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Icarus Week 121 Update | QoL pass and new workshop water purification tablet

Welcome to Week 121.

You'll notice that this update is coming to you a day early, that is because we have the Easter holiday period here in NZ. So tomorrow our staff will be on a well deserved break.

This week we’re giving the game a QoL pass, focusing on improving the UI and adding a few new small features that will add a new layer of depth.

These include consolidating the recipes on the Crafting Bench → Machining Bench → Fabricator so that each tier hosts the previous tier's recipes, and a new water purifying tablet in the orbital workshop.

We’ve also got an update on some of the content you can expect in the upcoming Laika update.

Jump in and have a read.

Notable Improvements:
  • Added prospect name to open world operations UI
  • Add Pyritic Crust for Stone and Salt
  • Added tag query for mission items, so players can filter to only show mission items
  • Fixed many recipes not being refundable, notably statues, carved furniture and industrial furniture
  • Reduced respawn delay time to 10 seconds from 20 seconds
  • Added right click context option to empty water containers




This week: Crafting Consolidation


We’re introducing a crafting consolidation quality of life pass this week, which aims to simplify the bench progression between tiers.

This will allow recipes crafted on the Crafting Bench to be crafted at the Machining Bench or Fabricator. It will also allow recipes crafted at the Machining Bench to be crafted on the Fabricator. This will naturally allow each tiers bench to replace it’s previous counterpart.

We’ve previously done this with all other upgradable benches (such as the Textiles Bench, Masonry Bench and Forge), and this week will mean core benches also operate the same.

Our ultimate intention with these changes is to reduce the clutter in bases and simplify your operations room. A secondary benefit is that higher tier benches craft much quicker, so recipe time is reduced as you level up.
This week: Xigo Puri-tab & Water Treatment Pill


Following on from last week’s water revamp, we’re adding a workshop item to complete the system - the Xigo Puri-tab.

This can be bought in the Orbital Workshop and taken down to the planet, where it can be added to canteens to purify water from Tainted or Rain to Treated.

In addition there is a new craftable pill at T3 crafted on the kitchen or chemistry bench which will convert Tained or Rain water in Filtered water.

Both of these items make it ideal for quick filtration on the go, while you are out exploring. Though for the best quality water you will still need the T3 / T4 Purifiers.



Future: Laika


Our upcoming Laika update is making progress, and we wanted to talk about one of the features this week - chickens.

You’ll now be able to raise your own flock of fowl and harvest eggs in the chicken coop. Eggs will be added to existing recipes and will feature in new ones, and chickens, just like on Earth, will have to be well cared for and protected from natural predators… like bears.

We’ve got more content coming to Laika and our Creature Comforts DLC, so keep your eyes peeled over the next couple of weeks.



Next Week: Homeliness


Next week we’ll be improving the sleep system, adding a new dynamic that improves the quality of your sleep based on your base aesthetics and homeliness. A prospector will now sleep better in a well-built, decorated home, rather than a makeshift shack. This will be provided not only by animal trophies but also rugs and other decorations.

We’ll have more details for you next week.

Originally posted by author
[h2]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.[/h2]


https://store.steampowered.com/bundle/36462/Icarus_Architecture_Bundle/

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

Changelog v2.1.24.120925


New Content
[expand]
  • Added Water Purification Tablet that can be purchased from the workshop and will clean rain water / tainted water
  • Added Pyritic Crust for Stone and Salt, to ensure Miasmic Pick does not lose ore when gathering those resources
  • Adding new T3 Water Treatment Pill, that when added to Tainted / Rain water can convert it into Filtered Water on your character
  • Added text guide to hold when emptying water containers
  • Added a new usable called 'Consume_Empty' which adds a new context menu option to empty containers

[/expand]

