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Icarus Week 129 Update | Late Game Hitching Fix

Performance improvement is an activity we undertake constantly, but it is a bit like prospecting for gold in that it can be a lot of work with no outcome. This week, we have some specific performance improvements for late-game hitching.

We’re rolling out the late-game hitching fix we’ve been discussing for the last two weeks after some rigorous testing. Simply-put, this will reduce or eliminate the hitching when traversing the map in open worlds that you've been playing on for a while.
[h3]Why don't we do performance every week?[/h3]
People often say this in comments. In fact, we work on performance constantly at significant project expense. This work is very exploratory. In this case, our solution was extremely complex and risky. It involved redeveloping our custom voxel mesh generation to be multithreaded, combining several of the most complex areas of programming together. Results in performance optimizations don't come in a straight line, so we can't promise performance optimization work comes out constantly.

This reworks how the game loads the states of mined rock voxels, splitting these onto a separate thread so it takes the strain off the main game thread.

We’ve also got an update on our next task, converting over some more of the Styx and Olympus missions into Open World Operations.

Jump in and have a read.

Notable Improvements
  • The destroy button while examining the player's loadout in space will now destroy items as intended, allowing players to remove unwanted items from their space loadout
  • Cats and other animals will no longer revert to their base coloring when they are sent up to and retrieved from space (Black cats will now stay black)
  • Updated Hyena Bait to require Gamey Meat instead of Fatty T-bone, so requires Antelope or Deer kills instead of Bears
  • Fixed Deep Ore Drills from not scaling their speed correctly and updated the UI to reflect the new value
  • Terrenus will no longer spawn on easy Outposts making them a safer environment and added Buffalo spawns to Forest Outposts
  • Balance pass on Crossbow prices as they were not priced correctly. They have been brought in line with other workshop items and earlier ones have had a massive price reduction
  • When obtaining Seeds from Crop Plots they no longer come with the “Grown By Prospector” Stat meaning they can be stacked with Wild Seeds
  • Adding allow lists on water and food troughs so you can mark nearby animals as allowed to drink / eat from

[hr][/hr]
This Week: Late Game Hitching Fix


Last week we talked about the improvements we wished to make to the ‘state’ of the mined stone deposits around the map. This was a project we were aiming to include in last week's patch but it was pulled out because of some unresolved issues that came up during testing. This week, it passed the internal testing phase and is ready for the public branch.
[h3]What is Late Game?[/h3]
Over time a prospect contains more and more "data" that is a delta from the base map data. Originally the game as developed for temporary prospects, and so a lot of the systems were not constructed for the scale Open World ends up with. So when we talk about Late Game, we mean after a number of hours in an Open World prospect, or even a long running mission.
[h3]What is hitching?[/h3]
Hitching can be caused by many reasons and we have progressively released fixes for many of these, but there have still been the occasional source of hitches. The end result looks the same, so it can be frustrating for users when we say we have fixed a source of hitching - but it appears not to be because they still experience it. Simply put, hitching is when the game "runs out of time" when preparing what to show on the screen. So to solve this, we need to offload the work somewhere. This specific instance of hitching occurred because as you ran around, voxels that had been mined would be loaded in - but their meshes generated on the main thread and were not multithreaded. Now they are and so the hitching is avoided.

For those who may have not read our last two posts, check out this excerpt from last week's blog:

The change we’re implementing is to do with how objects are loaded and unloaded. When these objects are loaded in, it happens simultaneously with all other objects in the area. As you traverse the map, you load different zones which then require all objects in that area to load. The process we’re specifically looking at here is loading in previously mined stone deposits in the state the player left them (that is every pickaxe swing that was done on the object). Due to the fact all of this loading (it could be in the thousands of instances) happens in one frame, it can cause hitches. This is especially bad at some points across the three different maps - and depending on where you are - you can constantly be loading and unloading these objects due to their relevancy range.

The change involves placing all this ‘logic of loading’ on a separate thread allowing these objects to load in the background while you are playing rather than in a single instance on the main game thread. One of the interesting things about splitting things out to be on separate threads is that you can’t have the main thread or separate threads interacting with the same object simultaneously, otherwise, the data becomes corrupted and can be forced into bad states.

This improvement will now be rolled out to all players, and we’ll still be looking at feedback and bug reports to make sure there are no other issues that may have slipped through. We’ll also be looking at performance reports, and analyzing the impact on late-game hitches across a range of different prospects.


[hr][/hr]
Coming Soon: New Operations

We are currently in the third phase of converting over missions on Styx and Olympus to ‘Operations’ that can be played in Open World.
[h3]Why aren't the Missions all Operations?[/h3]
Simply, time and complexity. Certain missions weren’t converted over to operations due to many reasons, including suitability to an Open World format, but also some requiring complete rebuilding to work in the new Operation system. We also wanted time to see how we needed to adjust our game in general, including and perhaps especially performance in Open World. Now things are more stable, we can look at moving more and more missions to Operations.

These ‘trickier’ missions are currently the ones receiving this work to convert them into Operations, and due to the extent of the reworking required, these will take some time to do. There will also be a robust testing process, as these changes will require them to be treated as ‘new operations’ and all steps and stages will have to go through the trial phase again.

The aim of this project is to provide more operations for people to play in Open World, and to make it so all content can be enjoyed in whatever format players prefer to play it in.

However, certain ‘exploration’ missions just do not work in an Open World game. Ultimately this is because these missions were developed to provide an exploration experience before there even was an Open World mode. Now that you can travel anywhere without limits, those missions are now pointless.

Currently, these are unlocked automatically in the mission tree when you complete the prior mission, and these may even be removed in the future if we feel they are more of a roadblock than content for players.


[hr][/hr]
Next Week: Laika & Pug

We mentioned last week that we were going to deliver Laika and the Pug this week, but the extent of the performance improvements meant we focused our entire effort on that instead. We have pushed these two new pooches to next week so we can spend some more time testing them out.


[hr][/hr][h2]Your support makes these updates possible.[/h2]

https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

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

[hr][/hr]
Changelog v2.2.4.123130


New Content
[expand]
  • Added various optimisations to voxel initialisation
  • Voxel initialisation is now asynchronous - should reduce hitching when moving around level containing partially mined voxels
  • Food and Water troughs now support 'allowlists' to only let certain NPCs interact with them, configure these lists by interacting with the deployed troughs
  • Fixed issue where dog would sometimes just sit there barking at you, waiting for stick to be thrown, even though you'd already thrown it
  • Added dynamic movement to dog tails
  • Dogs should correctly turn to face you while waiting for you to throw the stick

[/expand]

