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Icarus Week Eighty Nine Update | New Forge, Foundry and Gameplay Trailer

Week 89 is here and - with only one week until New Frontiers - we’ve decided to do a week of focusing on Quality of Life improvements and introducing some new benches that allow for all the new content to come next week.

A bunch of QoL improvements recommended by our community have been added, including new keybinds and adjustments to blueprints.

On top of this, we’ve added three new benches - a Tier 3 Masonry Bench, a Tier 3 Forge and a Tier 4 Foundry (which are the higher tier versions of the Tier 2 Anvil).

These provide a more streamlined progression for the items previously on the lower tier variations of these benches, and allow for simpler consolidation to save floor space as you progress through the levels.

Finally, the New Frontiers Gameplay Trailer premieres this weekend on YouTube, and you can sign up to watch with us at the link below.



New Frontiers: Gameplay Trailer


[h3]The New Frontiers Gameplay Trailer premieres on YouTube this weekend, Saturday the 19th at 6pm EDT.[/h3]

Just like last week's ‘The Seeker’ premiere, we’ll be on Discord answering questions and watching along with you - so come join us!

[previewyoutube][/previewyoutube]

Quality of Life


Before we launch New Frontiers, we wanted to spend this week making some QoL adjustments that the community has asked for.
  • We’ve added a ‘Loot All/Take All’ key-bind option for you to map in the controls menu
  • We removed XP debt upon death this also removes any outstanding XP debt that remained from a death before this change was implemented
  • The ‘drop’ keybind will now default to ‘unbound’ rather than Q, but can still be set manually. You can still drop items by dragging them to the drop box in your UI
  • Building pieces can now be unlocked as ‘Building Pack Kits’ rather than individual items. This will save your blueprint points for other unlocks, only requiring three per building tier now for three ‘packs’
  • If a blueprint provides multiple recipes, the UI will now show all the recipes that it will unlock
  • Farming and Harvesting XP have been added to the new farming system changes from last week
  • All T2 and above arrows now craft in packs of five and higher tiers of arrows have had their costs reduced to balance against this
  • Fur has received a balance, with the amount found on aggressive creatures reduced, and increased on passive creatures. This is because of the lack of recipes requiring fur, and the abundance of engagements with aggressive creatures leading to players stockpiling so much of it.
  • We’ve added an alternate ‘Steel Bloom’ recipe that uses charcoal
  • We’ve added more seed packets for seeds which were currently missing from the workshop pool


Forge, Foundry & Advanced Masonry Benches


This week we’ve added three new benches in preparation for the new content to come in New Frontiers, and also to provide a consolidation route for benches as you progress up the tiers.

These are the T3 Masonry Bench, The T3 Forge and T4 Foundry. The Forge and Foundry are the higher tier variations of the Anvil found in T2.

All of these benches contain the recipes of the previous benches so, as you build the new versions, you can deconstruct previous iterations to save room in your base. This also means we have shuffled some recipes around to make this more streamlined and easier to navigate.

The new tiers of benches are:

Tier 2 Masonry Bench → Tier 3 Masonry Bench

Tier 2 Anvil → Tier 3 ForgeTier 4 Foundry

The Tier 3 Masonry Bench will focus on brickwork, and while this week it only contains the recipes from the current Tier 2 bench, from next week it will include the brand new building items that come with New Frontiers. This means that once the Tier 3 Masonry Bench is built, you can scrap your Tier 2 variation as all recipes will be available on this option.

The Tier 3 Forge will now hold all the recipes for tools, shields, bows, crossbows, arrows and bolts that were unlockable at Tier 3 but craftable on the Tier 2 anvil. It will also have all the Tier 2 recipes, but the Tier 2 anvil will no longer have any recipe for an item that is above Tier 2.

The Tier 3 Forge requires coal or charcoal to fuel while you craft, and also needs to be placed outdoors to allow for ventilation.

The Tier 4 Foundry is the pinnacle of tool crafting on Icarus, and has all the Tier 2 and Tier 3 recipes of the Anvil and Forge, along with all the Tier 4 recipes that were previously available on the anvil also.

This is a large machine, and requires a lot of space. Because it requires electricity to run, it also needs to be placed inside, and a strong power source is necessary to keep it running.

This new system allows for you deconstruct lower tier benches as you craft the higher tier ones, alleviating any issues with the growing need for floor space, but also allowing for the evolution of items in your base as your level grows. Ideally, a base running high level electronics wouldn’t also be housing a basic anvil, and these new benches allow for that progression.

With the addition of these new benches, the blueprints tree has also been altered slightly to reflect the shift. You may notice some gaps, but these will be filled next week as all the New Frontiers content is added to the tech trees.



New Frontiers


We are now less than a week away from the New Frontiers expansion and the excitement in studio and among the community is palpable. For those of you who haven’t caught up on what’s to come, here’s our announcement blog to check out.

https://store.steampowered.com/news/app/1149460/view/3684558162502822183



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



Changelog v1.3.11.114779


New Content
[expand]
  • Setting up T3 Masonary Bench, Assets, Talents, Recipes, Icons, Animations
  • T3 Masonary Bench Proxy Meshes Fixed Collision
  • Added T3 Masonary Bench Proxy Meshes, Textures & Material
  • Setting up T3/4 Anvil Benches, Assets, Talents, Recipes, Icons, Animations (Dev Locked for now)
  • T4 Anvil - fix and reimport of output proxies to correct position and avoid stacking
  • T4 Anvil - added destructible mesh
  • Adding Charcoal steel bloom alternate recipes
  • Adjusting all arrow and bolt recipes to craft 5 arrows or bolts, reducing recipes cost for the higher tier arrows and bolts
  • Removing Tool / Weapon Recipes from the Machining Bench and Fabricator and placing them on the T3/T4 anvil Benches
  • Removed unused references on T3 anvil destructable mesh
  • Adding T4 Anvil bench impact sound, start / loop / end event, BP imp and data table entry
  • Using parent class logic to replicate audio for anvil t3 instead of creating new logic. Simplified BP setup
  • Set up start / loop / stop event to play when Anvil T3 is activated. Set replication to play for clients
  • Added text for Forge, Foundry, and Masonry benches
  • Updated name of the T3 Masonry Bench to Advanced Masonry Bench to differentiate it from the T2 bench

[/expand]