Fixed
[expand]
  • Fixed many recipes not being refundable, notably statues, carved furniture and industrial furniture
  • Added Pyritic Crust for Stone and Salt, to ensure Miasmic Pick does not lose ore when gathering those resources
  • Fixed UI scaling on weather events to not overlap card in other languages
  • Fixed Death Screen cutting off control text in other languages
  • Reduced respawn delay time to 10 seconds from 20 seconds
  • Fixed consume stack missing on many foods
  • Fixed More Stats close button missing not using translation strings
  • Updated Trophy Bench to 5 queue slots
  • Fixed Trench Shotgun being repairable with Steel instead of Titanium
  • Fixed Uniao typos in item names
  • Fixed accidental double full stop, instead of single full stops
  • Added prospect name to open world operations UI
  • Added tag query for mission items, so players can filter to only show mission items
  • Allow recipes crafted in Crafting Bench to be crafted at Machining Bench or Fabricator
  • Allow recipes crafted in Machining Bench to be crafted at Fabricator
  • Fixed typo in Highlight alteration name
  • Fixed water speed modifier not being translatable (on applicable crafting benches with an optional water connection)
  • Fixed a typo in the Graffitied Shield text
  • Fixing issues where you couldn't fill your canteen from water bodies on client
  • Fixing issue where ice water crafted on player was providing the rain water modifier, also reduced recipe cost from 50 ice to 10
  • Adding Animal Bench and setting up crafting recipes
  • Fixing some animal bed recipes which were crafting the wrong things
  • Fixing T4 Water trough so it run correctly
  • Fixed a typo in the beehive extractor text
  • Added a new usable called 'Consume_Empty' which adds a new context menu option to empty containers
  • Adding new T3 Water Treatment Pill, that when added to Tainted / Rain water can convert it into Filtered Water on your character
  • Added text guide to hold when emptying water containers
  • Update mission tags on items to correctly show applicable items when filtered
  • Water containers now require a short hold before being emptied when pressing right click
  • Fixed T4 Shotgun not using correct durability and repair row
  • Fixed T4 Food Trough to convert any food into a new Item - high quality animal feed
  • Added Water Purification Tablet that can be purchased from the workshop and will clean rain water / tainted water
  • Fixed Issue where alterations which are applied upon crafting where not being applied (Beeswax reinforced wood for example)
  • Fixed T4 Shotgun not using correct durability and repair row
  • Fixed missions/operations/quest status UI showing incorrectly for clients
  • Water purifier t1 ground/water now stop their generators when fillable is full and the ground purifier stops its generator when without rainfall

[/expand]

Future Content
[expand]
  • Added bestiary text for Sheep
  • Added some DT rows for Laika tames. Updated NPCCreator wizard to fix crash when AnimBP asset already existed for selected SK mesh
  • Added DEP_Tropjy_BlackWolf_Howling, Guarding and Running
  • Added text for animal beds
  • Adding new CHAC rifle equip audio - adding item data notfy event, adding new load bullet and data table notify entry etc
  • Adding Chac rifle to items static table
  • Adding chac hunting rifle fire close, fire tail, lever in, mech, lever out audio events and data table setup
  • Adding Animal Bed icons
  • Adding workshop Dogs/Cats/Horses
  • Adding unique CHAC pistol fire body, mech and tail audio, event and data table setup. Waiting for new reload anims before I approach that
  • Adding mini hippo idle events, audio and data table setup. WIP
  • Updated Animal Bed size adjustments and Feeding and Water trough size adjustments
  • Fixed typo in Field Guide Exotic acquisition methods
  • Added spawning/damage/resistance stats for ghost crocodile
  • Adding mini hippo flinch and death audio and events. Adjustments to boar animations to not play stray vocalisations which overwrite the Mippo events. Data Table entries
  • Add spawn map for Prometheus expansion area
  • Adding more mini hippo layers Aggro states and breaths

[/expand]

Icarus Week 120 Update | New water quality and purification process

Week 120 brings a new layer of depth to the water quality system and three new water purifiers.

We’ve also adjusted the modifiers applied by different drinking vessels, so hot drinks can be sipped on rather than consumed all at once.