Fixed
[expand]
  • Update Mammoth Tusk item material to use bone hit effects instead of flesh
  • Swapped added the bool stat to the mount to adding a modifier to the mount so theres a visual representation
  • Update solo tree infobox to clarify that normal talents still apply when solo
  • Add translatable string to solo tree inactive text
  • Quick pass over talent placement to ensure consistent height / placement of benches and crafts
  • Adding activate and deactivate audio for carts so the player knows when the state has been changed. Audio, event and replicated BP imp
  • Add a check before the spawn location check to prevent autonomous spawns (Kea, Dreadwing, Drifters) from spawning if the player is within range of a spawn blocker
  • Added Buffalo to Forest outposts
  • Fixing single wall light trying to deploy the ceiling light instead
  • Fixing single wall light on/off texture swaps as it was swapping out the wrong material slot
  • Removed Item.Medicine from Medicine Bag (so it doesn't go inside itself)
  • Added Any_Bag and Any_Backpack to sign icon options
  • Fixed Deep Ore drills not scaling with their speed stat
  • Updated drill UI to reflect area level scalling added recently
  • Fixed chat box expanding with mount hp
  • Fixed drop mesh for farming carts
  • Fixed Seeding Cart icon
  • Update Hyena Bait to require Gamey Meat instead of Fatty Tbone, so requires Antelope or Deer kills instead of Bears
  • Fixed bug where cats and other animals would reset back to default colouring when retrieved from space
  • Increase visible loadout slots and increased width of grid
  • Added translatable strings to Orbital Exchange Interface
  • Added extra functionality to water/food troughs to only allow creatures that have been whitelisted to interact
  • Fix a guard condition when performing async voxel init
  • Fixed new, consumption-related bug where AI combat behaviour wasn't being set correctly
  • Added in extra logging to help track down issue with disappearing tames/mounts. Added validation to prevent instance of crash inside ProcessingComponent. Removed Styx_D_Escort debug sphere
  • Changed the focused item to be the saddle youre sitting on along with its active state if it has an active state
  • Scaled Dog_D down to 0.75x, adjusted locomotion set, adjusted max speed stat
  • Removed editor-only flag check to fix build from failing
  • Ensure no longer thrown for Mounts that haven't begun play yet
  • Ensure no longer thrown for EditorPreviewActor mounts
  • Removing Seeds 'grown by' stat so they can be stacked no matter what source they are obtained from
  • Fixed stuttering movement on clients with Dog_C and D
  • Resave crossbow workshop positioning
  • Fixed bad movement setup on tamed Boar, resulting in significantly more movement speed than before
  • Fixing Workshop Costs for the crossbows - the prices had not been balanced, the 2 earlier crossbows have had a dramatic price reduction, while the two later ones have been reorganised in the tree, one increased in price slightly and the other reduced
  • TEMPEST: Fixed Stalker being named Striker
  • Prevent placement of extractors on depleted exotic deposits

[/expand]

Future Content
[expand]
  • Added stats for CHAC brand of workshop firearms
  • Added text for CHAC rifle
  • Adding Butchery and Advanced Butchery Bench
  • Initial eagle setup checkin with base assets and anim bp, proper behavior tree to follow
  • Added BLD_Railing_Thatch_Gate, BLD_Railing_Wood_INT_Gate, BLD_Railing_Reinforced_Wood_Gate, BLD_Railing_Iron_Gate, BLD_Railing_Concrete_Gate with animations
  • Fix CHAC pistol muzzle flash position
  • Slight resize and reposition of turret ammo indicator
  • Turret player communications / visual pass: added light below the turret to signify ammo and target acquisition and added bars for ammo capacity to frame
  • Fixed Pug fur not displaying correctly on NPC or Corpse. Reduced foot sliding in Pug AnimBP. Reduced Pug's default movement speed. Fixed Pug physics asset. Fixed Pug NPC using the wrong base class
  • Fixed missing texture information on the bottom of the feet of the pug mesh, for both the regular and carcass textures
  • Added 'Any_medicine' to the list of queries to put on the signs. Added item.medicine to the medical bag so it also counts as a medical item for sign use
  • Basic Pass of Laika and Pug Item Setup
  • Changed Terrenus to spawn based on the Bear spawn stat, this means they won't spawn on Easy Outposts and will have reduced spawn chance on easy difficulty missions/open world. This is a placeholder until new spawnstats are added
  • Adding Pug Trophy
  • Adding in base setup for Laika Assets, as well as harness model for future use, awaiting carcass textures
  • Added functionality to the destroy button in hab loadouts
  • Adding laika dog data table setup and adjustments to generic hand feed cre sound and updated correct feed water sound. Spacializer settings changes to pug and laika
  • Added Laika corpse, more improvements to physics asset, cleaned up laika asset redirectors
  • Improved Dog_D physics asset. Added asset validation for invalid NPC capsules
  • Added 2 trophies for Laika as well as the carcass textures and materials on behalf of Marcos
  • Adding Laika Trophies, Jumpsuit item icons, and recipes
  • Added Laika harness and support for non-ridable tame equipment not inheriting from SeatBase
  • Fixed Laika carcass name
  • Small adjustment to laika and pug dog volumes of flinch and death
  • Added new AnimBP for Dog_B
  • Added extra movement to dog tails (some breeds more than others). Dogs will now wag their tails faster if they're looking at you
  • Fixed issue where dog would sometimes just sit there barking at you, waiting for stick to be thrown, even though you'd already thrown it
  • Added small amount of blended physics simulation to dog tails (and Laika's ears). Dogs should correctly turn to face you while waiting for you to throw the stick
  • Adding Icons for Laika's Jumpsuit and adjusted recipe costs
  • Feature locked new dog talents and recipes, pending future release

[/expand]

Icarus Week 128 Update | Farming carts are now rideable

Welcome to Week 128.

After a couple of big weeks of Project Clinic updates, we’re returning to our normal cadence and making some changes to the carts we recently introduced in Laika - letting you ride them rather than just lead them as they operate.

We’ve also got some more information on the performance work we’re currently undertaking, particularly the mined stone deposit loading threads we discussed last week.

Finally, we’ve got news on what to expect next week - hint, you’re going to need a bigger dog bed.

Jump in and have a read.

Notable Improvements
  • Adding small dog drinking and eating animation duplicates for montages and adding unique audio for both sizes to differentiate between the small and big dogs
  • Updated modifier times on tooltips to show in minutes if over 120 seconds
  • Added APEX DM meshes, as well as many of their blueprints, for multiple buildable assets for all tiers
  • Removed the ability to jump while riding mounts that have a cart attached
  • Fixed issued with building pieces not hiding foliage paired with a slight GPU optimization
  • Fixed sticks going to hotbar instead of backpack.

[hr][/hr]
This Week: Rideable Farming Carts

We’re taking the three animal farming carts added in the recent Laika update and making a big improvement.

Carts will now be able to be ridden while farming, no longer restricted to only being led.

The current mounts usable with carts are Buffalo and Tuskar, and when you now equip a Seeding/Harvesting/Watering cart it’ll apply to the base saddle you ride on. You can also interact with the mount both when riding and when next to it, so you can control whether the device is active or not.

The Watering Cart will also fill itself up from nearby sources when it interacts with the mount, and the watering process will only activate when it comes into contact with a dirt mound.

The Seeding Cart now requires both dirt and seeds, with dirt to create mounds and seeds to plant. If there are no seeds in the inventory but there is dirt, then the cart will create empty dirt mounds, and if there are seeds but no dirt, it’ll only plant when you pass over an empty dirt mound.

The Harvesting Cart will now collect all crops that are ‘harvestable’ that have been created by a player within a small radius of the cart. Bushes and wild flora will not be collected.

The movement speed of the mount being used to pull the cart does have an impact on the speed modifier of the cart, so keep this in mind when using it.


[hr][/hr]
Mined Rocks & Performance Improvements


Last week we talked about the improvements we wished to make specifically with regards to the state of the mined stone deposits around the map. This was something we were aiming to include in our last patch but it was pulled out to do some unresolved crashes and issues that came up in testing. We were also hoping to get it in this week but further work put into it has uncovered some more issues that still require more time to iron out.

The change we’re looking to implement is to do with how mined rocks are loaded and unloaded. As you traverse the map, you load different zones which then require all mined rocks within a relevant range to load in. As part of this loading process not only do we load the objects but we also load the state they were left in (that is every pickaxe swing that was done on the object) and this takes additional time. Due to the fact all of this loading (it could be in the thousands of instances) happens in one frame, it can cause hitches. This is mainly to do with the map being tile based and when one map tile loads, the mined rocks are triggered to load in at the same time. This is especially bad at some points across the three different maps - and depending on where you are - you can constantly be loading tiles and objects due to their relevancy range.

