
  • Creating new parameter for volcanic embers to be used to adjust the audio

Icarus Week Eighty One Update | Recipe rebalances and reduced costs

Week Eighty One brings a refresh and rebalance of our blueprint tree, and improvements to Tier 3 and 4 recipes.

As the game has evolved, certain items have either become more valuable, or declined in their value, so we’ve shuffled where they’re unlocked and their recipe costs to make them more balanced in the current state of the game.

We’ve also fixed a couple of long-standing bugs and an update on Styx.

Jump in and have a read.



QoL & Fixes


The blueprint tree has received a complete rework and shuffle, with our intention to better group together related items and even adjust some tiers, to reflect their value to the game at this stage of its lifecycle.

This re-arrange will mean that certain pathways and familiarity will be lost, so it’s worth spending a couple of minutes having a look at the new design to acclimatize yourself. Don’t worry about your purchased blueprints, none have been lost as a result of these changes.

For example, the placeable beacon that provides map markers has received a recipe cost rebalance, and shifted to Tier 3, to better reflect the value it offers in the current state of the game.

We’ve also made some other quality of life adjustments and fixes:
  • Many fruit and vegetables that have previously only been harvestable by hand can now be harvested by the Sickle (including Carrots, Pumpkin, Watermelon, Mushrooms) and will benefit from the Sickle's harvest stat
  • The Lantern present at Tier 2 on the blueprint tree, which was powered by Biofuel is now instead powered by Animal Fat, when the item breaks it can be repaired with animal fat at the crafting bench. Making this a refillable device for lighting your way. It also no longer requires glass (a Tier 3 material) to craft.
  • We now have warnings and icons shown on the map selection screen for Missions and Open World to reflect the increased difficulty that Styx presents, and to direct new players towards Olympus for an easier introduction to the game
  • The Solar Panel was accidentally indestructible, it will now take damage like other devices


Tier 3 and 4 Recipe Balance


Part of our process for rebalancing recipes is to break down the required resources into intermediary resources, to give us more flexibility in tiering and scaling our costs.

These new intermediary items in general focus on breaking down Ingots, and are as follows:

Originally posted by author
1 Gold Ingot → 5 Gold Wire
1 Copper Ingot → 5 Copper Wire
1 Platinum Ingot → 4 Platinum Sheath
3 Titanium Ingot → 1 Titanium Plate

We have also adjusted the output of Refined Wood as follows:

Originally posted by author
Refined Wood
OLD: 1 Wood → 10 Refined Wood
NEW:1 Wood to → 5 Refined Wood

We’ve also made the following adjustments to improve recipes and provide a simpler and more cost effective experience when crafting items:
  • The Cured Leather recipe has been added to the Advanced & Electric Armor Benches
  • Many Tier 3 or Tier 4 recipes will now be adjusted to use the new intermediary items that are derived from raw Ingots. This is part of our focus on reducing the amount of raw Ingots used in recipes, and to be able to correctly scale crafting bonuses now and in future
  • Another change is Tier 3 and Tier 4 recipes previously requiring Raw Leather and Wood have been updated to now required Cured Leather and Refined Wood as these items better fit their tier
  • Steel is now also craftable in Stone Furnaces as it establishes itself as a high Tier 2 ingredient, making room for the other metals in Tiers 3 & 4


Styx is now paid


As mentioned in Week 77, the Styx Map and Missions Pack has moved to being a paid DLC after being free for over a year.

This change will not impact anyone who already owned Styx (effectively, anyone who had bought Icarus before last week), and will only impact new players in the future.

What’s more, in multiplayer games anyone who does own Styx can launch any Styx Mission, Outpost or Open World and invite anyone else with Icarus to play with them - even if that person doesn’t own Styx. The only restrictions are the ability to host, not play in general. This approach to sharing will be the same for our future paid expansions too.

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

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/2445280/Icarus_Interior_Decorations_Pack