We’ve also got an update on Laika, our upcoming creature-themed update, and the new paid DLC that is to be paired with it.

Jump in and have a read.

Notable Improvements:
  • Wind turbines will no longer take damage when the selected difficulty is easy
  • Wolves no longer howl every time they play their idle animation, this will now only happen ~1/3 of the time
  • Wild Beehives now grant XP and Bestiary progress toward Bees
  • Landshark now grants relevant XP and loot. Fixed killed Landsharks not being destroyed on death (was being hidden)
  • Waterskins have been buffed to no longer leak water


This week: Water Quality & Purification


This week's big new feature is Water Quality & Purification.

Water will now have different levels of quality, so the purity of your source will matter when filling up your canteen.

Tainted Water:
  • This will be any water source that isn’t purified, such as lakes or rivers
  • These sources provide a 15% chance of getting dysentery (regardless if drunk from the source or a container)
Rain Water:
  • This can be caught using rain catchers and is of a higher quality than water from rivers or lakes
  • This gives a 5% chance of getting dysentery
Filtered Water:
  • This is water that is filtered using charcoal, which eliminates any chance of dysentery but provides no extra buff/benefit
Treated Water:
  • Treated Water is water that has been through a plumbing and charcoal filtration process on the Tier 3 Purifier (more info below)
  • This provides a -10% in water consumption and a -10% decrease in stamina consumption so both last longer
Purified Water:
  • This is water that is purified using plumbed water and an electrical process, on the Tier 4 Purifier (more info below)
  • This provides a -15% in water consumption and a -15% in stamina consumption

With the new Filtered Water, Treated Water, and Purified Water variations come three new purifiers to achieve these states.

Tier 1 Purifiers:
  • These run on charcoal and provide ‘filtered water’
  • There are two variations, one that can be placed in water (rivers or lakes) and one that can be placed in open space to act as a rain catcher
  • When provided with charcoal as a fuel, these will produce filtered water
Tier 3 Purifier:
  • This runs on charcoal and plumbed water, and will provide ‘Treated Water’
  • Plumbing requires connecting up a water network using pipes from a water source (lakes, rivers, or rain catchers) to the Purifier
  • This machine has internal storage for filling and will fill water vessels when placed into the machine's distribution slots
  • This machine also requires charcoal for the purification process as a fuel source, and the combination of the two will provide Treated Water
Tier 4 Purifier:
  • This runs off a combination of plumbed water and electricity, and will provide ‘Purified Water’
  • As mentioned above, plumbing requires a water pipe system, but this machine will also require an electrical source to operate
  • This Purifier will fill up a vessel that is placed in its inventory when provided with the required electricity and plumbed water, before moving to an idle state when the vessel is filled/removed
  • The Purifier will sit in an idle state unless actively filling a vessel
  • Water produced by this machine will be the highest possible quality, ‘purified’


This week: Water Vessels


To pair with the new Water Purifiers, all Water Vessels like waterskins, canteens and thermoses have all received an upgrade.

Water Vessels will now attach two modifiers when being drunk from, one based on water quality and one based on the liquid property.

Water Quality - As defined above, either Tainted, Rain, Filtered, Treated or Purified

Liquid Property - Varies depending on the liquid, i.e ‘contains cool water’ which grants the ‘Drinking’ modifier or ‘tea’ modifier when the vessel is filled with tea

This change means that items such as tea or cocoa are no longer single-use items. When placed in a vessel these can now be sipped or consumed over time, rather than all at once. This also means that vessels containing them can be placed in the water slot in your envirosuit and consumed over time.

Because of this, the modifiers for any liquid inside a vessel have been standardized to 300 seconds. If a device contains a liquid such as tea or cocoa, the modifier can go substantially longer than this as every sip resets the counter.

The change to water quality does mean however you have to be conscious of the quality of water you are filling your vessel with. A vessel will always default to the lowest quality water applied, so if a device has Purified Water but you top it up with treated water, that vessel will now have the Treated Water modifier applied.