The change we are currently making involves placing all this ‘logic of loading’ on a separate thread allowing these objects to load in the background while you are playing rather than in a single instance on the main game thread. One of the interesting things about splitting things out to be on separate threads is that you can’t have the main thread or separate threads interacting with the same object simultaneously, otherwise, the data becomes corrupted and can be forced into bad states.

We have had some decent success so far with our internal testing and this work seems to have made some strong progress in reducing hitching. We are currently still in a testing phase and will roll this out if and when we believe it is in a stable enough state.


[hr][/hr]
Next Week: Pugs & Laika


Next week we plan on adding two new pets, one to the base game as a free pet, and one to the Pet Companions Pack DLC.

The base game will be getting Laika the dog, in celebration of the heroic pooch who was the first four-legged adventurer into space. The Pet Companions Pack will be getting a Pug as a new breed you can bring down from the space station.

[h2]Your support makes these updates possible.[/h2]

https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.3.122924


New Content
[expand]
  • Added a psuedo saddle for the player to ride on.
  • Removed the stat that stops players from riding the mount while farming cart is active.
  • Removed useless stats 'IsSaddleCargoOnly' from itemstatic as it was only being utilized in equippable DT
  • Added crop plot snapping to dirt frames
  • Adding correct cart data table entries to new carts added
  • Added the ability to ride on basic cart
  • Added a basic saddle to the cost of each cart

[/expand]

Fixed
[expand]
  • Fixed Stone, Salt and Limestone Noxious crust descriptions mentioning incorrect materials
  • Fixed Carved Wood Bed weighing 1kg instead of 10kg like other beds
  • Updated some item descriptions and hints for clarity
  • Added bestiary text for Dribbo
  • Added Arctic Moa bestiary text
  • Fixed a few typos and changed some item names for consistency
  • Added Arctic Moa bestiary image to the project
  • Add translatable string entries for relocated quest steps
  • Fixed Involved In Quest modifier used on quest creatures not showing involved in quest stat text
  • Adding Laika dog bark vocalisation, data table setup and event
  • Adding small dog drinking animation and eating animation duplicates for montages and adding unique audio for both to differentiate between the small and big dogs
  • Added Arctic Moa bestiary stats
  • Enabled Arctic Moa bestiary entry
  • Fixed typo in spoiled plants description
  • Updated modifier times on tooltips to show in minutes if over 120 seconds
  • Updated modifier to just show provides instead of 1 second duration, for modifiers specifically applied for a single second
  • Update building RVT blocking to only dynamically spawn if intersecting with ground
  • Delayed check for RVT spawning to ensure stability calculation has been initialized, checks an additional time after a longer delay, once
  • Fixed unsaved interactable DT that changed the 'fill from nearby deployables' button to hold X instead of tap F as we now use F for riding the mount.
  • Removed fur culling mask on the tuskar mount when you remove the cart from the tuskar
  • IRONCLAD: Added translatable Est. time string
  • ADVANCED ORDER: Update quest step to refernce Health Recovery Tonic's new name, instead of Health Enhancement Tonic
  • Removed the ability to jump while riding mounts that have a cart attached
  • Hide Units Consumed from UI, this confuses players without tweaking UI more
  • Added translatable string to wind turbine in-world tooltip and salting station close button
  • Fixed sticks going to hotbar instead of backpack
  • Fixed an error in the description for the ceiling light
  • Added ability to consume meds in the medicine pouch
  • Fixed Seed Bar, Seed Cracker, Honeycomb Bar and Seed Bread status effects not being affected by the Vegetarian talent
  • Added Stomach Slot information to player inventory
  • Replace modifiers BaseStaminaConsumed stats with BaseStaminaActionCost, this fixes water modifiers reducing stamina consumption by more than the intended amount
  • Hid sort from bag UIs (Medicine Satchel, Seed Pouch) as these hold specific items so don't need sorting
  • Adjusted taming temperatures so creatures found in the arctic are easier to tame in cooler environments and creatures found in warmer environments can be tamed in higher temperatures
  • Updates to spacialiser settings of seed plough and limiting amount of sow sounds that can be played at once with a cooldown to avoid it playing 3-4 at a time.
  • Adjusting volume of UI of interracting with plough
  • Reduced speed of Horses and Terrenus, mainly through reduction of their talents. Both have movement speed increasing talents that reduce the sprint speed, but these are currently not reducing the sprint speed. Will be readdressed when that bug is fixed
  • Very slight reduction of Moa movement speed
  • Fix cart saddle audio parameters failing to update if player has dismounted from saddle, potentially causing cart audio to not play or play indefinitely
  • Added ability to toggle carts on and off while riding the mount. Added 'focusediteminfo' for toggle button
  • Lots of updates and improvements to the carts. Better spacialization, adjusting pitch speed based on velocity of the cart. Reduction in volume to some layers and reduction in sound size for better riding experience
  • Updated bonus mining rewards description (notably on Egg based foods) to specifically mention the bonus is stone
  • Fixed Honey Mead stat order
  • Changed toggling the harvest cart to be a binding rather than hard coded to 'x'. removed hard references to tuskar and buffalo mounts and instead added a saddle row in the saddles json for psuedo saddle mesh. Added stats to slow down the mounts when cart is active
  • Fixed building piece grass culling not working after recent changes
  • Building piece grass culling volume is now centred on building mesh (was previously offset for things like beams or half/quarter pieces)
  • Buffed Buffalo and Tusker movement speed, but reduced the effect of the movement speed talent while Buffalo is pulling a cart
  • Reduced movement speed while creatures are pulling a cart
  • Increased capacity of Pack Saddle
  • Updated descriptions of carts to no longer mention they are unridible
  • Updated Medical Satchel description to communicate that it allows instant use of medicine inside
  • Fixed tooltips showing 0 - 0 Damage when items are not valid (such as blueprint sets)

[/expand]

Future Content
[expand]
  • Undo changelist 122831
  • Undo changelist 122804
  • Undo changelist 122787
  • Undo changelist 122785
  • Undo changelist 122781
  • Add a UE4 Insights stats label for when a tile boundary is crossed 'TILE LOADING' (internal dev)
  • Added BLD_Stairs_Corner_Wood_R and BLD_Stairs_Corner_Wood_L with their BPs. Will still need to be added to the Datat table, etc
  • Adding 1ST person CHAC pistol reload to be a clip instead of a single bullet, gun animation still needed as well as 3RD person but thats much trickier to track down, hold please
  • Updated placement rules for corner stairs
  • Adding Chac Pistol reload clip audio, events and animation notifys
  • Added and updated hunter helmet and chest v2 sk meshes, materials and textures
  • Further fine tunes to chac reload timings
  • Adjustment to chac reload notify timing
  • Added APEX DM meshes, as well as many of their blueprints, for multiple buildable assets for all tiers
  • Fixed material mismatch between SM and APEX DM for BLD_Roof_Peak Connector_Iron
  • Added half stairs test datatable entries
  • Added multiple Scoria building skin entries to the D_BuildingSkins Data Table, as well as added sockets the the Half Stairs assets for all tiers, and also adjusted the placement of one of the railing sockets for the regular Thatch stairs
  • Saving test assets to dev folder
  • Adding lots more details to the chac pistol. adding cloth moves for various parts to enhance the overall feel etc
  • Update collision on many Prometheus foliage to allow player overlap
  • Increased Overflow Bag capacity further for future proofing
  • Increased stability collision area for dirt ramps and corner ramps
  • Add widget for future internal cooking balance
  • Added some extra insights logging to VoxelResource expensive init function
  • Update delayed shelter checks to only be delayed for pieces previously inside, aka favors the player
  • Remove burnt (unharvested) trees as part of FibreFoilageRespawn
  • Remove some history on voxels (GPU compute, treasures). Unroll some loops, precache some vars, add some statics
  • Further Voxel Code decomposition/refactor (fix the build)
  • Further Voxel Code decomposition/refactor
  • Move voxel init to async task for cached meshes (experimental)
  • Fix issues with voxel thumper reinit after making init async

[/expand]

Icarus Week 127 Update | Foliage Regeneration

Welcome to week 127.