Changelog v1.3.3.112540


New Content/Adjustments
  • Blueprint Tree rework so that items are in more natural collections and links are better represented
  • Shifted some elements around to make better sence of their tiering
  • Adding editor utility widgets for quick look up of recipes, items, and their unlock tiers and devices
  • Adjusting Blueprint tree layout so items names are no longer clipped on the bottom
  • Adjusting Recipes for T3/T4 for the inclusion of Copper Wire, Gold Wire, Platinium Sheath, Titanium Plate, (deployables mostly effected, tools still use ingots)
  • Adjusting T3/T4 Recipes to use Refined Wood & Cured Leather instead of basic wood and leather so the deployables reflect their tier
  • Adjusting T4 portable beacon so it is now T3 and adjusted recipe cost accordingly
  • Add data and assets for AlphaWolf, Bear, Buffalo, ConiferWolf, Cougar, Deer, Jaguar, PolarBear, SnowWolf and SnowLeopard decoration rugs
  • Adjusting Recipes: 1 Wood=5 Refined Wood
  • Adjusting Recipes: 1 Gold Ingot = 5 Gold Wire
  • Adjusting Recipes: 1 Copper Ingot = 5 Copper Wire
  • Adjusting Recipes: 1 Platinum Ingot = 4 Platinum Sheath
  • Adjusting Recipes: 3 Titanium Ingot = 1 Titanium Plate
  • Adding new Recipes to Advanced&Electric Armor Bench for Cured Leather
  • Basic Wall Lights & Basic Ceiling Lights are now craftable on the fabricator and have been shifted to T4 as they require electricity
  • Recipe Adjustment: Beacons now at T3 instead of T4
  • Recipe Adjustment: [Wood -> x5 Refined wood] instead of 10 like before
  • Small tweaks and reroute node fixes to bleurpint tree
  • Recipe Alteration: Steel is now craftable in the stone furnace
  • Updating T3 blueprint tree to shift concrete mixer right at the front as it is required for a lot of T3 recipes
  • Reorgnaize T3 blueprint tree to have all recipes requiring concrete behind the concrete mixer
  • T2 Lantern is now crafted with Epoxy rather than glass
  • T2 Lantern is now powered by Animal fat, when turned on, it will take durability damage and when it breaks it can be repaired with animal fat, it should last around 45 minutes of real time when on
  • Updated platinum weave recipe to use 2 platinum weave, instead of 1 platinum ingot (50% cost reduction, slightly more processing).
Fixed
  • RE adding the correct spawn blocker deploy audio sound for T2
  • Fix modifier audio to update correctly if modifier states change while player is mounted. Fixes bug where exposure vocalisations could continue to play indefinitely if player hopped on a mount during a storm, and other similar scenarios
  • Prevent wood rag torch audio from playing movement-driven whooshes when it's equipped in the L slot
  • Fixed only the last damaging player receiving accolade progress for killing animals and bosses. Any player that damaged the creature will now receive progress
  • Added logging whenever new UI elements push pop or clear the input stack
  • Reduced points required for Kea bestiary unlocks.
  • Corrected typo in Burning modifier description
  • Fix broken wood rag torch audio logic which was preventing douse sounds from playing when equipped in the L slot
  • Updated spawn blocker descriptions to better fit with in-game language
  • Fix mission completed UI audio cue not playing by adding missing FMOD event ref to player feedback audio component
  • Fixed bug where picking up freshly cut wood would recalculate the amount of wood rewarded, causing it to not match the amount of wood shown on the tooltip. The recalculated amount was using the HarvestingRewards stat instead of the FellingRewards stat, resulting in potentially lower rolls depending on the item held
  • Fixed the solar panel not having a durable setup, resulting in it being immune to all damage (now has 2500 hp)
  • Added datatable validation on items static durability.
  • Added durability to Water Pump (2000) and Portable Beacon (5000)
  • Fixed chilled modifier from applying to non-spoilable items
  • Adding Skull Difficulty indicator to Open World and Mission Select Terrian Selection Widgets
  • Mark various vege types as harvestable with the sickle
  • Added a bit more flavour text for some fish food items
  • Added small, medium and large carcass rewards, allowing scaling of item rewards based on the size of the carcass.
  • Added data table validation to ensure carcass rewards match the carcass' defined size.
  • Added polar bear cub carcass description and flavor text
  • Add item rewards to plants newly harvestable via sickle
Future Content
  • Fixed some more rugs that were crashing game due to lack of CPUAccess on StaticMesh
  • Adjustments to the landmine audio. Added more debris, close mid and distant layers and finessed volumes against original audio
  • Adding Recipes for Remaining Iron Wood Tool set as well as the ability to Craft Refined Iron Wood, Cold Steel Ingots and Shaped Obsidian