You can always remove all the liquid from a vessel by right-clicking the item, and clicking ‘empty’ or focusing on it in your hotbar and right-clicking it.

In addition, due to the changes to water, players will no longer drink or fill up canteens while swimming.



Future: Laika


Last week, we started talking about our big upcoming free update, Laika. This included the various features that are coming along with it, and if you want to read up on those, check out last week's post here. We’ll also be detailing some of these over the coming weeks.

Alongside Laika, we will also be releasing our Creature Comfort DLC. This is for those who want to support us in our ongoing development of Icarus, and will feature a variety of new items for your mounts and tamed creatures, and some more content we can’t wait to share with you.

If you want to wishlist the DLC, you can do so now over on the store page.

https://store.steampowered.com/app/2790990/Icarus_Creature_Comforts_Pack/



Next Week: QoL


Next week we are planning to do a QoL pass, headlined by our bench consolidation improvements.

This will include doing a pass on all benches at each tier and making sure the Tier 4 variation of a bench can fully replace its Tier 3 counterpart.

Originally posted by author
[h2]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.[/h2]


https://store.steampowered.com/bundle/36462/Icarus_Architecture_Bundle/

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

Changelog v2.1.23.120788


New Content
[expand]
  • Water merge to trunk
  • Fixed issues with t4 stopping build/unsaved energy/water json
  • Water Trough now visually fills (water plane goes up and down with fill amount)
  • T1 purifier now has to be placed outdoors and will provide purified water buff
  • Rain reservoir t3 now applies rain water to containers
  • Adjusting location of audio for water trough T4. lowering volume
  • T2 purifier now works as intended. Removed the processing component because it wasnt needed. Fixed generator init
  • Fix deployable camera rotation was not sticking for host
  • Added a camera to t2 purifier for interact positioning
  • Adding BP data to play audio on T4 purifier and adding kiwi bestiary event to be added to data table
  • Removed stats off water alterations so players dont get stats by holding container. May replace this with new visualization.
  • Changed t1 purifier fillable to be smaller to match design suggestions
  • Updating audio behavior for purifiers T2 - 4 to be consistent. Not currently working as expected - to be checked if generator state is working.
  • Fixing niagra effects being in wrong place on T2
  • Correcting deploy audio cues for water purifiers
  • t4 purifier now fills containers based on the flow rate of the purifier and water flow will become idle if there are no objects for the purifier to fill
  • Updating the way that actors in world can be filled up with the new water alteration system
  • Unlocked water purifiers
  • Split T1 water purifier to ground and water as seperate deployables, rather than single deployable with variations. Slight tweak for recipes
  • Added water plane to T1 ground water purifier
  • Fixed 'Fill Container With Alteration' nodes from having an old item data that is no longer used
  • Split functionality of drinking and filling containers from water source to 2 seperate interactables
  • Updated Honey Tea to new water consumables system
  • Moved UMG_purifier_t4 to deployables folder instead of base content folder. Water in the water slot now applies temp modifier to player
  • Removed Cooling Modifiers from being hard coded on all canteens
  • Added Display of Alterating causing Modifier for Water
  • Fixing Priority alteration replacement code (as it wasn't replacing the old alterations so you could have a coffee/cocoa/honey alterations all in one drink)
  • When adding water to canteens the Cooling Drink alteration is now added, this is replaced when tea / coco etc is added via crafting
  • Fixing issues where alterations on items where restricted unintentionally to only applying one modifier instead of many
  • Drinking water from the suit slot now applies the correct effectiveness number to the modifier
  • Adjusting water purifier t2 granted alterations
  • Adjusting flow rates for purifiers
  • Tea / cocoa etc now last 300s but the item is not longer one use
  • On Easy difficulty: Removed damage from wind turbines, negative weather effects from generators and water devices, clogging from waterwheels. Halved negative weather effects from Solar Panels
  • T4 Water purifier now goes into an idle state when not filling canteens
  • Drinking from water bodies now grants the cooling buff for 300 seconds
  • t2 purifier now only fills fillable component through generator. the fillable component now fills containers. Reparented purifier to match t4
  • Kitchen Sink now provides the correct alterations when filling containers
  • T2 water input is now done by the last resource flow rate rather than inputting the desired water as an input. This stops empty network filling fillable
  • T2 Water Purifier now only activates its generator and water network when required to fill itself up
  • T2 Water Purifier now fills up its containers with water without needing to be 'on'
  • Fixed T1 Water Purifiers being unable to be picked up
  • Your player will no longer always drink while swimming