Fixed/QoL
[expand]
  • Update normal shovel description and flavor text to match new Stone Shovel description and flavor text, which better communicates its uses
  • Updated the Supply and Demand talent to apply to crafted bolts as well as arrows
  • Updated credits page
  • Fur Rebalance: Significantly increased the amount of fur granted by passive creatures and significantly reduced the amount of fur granted by hostile creatures. This affects both skinning an the skinning bench. The aim is to allow players to gather fur earlier in the game easier, while reducing the abundance of fur as you progress through the tech tree
  • Large deer now have their own loot distinct from regular sized deer, yielding more leather, fur and increased chances of gamey meat
  • Adding in Additional Farming Seed Packets for thouse that weren't present in the workshop
  • Enabled recipe set view for blueprint tooltips
  • Cleaned up contents of blueprint tooltips
  • Adding XP events for planting, harvesting, watering and fertilizing crops
  • Combined building blueprints, refunding the existing blueprint points spent. Building sets are now split into 3 groups: Base, Advanced and Trim. Base Sets have beams, floors, walls, angled walls, ramps and doors. Advanced Sets have roof corners, half pitches and half pieces. Trim Sets have railing, trap doors, windows and ladders. All variants of the building piece type are now unlocked within the same building set
  • LIVEWIRE: Reduced the spawn rate of smaller creatures to help new players get used to the game
  • AGRICULTURE: Supply Stockpile has been renamed to ACCUMULATON
  • ACCUMULATION: Reduced resource requirements across all objectives, but particularly cooked meat
  • Fixed workshop gear with a large number of stats having parts of the tooltip UI not appear correctly
  • Tweaked building sets, moving items into trim sets if it makes sense for the set. Renamed some trim sets to better communicate their aesthetic
  • Removing Experience Debt, players no longer gain experience debt when they die, any existing debt is removed
  • Watering Can now only grants experience once per water action and only if a crop plot required water
  • Added new crop plot modifier icons
  • Added UI to the blueprint tooltip to show if the unlocked blueprint recipe shown is for multiple output (eg arrows and bolts)
  • Tweaked distribution of outside voxel resources, reducing salt and oxite, while increasing resources favored to each biome
  • Setting up carpet data entry that was missed for player footsteps. All rugs will now sound like carpet
  • Fixed Tomato and Potato decay setting to correctly grant spoiled plants
  • Drop Key is now unbound by default
  • Fixed Bean Seed Packet giving Squash
  • Fixed Typo in Fertlize Crop tooltip when viewing crops with fertilizer
  • Added action reminder when holding Fertilizer
  • Fixed Wild Coffee granting Cocoa seeds
  • Added to dynamic quest rewards: Shields, Seeds and Shovels
  • Updated existing farming related dynamic rewards to use seeds instead of grown plants

[/expand]