  • Obsidian, Cold Steel and Iron Wood Ammo can now be placed in bows, crossbows, and firearms
  • Adding Images for Obsidian Tools and Cold Steel / Iron Wood Resources
  • Hide the close button on the bestiary in space (use the return button instead)
  • Adding landmine deploy audio and event, and adjustments to the spawn blockers audio volumes
  • Adding obsidian axe and pickaxe to data table and volume and other adjustments to the events
  • Adding Thorned, Frosted and Chilled Alterations for the new Cold Steel and Iron Wood special tool interactions
  • Adding Pyrritic Crust, Frozen Ore, Infected Bark, Acidic Glands and recipes to clean them for their final resources
  • Added new Cave Entrance BP's and Cave Volumes to manual caves across green quad, prometheus
  • Adding obsidian whoosh event and audio and fine tunes to whoosh notify placement
  • Fix issues with Ingame Weatherman, double application of LC biome, update CurrentBiome text, fix default Fog values and slider min/max
  • Added first pass Prometheus creature bestiary unlocks
  • Adding Confirmation Prompts for Styx and Prometheus Terrain Selections which let players know they are tougher enviroments and Olympus is recommended for new players
  • Updated obsidian whoohs sound, adding ricochet sound to project for landmine and adjustments to obsidian tool sets audio and fixed a data table entry pointing to old spelling
  • Removing caveworms from PRO_Story_6 Cave
  • Added new Cave Entrance BP's and Cave Volumes to manual caves across green and purple quad, prometheus
  • Adding the wounded anims for phase 3 for the Lava hunter as well as the splash attack for use in both the geyser attack and the Lava Bath
  • Adding Icons for Acidic Glands, Frozen Ore, Infected Bark & Pyritic Crust
  • Add new Prometheus Weather events: HeavyAsh, AcidRain, Embers, Hail, SwampWinds
  • Update Atmosphere Controller to better support custom FogExtinction values from Weather
  • Add new Prometheus Weather functions and events to WeatherAction Base
  • Update WeatherAction Base to better support debug info since Data table refactor
  • Remove unused WeatherPool and OG debug WeatherEvent entries
  • Tidied blueprint layouts for readability and future expansion
  • Added bestiary lore for PROM creatures
  • Hooking up Freeze & Miasma Stat Afflictions so they trigger when the appropriate stats are present
  • Added ricochet layer to landmines and adjusted reverb over distance to match the rolloff of the distance curves
  • Added SM_BLD_Wall_HalfPitch_Upper_Wood_INT_L, SM_BLD_Wall_HalfPitch_Upper_Wood_INT_R, DM Meashes, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Added new Cave Entrance BP's and Cave Volumes to manual caves across Green, Blue and Yellow Quads, prometheus
  • Added functionality for recipe sets to be shown within blueprint tooltips, dev locked pending review and optimization
  • Initial pass on lighting mission cave. Will need to re-evaluate once in context
  • Moved Macro cliffs blocking manual caves and Adding new cliffs, Purple Quad, Prometheus
  • Added Master Materaials for Scoria infused Stone Kit as well as Materials and Mask textures for several pieces
  • Revamped mission select buttons, added difficulty and replaced 'missions' with an icon instead
  • Add LOD material for Shrund assets with RVT disabled in final LOD
  • Add nonRVT LOD material for Creek meshes
  • Added new Lava Hunter ability to retreat into nearby lava lakes to heal and power up, added new wounded walk & wounded idle animations
  • Adding new material function that better aligns decal sparkle textures for less decal stretching. Applied that MF to Decal master material, Confirmed this only effects appropriate decals. Adjusted prometheus decals for visibility, added emmissive. Will need more work once scene is correctly setup
  • Add more helpful logging to world cave generation in commandlet to help track down incomplete world caves in Prom
  • Adding unique obsidian knife slash sound and data table entries
  • Updated name of Exotic Processor to Organic Residue Cleanser
  • Replaced Story Cave 6 Cave Entrance With BP Cave Entrance and Added Mesh Blocker, Purple Quad, Prometheus
  • PRO_Story_5: Add leadup tick damage prior to final destruction event.
  • PRO_Story_5: Increase initial damage to deployed fortifications.
  • PRO_Story_5: Add fallback mine explosion.
  • Animal Swams: Added temporary spawn rate multiplier tool, to allow spawning of bursts of enemies.
  • PRO_Story_5: Added bursts of enemies periodically throughout defense steps
  • Adding bone armor data table setup to trigger audio
  • Initial implementation of building skin system - allows building BPs to swap out Base/Frame materials per their D_BuildingSkin entry for each D_Buildable variation