[/expand]
Fixed
[expand]
  • Fix a race condition crash when showing tooltips, which would cause crashes
  • Tidy up OLY_Forest_Scan, OLY_Forest_Research where quest EQS was failing and performing fallback
  • Landshark now grants relevant XP and loot. Fixed killed Landsharks not being destroyed on death (was being hidden)
  • Wolves no longer howl every time they play their idle animation, now only happens ~1/3 of the time
  • GOAP NPCs now show an icon above their head when eating or drinking (similar to alert icon)
  • Adding in fur culling masks to clean up Tusker and Zebra Saddles, only applied to the basic saddle at the moment
  • Item tooltips now use a single shared tooltip
  • Added step to bottom of concrete stairs to match other stairs assets, mainly to prevent a gap in certain instances
  • Deep cleanup of API exports to free up linker objects
  • Wild Beehives now grant XP and Bestiary progress towards Bees
  • Wait until at least one player has landed before beginning quest setup on missions (as opposed to operations)
  • Added the option to set resource storage devices as in flow only
  • Reduced importance of wolf howl vocalisation to default rather than important to prioritize flinch and death higher than howl
  • Fix a rare crash reported in Sentry related to Flammable async tasks and sampling the environment temperature
  • Fixed DT not saving
  • Fix a rare crash reported in Sentry retrieving quest description
  • Dependency cleanup
  • Fix a rare crash reported in Sentry relating to the CompassWidget ticking
  • Wire tree restore protoype to clean up cut branches as well as burnt cut branches. Fix an autocomplete typo
  • Fallback to any drop ship group when a group cannot be found
  • Fix drop ship fallback fix is preventing resume when dead

[/expand]
Future Content
[expand]
  • Changed processor inputs to match the recipe provided in jira ticket
  • Added racing saddle art assets to the project
  • Fixed item tags on egg and wool
  • FieldGuide - add open in field guide context menu to inventory items
  • ICESHEET Story 1: Fixed description node to fix build error
  • ICESHEET Story1: Added initial quest setup
  • Adding kiwi idle nip, whoosh and attack audio and events and animation notifiers
  • Setting up Racing and Desert Tracker Saddles
  • Added health level scaling for chicken and sheep
  • Adding Cryogenically Frozen Chicken and Sheep Workshop Enteries, when deployed these will spawn a chicken at that location
  • Adding in extra spawn zones for the extended Prom map including 2 new alpha zones for spawning control
  • Added Snare Trap, Hitching Post, and Hitching Rope items to Trunk for localisation
  • Adding correct kiwi montages to kiwi BP instead of the Moa ones
  • Icesheet Story: Updated final quest step to allow a bit more player freedom and mystery. Added quest markers for other quest steps
  • Icesheet Story: Added outpost base and spawning
  • Added SK_GUN_HuntingRifle_CHAC
  • Added SK_GUN_Pistol_CHAC
  • Adding kiwi flinch and bestiary data.
  • Setup spawn map texture assignments for Prometheus expansion
  • Added companion talent icons and companion modifier icons
  • Fixing Kiwi creature type and corpse AI setup to point to correct entry
  • Added eating and attraction icons for creatures
  • Added Chicken bestiary stats, cleaned other in development creatures stats to ensure none are copy pastes on release
  • Setup Bestiary data for 7 new creatures
  • Setting up CHAC Shotgun & Rifle

[/expand]

Icarus Week 119 Update | Grow, harvest and deploy the new Bramble Defenses

Welcome to Week 119, with the spiky introduction of Brambles.