This week we’re completing our project clinic, with a bunch more improvements, tweaks and content additions.

For those unfamiliar with what a project clinic is, read our post from last week which goes into more detail.

We’re also introducing a performance improvement this week, focusing on late-game stutters and looking at the root cause of some of these instances.

Next week we hope to further improve late-game performance, and we’ll be returning to our regular update cadence so jump in and have a read of all the changes we’ve got for you this week.

Notable Improvements
  • Collision with small foliage / small trees has been removed allowing players and creatures to walk through them which makes traversal through the world feel a lot better.
  • Fixed a massive stutter that was occurring when opening crafting menus, this has now been optimized to ensure a much smoother experience
  • Improved first-person and third-person interactions with objects placed in the light slot when the object is emitting light
  • Arctic Moa can now use all saddles present in the creature comforts DLC
  • Adding stats for digging yield on shovels and properly scaled shovel resource yield and item wear
  • Increased the amount of dirt collected with the shovel
  • Fixes to CRYSTAL quest so the quest now works with some recent item changes

[hr][/hr]
This Week: Late Game Hitch Improvements


We’ve been investigating some of the root causes of late-game hitches. As you mine more resources, chop more logs, build larger bases and level up and move around faster, all this data grows and short hitches or stutters can start to build up - typically late in the game after many hours of game time.

Our investigation uncovered a few key culprits.

A key cause is to do with how we optimize objects such as trees, rocks and plants in the game. In their untouched natural state they're well optimized simple objects that we call 'imposter' objects.

Once you start mining, chopping or interacting with them the game remembers their altered ‘state’ and what you did to them. As you move back and forth across the map, these objects are loaded and unloaded constantly.

Burning and burnt trees were a major culprit of these loading hitches. Burnt trees are permanent modified objects, not simple optimized imposter objects, so these load in and out when you enter an area.

To address this we've stopped recording the trees burnt state. When you reload a saved game, all trees will load back in irrespective of their burnt status and items like foliage will not check to see whether they've been harvested previously or not. This does affect balance, but we felt like addressing the stuttering was a higher priority. We also noticed internally this brought some life back to our bases, as I'm sure prospectors are used to the area immediately surrounding their base getting clear-cut of bushes and resources and losing some of that natural look.


[h3]Fibre Foliage Respawn Setting[/h3]

These can be accessed in the settings menu if you are hosting the game yourself or for dedicated servers set in the command line or ServerSetting.ini.

ServerSettings.ini

OpenWorldFibreRespawn=True


This setting will restore all the fibrous plants in the world to fully-grown plants that can be collected again when you revisit them later. Plus they will become more optimised imposter objects again. This means less save data, less area reloading, a more consistent environment and a bit more fibre to gather. This only affects plants that provide fibre, fibrous seeds and sticks not resources such as fruit/vegetables.

Note: This option will not restore in a small area around where you have placed your buildings, so if you have collected resources before placing down floors those changes will stay permanently.


[hr][/hr]
This Week: Project Clinic Part II - Highlights


The second week of our Project Clinic has now concluded and we’ve got our last round of associated fixes, tweaks, additions and improvements:

[h3]More Medicines[/h3]

We have performed an additional pass of medicines as they have become more important since last week's afflictions duration update. We have created several new items to help with this.

Vitamins crafted at the chemistry bench will provide resistance when ingested against basic wounds, poisons and extreme temperature escalation conditions such as frostbite, heatstroke, hyperthermia, and hypothermia.

Survival Kits can be crafted at the medicine bench which allows the curing of wounds, deep wounds, frostbite and overheating, providing all the benefits of the basic bandages, and suture kits in one item.

Xigo Quick-Fix Kits can be purchased from the workshop and will heal almost any injury but will not provide any resistance - a good emergency item to have on hand.

There is also a new medical bag that can be crafted on the textiles bench which allows you to store all your medicines in one place without taking up any extra inventory slots.

In addition to the new items, we have also done a small balance on vaccines that can be purchased from the workshop. Their prices and durations have been altered to better fit the current state of the game.


[h3]Platinum Lighting Rod[/h3]

Something that we have wanted to add since the introduction of batteries is a lightning rod which would conduct lighting strikes and charge your batteries and provide a quick burst of power to your network. So we came up with the new Platinum Lighting Rod. Now you can protect your base and receive a big influx of energy at the same time.

[h3]Dirt Expanded[/h3]

After adding the dirt foundations last week, many community members requested a dirt corner piece to help their aesthetics and to build nice ramps. So we have added it and just like the other pieces it will break instantly if it does not collide with the terrain.

We have also added dirt to some recipes as it felt like a natural fit - namely crop plots and fertilizers.


[h3]Charging Station[/h3]

Last but not least, we've added a charging station for small handheld devices. This is a new object crafted on the fabricator and is now a requirement for recharging flashlights - which are no longer an unlimited light source but will require recharging. On initial crafting of a flashlight, it will come with a full energy charge, but when they run out they will need to be recharged at the charging station.

We have many other devices that we want to use this system with, with the flashlight being the first.

[h3]Farming Carts[/h3]

We have made some additions to farming carts to bring them more in line with the game economy. One such change is the massive reduction of water cost when using the watering cart as it was consuming far too much water to be effective. The other small change made is that the seeding cart now requires dirt for the dirt mounds to be created alongside the seeds being planted.


[hr][/hr]
Next Week: Back to Normal


With the conclusion of our project clinic, we’ll be returning to our regularly scheduled updates from next week. The project clinic has given us an incredible amount of improvements and tweaks, and this patch along with the last one have been considerably larger and more time-intensive, something not sustainable in the long term.

We’ll be returning to a more balanced cadence which will still deliver smaller weekly content updates, while working on the larger changes in the background, the next of which we hope to announce soon.

[hr][/hr]
Next Week: Hitching Improvements Part 2: Rocks


We were hoping to include this in this weeks update but had to pull it at the last minute, so once we've worked out the last couple of kinks we can include the next phase of our plan to address late-game hitching. Similar to the issue this week with burnt trees, the game tracks the state of rock voxels and has to restore these as you move around the map. We'll go into more details on this change in next weeks update post.

[hr][/hr][h2]Your support makes these updates possible.[/h2]