  • Resave assets using swarm components
  • Optimizing Decal Sparkles Material Function, Adjusted use to compensate for change. Will complete final pass once scene is setup correctly
  • Deleted two cave volumes in manual ice cave, Blue Quad, Prometheus
  • Collision fixes on some LC and GL/TU/SW Cliffs that were causing navmesh issues
  • Add new stats for obsidian weapons not wired yet (future content)
  • Added Ballistic Asset for SK_KNI_Obsidian
  • Fixed incorrect stat names in Iron Wood Sickle and Axe
  • Added stats for Iron Wood tool effects
  • Fixed Iron Wood tools item templates pointing at Obsidian tools
  • Implemented Pyritic Crust and Acidic Gland tool stat effects (Sledge/Pick/Knife)
  • Adding first pass of revamp of PRO_STORY_1 with the new quests steps, mission icons, prebuilt structures and mount
  • Updates and adjustments to the one armor audio. WIP
  • Added SM_BLD_Wall_HalfPitch_Lower_Wood_INT_L, SM_BLD_Wall_HalfPitch_Lower_Wood_INT_R, DM Meashes, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Add Impassable Bounds mask for Prometheus
  • Change the EQS query used in various Prometheus quests (future content)
  • Added New Persistent Blocker BP and Placed it in Story Cave 6 with appropriate flags, Purple Quad, Prometheus
  • Removed empty 'OLYMPUS.' prompt when selecting OLY via UMG_OpenWorldSelection
  • PRO_Story_6: Cleaned up blocker, ensure blocker is removed on mission start
  • Fixed typo in shadow cascades setting description, calulate to calculate
  • Added SM_BLD_BeamVertical_Wood_INT, SM_BLD_BeamHorizontal_Wood_INT, SM_BLD_BeamDiagonal_Wood_INT, DM Meashes, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Fix whitespace in the stats table (internal build validation)
  • Adding bone armor 1 shots, bone armor leg event and adjustments to curves. Also adding exotic tree device correct deploy audio
  • Added a new stat IsColdSteel_?
  • Coldsteel sickle now applies the 'chilled' alteration onto everything it harvests which gives +100% to its spoil time
  • Minor GL color correction tweaks
  • Added dev feature to show if talents are dev locked within the in-game UI with an icon
  • Added Control Rig IK for Lava Hunter
  • Added Several Materials and mask textures for the Scoria infused Stone tier of buildables
  • Changed Story Cave 6 Entrance from BP to Regular Static Mesh Actor
  • Added base materials for the thatch buildable kit
  • Adjustments to the meta tree loop to be more subtle. Duplicated event and made tonal adjustments etc. Applied to ET BP
  • Wire obsidian knife stat - chance to cook when skinning (future content)
  • Added materials and mask textures for a number of Stone Scoria biulding pieces
  • Added ITM_Sledgehammer_Obsidian
  • Implemented Iron Wood Axe behaviour
  • Fixed Miasma damaging objects
  • Fixed feature level on Obsidian_Ammo, now correctly locked with DLC content
  • Minor fix to dev feature to show if talents are DLC locked withing the in-game UI with an icon
  • Added dev feature to show if talents are DLC locked withing the in-game UI with an icon
  • Small updates to the obsidian knife sound. Currently plays at the same time as hit indicator which may need to be adjusted based on proximity
  • Added drifter lore to bestiary
  • Fixed sickle harvesting rounding harvested amount down instead of up
  • More additions and updates to lava hunter audio. Added splash in lava audio and event. Duplicated animation for lava hunter out to be used for separate montage and corrected the audio. Other adjustments
  • Fixing up Obsidian/Ironwood/coldsteel arrows so they can be stacked to the correct amount
  • Fixing obsidian bolt damage as it was doing way to much for its place in the tech tree, as well as Ironwood and Cold_Steel
  • Adding Missing Ammo Item images to internal source control so they can be modified if needed
  • Added text for NF weapon/tool resources
  • Create a lighter version of Hail weather event for use in the Grasslands
  • Added SKs, textures, materials for Cold Steel Spear (SK_SPR_ColdSteel)
  • Hooking up Obsidian Knife Ballisitics Component so it can be thrown correctly
  • Wire obsidian sickle stat, requires some rework about what should be harvestable with sickle (future content)
  • Adding Icons for Sledgehammers
  • Setting up Obsidian Sledgehammer mesh in game
  • Implemented Iron Wood Sickle behaviour
  • Adding Icons for the cold steel and obsidian rifle and pistol ammo
  • Added text for Miasmic/Iron wood tools
  • Added text for Cold Steel items
  • Added text for Obsidian tool set
  • Adding bone armor bone pack for D_Meshable context
  • Adding Lava hunter wounded walk notifiers and adjustment to spacializer for vocals
  • Fixing the Ice Borer Recipe to provide an ice borer item when crafting completes and not a deep mining drill
  • Fixing the Exotic Harvester Recipe