These homegrown deployable defenses provide an environmentally friendly way to defend your base, being able to be grown from seeds and harvested before being deployed around your base.

We’ve also got news on our next big update and paid content pack, Laika and the Creature Comforts DLC.

Also included are some more balance fixes for Networks and Batteries and info on next week's update.

Jump in and have a read.

Notable Improvements:
  • Improved performance of T3 Spawn Blocker by significantly reducing the number of times it will update the spawn blocker area. It now only updates when adding or running out of fuel
  • Updated modifier effectiveness display, scaling around 100% instead of positive or negative effect. This better shows that less effective modifiers only have X% effect. Eg a 20% effectiveness modifier shows as 20% instead of -80%, a 150% modifier shows as 150% instead of +50%.
  • Updated many UI elements to prevent small box next to device inventory when modifiers are not present
  • NOMAD: Fixed quest not progressing after completing side objective


This week: Brambles


This week we’re adding a new deployable defense to the game - Brambles.

Unlike hedgehogs, these aren’t crafted, but grown before being harvested and deployed. Bramble Seeds can be bought from the orbital workshop in packs of 5 for 20 ren (after a 50 ren unlock cost) and grown on the surface. Each seed when grown and nurtured will grant a few deployable defenses and a chance to return seeds (just like other crops). However, they do have a higher fatigue modifier and require more regular reseeding than other more sturdy crops.

Bramble Seeds can also be gathered from native Brambles on Prometheus, which previously would give Fiber seeds when harvested.

When placed as a defense, Brambles can’t be moved after that point, but are very lightweight so won’t provide much burden when stacked. We’ve also taken this time to provide a balance overpass of other deployable defenses and halved the self-damage taken by hedgehogs while doubling the self-damage taken by fortification spikes (this effectively is deterioration when impaling enemies).

With this change, we’ve adjusted some of the details of the mission DISPATCH. This has a challenging horde mode, which we’ve adjusted by reducing the spawn count of foes to match the increased self-damage of fortification spikes. The event should have a similar level of challenge but increased performance.

We’re also working on more automated deployable defenses in the future, and this will mean more balancing of the existing ones.



This week: Batteries & Networks Continued


We’ve got more fixes and balance improvements to our Resource Networks and Batteries update from two weeks ago, as we continue to get feedback from the community.

Fixes:
  • Missions ABYSS, ALCAZAR and others requiring powered deployables have been fixed to work with the update. In ALCAZAR, we’ve fixed the Biofuel composter not registering on the network when not processing and also fixed other missions requiring powered processors. In ABYSS, we’ve fixed the research station quest step and the filling the generator step
  • Fixed the Wind Turbine audio looping incorrectly
  • Fixed certain inspected devices (such as the water pump) not showing the modifiers and networks UI, resulting in an empty screen
  • Fixed clients only seeing the electrical network when opening the resource network inspector via the flow meter
  • Improved the spline connection logic to provide smoother connections to other splines. This prevents cases where splines would wrap around existing pucks to enter from certain angles to new pucks/spline nodes. Affects both the water and power network piping
Balance:
  • Wind Turbine damage has been modified to provide a smoother degradation through storms
  • We have been monitoring feedback and acknowledge that some do not like the added maintenance but most enjoy the extra weather effects. We’re still keen to hear and see feedback as always


Future: Laika - The Animal Companions Update


We’ve quietly been working on our next big update for a couple of months now, and are excited to let you know the details, now that Networks and Batteries are released.

Laika is our Animal Companions Update, which is well into development and entering its final stages now.

This is an update focused on improving player experience with tamed creatures, including the all-important ability to be able to pet your animals.

This update will also include the ability to bring your tamed creatures to orbit and be called to a planet as needed, the same as workshop gear, now that we’ve established a reliable customs department.