Future Content
[expand]
  • Lava Hunter Arena, Clean Up Landscape and Added Few Rocks in Purple Quad on Prometheus
  • Fix damage numbers and audio feedback sometimes incorrectly presenting damage as crit or hardened.
  • Spawn damage numbers function was re-checking crit status of hits for itself, and in some cases e.g. DOT effects would do this incorrectly - instead we now just pass it the crit area value from the damage packet which has already been calculated.
  • This change only has a cosmetic effect
  • Bulk commit of updated thatch buildables
  • Fixed Ground Collision in Swamp & Floating Rocks in Cave on Blue/Purple Quad, Prometheus
  • Adding Niagra system propogation to NPCTrailComponent,
  • Adding first pass WIP VFX for slug slime trail, updating NPCTrailComponent_Slug with correct niagra system reference
  • Updating mission communicator overlay for priority missions
  • ProStory5: Increase spawn rate of creatures during defense phase, added swamp slug
  • ProStory5: Fixed base being unable to be interacted with during final phase
  • Fixed priority mission overlay appearing while already on a mission
  • Added background blur to priority mission overlay to help separate it from the dynamic mission buttons behind it
  • Final pass on slug trail VFX, culling setup.l
  • Fixed issues with future collect and deliver item missions that require a stat on the item failing to find the correct item in the players or delivery targets inventories
  • Setting up App Ids and DLC Flags for Outposts 4, 6, 7, 8 and assigning to talents
  • Small update to subwave sound. Slightly less distortion
  • Adding sound of the suit subwave harmonic generator intermodulator to play before dialogue event so the dialogue feels like its reacting to it
  • Imprrovements to lava lake audio when in a cave
  • Smooth landscape near Lava Hunter Arena, Added Macro IMP Meshes to Artic & Fixed Grass Floating in the Grasslands on Green/Purple Quad, Prometheus
  • Adjusting displacement on slug trail material
  • Updated slug slime trail RAO texture with minor seam fixed
  • Adding the best sounding PM to the fortifications. Sounds less hollow than wood floor
  • Adding optional curve to control trail fade out in BP_NPCTrailComponent, will default to PercentageTimeLeft if bool unchecked. Adding curve for slug slime trail
  • Adding a more appropriate sounding PM to wood railing
  • Fixing narrative music looping issue
  • Adding gasfly explosion to play for clients
  • Fix search area isn't shrinking as clues are discovered on PRO_Story6_Traitor
  • Dialogue retiming for mission 6
  • Added the updated verisons of the stairs and half ramp thatch pieces
  • Fix shader parameter names, reversed normal map and highlighting for hunting trails
  • Adjustments and improvements to the orbital laser kaboom. Adding bwaaaaah
  • Lava Hunter Arena, Blended Rocks into landscape in Purple Quad on Prometheus
  • Orbital Strike vfx iteration
  • Added dev cheats for growing crops instantly
  • Added several Wall pieces for Thatch buildable rework
  • Fix hunting trails highlighting on clients and trails moving/resetting every save/load if entire quest objective not complete
  • Added several reworked thatch roof buildable pieces
  • Added several more wall pieces for Thatch Buildable Re-work
  • Adding Map Masks for the OW Selection Screen to tidy up the Drop Point Selection View
  • Added spawn rules to outposts to prevent multiple apex predators (such as bears or polar bears) from spawning in the area, the same as other play modes
  • Update gas flyer loot bag mesh
  • Fixing issue with texture groups for the Needler
  • File name correction of the Needler Statue - Stone
  • Resubmitting Komodo Variation textures and mesh due to wrong file names
  • Submitting Komodo Variation Statue - mesh and textures
  • Fixed bug where Slug's AimAssist sphere collider was including bounds of trail component.
  • MegaTreeAudioVolume collision is now configured in Constructor instead of PostInitializeComponents.
  • Slightly increased max spawn distance on Story5's swarm spawners.
  • Remove water-type navigation modifiers from North-East swamp area in PROM
  • Fixed Collision Near Mission Cave in the Grasslands on Green Quad, Prometheus
  • Added Outpost 006 Minimap Data and created new in game map for Outpost 006
  • Added Outpost 004 Minimap Data and Created New In Game Map for Outpost 004
  • added sk meshes, missing textures and materials for larkwell armour
  • Added new weather debuff icons
  • Replaced priority mission border background
  • Updated Prometheus In Game Map to reflect recent world changes, Prometheus
  • Renamed Polar Bear Pelt to Arctic Pelt in preparation for new creature releases with New Frontiers
  • Renamed Polar Bear Armor items, blueprints and talent to Arctic Armor
  • Small adjustment to subwave generator before dialogue
  • Adding additional BP imp to stop the G15 scanner from playing again if it's already activated. Also delay to dialogue line that interrupted important moment
  • Added Outpost 007 Minimap Data and Created New In Game Map for Outpost 007
  • Lowering the predator bird swoop whistle by 2db
  • Fixed item rewards from dried trees in the lava to ensure they grant a small amount of wood when harvested with an axe
  • Updating lava hunter event min max to be the same as the spacializers. Increased distance of roar spacial
  • Setting up Exploration Missions for Prometheus
  • Batch commit of thatch buildable rework assets
  • Add a large scale damage component for the oribital laser
  • Added the ability to spawn creatures with bonus levels as part of normal swarm logic
  • PRO_Story_5: Added additional levels to spawns, as this is in a lower level area, slightly reduced spawn rates
  • Adding in second version of the egg as well as materials and fixed main egg UV problem with a reimport of the correct UVSet mesh
  • PRO_Story_5: Tweaked spawning parameters to improve mission performance, minimal impact on gameplay
  • Added drop ship locations for Prometheus story missions
  • Enabled new particle effects for Lava Hunter's Earth Splitter attack.
  • Reduced base health of Lava Hunter, slightly increase per-player additional health.
  • Fixed Lava Hunter's hard points not working.
  • Cooldown between stumble anims caused when dealing damage to Lava Hunter in limping state increased.
  • Improved Lava Hunter navigation ability when target not on navmesh.
  • Increased damage of Lava Hunter ranged attack projectiles.
  • Increased max range of Lava Flyer explosion damage.
  • Fixed Lava Hunter eggs expanding infinitely for clients.
  • Added IK to BlueBack
  • Removed DropShip 6 from Outpost 008
  • Datawise missions are now opt in, you will need to make sure to setup the mission correctly for it to be triggered in open world
  • Updating prospect talent UI to display 'mission unavaible' if a mission is not triggerable on open world
  • Rewording Achievements to future proof
  • Prometheus: Update new canteen and oxygen tanks in the workshop to cost red exotics
  • Rebalance Larkwell Oxygen tank modifier to grant higher health regeneration and some exposure resist instead of movement speed
  • Adjusting Iceholm & Holdfast App Id's for DLC Flags
  • Added DM supports meshes INT wood For Buildable Rework
  • Removed Cliff Actors from persistant level, Readded the dropship spawns and Respawn Pods, Outpost 008
  • Adding Quest Marker for Swamp Construction Prometheus Quest
  • Ducking interior dropship sequence audio when dialogue is playing to allow clearer and more audible dialogue playback
  • Removed DM supports meshes with wrong names For Buildable Rework
  • Added RoofPeak_CapEnd_Thatch reworked buildable piece to project
  • Updating Cultivations to have a forceset functions for prebuild structure setup
  • Updating farm present in Story Mission 5 so it has grown plants
  • Added Outpost 008 Minimap Data and Created New In Game Map for Outpost 008
  • Added infographic icons to scoria building piece icons