Icarus Week Eighty Update | Block animals from spawning with new item

Week Eighty is here and we’re introducing our newest items, the Creature Deterrents.

This is a creature spawn blocker, which allows you to create a radius of safety where creatures won’t roam, engage or spawn while you complete your tasks or try catch some needed rest.

We’ve also had a breakthrough on some of our most rare crashes thanks to the reporting done by you, the players, using our in-game reporting tool.

Finally, we’ve got some great videos of our team talking about Icarus' development with some content creators recently, so check those out.



Creature Spawn Blockers


We’ve added a new item to the game called a ‘Creature Deterrent’ with Tier 2, 3 and 4 variations.

When placed and connected to a power source (required for the higher tier versions), these will stop creatures spawning within that radius.

They also prevent creatures nearby from wandering into the radius.

However, they will not stop creatures which are already aggressively pursuing you, or creatures spawned by Thumpers, Scanners or other mission items that have been placed or activated.

While useful for protecting yourself and your team from predators, these also work on herbivores so be aware you will also not encounter any deer, pronghorn, rabbits, chamois or other animals in the radius.



In Game Error Reporting Tool


The in-game error reporting tool has been used to great effect by many of our players, and we’ve had a breakthrough in identifying some long-standing rare crashes that we were previously unable to replicate.

If you do ever experience a crash, please take the time to “Send and Close” on the Unreal Engine Crash Reporter window that pops up. Write a short message about what you were doing right before the crash, whether you were the host or client or on a dedicated server, and whether or not you’ve experienced this before. Then, Send and Close. You can also report weird issues in game by pressing Escape, and Report an Issue.

These reports give us valuable data and insight we otherwise struggle to find, because while a crash is always a big deal they can happen infrequently and the data generated when a crash happens is often unique. A big thank you to everyone who has submitted reports.
  • Fixed a crash relating to finding map components to display
  • Fixed a crash relating to player rotation in UE4 engine code
  • Fixed a crash relating to resource multipliers when crafting
  • Fixed a crash relating to updating the stamina bar
  • Fixed a crash where the crafting player has left the server and bench items created by the player complete processing




Jake chats with some creators


Our Project Lead, Jake (Exctoris) has been having some awesome chats and playalongs with some of our amazing content creators in recent weeks, and we wanted to share a couple here today.

https://www.youtube.com/watch?v=uEaRBzBPGRc
https://www.youtube.com/watch?v=L03ceyVPnfs
https://www.youtube.com/watch?v=BkGRVYZhgiU
https://www.youtube.com/watch?v=vQnX9H2ZFu0

Thanks to Fortizar, GameAdvisor, Late_Night_Stream and Splitsie for having us! We’ve got some more of these chats coming out with other creators in the coming weeks, so keep your eyes out on YouTube and Twitch for those.