We’re adding Talent Trees for each mount with the ability for mounts to gain experience just as you do.

There will also be 2 new tamed creatures (exclusively ordered from orbit) with their own gatherable resources, new Tier 3 and 4 water and food troughs, and more.

Next week, we'll have even more details to share with you on what to expect.



Next Week: Water Purification


Next week we’ll be adding a new survival dynamic to water - purification. Water throughout the game will provide additional bonuses based on the cleanliness of it, with devices throughout the different tiers providing different methods of purifying water.

Originally posted by author
[h2]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.[/h2]


https://store.steampowered.com/bundle/36462/Icarus_Architecture_Bundle/

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

Changelog v2.1.22.120409


New Content
[expand]
  • Brambles in the wild now give bramble seeds instead of fiber seeds
  • Unlocked growable Brambles, including deployable and workshop seed packet
  • Unlocking other Farming Seeds to allow brambles to be unlocked, as without them the seeds after them grant incorrect seed type (by ID)

[/expand]

Fixed
[expand]
  • Fixed crash when InventoryContainerManager isn't able to be found
  • Updated BLD_Stairs_Brick and APEX destructibles
  • Fixed a number of typos in item text
  • Allow Brutalist Lamp to stack on 1 object, such as being placed on a table
  • Styx and Prometheus Exploration missions now grant their talent unlock on completion, like Olympus. This is mainly to prevent any issues if these blueprint trees are reorganized
  • Added failsafes to Wind Turbine self damage due to overcharge
  • Increased damage to wind turbines, as previously they would cap to a very high health where storms would have negligible impact. They are still unable to be destroyed by storms, but will eventually result in 0% base production
  • Fixed clients only seeing the electrical network when opening the resource network inspector via the flow meter
  • Resaved datatable to resolve build issue
  • Fixed certain inspected devices (such as the water pump) not showing the modifiers and networks UI, resulting in an empty screen
  • Halved the damage hedgehogs deal themselves when spiking enemies, doubled the damage fortifications deal themselves when spiking enemies (don't worry, they're still much stronger than hedgehogs)
  • Wind Turbine damage taken is more consistent at different health levels
  • Fixed Wind Turbine audio from looping incorrectly
  • Improve spline connection logic to provide smoother connections to other splines
  • Update modifier effectiveness display, scaling around 100% instead of positive or negative effect. This better shows that less effective modifiers only have X% effect
  • Updated Spawn Blocker check for fuel to reduce number of times it will update the spawn blocker system, notably T3 updated each tick of the jerrycan, now only updates when adding or running out of fuel
  • Updated many UI elements to prevent small box next to device inventory when modifiers are not present
  • ALCAZAR: Fixed Biofuel composter not registering when not processing, also fixes other missions requiring powered processors
  • ABYSS: Fixed research station quest step and filling generator

[/expand]

Future Content
[expand]
  • Adding in Kiwi Idle and Death audio and data table setups
  • Adding ful base setup for the ghost croc including corpse setup, anims to dupe for when audio requires and copy of nornal crocodile stats used for base pass awaiting proper design pass
  • Adding New Animal Beds and Setup into project
  • Cleaned up Field Guide Item Section UI
  • Added addition Animal Bed variations, DEP_Animal_Bed_Royal_Var02, Animal_Bed_Fur_Var01, Var02, Var03 and Var04
  • Setting up T4 Water Trough so it filters the water
  • Adding shears cutting audio, impact event, item data table setup, items static data table setup
  • Dev Cheat SetResourcesOnFocusItem: Increased maximum resources allowed
  • Implemented Shengong Sickle stats and costs
  • Added text for black wolf armor
  • Edited text for nine of diamonds shield
  • Adding T4 water trough start loop and end audio. Currently hooked up to event running and stopping which starts automatically
  • Added bestiary text for Chicken
  • Feature Locked Bestiary entries for unreleased creatures
  • Adding blueprint info for trail beacon tool to play activation audio on linked trail beacon
  • Adding base setup for swamp ape, awaiting behavior tree setup for movement and attacks and death anim in corpse setup etc
  • Added text for trail beacons
  • Updated text for black and white LM armor sets
  • Adding activate trail beacon audio. Not hooked up yet
  • Updated animal bed sizes and fur variants
  • Prototype tree respawn
  • Renaming Liaka -> Laika
  • Added desert tracker saddle art assets for the moa, horse, and buffalo
  • Updating audio for beacon beep, adding BP behavior to play beep on beacon
  • Tweaked IceSheets (new Prometheus arctic area) fog density to give a better sense of scale