  • Removed All Respawn DropShip from Outpost 008
  • Added infographics icons to scoria pitch buillding piece icons
  • Removed All DropShip from Outpost 008
  • Updating Feature Levels for the new outposts
  • Fixed a few typos in highlightable and st_umg
  • Replacing depreciated niagra modules on NS_WaterSplash. Adding NS_LavaSplash, hooked up in BP_PlayerEffectsComponent to play when jumping into lava. No longer plays water splash effect when jumping into lava
  • Adjusting the blueback footstep spacial curve to be a little more audible over longer distance to assist with mission location. Also adjusting dialogue for Daisy mission Fail
  • Fixed deployable preview for Organic Residue Cleanser
  • Updating Drop Locations for Prometheus Construction and Research Missions
  • Fixed Riverbanks & Cleanup on Green Quad, Prometheus
  • Dialogue timing adjustment and lowering broodling attack sounds and spacial slightly to avoid volumes becoming overwhelming when surrounded
  • Updated Blueprint Tooltip to prevent the Crafted At section from overlapping it's icon when the name is too long, this is both for future benches and translated text
  • Setting up Prometheus Construction mission and enabling for NF
  • Regenerated Visual Height Map Textures to fix blurry heightmaps, Prometheus
  • Added shadow geo for reworked thatch buildables
  • Added Outpost 008 Heightmap Data and Created New heightmap for the In Game Map for Outposts 008, 007, 006 and 004
  • Adding Quest Marker for Swamp Research Prometheus Quest
  • Added DM supports meshes Glass For Buildable Rework
  • Removed DM supports meshes with wrong names For Buildable Rework
  • Adding Notifiers for Extracted Item, Planted Seed and Crop Matured
  • Setting up and Unlocking Prometheis Extraction Mission
  • Fixing issue iwth being unable to unlock heavy obsidian armor
  • Refreshed out of date D_Ballistic data table
  • Adding in Quest Marker Locations for Arctic Extraction Mission
  • Adding new Prometheus Research Mission
  • Adding new crafting notifier subsystem
  • Added ability to disable recording of Ballistic Actors via bDisableRecorderComponent flag inside D_Ballistic. Lava Hunter spit particles and all other pooled ballistics are no longer recorded. Lava Flyer spawn count per egg now scales with nearby players. SpawnAIAtCursor cheat now takes in an optional AI level parameter. BTTask_PerformAction_SpitAttack now correctly pools ballistics if required. Movement during LavaHunter_RetreatAndPowerUp action should now handle areas with no navigation better. Fixed bug where Lava Hunter wasn't playing it's heavy hit react / power up action when entering it's second phase of combat
  • Fixed Cliff Actor sticking through cave in Lava Biome and Fixed Seams in Geothermal pools, Purple Quad, Prometheus
  • Further improvements to orbital laser destruction
  • Adding very small cooldown to transport pods to avoid double ups of playback on clients
  • Setting up Bone Armor Twitch Drops and unlocking bone armor
  • Added gasflyer statue stone static mesh, textures and material
  • Small DLC dialogue delay
  • Update story prospect names to match biomes the mission takes place in
  • Shorten duration of orbital laser damage
  • Fix Story mission faction selection and add datatable validation to ensure these do not play additional random dialogue
  • Added commenting into 'GetSeedRow' to show that if the stat is 0 then the seed has no type to it
  • Fixed Needler Alert Widget and Healthbar disappearing when attacking
  • Adding Extermination mission to prometheus
  • Adding common hunt mission
  • Fixed issue where abandoned missions would show as completed in the on-prospect mission board
  • Fixed a seam between landscape and geothermal pool and removed voxels in the pesistent level, Purple Quad, Prometheus
  • Changed name of exotic node spawn cheat to not conflict with other SpawnAI cheats in search box
  • Added cheat to spawn exotic nodes at cursor
  • Updated all cave Template on Prometheus
  • Added a keybinding to loot everything in an inventory (defaulted to Q)
  • Added SM_BLD_Wall_Windowframe_Glass, SM_BLD_Wall_Doorframe_Glass, SM_BLD_Wall_Win_DBL_Glass_L, SM_BLD_Wall_Win_DBL_Glass_R DM Meshes, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Landscape Sculpting, Cliff Pass and Updated in Game Map to reflect these changes, Outpost 008
  • Gate brambles overlap checks to server side only
  • Remove instanced foilage actor from persistent level
  • Adding time to prometheus missions
  • Fixed being able to drop items while using orbital loadout request
  • Adding rock dog explode attack audio and event. Not hooked up yet until new VFX are in
  • Recreate water spawning rule
  • Added art assets for ITM_Bio_Spray A-D
  • Replacing the placeholder projectiles on the StoneJaw spit attack with projectiles that spawn lava spots on the ground, added entries for the modifier used for the spots
  • Small adjustment / addition to increase the length of slug gas attack
  • Fixing issue where the red workshop knife and blue workshop knife stats where switched
  • Adjusted Burn, Electroshock, Miasma & Freeze modifier debuff stats, damage, descriptions
  • Added new spawn rule for spawning near water
  • Fixing Workshop Red Exotics text and image not appearring correctly when researching / purchasing items
  • Fixing the timing of orbital laser damage
  • Activating missing exotic nodes in prometheus
  • Very small adjustment to blueback idle spawn rate and spacial setting
  • Lava Hunter spawn count is now scaled by nearby alive players.
  • Lava Hunter will now stop laying eggs mid-way through lay action if maximum nearby children count is reached.
  • Un-hatched Lava Hunter eggs should now be counted in nearby children calculations.
  • Lava Hunter eggs are now valid AITargetables and can be attacked by nearby NPCs that are hostile to them
  • Fixed missing material reference in M_LavaBomber_Wings
  • Predator birds will no longer dive bomb players inside shelter. Fixed predator birds not correctly tracking target when diving. Predator bird's dive target is now cleared periodically instead of persisting. Increased Predator Bird's melee attack radius. Disabled debug drawing of spawn EQS in PROM Story 5 mission
  • Mark sickle only brambles as Resource_Node interactables
  • Added SM_BLD_Floor_Quarter_Glass, SM_BLD_Wall_Half_Glass, DM Meshes, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Fixing Solarpanel step, chemistry bench step and seamp creature step in prometheus research mission
  • Fixing up typo's in prometheus construction mission
  • Adding post process material. Added post process to BigBoom, Will apply PP when within orbital laser AOE
  • Added General Resorces PFS to Purple Quad Swamp to Allow Generation of Resources, Purple Quad, Prometheus
  • Adding the sound of watering and feeding mounts, events and BP entry
  • adjusting directional filtering for blueback footsteps for better clarity during mission
  • Swapped General Resorces PFS to Purple Quad to Allow Generation of Resources, Purple Quad and Green Quad, Prometheus
  • Landscape Sculpting, Cliff Pass and Decal Painting, Outpost 008
  • Rename Swamp Stryder to just Stryder, for better recognition and flow
  • Fix typo in Yes Chef! accolade
  • Submitting Crocodile Statue - Stone - mesh and textures
  • Bombers no longer agro untill attacked in Pro Story 6
  • Added a light source to G15 Camp in Pro Story 6
  • Adding additional quest steps to Pro Story 6
  • Adding loot items in various base locations in Pro Story 6
  • Updated Sledgehammer recipes, ensuring they use tier appropriate materials and consistent material costs
  • Added Miasmic Sickle to tech tree
  • PRO_Story_5: Remove duplicate crop plots from the prebuilt base
  • Correct rifle/pistol ammo payloads for cold steel and iron wood
  • Adding new modifier for the gas flyers, tweaking payload radius values and color for trail and explosion for use with the swamp variant