Changelog v1.3.2.112248


New Content
  • Updated open world and mission terrain selection screens for better text legibility
  • Added text for spawn blockers of all tiers
  • Decorative Geode Lamps - added DMs
  • Removing additional mesh from spawn blocker T3 and adjusting sizes for T3/T4 spawn blockers
  • Unlocking T2/3/4 Spawn Blockers Receipes and Talents for release
  • Fixing Spawnblocker T4 preview mesh setup (it was using an incorrect mesh)
  • Adding t3 spawn blocker audio and loop event
  • Stop start loop behavior for spray spawn blocker
  • Updates to spawn blockers. Fixed missing file due to changing file location error. Added correct spawn sounds for spawn blockers
  • Adding t4 spawn blocker horn audio. Currently doesn't play in the right time / waiting for full BP setup to set in right place. Proof of concept idea for audio
Fixed
  • Fixed search for dedicated servers still running in the background when joining a server
  • Increased lure mesh density on the floatable component and increased the drag so the lure doesnt passively bob too heavily
  • Decreased amount of force applied to the lure when the reaction time occurs
  • Fix a crash reported in sentry relating to finding map components to display
  • Fix a crash reported in sentry relating to player rotation in UE4 engine code
  • Fix a crash reported in sentry relating to resource multipliers when crafting
  • Fix a crash reported in sentry relating to updating the stamina bar
  • Fix a crash reported in sentry where the crafting player has left the server and bench items created by the player complete proccessing
Future Content
  • Adjusted collision for SM_Breakable_Scoria_Node to fill in existing hole
  • Wood BLD Rework - added APEX meshes for RoofCorners and Inverted RoofCorners
  • Added icon to PRO Story5 device to ensure it shows on map and radar.
  • Updated dialogue priority and placement for PRO Story5 and 6
  • Updates to lava hunter egg lay event. Tidied end and volume and spacializer. Adjustment to lava slam earthquake event
  • Fixed metal crate having open sound when closing instead of close. This is used in the new missions
  • Added Tint and Metallic control to Mesh Mask on MA_ITM
  • Small adjustments to GL amb to randomize volumes of different layers to give a more varied feel. Helps it from feeling too static in volume after a while
  • Wood BLD Rework - Added SM_BLD_Roof_HalfPitch_Lower_Wood, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Adding obsidian tool set and projectiles, featured locked for new frontiers
  • Adding new stat and modifier ChanceAttacksCauseBurn_% which is an innate state on all obsidian weapons
  • Adding in First Person Bone Armo mesh and Item template entries for the armor set devlocked out
  • Merged in Epic's git dependencies fix to fix make setup
  • Added Sockets to the Stone Set for Buildable Rework
  • Fixed Collision Geo for SM_BLD_Roof_PyramidHip_Single_Inverted_Wood_R, SM_BLD_Roof_PyramidHip_Single_Wood_L, & SM_BLD_Roof_PyramidHip_Single_Wood_R for Buildable Rework Investigation
  • Add new fog hooks to WeatherActions DT for designers (future content)
  • Wood BLD Rework - added APEX meshes for walls, stairs, half pitch roof
  • Add new fog hooks to WeatherActions DT for designers (future content)
  • Added cliffs In a lake in the Grasslands and Landscape Sculpting, Green Quad, Prometheus
  • updating prometheus stage select to work with flavour text
  • Updated prometeus stage select in widget
  • Updated prometeus stage select in widget
  • Fixed bug where placing Rugs down would crash game in release builds.
  • Added editor asset validation to AActor classes containing GFur components, ensuring that the bAllowCPUAccess flag is enabled for StaticGrowMesh
  • Adding Cold Steel Tools, the items, stats, talents, recipes and setups
  • Adding Iron Wood Tools, the items, stats, talents, recipes and setups
  • Adding new Stats for AttacksCauseBurn, AttacksCauseFreeze, AttacksCauseMiasma as well as their resistance stats

Icarus Week Seventy Nine Update | Galileo fixes and our next named update

Welcome to Week Seventy Nine.

Following on from the incredibly successful launch of Galileo last week, we’re following it up with a bunch of bug fixes and UI improvements that slipped through the cracks or were picked up on by players as they tested out the new features.

We also released our Interior Decorations DLC last week, a small package of mineral lamps and paintings for players who want to support our development and throw an extra few dollars our way.

Finally, we’ve got an update on the next named update and what to expect from that, along with progress on our first expansion New Frontiers.

Hop in and have a read.



Galileo Fixes


Following on from our Galileo update last week, we’re polishing up a few gameplay and UI bugs that slipped through the cracks or popped up as players checked out the new content.
  • Fixed some achievements and their trigger conditions which weren’t firing correctly
  • Enabled fishing in outposts
  • Fixed the ammo display in the UI which was not displaying the correct amount
  • Fixed some UI tooltips which were being cut off due to character constraints
  • Improved the fish movement visualization
  • Added more translations for Galileo and translated some missing UI texts
  • Fixed up creature corpses showing fur when they shouldn’t
  • Some fixes to buildings and deployables destructible meshes


Interior Decorations DLC


Last week we also released a small Interior Decorations DLC on Steam. This ended up being a day later than planned so this is a reminder for anyone who missed it the first time around.

If you like what we're doing with Icarus, and want to support our continued development, consider purchasing for a few dollars, it would mean a lot to us.

This DLC will be instantly granted to all our Supporters Edition players, and anyone else can buy the pack on Steam.

https://store.steampowered.com/app/2445280/Icarus_Interior_Decorations_Pack/



Hypatia


Now that Galileo is finished, we’re moving on to our next named update. This update is named ‘Hypatia' (hai · pay · shuh), after the ancient Alexandrian mathematician, astronomer and philosopher.

The core features of this update will be the integration of the classic Icarus missions into Open World, allowing players to travel across the permanent map while activating missions during their session. It will also include improvements to missions, including more interaction between prospectors and the station while on the planet, and a new world boss.

Like Galileo, Hypatia is a free update that will take several weeks to polish. Our regular weekly updates will continue in the meantime.

New Frontiers, our first major expansion DLC, is also progressing in leaps and bounds and we hope to share some sneak peeks soon. New Frontiers will feature new biomes, creatures and missions and will be paid DLC.