https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.2.122731


[h3]New Content[/h3]
[expand]
  • Default LargeStonesRespawn and OpenWorldFibreRespawn to true. Remove -ForceFLODReset and -ForceFLODVoxelReset commandline options (Use ServerSettings.ini LargeStonesRespawn, OpenWorldFibreRespawn for dedi).
  • Adding in Single Lights and unlocking from talent tree
  • Adding a Medical Satchel at T2 which is a bag similar to the seed pouch for storing medical supplies
  • Adding a Dressing at T3 which heals basic wounds, frostbite / frostnip, heatstroke / head exhaustion
  • Adding Vitamins at T4 which provides resistances to wounds, poison, hyper/hypothermia, frostnip & heatstroke
  • Adding a workshop Quick-fix kit which heals almost anything
  • Added BLD_Ramp_CurvedCorner_Dirt, as well as removed some irrelivant materails for other dirt buildables
  • Adding Dirt Corner Piece Datatable Setup / Blueprint point / Icon etc
  • Adding Icon Images for the Dressing and workshop dressing and workshop dressing pack items
  • Swapping workshop dressing item to be the bundle in the workshop
  • Fixing shovel stat yield and wear calculations (they where backwards)
  • Remove setting to restore trees in Open World - restore is for fibrous plants only. Tweak deployable sweep test when restoring. For summary dedi can use -ForceFLODReset (plants) -ForceFLODVoxelReset (large rocks)
  • Added separate light meshes to BP, as well as materials for the different light states, OFF, ON_Green, ON_Yellow, ON_Red
  • Adding in lights to show object charge state on the power charger
  • Slightly slowed charge rate on charger as it was slightly too fast
  • Tweak foliage sweep test when restoring foliage in outposts
  • Fixing Charging Station Recipe so it is now craftable on the fabricator
  • Added Flatbread Dough to Kitchen Bench (T3)
  • Fixing In World Tooltip for the Chargin Device being in a bad location
  • Fixed recipe search box not working after using it for the first time (per interaction)
  • Adding charging station, start, loop and end audio and blueprint implementation
  • Fixed buggy mount movement when riding a mount in 'Follow' movement mode as a client
  • Adding generic inventory bag open sound to be used for opening seed pouch and medicinal bag. Swapping from more specific seed pouch sound bag
  • Enable large rock respawn as a setting option for host
  • Add a setting option to restore trees and fiber plants in Open World
  • Adding inventory open bag event to correct audio bus
  • Increased dirt yield when digging with a shovel
  • Adding stats for digging yield, effects, snow, dirt and sand
  • Adding new digging yield stats to current and unreleased shovels
  • Properly scaling digging yield and shovel durability loss so they are defined by stats

[/expand]

[h3]Fixed[/h3]
[expand]
  • Changing small trees foliage collision from "Foliage" to "FoliageOverlap", allowing players and creatures to walk through them, this will stop many collision issues
  • CRYSTAL: Fixed crafting cocoa quest step to track new modifier version.
  • Adjusted the size of the fracture chunks for Dirt Frame and Ramp to be smaller
  • Improved ray cast when selecting creatures when applying medicine with right click
  • Adding distance checks when bandaging creatures so you can't run away and give them medicine while on the other side of a building
  • Drone explosion no longer guarentees killing nearby targets, dealing a maximum of 80% of current hp damage
  • Fixed Tamed creature damage reduction being multiplicitive rather than additive
  • Increased Overflow Bag item count to factor extra pockets alterations, ensuring no items are lost on the largest inventories
  • Stopped Wood Burner from setting players alight
  • Allowed Wood Burner placement under flat roofs
  • Added snap locations to T3 Medicine Bench
  • Fixed Material Processor having an unused fuel slot
  • Fixed frosted wall light texture not swapping so it doesn't look on when it actually is
  • Fix Consume Stack (Oxite, Food, Water)
  • Removed Fire Setting Capsule from the wood burner
  • Fixed Frosted Light Recipes so they can be crafted correctly
  • Fixing issue where the SMPL3 downed drone mission would kill mounts and tames
  • Fixed a bug where the spoil time wouldnt display seconds when below 2 minutes
  • Adjusting Wood Burner Recipes so it has lower tier ingrediants
  • Adjustment of fireplace, pot belly stove and wood burner weights
  • Arctic Moa's now can use all Creature Comforts Saddles
  • Crop plots now require dirt to craft
  • Basic Fertalizer is also requires dirt to craft
  • Updating Virtual Stats to include the Overheating Affliction Resistance stat
  • Fixed a number of typos and edited item descriptions for clarity
  • Reduced the amount of water the cart uses from 10000 units per dirt mound to 100.
  • Changed plough cart to only create mounds when the cart has the dirt resource added to it
  • Reduced lag time when opening up crafting menus by pre-filtering recipes before constructing their widgets
  • Adjusted position of mount light offset for most mounts.
  • Removed debug sphere from some lights
  • Fixed bug where certain lights weren't centred correctly in first-person.
  • Fixed bug where certain lights in third person were being affected by player animation too much.
  • Wood Rag Torch's flame mesh no longer casts shadows.
  • Individual equippable light sources can now specify an attachment offset in third and first person views
  • Adding consume multivitamin pills audio, event and data table entry
  • Fixed BEAST granting bestiary progress to host instead of using player
  • Fixed other Aluminium building piece recipes that require Aluminium Ingots, again
  • Fixed internal names use in Dressing Kit modifier
  • Update Heat/Cold Bandage modifiers and descriptions to mention both modifiers they remove
  • Updated dirt building placement so corners are more easily placed onto ramps
  • Updated default depth of initial placement of dirt building pieces
  • Update caching values for building pieces outside check to optimize snow storms
  • Adding correct animation and data table setup for dressing kit to play audio when healing using it
    UMG_ItemStats instances are now only initialised when first made visible (instead of when constructed)
  • Seeding cart will now add seeds to dirt mounds when walking over them and not just when they create the dirt mound itself
  • Adding Platinum Lightning Rod, Recipe, Icon, Item Setup etc, when struct if connected to a power network it will funnel the lightning into the network providing short burst of power and filling up batteries attached
  • GENESIS: Added fall damage reduction to Dribbo

[/expand]

[h3]Future Content[/h3]
[expand]
  • Added art assets for T3 and T4 prime Filleting benches to the project. Will add to BP and DT once they have been made
  • Added BLD_Frame_Pillar_Glass with DM, as well as added meshes to BP
  • Added DEP_LightningRod_Platinum and DEP_LightningRod_Platinum_Damaged
  • Added Kit version of BLD_Frame_Pillar_Concrete, along with DM and Limestone materials. also made a designe change to bring it more in line with all other concrete wall pieces
  • Added subtitles for Null Sector Log Entries
  • Adjusted spider speed to match the run/walk/sprint animations. Added spider health/melee dmg curves

[/expand]

Hotfix v2.2.1.122455-rel-Laika

[h3]Contains the following Fixes[/h3]
  • Fixed bug where item in light slot would become activated any time player visibility changed
  • Fixed other Aluminium building piece recipes that require Aluminium Ingots
  • Adding appropriate audio for start loop and stop of coal - wood burner. Adding appropriate deploy audio
  • Fixing wood burner chimney smoke effects playing at the wrong location - based on smaller chimney
  • Fixed bug where wood torch and wood rag torch would disappear when looking in certain directions in first-person
  • Fixed Hypothermia Resistance modifier granted by Tusker crashing game when removed.
  • Added validation to D_ModifierStates to prevent recursive application of auras
  • Fixed bug where offset applied to light slot when mounted wasn't being cleared after dismounting

Icarus Week 126 Update | A ton of Laika improvements and brand new content

Welcome to Week 126.

[h3]After an amazing Laika launch, we’re keeping up the momentum with a massive week of new content, quality-of-life improvements, Laika fixes, balances, and more. This is not a typical week, so strap up for a serious read of what has changed.[/h3]

This week comes off the back of an excellent reception to our Free Laika update and we will continue to work on the new features over the next couple of weeks. You’ll find new content this week such as a dirt building tier, the new Arctic Moa, new building pieces, medicinal items and more.

We’ve also embarked on a project clinic that started last week, with this steering a lot of the changes you’re seeing, and future content that we’re planning. For more on what a project clinic is, read below, and then jump in and check out this weeks changes.

[hr][/hr]
What is a Project Clinic?
[h3]A project clinic involves making our team experience the frustrations you do, and then turning that frustration into direct action and outcome - making a better game[/h3]

In simple terms it is a short and sharp period of time where we make rapid changes to the game, based on an intense period of play by the developers. When issues are found triage is done on the spot and they are either fixed immediately, or recorded for future work. An "issue" is extended beyond a bug, to include missing functionality or design and balance problems.