[/expand]

Icarus Week Eighty Eight Update | Crop Plots and farming have been revamped

Week Eighty Eight is here and with the New Frontiers expansion only two weeks away we have a lot to talk about.

The feature of the week is the revamped farming system, following on from our community discussion a couple of weeks ago. This changes how you interact with crop plots, introduces a more robust early-game farming system and adds five new items to support these changes.

We’re also calling for feedback on a proposed ‘arachnophobia mode’, so if you are someone who suffers from this (or know someone who does), we want to hear your thoughts on our proposed ideas in the comments.

Finally, if you haven’t already heard, ‘The Seeker’ - the newest installment in our live action documentary series - premieres this weekend on YouTube so go sign up today.



Video Premiere: The Seeker


Originally posted by author
[h3]'The Seeker' is our newest chapter in the Icarus documentary series, and it premieres this Saturday August 12th at 6pm EDT. Come join us by signing up below.[/h3]


[previewyoutube][/previewyoutube]

Core Farming Changes


A few weeks back we asked for feedback on some proposed changes to the farming system, and this week we’re implementing them with some adjustments made.

The most impactful change is how players interact with crop plots, which previously had their own UI, but now are interacted with in-world just as you would any flora found in the ground.

This means that crops can now be harvested by sickle as well as by hand, allowing you to gain the boost provided when using this tool.

This new system requires the new ‘Seed’ item we’ve created for each plant which acts like a deployable item. You can place these into crop plots from your hotbar, along with fertilizer which can be applied the same way. Crop plots can still be watered as they were before, so this process hasn’t changed.

Farming Talents are also now applied at a different step in the process, no longer when crafting a crop plot but rather when you place a seed in your crop plot. Crop plots now also auto-reseed, allowing you to plant a seed once and then reap the harvest when it is fully grown, while not interrupting the growth cycle.