Changelog v1.3.1.112034


Fixed
  • Fixed highlightable setup missing from beds
  • Datavalidation for Highlightable
  • Adding Unique Fishing Zones for Outpost Maps and adjusting fishspawnconfig data validaton
  • Revert changes to Waterfall FX which caused puffs of water to shoot off screen sporadically
  • Fix Strawberry LOD distances
  • Fix Strawberry filenames
  • Fix Strawberry Texture settings
  • Implement Asset Validation for filename prefixes
  • Aquarium VFX bubble tweaks area bubbles and setup
  • Fixing timing for 3RD person reel Anim to sync up with 1ST and Rod anim
  • Update fish and bestiary cheat to allow unlocking of every creature/fish at the same time
  • Disable shadow casting on planet meshes in atmo controller, even though they're hidden, they still error out when building worlds
  • Remove heightmap and generated level LODs as Outposts are too small for them to be used effectively and its wasting memory
  • Add culling distance volumes to Outpost002, 003 and 005
  • Add nav blocker volumes to exterior boundary areas of Outpost 002,003 and 005 to fix mission content thinking its a valid location
  • Fix WaterRVT error on Outpost005 due to scale being 0,0,0
  • Fix atmosphere controller on outpost002 by re-adding the actor
  • Disable Shadow Casting on WT_FrozenLake causing errors during world build due to size when shadow casting is not needed
  • Fix breakable rock texture settings
  • Fix breakable rock LOD settings
  • Add NoRVT material variation for final combined LOD
  • Added translatable strings for: Character customization options, achievement heading, search box, open world selection, alteration information, drop timers, solo talents and auto suggest settings button
  • Fixed fishing bench weight, increased to 20kg from 1kg
  • Allow localization of tacklebox inventory when within player inventory and attachment slot information
  • Update loading screen text to use translated string
  • Update paintings selection window to be translatable text
  • Update thumper UI progress bar text to be translatable
  • Fiber can now be placed in and grown in crop plots
  • Pass on LOD screensizes for various assets with low values
  • Add missing icons for newer items
  • Fixed several corpse BP setups causing problems with icon generation
  • Update settings for Generated sublevel LODs for Olympus
  • Removed caching on chat messages that was causing double line spacing to occur
  • Fixed caching issue for ammo count that was causing the value to be held for longer than it should
  • Fixed an error in the description for Titanium Plate
  • DYN_Tool: Update old cooked fish requirement to cooked fish chunks.
  • Update all fish spawn zones to ensure that arctic spawn zones are defined.
  • Add validation to fishing spawn zones to ensure each spawn zone is defined
  • Add flavor text to all fish food consumables
  • Add Shepherds Roll to Yes Chef achievement
  • Fixed issue where mount saddle camera could become attached to previous rider, making any other players that rode that mount have their view snapped to previous rider instead of mount
  • Removed some old debug logging when player equipment visibility changes (only affects development builds)
  • Removed debug logging used for death state camera bug
  • Fixed issue where Mount Tooltip interaction text was being clipped. Reorganised internal layout of UMG_InteractionPrompt in all widgets that referenced it
  • Fish inspect animation now stops correctly when switching off fishing rod and when changing lures
  • Fix a crash on clients when using a cupboard that has extra slots due to 'extra space' talents
  • Reduced movement easing when the fish is on the line so when the minigame is completed the fish should be at the players feet
  • Update Generated Level LOD tooling
  • Update Generated sublevel LOD assets for Olympus with revised settings for improved optimization, visuals and performance
  • Yet more checks around positioning loot bags on death so they don't end up underground
  • Fixed Melee Weapons, Firearms, and NPCs spawning their 'Hit' particle FX at the wrong angle.
  • Fixed bug with UMG_InteractionPrompt spamming log with errors when HitActor didn't have an InteractionComponent
  • Memory dependency cleanup of several UI elements, dev cheats, and deployables
  • Additional assets modified as part of dependency cleanup
  • Fixed River Plane that could be seen under a lake in L9, Yellow Quad, Olympus
  • Add more detail to the in game user issue submission popup
  • Remove SK Override Materials on some corpse BPs to fix issue with mesh switching
  • Add some missing content for corpse switches
  • Tag sentry elements in game user issue submission popup
  • Fixed initial ammo count showing broken text layout
Future Content
  • Move DM checker tooling onto separate function so its not attempted to be run in a normal game