Under normal circumstances there would often be lengthy processes to add something to the game. A project clinic is a great way of "giving the project it's medicine" and treating the issues on the spot. Sometimes the project needs a little jolt, to shake free the things holding it back. These are only possible when a really intense amount of play is done at senior levels and below, so that it becomes very clear what is missing and what the problems are.

The downsides are extensive, they can be disorienting for the project and also tend to disrupt usual processes for things. However we have found that done occasionally, this kind of disruption proves healthy. It helps shed light on unnecessary processes. It also forces many in the project to reassess entrenched positions that are not compatible with how the game really is.

It fits in very well with our "games are played not made" ethos, which is central to the studios "brutalist" approach to making video games.

[h3]Another of our projects, Stationeers, regularly does Project Clinics. Check this out for more details. If you like our approach to making games, please consider supporting us by buying our products[/h3]https://store.steampowered.com/news/app/544550/view/3690180594913003074
https://store.steampowered.com/app/544550/Stationeers/

Clinics help provide a shot of adrenaline into the project and allow everyone from juniors through to our executive team to provide their own experience and feedback that will steer the project direction, meaning a wide range of representative voices are heard.

We have done this a few times in Icarus' lifetime - most noticeably during the beta weekends and before the ‘New Frontiers’ launch.

Clinics differ from our regular week to week as in general, we plan well in advance what we are working on for any given week and the subsequent systems and art that needs to be created and adjusted. This is so we can establish timelines for departments and make sure to balance what’s in each patch, giving the necessary timeframes to achieve what we set out to, be it big or small for that update.

This week is a result of the first week of our Project Clinic, and not only includes fixes for our Laika update but also lots of small fixes and content additions to other areas of the game that make up a fairly hefty patch.


[hr][/hr]
This Week: Summary of key Laika Fixes


Last week’s Free Laika Update was a smash hit, and we’ve loved all the feedback, images and clips we’ve been sent of you with all your new furry, wooly and feathery pals. Do note, what we list below is only a brief summary of the major changes. We have made extensive changes and fixes across broad areas of the entire game. These include performance, AI, mission, and rebalancing.

We have a ton of fixes and tweaks coming this week, off the back of the great feedback we’ve received from you all:
  • Snow wolves now spawn correctly in snare traps in arctic biomes
  • Fixed a bug where the Mount/NPC movement was stuttering for clients when accelerating
  • When leading an animal with a rope they will now follow at a much closer distance than before
  • You no longer can instantly shear sheep for the unlimited XP exploit
  • Fixed issues displaying players' available talent points and their level in the menu
  • Cats on the planet now keep their original colour when respawned or brought down from space (were sometimes turning grey unexpectedly)
  • Fixed an issue where mounts that come down from the space station could get stuck and be unable to move
  • Change the UX of the Mount Behaviour selection screen, removing toggle buttons in favor of radio buttons and checkboxes
  • Mounts will no longer teleport to their owner if they are being ridden at that time
  • Tames now clear their combat target if they are teleported mid-fight
  • Fixed an issue where tames would not attack neutral creatures such as Komodos
  • Fixed an issue with mount modifiers not displaying correctly when ridden
  • Fixed an issue with dog/wolf combat where they would sometimes freeze if you killed their target before they could
  • Updated mount interaction UI so it’s easier to read and see the creature's current state
  • Lowered Bestiary point requirement on creatures exclusively ordered from orbit

[hr][/hr]
This Week: Summary of Highlights


[h2]Improving 'L' Slot Player Lighting[/h2]
We have done a pass on the player lights when socketed in the light slots, these had some very odd behaviors such as offsetting the players light when equipping an item and with some light sources almost being unusable. We have done a pass on the 3rd and 1st person to make this feel a lot better. We have more improvements in store especially when it comes to this interaction when riding mounts.

[h2]The Arctic Moa[/h2]
We have added a new Arctic version of the Moa which is all white, it spawns on all maps in arctic zones and comes with its own Juvenile. When this juvenile is 'saved' and grows up it becomes a white arctic moa which comes with its very own skill tree. The rational here is to use our existing systems and content to provide more depth to the experience. We will begin to use the talent tree system for animals more and more, to allow you to desire specialist animals and incentives to actually visit and traverse different biomes for different reasons. We have plans for many new animals, both tamable as well as monsters. Some of which you will face in caves, or in missions.

[h2]Medicine & Modifiers[/h2]
Some of these changes might be a bit spicy for some users. However the game is a survival game, our intention is to give you the sense of challenge and accomplishment that comes from preparing for a journey as well as adapting to issues that come along the way. Through our development we have inadvertently made a variety of our debuffs not matter at all. Many of them were so short that rather than crafting what was needed, you simply had to wait out the issue.

Many of our medical debuffs have had their duration increased. Broken legs for example have become a debuff that requires healing - you can no longer wait it out. To balance this change, splints have become easier to craft and the level requirements removed from all early-game medicines. Some of these debuffs have also been nerfed in their impact on the player to compensate for the increased duration.

In addition we have added a new T3 Medicine Bench that serves as an intermediary between the Herbalism and Chemistry Benches. This bench fits aesthetically with the existing benches. It can snap to the rest of the kitchen benches and all medicines that where present on the kitchen bench have been shifted over.

We have also added brand new healing items the Health Recovery Concoction at T1 and the Health Recovery Elixir at T3, these go along with the T2 Health Recovery Tonic which has been given a buff. These 3 items all focus on providing you with a quick decent amount of health recovery.

There was also some small but much needed changes to the way you heal your mounts and pets, that is putting a medical item in your hand and holding right click. This now will cancel and not consume items if you lose sight or your pet or move to far away during the action.

In addition we have added a new bandage animation so you can see yourself and others applying medicine to themselves.

[h2]Dirt, Sand and Foundations[/h2]
In this update we added the ability to use a shovel and dig up dirt and sand, when digging on various areas in the terrain. Dirt can be used to craft 2 new building pieces, a dirt foundation and a dirt ramp, both craftable on the player at T1. These new buildables can only be placed in the terrain or they will instantly break, serving as a good foundation for buildings.

Sand is also another resource that is available to be collected with a shovel. Sand can be used as an alternate to silica when crafting glass in a furnace.

Don't worry you can still dig dig mounds in the ground using right click, but also now you can craft and place the dirt mounds as well allowing you to place them in other locations.

[h2]Stone Cairns[/h2]
This updated we added stone cairns that can be placed in world where you can customize the text and description so other prospectors can see on their travels in your world. You can use these as waystones to mark a path across the landscape or even mark area's of significance.

With this we have also added a single inventory slot to cairns so if players choose to they can store the corpse of a dead pet, marking their grave and providing them with a small memorial.

Credit to LeonVirin on our discord, as this was a direct result of their suggestion.

[h2]Kitchen Corners[/h2]
As has likely been apparent to players of ICARUS for a long time now - we were missing kitchen corners. The advantage of a Project Clinic is the ability to push through fast solutions to clear problems - cutting through the bureaucracy that typically exists in a project. So now we finally have a simple brand new deployable for both the kitchen and marble benches that allow for you to make corners, curves and u-shapes with your kitchen set. These benches include the kitchen bench, biofuel stove, medicine bench, kitchen storage, sinks and more.

[h2]Wood Stove[/h2]
The existing pot belly stove is not a good "travel" heat source, as it only provides heat as you move. Some rebalancing of weights and bulk have occurred with deployables like the stone fireplace. Now we have a new small wood stove that is designed to be more mobile - something you might take with you to build a small hut when heading into the arctic biome. It bridges the gap between campfire and the stone fireplace.

[h2]Extensive general changes, additions, and balances[/h2]
There are lots more things added this patch from small balance changes around soups, spoil times being displayed in hours/minutes, creating separate items for steel roofs, 4 new electric lights and lots more including a host of fixes. Check out the patch notes below for the full list. It really cannot be emphasized enough that there is a host of new content, that has come directly from us experience the game as you do.