Originally posted by author
[h3]Existing Crop Plots will be converted to the new system, and will be seeded with anything that was growing. Power and Water connections will need to be reconnected. If you have farming talents you will want to reseed these to get the bonuses as talents no longer craft alterations on to the crop plot BUT instead apply when a farmer plants a seed. Any inventory items inside will be placed in bag on top of the crop plot to be retrieved. [/h3]




New Farming Items


These farming changes come with a bunch of items to support the improved system.

Seeds - one for each of the different plant types which can be gathered when harvesting resources. The chance of these being gathered is improved when using a sickle.

Watering Can (T2) - This can be used to water multiple crop plots at the same time.

Stone Shovel (T1) - Shovels can be used on grass/dirt/mud to spawn a dirt mound. Dirt mounds are the T1 crop plot alternative so you can get into farming straight away (this also means you can put plants almost anywhere).

Metal Shovel (T2) - It's behavior has been adjusted so it can be used to spawn dirt mounds.

Aeroponic Crop Plot (Workshop) - This is a workshop version of the crop plot with extra farming bonuses.



Early Game Farming


Dirt Mounds are a new addition to the farming system which introduces a simple version to the early game, rather than requiring players to wait until Tier 2 to access crop plots.

These can be created using either the Stone Shovel at Tier 1 or Metal Shovel at Tier 2, and allow you to plant seeds directly into the ground.

Because the soil you’re planting into is ‘infertile soil’, this does reduce crop growth speeds by 50%, but it provides a valuable option for generating food early in the game or for decorating.

All farming talents are applied to Dirt Mounds just as they are crop plots, as the change to when talents are applied allows seeds being planted in Dirt Mounds to receive the same perks.

The most noticeable difference is these will not reseed such as crop plots will, and when harvested, will need to be re-dug to be planted again.



New Seed Recipes


With the new seeds, come new recipes.

We have five new food items you can create, three for consumption, one for animals, and one as a resource for other recipes.

Berry Bar - Craftable on character and requires any combination of seeds and berries. Long-lasting stamina based food modifier

Crackers - Stamina Based buff with ‘Tool-use’ stamina impact reduction

Seed Bread - Stamina Based buff with ‘Tool-use’ stamina impact reduction

Animal Feed - When fed to animals, this increases animal stamina and stamina recovery

Seed Oil - An intermediary resource that can be converted to biofuel or an alternative for the cured leather recipe



Arachnophobia Mode


We are currently looking at how we can introduce spiders and an arachnophobia mode into Icarus. The simplest way is to have a setting in the settings menu which allows for this to be toggled on and off. Below are some concepts of what the creatures could look like with this toggled ‘on’ (changing the character models into an alternative).

If you are someone who has any level of arachnophobia, or know someone who does, we’d love your thoughts on our proposed concepts. Feel free to leave your feedback in the comments below.



New Frontiers


We’re now under two weeks away from the New Frontiers expansion, and the response so far has been electric. If you haven’t caught up on everything that is coming with our first major expansion, click below to catch up:

https://store.steampowered.com/news/app/1149460/view/3684558162502822183

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



Support Our Development


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

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

Changelog v1.3.10.114532


[h3]New Content[/h3]
[expand]
  • Reorganised datatables for farming and crop plots to specify number of cultivations per crop plot as well as if they auto reseed
  • Crop Plot and Farming logic is now done via Cultivations, it is now setup to allow for multiple cultivations per crop plot if required
  • Crop Plots no longer have an inventory and all interactions are performed in world
  • Crop Plots can now be harvested with a sickle or by hand
  • Crop Plots can be watered with canteens like before
  • Fertilizer is how used on crop plots by placing it in your hand and applying it to the crop pot, just like watering
  • Added Seeds for each fruit / vegetable which do not have a decay time
  • Seeds can be planted in crop plots or by themselves on the terrain (anywhere), when planting seeds outside of a crop plot they will take a 50% decreased growth and yeild penalty
  • Seeds that are planted in the ground will be destroyed upon harvesting and you will need to plant again
  • Crop Plots now automatically reseed after a crop is harvested
  • Decayed Crops will now stay in crop plots indefinatly until removed by player, via sickle or hand
  • Set up new recorder for new crop plots so crops and progress is saved correctly
  • Modified Crop Plot UI to leverage modifier system instead of bespoke modifier UI widgets
  • Seting up and adding new Workshop Crop plot and added a new Workshop Category for farming and shifted seed packs into
  • Updating item images for Cocoa, Coffee, Green Tea and Wild Tea as the images where not saved correctly in source control
  • Adding Seed images and .psd to future use
  • Adding upgrade logic for existing crop plots, they will convert to new crop plots, auto seed with whatever seed was inside and spawn a bag in world on top of the crop plot with anything that was in the inventory
  • When crafting crop plots you will now only be able to get the new ones, the old ones have been decremented
  • There is a 25% chance to get a seed when harvesting with your hand, 50% when using a sickle, and base 50% when growing as a crop
  • Workshop seed packs now award seeds instead of the fruit/vege/plant
  • Adding Correct Growth time to farming growth states and making sure decay time is increased by the player / crafted crop plot stats
  • Adding more appropriate deploy sound for crop seeds
  • Seeds are now one item that differ per stats
  • Adding ability to override item itemables and deployables based on tags and stats
  • Cleaned up old farming seed data and updated data tables
  • Adding a new Tool Stone Shovel (T1), new Blueprint and Recipe
  • Adding ability for shovels to spawn dirt mounds when using on dirt, mud or grass
  • Seeds now act as deployables and can be placed in crop plots or dirt mounds
  • Adding debuff on dirt mounds as they are grown in Impoverished Soil
  • Fixing interactibles on crop plots & dirt mounds so you can remove plants from crop plots and destroy dirt mounds
  • Player Talents Related to Farming are no longer crafted on crop plots but are now modifiers that are added to the crop plot at the moment of planting the seed
  • Adding new stats for seed related planting and a new seed modification data tabl
  • Fixed Issue where 2 seeds where being consumed when placing seeds in the crop plot
  • Fixed issues where you could not remove a plat from a crop plot once placed
  • Updating player Talents related to farming to display the modifier that will be applied when planting
  • Adding Seed related craftable items - Berry Bar, Crackers, Animal Feed and Seed Oil, setting up their modifiers and icons
  • Seed Oil can now be used to craft biofuel or cure leather currently
  • Rebalanced new seed food modifiers and food/health/water on consumption
  • Removed seed oil fuel from Wood Composter, as this does not make fuel typically
  • Animal Feed can now be fed to mounts and placed in food troughs
  • Fertalizer now requires to be placed in your hotbar and clicked to use
  • Added new context icons for fertilise plants, water plants, give food and give water
  • Crop Plots now properly convert themselves over to the new crop plots (seeded state included) and drop overflow bags with the items they had inside (plants / fertilizer etc)
  • Adding Watering Can Item and Talent
  • Adding Watering Can Mesh and setting up watering can to water multiple crop plots if able
  • Updating Crop plot sounds so they now work just like the old crop plot
  • Adding Watering Can Item Icon
  • Added new 'Inspect' UMG to crop plots, allowing player to see detailed growth progress and modifier information.
  • Fixed T3 & T4 Crop Plots not using correct Blueprint.
  • Lowered crop plot tooltip height to fixed location.
  • Fixed bug where calls to ServerPushClientDynamicWidget with bFocusCameraOnActor set to false wasn't actually skipping camera focus
  • Added water/power connections to new crop plots
  • Fixing issue where growth speed modifiers where not applying correct to the new crop plots, they now apply as intended
  • Fixing issue where items harvested from crop plot would not have their correct maximum spoil time when harvested, it now had the correct values
  • Adding Missed Item.Plant Tags on various growable items
  • Splitting out Speed-gro and Green-thumb to apply 2 different modifiers and adjusting the talent modifier text for seed related talents so the modifier effectiveness matches the modifier effectiveness value displayed in game
  • Fixing issue where reaping rewards where not applying to crops that where sickled in crop plots, and also fixed an issue where the new crop plots where doubling all rewards unintentially
  • Fixing potential Crash when interacting with Dirt Mounds
  • Reimporting seed icons so seed identifying images are larger
  • Watering can now has a Maximum unit count of 5000 and each 'water' action uses 1000 (anything within range of the water even will be watered)
  • Updated 'Crackers' modifier to be called 'Seed Cracker' matching item name
  • Updated 'Seeded Bread' modifier to be called 'Seed Bread' matching item name
  • Crop plot and Mounds soil now darkens when they have the wet modifier (parity with old crop plots)
  • Fixing the new T2 Crop plot from using the wrong mesh, it was using an older one which did not support the watering texture swamp correctly
  • Crop plots planted in sunlight provide 0% growth speed bonus, Crop plots in darkness recieve -50% growth speed modifier and crop plots in greenhouses recive a growth speed bonus based on the number of glass building pieces nearby making it parity with the old system
  • Updating Logic for adding and removing modifiers on crop plots for the Greenhouse / Sunlight / Darkness so that the modifiers only are added and removed when a change occurs and not everytime the check function runs
  • Fixing issue where Evergreen Talent was not properly being calculated and applied with New Crop Plots, it now does and seeds planted while players have the talent will not decay
  • Fixed bug where modifier tooltips in the Crop Plot inspection UMG would force refresh/close every second. IcarusActors now have an OnModifierStateUpdated delegate that is fired whenever a modifier state is added or removed to the Actor
  • Fixed bug where clients couldn't see a crop's current growth progress when inspecting
  • Adding Wooden Shovel Icon and fixing up recipes
  • Setting up Workshop Crop plot and adding stats so it correctly tierified
  • Setting up crop plots so they can only be harvested by sickles or hand, any other hits with weapon / tools will damage the crop plot
  • Updating mounds so they have the inspection UI
  • Seed Icons no longer glow which implying they had custom stats which they did not
  • Fixing up Infertile Soil modifier as it was providing a buff to growth speed instead of a debuff
  • Fixed a bug preventing animals from consuming food, both in hands and in trough
  • Enabled Modifier on Animal Feed when feeding to animals
  • Added hints to feeding mounts to raw food and Animal Feed
  • Removed unnecessary D_CraftingModifications rows now that crop alterations have been removed
  • Fixed bug where clients couldn't plant seeds in crop plot (was deploying dirt mounds instead)
  • Removed all old crop-related alterations. Fixed bug where plants in crop plots wouldn't be visible until their growth state updated
  • Removed durability from seeds, as this is no longer needed with the dirt mound implementation
  • Hooked up stone shovel 3d model
  • Update dirt mound name and flavor text presentation in-world
  • Added collision to mushroom crops
  • Fixed collision on Carrots and Corn crops
  • Fixed Berry crops preview showing as Strawberries
  • Added fiber seeds to most sources of fiber
  • Renamed Cocoa Seed to Cocoa, to avoid confusion with the new Cocoa Seed
  • Rebalanced seed yields from sickling wild plants and harvesting crop plots, now has a higher chance to gather seeds but reduced seeds per crop. This will allow more consistent entry point into farming and expansion of farming setups after the first seeds are acquired
  • Adding slightly more generic sound for watering crop plots that can be used for both watering can and waterskins
  • Farming plot upgrade code no longer transfers deployable alterations
  • Adding more descriptions and flavor text to seed items
  • Allowed watering can to use either left click or right click to water crop plots
  • Adding descriptions and flavor text to seed items
  • Adding crop plot unique deploy sound and data table entry for deploying all seeds
  • Adding description and flavor text to watering can
  • Improved collision on strawberry, carrot, reed flower, pumpkin and squash crops
  • Adding positive audio for shovels digging dirt. Added T1 shovel event and data table entry
  • Adding correct audio for dirt mounds being watered
  • Creating Montages for 3rd person watering can animations and hooking them up so prospectors hold watering cans and pour correctly in third person
  • Adding shovel sound on grass for both shovels
  • Reimporting watercan animations to the corred 3rd person skeleton
  • Adding in 3rd person animation set for the watering can ready for DT hookup
  • Fixing Workshop Crop Plot so it now wets it soil correctly
  • Fixing issue where the wooden shovel required the metal shovel recipe to craft
  • Creating Montages for 1st person watering can animations and hooking them up so prospectors hold watering cans and pour correctly in first person
  • Adding in watercan Equip, Idle and Pour anims for 1st Person
  • Updated missions that use crop plots to be compatible with new crop plots
  • Fixed crop plots unable to be watered by rain after having a water connection
  • Added a list deploy count, to handle multiple options of classes (such as crop plots, but not crop mounds, which are the same base class)
  • Fix fertilizer modifier typo
  • Reorganized farming and consumables workshop screens, removed requirement of carrot before unlocking additional seeds
  • Buffed the Larkwell Sickle to 175% harvesting yield
  • Updated Seed Deployable text to show error messages and red preview when trying to plant a seed over an existing plant
  • Sickles now cannot damage crop plots at any stage of the farming process
  • Fixing issue with the workshop crop plot where the growth speed modifier was not be applied correctly
  • Updated crop plot related talents to clarify that they now benefit when you plant the seeds, rather than when you craft the crop plot
  • Updated Fertilized modifier to clarify that it increases the duration of fertilizer modifiers
  • Fixed Watering Can being unable to be used when there is just enough for a single use
  • Add destroy audio cue to crop mound
  • Added a check in 'GetSeedRow' to return early if there is no seed type. This stops the UI from displaying 'Missing' when seeds are an ingredient in a recipe