  • Added SM_BLD_Wall_Door_DBL_Wood_INT_L, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Fixed Collision and Seam Issues in Arctic and Grasslands prefab caves where players could get blocked by Macro Cliffs, Blue Quad and Green Quad, Prometheus
  • Concrete BLD rework - added SMs, materials, mask textures for roof pieces
  • Update open world selection UI to reference the DLC datatable for name and URL of DLCs, and created entry for Prometheus Open World description text in the relevant string table
  • Update mission map selection UI to reference the DLC datatable for name and URL of DLCs
  • Concrete BLD rework - added SM + DM support meshes for all pieces
  • Submitting in progress developer assets
  • Concrete BLD rework - added DM meshes for beams, material for fractured surfaces
  • Added SM_BLD_Wall_Door_DBL_Wood_INT_R, SM_BLD_Wall_Half_Wood_INT, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Fixed Caveworms Spawning in Walls in Alien Fossil Cave and Fixed Collision and Seam Issues in Grasslands prefab caves where players could get blocked by Macro Cliffs, Green Quad, Prometheus
  • Added more controls to MeshMask Function to be able to control dirt, edge color and metallic
  • added textures and mesh segments for LavaHunter fissure VFX
  • Lava Hunter Fissure Attack Material
  • LavaHunter fissure VFX - rotated meshes to face +X
  • Removing DFL and adding material to Fissure Splines
  • scaled up mesh segments 2x for LavaHunter fissure VFX
  • LavaHunter fissure VFX - splitting longer segments in half for better spline behavior
  • Added SM_BLD_Wall_Windowframe_Wood_INT, SM_BLD_Wall_Win_DBL_Wood_INT_L, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Added new Cave Entrance BP's to manual caves and validated them across all quads, prometheus
  • Moved cliff actor sticking through the back of a prefab cave in O7, Green Quad, Styx
  • Adding Recipes for Armor Piercing Ammo (Feature Locked out)
  • Adding Platinum Sheath and Titanium Plate items, talents, recipes etc (Feature Locked out)
  • Adding Hypatia Feature Level to lock out Hypatia Content
  • Concrete BLD rework - fixed naming on some DMs, added APEX meshes for all pieces
  • Added several wall pieces for Iron Buildable rework
  • SM_BLD_Wall_Win_DBL_Wood_INT_L Updated, Added SM_BLD_Wall_Win_DBL_Wood_INT_R, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Tweaks to Parallax Occlusion and Firssure texture setup
  • Updated open world card description for PROM
  • Added Cave Volume and Cave Entrance BP to Prom Story 2 Cave, Green Quad, Prometheus and Fixed Cliff Actor Inside Prefab Cave, Red Quad, Olympus
  • Added a simple Dev-Only AI Target Dummy. Lava hunter now attacks for hostile Actors instead of just hostile Pawns
  • Added DM_BLD_Wall_Win_DBL_Wood_INT_L, Added SM_BLD_Ramp_Half_Wood_INT, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Added prototype for backpack info widget, dev locked
  • Adding in initial implementation for Bone Armor, base Items static setup and Armor setup, needs recipe and Icons + Descriptions and Design pass, part 2 coming with First person mesh and Pack Mesh for D_Meshable
  • Adding the Skeletal Meshes for the Bone Armor Implementation
  • LavaHunter Fissure VFX - texture fixes and polish to make the smaller segments tile correctly
  • Disabled triplanar, adjusted tiling of secondary normal map on SW cliffs
  • Fixed Collision Geo for SM_BLD_Floor_Wood_INT, SM_BLD_Floor_Half_Wood_INT, SM_BLD_Floor_Quarter_Wood_INT & SM_BLD_Floor_Trapdoor_Wood_INT for Buildable Rework Investigation
  • Stone BLD rework - added apex mesh for RoofPeak_CapEnd
  • Update encumberance UI to show backpack slots and show orange when nearing full
  • Gave turret a rotation rate (so it doesn't snap to targets) and an aim tolerance setup so it doesn't fire if its aim is too far off
  • Gave turret concept of inventory, ammo and consuming ammo on fire
  • Setup Turret AI Relationship data and interface
  • Fixed Turret meshable and deployable setup data
  • Add Jade Caveworm material variant mesh
  • Fixed issue with breakable rocks falling into node mesh temporarily by adding a box collider in centre of node, pending reimport of better collision geo. Tweaked timing of montage notifies for sledgehammer
  • Fixed Collision Geo for SM_BLD_Wall_Door_DBL_Wood_INT_R, SM_BLD_Wall_Door_DBL_Wood_INT_L, SM_BLD_Wall_Solid_Wood_INT & SM_BLD_Ramp_Wood_INT for Buildable Rework Investigation
  • Wood BLD rework - added APEX meshes for floors, ramps, roofs
  • Fixed issue where player was incorrectly getting prompt to drink water through terrain (especially noticible in swamp biome)
  • Added tracked stats for completing dynamic missions on different maps
  • Fixed slot text being removed from encumberance bar
  • Added icon to encumberance bar slot indicator