[hr][/hr]
Next Week: More Laika Fixes


Next week we will continue making Laika improvements along with other general adjustments from the second week of our project clinic. Alongside our own internal notes, we’ll keep listening and taking on board feedback that is shared through feature upvote, so make sure to keep putting your suggestions in here for us to go through.

[h2]Solution to Late-game Hitching in Open World[/h2]
In Open world games over time voxel loading can cause hitching as you move around the map. This can happen regardless of what settings you have, if the voxels are not being completely cleaned up. It is impossible to clean up some voxels completely. Additionally, burn down trees and loss of vegetation is not only sometimes a performance issue - it is also unsightly.

We have identified direct solutions to the late game hitching that we are going to add as options for players. These will involve cleaning up data in your save, and in return the world will run much faster. This can include, for example, reloading trees that are burnt down as alive again. Or if a stone voxel is more than 50% mined, not loading it in. These changes are extensive, so they did not make it in time for this update. However we do have a build that is in closed testing already with some of these changes, and are optimistic we might be able to have this included in the next update. If so, this would be a profound fix for what is an intensely frustrating problem for late-game open world prospects.

[hr][/hr][h2]Your support makes these updates possible.[/h2]

https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

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

[hr][/hr]
Changelog 2.2.1.122387


[h3]New Content[/h3]
[expand]
  • Added Arctic Moa spawns.
  • Adding New data table enteries for Dirt Foundations and Ramps
  • Added new Dirt BLD pieces
  • Adding New Images for new Dirt, Sand, Recovery Items
  • You can now dig in Dirt / Mud to Get Dirt with a shovel
  • You can dig in sand to get Sand with a shovel
  • Adding Alternate glass recipe which uses sand
  • Adding new T1 Health Recovery Item & T3 Health Recovery Item
  • Rebalancing T2 Health Recovery Tonic and Slight Rename, (Recovery is T1: 100, T2: 250, T3: 450)
  • Added stone and oxite ore deposits
  • Increased deep ore drill speeds for most ore types
  • Rescaled meat rewards from many creatures to better represent their physical size
  • Corn and Mushroom soup now require 3 of Corn and Mushroom respectively
  • Renamed Pneumonia to Cave Sickness
  • Mounts and Tames will now follow at a closer distance when led using a Hitching Rope
  • Added Styx Open World drop option for Great River South
  • Split out steel roofing from concrete roofing setup
  • Deep Mining Drills now have increased drilling speed (up to 20%) based on area level
  • Setting up Wood Burner
  • Adding Stats to Wood burner since it is now basically a T2 Campfire, provides more confort and crafting speed
  • Added Exposed & Single Ceiling & Wall Light
  • Adding Kitchen & Advanced Kitchen Corner
  • Adding Medicine Bench
  • Adding Talents for Wood Burner, Lights and Dirt Ramps / Dirt Foundations
  • Dramatically increased Mammoth Tusk crushed bone yield, increased the rewards from Mammoths to 2 but they no longer scale with skinning rewards
  • Mammoth Tusks are now a bulky item, lowered their in-world scale to fit better on prospectors back
  • Mammoth Bestiary unlock now grants increased bone rewards instead of increased Tusk rewards
  • Removed level restrictions on Antibiotic, Antiposion, Antibacterial, Blood thinning, Bandages, splits and suture kits
  • Adding Alternate Splint Recipe to directly use fiber
  • Splints now stack
  • Concussion & Contusion now last 1800 second
  • Festering Wound now lasts 1800 seconds
  • Infected Wound now lasts 1800 seconds
  • Dyssentry now lasts 600 seconds
  • Broken legs now have no duration, and can be fully healed by a splint
  • Sprained Ankles now last 120 seconds
  • Adding Stats for CreatureBoneDamage & ChanceToInstantlyGatherBones
  • Adding Stats for Biome Specific Temperature Resistance
  • Added stat to control the speed of the buffalo when the cart is active
  • Mount Movement/Combat behaviour settings are now a list instead of buttons
  • Adding in Arctic Moa creature and mount assets and base hookup, missing Icon and specific Bestiary information
  • Added Arctic Moa talents
  • Added new deep ore types to workshop scanner
  • Added stick equip first person and third person animation and montages, added stick equip flip grab audio and grab flip audio for 1st and 3rd perspectives
  • Added T3 herbalism bench ast assets to the project
  • Added Arctic Moa talent icon
  • Updated medicine bench BP and data table entry with the new art assets
  • Added Juvenile Arctic Moa datatable setups
  • Hooked up new bandaging animations
  • Changed decay times to display minutes and hours rather than just seconds
  • Added additional talents to hunting and repairing tree for bones damage and instant gather
  • Adding Electric Oxite Dissolver
  • Adding UI prompts for the shovel
  • Dirt Ramps and Foundations will now only have stability when supported by the terrain
  • Elixir is now craftable at the chemistry bench and not on the player
  • Reducing base experiance loss on infected wound to match festering wound at -5%
  • Lowered Severity of Broken leg carry weight from -50 -> -25 to account for broken legs no longer healing naturally
  • Adding Dirt Ramp & Frame Images when trying to select variations
  • Added speed increase to drills that are outside spawn zones (notably in caves/out of bounds)
  • Aluminium building pieces now have recipes that use Aluminium in addition to those that use Aluminium Ore
  • Brown Bear armor now only provides heat resistance in the Forest
  • Added Health Restoration Concoction to medicine bench line
  • Adding dirt building pieces deploy, tick damage, loop damage, repair, stress audio and events, Physical Material and data table setups
  • Adding Stone Cairn Item buildable at T1 with stone, can be used to mark locations around the map or scope out a path, you can also place in animal corpses to remember dead friends
  • Adding Stone Cairn Recipe, Blueprint, Icon, Text etc
  • Adding ability to Set text and a title on Stone Cairns so when viewed in world you can leave text for other prospectors if they stumble across it
  • Added upgrade options for steel
  • Fixed building concrete stair pieces missing from steel roofing split
  • Setting up Wood Burner, removing proxies & lights from BP as they don't work with the current mesh, adding item icon
  • Adding Exposed Wall Light Meshes, Item Icons and Basic Lighting Setup
  • Feature locked out other lights as the meshes are not ready
  • Adding correct PM to dirt ramp blueprint so the footsteps play dirt not stone
  • Adding back in steel roof variations to concrete ramps variations for now until this can be done in a non-destructive way
  • Adding correct PM to dirt ramp blueprint so the footsteps play dirt not stone