Adding correct audio for dirt mounds being watered[/expand]

[h3]Fixed[/h3]
[expand]
  • Correctly hide the rewards UI from open world mission completion screen (or any other time there are no rewards) and hooked up base text to be translated by default
  • Hooked up translation for medals and ribbons accolades section text
  • Adjusting fridge sound location and also adding any missing or incorrect cupboard open / close sounds and adjusted locations to be better or correct
  • Update workshop UI tooltip to communicate that scroll wheel now pans the view rather than zooms
  • Add more hardware info and tags to sentry reports
  • Update a number of typos throughout the project
  • Added to the description for Exotics to mention using the Orbital Exchange Interface to send them to orbit
  • Fix an issue with stat replication for stats that use modifier effectiveness
  • Re saving fridge socket fix that was not committed correctly. Also reducing some excessively long audio events that play beyond the end of the sound
  • Fixed issue where all unlocked missions would show the completion check mark regardless of whether or not the mission was actually complete
  • Fixed mounts being able to be fed any food item, returned to only consumable plants and animal feed
  • Added availability indicators for outposts that are locked by DLC
  • Fixed availability indicators showing on the mission select screen

[/expand]

[h3]Future Content[/h3]
[expand]
  • Adding in gas fly idle audio, event and BP implementation. Replacing all Gasfly projectile explosion sounds with a version with less 'fast whiz' pre explosion because that made them feel too fast
  • Replaced Old GL, AC, SW & LC Outside/Cave Pro Foilage Voxel with New GL, AC, SW & LC Outside/Cave Pro Foilage Voxel on Prometheus
  • Added icons for creature carcasses and industrial round table icon
  • Added new red exotic icon
  • Fine tune to acid rain eq and intensity to better match visuals in WL. Also reducing boombastic slightly
  • Added Rockdog statue mesh, material and textures
  • BLD Wood Interior rework - added APEX meshes for floors, ramps, walls, stairs
  • Remove landmine activation step from outpost spawning logic, as this is now handled by the landmines automatically
  • Fix race condition with departing pods and requesting new pods
  • Fixed a number of typos or references to internal names throughout the bestiary, stats, item descriptions and dialogue
  • Cleaned up cpp shield blocking code to put shared code into functions
  • When a player leaves the game their waypoint marker is now correctly cleaned up for all other players
  • Small adjustments to lava fly timing of vocal and explosion and vocal chance
  • Fix infrasonic relay device does not close UI when not powered
  • Updated PRO_STORY_1 to work with new cropplots
  • BLD Wood Interior rework - added APEX meshes for Angled Walls, Half Pitch Walls, DMs for beams
  • Replaced Old LC Cave Pro Foilage Voxel with New LC Cave Pro Foilage Voxel In Pro Cave Templates
  • Adding the correct sounds for the meta crate. Wood crate sounds were originally added in by mistake. Hooking up missiong animations into BP so it plays the audio correctly
  • Iron BLD rework - added APEX meshes for walls
  • Fixed bug where placing multiple T3 and T4 communicators could duplicate mission assets
  • Adding sound to communicator on / off / loop when the mission 5 is activated. No BP implementation yet
  • Replaced Old AC Cave Pro Foilage Voxel with New AC Cave Pro Foilage Voxel In Pro Cave Templates
  • Replaced Old GL Cave Pro Foilage Voxel with New GL Cave Pro Foilage Voxel In Pro Cave Templates
  • Adding static to newly separated out dialogue lines for mission 6
  • Replaced Old SW Cave Pro Foilage Voxel with New SW Cave Pro Foilage Voxel In Pro Cave Templates
  • Mission 1 now provides correct crop plot
  • Adding a separate audio event for the gas death explosion to the projectile explosion for better conntrol over intensity and volume. Reducing volume for death explode
  • Added Lighting to Illuminate the Central Space of Mission 2 Cave on Prometheus
  • Extended amount of time overlaps on slug trail are active
  • Added loot bags to gas flyers. Reduced amount of meat gas flyers drop
  • VFX polish for Gas Flyer projectile explosion
  • VFX polish for Gas Flyer Idle
  • Adjusted blueprint behavior of mission 5 communicator to not play start sound when interracted with and its already playing and to stop when power is interrupted
  • Updated foliage type and blueprints for bulbous Flax, Flax, Ponga, Bramble_A, Bramble_E and hanging cliff foliage to the new SM assets
  • Added IK to Lava Broodling. Improved Lava Hunter IK. Lava Hunter spawns are no longer flammable
  • Adding blueprint logic for mission 5 communicator to play when powered up
  • Adding mission 6 scanner device audio and event. Also adding correct crop sound for all seeds planted
  • Removed hunting setups from existing creatures. This was a little used system that was only applicable to a small subset of creatures and not applicable to most of the gameplay
  • Fixed bug where predator birds could get into a permanent state of circling corpses
  • Configured Prometheus region voxel distribution
  • Updated colors of Prometheus resource voxels in editor
  • Moved Lighting Plane & Added Cave Light to Illuminate the Central Space of Mission 2 Cave on Prometheus
  • Removing spacizlizer from custom static event playing that interrupts sol. It's a 2d event so this just meant it didnt' play which left an awkward silence between interactions
  • PRO_Story_5: Update landmine distribution, add outer defensive platforms and hedgehogs
  • Iron BLD rework - added DMs for beams
  • Added destructible mesh for T3 anvil bench to project
  • Adding first pass trail particles to Dreadwing dive
  • Audio and BP implementation for M6 scanner. BP imp to be adjusted for turning off
  • Fixed Acidic Glands being included on many creatures instead of Crystalized Miasma, some creatures drop both
  • Reduced the number of creatures that drop Pyritic items
  • Added specific loot setups for broodlings
  • Updated swamp slug to grant purple exotics, rather than red exotics (as that is exclusive to lava)
  • Added art assets for DEP_Bench_Anvil_T3 to the project
  • Iron BLD rework - added APEX meshes for floors, ramps, roofs, angled walls, halfpitch walls
  • Replaced LC Cave Voxel in GL part Transition cave with GL Cave Voxel in Purple Quad on Prometheus
  • Updated GasFlyer loot bag to it's own blueprint
  • Updated GasFlyer loot to include a small amount of oxite instead of meat
  • Fixed GasFlyer blueprint XP event to correctly link to the GasFlyer kill XP
  • Added mission failure state to mission history entries
  • Added mission failure system event
  • Handled a case with mission rewards that could be caused by a player being entered onto the list before a mission has started who then leaves the session and rejoins after the first mission starts, causing them to end up with an incorrect last mission id. This could then cause that player to not receive rewards for that mission as the host thinks that the player is currently on an invalid mission
  • Added Gas Flyer loot sack with materials and textures
  • Adding click audio for prospect select UI
  • Fixing mission 6 scanner audio to play one shot instead of loop. Fixed caves being silent by removing the cave gain within event. Update BP for mission 5 scanner to play on server. Adding occlusion to lava fly
  • Changed open world mission retry lockout timer to be permanent until individual mission timers have been setup, will be done for Hypatia
  • Update outpost selection to mention there are fewer enemies, not no enemies
  • Fixed bug where disarming landmine would cause it to explode
  • Updated collision on T3 anvil bench and added assets to collections
  • Added Saddle basic options for Normie_Horse, Wooly_Zebra and Swamp Bird
  • Trail particle polish for dreadwing dive
  • NPCs can now track the locations where their movement was recently blocked - used to better select new move locations.
  • Made improvements to AI fallback point selection in cases where movement is blocked for whatever reason.
  • Removed strong points from heads of the different broodlings.
  • Increased broodling step height/angle.
  • Enabled jump behaviour on broodlings.
  • Can now configure how long it takes for a move order to become a blocking failure on a per-NPC basis.
  • MoveToActor and MoveToVector BTs no longer project their 'MoveDirectlyToward' target location to navigation (was failing in some cases)
  • Dreadwing dive vfx culling setup
  • Small adjustment to the gasfly death explosion audio
  • Update dynamic missions to have fallback creature selection
  • Lava Broodlings now have less health and melee damage.
  • More fine tunes for hail when sheltered
  • Fixed dynamic quest decals appearing as error materials
  • Added a more granular version of the dynamic quest location, used for spawning decals currently
  • Fix cave volume coverage and entrance positioning for PRO_Story_6 cave
  • LavaHunter crit colliders are now hidden in game
  • Fixed issue where certain weather effects would not follow camera correctly when using Photo Mode
  • Adjustments to orbital strike ducking intensity
  • Fixed capitilization of Group 15 in dialogue
  • Added Outpost 8 drop zones and respawn points, added additional respawn points to Outpost 7
  • Lava Hunter Arena, Redesigned Traversable Area in Purple Quad on Prometheus
  • Expose prospect forecast updated to UI
  • Adjustments to slime trail material
  • added batdog statue stone material, static mesh and textures
  • Fixed some log errors that occured when predator birds skinned corpses
  • Predator Birds now have a higher location tolerance when diving corpses, should prevent them from getting into situations where they aren't able to reach their target corpse. IcarusCharacters can now specify overrides to the Radius/Height multipliers used internally during pathfinding
  • Adjustments and fine tunes to dialogue events. shortened longer gaps of silence to allow event to be slightly shorter which works better in the event
  • Polish pass on music and dialogue behaviour for PRO_Story6_Evidence quest
  • Speeding up mission 5 dialogue to allow room for the event to happen after the dialogue has been spoken
  • Added new alteration icons
  • Adding click sound when prospect is clicked on
  • Added ITM_WateringCan
  • Added ITM_Backpack_Farmer
  • Fixed swamp bird carcass not using correct Gfur setup
  • Added ITM_Backpack_Medic
  • Lava Hunter now emerges from ground correctly when spawned (starts dormant). Fixed bug in CircleFlight BTTask when circle target actor was destroyed during task
  • Pre VFX pass on slug slime trail. Spline mesh will no longer cast shadows. Still requires work to deal with displacement tearing between spline mesh sections
  • Adding more audible at a distance whistle layer for pred birds during their swoop attacks
  • Adding slime surface, PM and data table entries and fmod setup adjustments
  • Fixed Floating Rocks in Tecton Outpost
  • Adding event for footstep slime. Also adding slime surface param in fmod
  • Lava Hunter Arena, Set Dressing in Purple Quad on Prometheus
  • Updating mission communicator overlay for priority missions
  • Final tweaks to slug slime trail material, adding height map and re-enabling shadows
  • Added new borders for Dynamic mission board UI
  • Added height texture map to be used on the slug slime trail
  • Updating mission 6 scanner to continuously loop to avoid feeling like there was something wrong with the scanner. Updated BP logic
  • Story4: Populate crates with relevant resources
  • Add the ability to switch off mission complete sounds for specific quest steps. Apply to Story6 subquests where the audio cue is unnecessary and interfering with music or dialogue
  • Fixes for Mo dialogue, lowering backround noise
  • Added SK, material, textures for ITM_Shovel_T1
  • (New Frontiers) Added one-off consumable character level boosts. The prompt for this is shown on the difficulty warning popup when selecting either a Styx or Prometheus level (mission or open world) if your character is less than the level that you would be boosted to (Level 10 for Syx, 20 for Prometheus). This boost will bring the character up to the specified level and be consumed. You are given one boost per map for your account. This is designed for new players to be able to jump into these maps at an appropriate level, or help level a second character
  • Added a checkbox to hide the difficulty warning message when selecting Styx and Prometheus missions or open world. This can also be toggled on/off in the User Interface section of the Gameplay settings

[/expand]

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

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

Video Premier: The Seeker


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

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

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

New Content: Rugs


This week brings another community requested feature, decorative rugs.



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

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

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

Expansion: New Frontiers


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



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



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

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



Support our Development
[h3]If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.[/h3]

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

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

Changelog v1.3.9.114091


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

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

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

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

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

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

New Frontiers


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

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

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

Bone and Steel Shields


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

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

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

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



Back Damage Mitigation


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

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

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

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



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

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

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

Changelog v1.3.8.113865


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


New Frontiers | Releasing August 24th

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

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

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

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



Icarus: New Frontiers


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

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



Launching on 24 August


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

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

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

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