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fixed bug where mount/NPC movement was stuttering for clients when accelerating
  • Adding version of standing breathing anim for cat that fixes the feet
  • Adding correct punch animation to punch montage and adding unique punch whoosh audio
  • Better spacializing and randomisation of dog footsteps. Can be heard slightly clearer over a longer distance. Added texture variant to dirt
  • Reduce stability calculation frequency when walking through base or during snow storms
  • Added translatable text to Beehive's Honey Extractor upgrade
  • RELOCATED: Tagged mission item so it will show in relevant crafting filter
  • ABYSS: Allow monitoring station content to be translated
  • FLATLINE: Added translatable text for mission device interaction
  • Added missing translatable text to end of mission screen
  • Added Horse bestiary bonuses
  • Fixed pets having mount talent growth, granting additional talents over their max level of 25
  • HOMESTEAD: Removed gold requirement, updated recommended tier to tier 2
  • Increase durability on high tier troughs
  • Fixed Striker/Stalker typo in Arid Striker bestiary
  • Added reminder control for standing or dismounting
  • Add translatable text for close button on mount
  • Fixed fishing talent tree vertical position
  • Moved Bovine Harness talent to the Ranching Station
  • Fixed character level in top left of space menu showing the incorrect level
  • Fixed new Deep Ore resources not being selected by roll
  • Adding eating sounds to tame desert wolf, and added missing attack movement audio
  • Potential fix for Mounts/Tames not being able to move after being taken down to prospect in an exotic pod
  • Adjusting the desert hyena wolf to play correct hyena audio rather than standard wolf. Small balance tweaks to hyena audio to fine tune for close proximity idles
  • Fix for transport pod effects not turning off on clients. Fixed some other replication issues on transport pod
  • Fixed bug where mount tooltip wouldn't clear it's modifier list and would sometimes show modifiers from other mounts
  • Fixed bug where you would continue to see modifier updates from mounts you'd previously ridden above the health bar of a different, currently ridden mount.
  • Mounts and Tames will now stay wet for a period of time after leaving water (same as players)
  • Fixed bug where you could keep shearing a sheep to gain XP even if it had no wool.
  • Reduced angle of Sheep's LookAt.
  • Shearing a sheep will now grant the sheep XP.
  • Fixed some replication-related issues where MovementState wasn't being set on clients - was causing the sheep's feet to slide a lot when walking around for clients
  • Forest wolves and Boar can now only be trapped in forest/grasslands.
  • Arctic wolves can only be trapped in Arctic. Hyenas can only be trapped in Desert/Volcanic
  • Fixed issue with new mount behaviour buttons having separate interactable checkboxes that weren't linked to button
  • Fixed build validation error
  • Adding missing swimming notify to desert wolf hyena thing
  • Juvenile creatures are no longer recorded if they're not currently being tamed; fixed accumulation of juvenile creatures across map over time
  • Fixing Dirt frame & Ramp Images
  • Fixing Elixir & Remedy Images
  • Fixing crash when opening the crafting menu
  • Fixed build breaking because early access of DT table
  • Fixed seams on both Frame and Ramp, as well as fixed DM for Ramp
  • Small balance pass of stick grab pickup, stick equip, stick equip 3rd person for better cohesion
  • Chicken coops no longer snap to surface normal during placement. Slightly lowered chicken coops into ground during placement
  • Fixed a bug where cats and dogs could get higher than lvl 25. Added a growth curve row to the mounts DT
  • When shovelling sand, you get sand and no longer 5 shovels
  • Fixed issue where new bandage animations weren't being loaded from soft object references
  • Modified the wood burner recipe to use steel instead of Iron
  • Fixing issue where the shovel would both dig up resource and spawn a hole for planting on right or left click, left click now collects resources, right click digs a hole, both knock snow off your roof
  • Fixed typos in new content
  • Small adjustment to timing and audio placement of the bandage loop and consumed sound to match with new animations
  • Fixing Dirt Ramp and Foundation Stability Numbers and Tier so they aren't destroyed in Easy / Medium storms
  • Updated Dirt Buildings Itemable to mention they need to be placed attached to the terrain
  • Fixing Kitchen Bench not being able to be snapped to the a corner piece correctly
  • Fixing issue where the medicine bench was not craftable, when attempting to craft would produce a kitchen bench
  • Fixing Spoil Timers, they were not being formatted and presenting no numbers after the last commit
  • Fixing Splint modifier text, implying broken legs where still healed over time, they do not unless a splint is applied now
  • Fixed Horse walk speed being extremely low
  • Future proofed movement speeds of mounts, to ensure stat changes affect the mount correctly
  • Rescaled some mount speeds, other than horses walk speed and tusker sprint speed increases these are all close to normal, slight reduction on Moa sprint speed (but with talents these are still by far the fastest)
  • Fixed XP display for mounts not disappearing
  • Fixed agressive and passive creatures shown on open world drop selection being flipped
  • Fixed chickens not burning food after having the -consumption talent. Made FoodConsumedPerMinute to PerHour. Also oxygen/water just because of shared function
  • Adjustment and fine tune to bandage healing animation audio. Added spacializer since its now played in world. Added leather glove sounds for end of animation. Added first and third equip audio
  • Added missing code change
  • Fixed Mammoth Tusk recipe not granting 400 Crushed Bone
  • Fixed Hyena sometimes getting stuck and not being able to attack.
  • Hyena spawn count in first stage of GENESIS: Recovery should now capped and scaled based on difficulty and player count.
  • Slightly increased health and regen of Dribbo
  • Adding audio for electric oxidizer to play when tanks are beeing filled.
  • Also added consume tonic loop to play for items crafted on the new medicine bench so it doesn't sound like an instant press consume
  • Adding medicine bench crafted audio and applied overrides for recipes with several operlapping recipe sets
  • Reataking images for all kitchen benches
  • Retaking images for Elixer & Concoction
  • Added recording of FText through the save game flag on icarus actors, means we wont need as many unique recorder components in future
  • Fixed compile errors
  • Lowered Bestiary point requirement on creatures exclusively ordered from orbit
  • Fixed typo in Dirt Foundation
  • Fixed Advanced Kitchen Corner recipe granting Kitchen Corner
  • Fixed Wood Burner being unable to be crafted at higher tier benches
  • Fixed Antibiotic medicines mentioning pneumonia
  • Fixed Health Recovery Elixer not being craftable at Medicine Bench
  • Fixed typo in Dig Dirt Mound and Cairn UMG text
  • Fixing Aluminium Wall using an Item Static instead of an Item Template causing issues when crafting (Copy Paste Issue)
  • Fixed bug where mount/NPC movement was stuttering for clients when accelerating
  • Made several changes to improve visibilty of flashlights in first peron, and all lights when mounted
  • Fixing Aluminium Wall using an Item Static instead of an Item Template causing issues when crafting (Copy Paste Issue)
  • Adding back in steel roof variations to concrete ramps variations for now until this can be done in a non-destructive way
  • Adding correct PM to dirt ramp blueprint so the footsteps play dirt not stone
  • Adding bandage tear end audio into loop event so if the player stops the healing process the audio also stops indicating that it hasn't finished healing
  • Updated DEP_Coal_Burner mesh and destructible
  • Added DEP_Ceiling_Light, DEP_Ceiling_Light_Exposed, DEP_Single_Wall_Light, DEP_Single_Wall_Light_Exposed and setup in BP's and D_DeployableSetup
  • Adding Frosted Wall & Ceiling Lights
  • Added destructable mesh and camera to stone cairn blueprint
  • Adding audio for when an animal has been added to a Cairn

[/expand]

[h3]Future Content[/h3]
[expand]
  • Added BLD_Roof_Peak_Pyramid_Glass. Still need to add APEX DM
  • Added DEP_Trap_Black_Wolf with animations
  • Added BLD_Roof_Peak_Pyramid_Concrete. Still need to add APEX DM
  • Added DEP_Trap_Ice_Mammoth and animations
  • Update Field Guide procurement text
  • Added updated BLD_Frame_Pillar_Wood
  • Marked Storm Stalker talent as development again, as it is not implemented
  • Added mini hippo bestiary image to the project
  • Added mini hippo trophy to the project
  • Adjustments and balance tweaks to ghost croc. Adjsuted spacial and volumes etc
  • Added updated BLD_Frame_Pillar_Brick
  • Adding ghost croc, bee, and mini hippo bestiary events and data table entries
  • Add -ForceTreeRegrowth command argument as a test (internal dev)
  • Added Dribbo bestiary traits
  • Added Kit version of BLD_Frame_Pillar_Wood_INT, including DM
  • Added DM for BLD_Thatch_Pillar as well as modified collision
  • Added BLD_Frame_Pillar_Iron with DM and also added to BP

[/expand]