[/expand]

Icarus Week 118 Update | Improvements and Balances to Resource Network

Welcome to week 118. We’re continuing our work on the Resource Network update from last week, with a bunch of fixes and balances added, along with a few new features that we mentioned were going to be in this week's update.

We’ve also got some info on next week's update, and some mission fixes that were needed to address the impacts of the new Resource Network.

Hop in and have a read.

Notable Improvements:


  • Added Total Growth Speed indicator to Crop Plot inspection UI
  • Fixed railing orientation on all floor pieces so now railings will be the correct orientation (especially on stairs)
  • Fixed issue with Water Troughs where the water would not appear in the mesh when it contained water
  • KILL LIST / FRACTURE: Fixed Decals not removing grass, these should be much easier to find
  • Fixed Processor recipe icons width, now correctly has 7 across again. Auto processors now have 3 across
  • Improved UI prompts and tooltips for dirt mounts, noxious crusts and red exotics, as part of continued efforts to improve the new player experience
  • Update Olympus and Styx weather events to use Prometheus-style scaling weather, with more varied modifiers and less reduced movement speed
  • Added an inspect option to powered devices without inventories, such as solar panels, wind turbines and batteries


This week: Resource Networks Update


As mentioned last week, this week we’re focusing on bug fixes, balances and improvements to the new Resource Network, such as:
  • Fixed a case where water networks and electrical networks could be joined leading to issues where people could fill their batteries up with water
  • Added the ability to turn devices on and off using the Resource Network Inspector window. To use, expand a ‘device group’ and click the connection icon to toggle the device
  • Fixed the Resource Network Inspection Window getting stuck showing 'Gathering Info' on clients if it was opened twice, in situations when no values on the network had changed since it was previously opened (Deployed in Hotfix last week)
  • Removed collision from spline pucks, fixing players ‘bobbing’ as they walk over wires
  • Replaced Resource Network Inspector summary with a visual flow indicator. This should be a bit more clear about which direction and to which devices the flow is going

We’ve introduced the feature where power and water output fluctuate based on the current storm:
  • Wind Turbines now generate more power during most types of storms, with the maximum power output during wind storms. Snow, sand and ash storms will slow them instead. When generating more than 100% of their base power level they’ll take damage over time based on the generated power, but cannot be destroyed by this damage. Wind Turbine output is reduced based on their remaining durability.
  • Solar Panels have been buffed to produce 6000 power. They now generate slightly reduced power during most storm types but will not receive any damage from those storms, they even get an output boost during the swamp’s “clearing winds” storms!
  • Generators output slightly less power in heatwaves
  • Waterwheels generate more power while it’s raining but less during ash or snow storms.
  • Waterpumps and water borers have reduced water flow during snow, and a little less during hail and heatwaves

These changes are to encourage diversity in energy networks and will evolve based on feedback and community interactions. We’ll be closely monitoring over the coming weeks to ensure the best gameplay experience.



This week: Mission Fixes


We’re also introducing a couple of mission fixes this week: unintended collateral impacts of the Network Resource Update.

VOYAGER: Increased power storage requirements
  • The energy network patch reduced the requirement from 1 hour to 6 minutes. We increased this to require 1 hour with a generator, but allow you to connect 2 generators (max 10,000 flow) to reduce the time to 30 minutes
VERTIGO: Fixed laser not being self-powered
  • The energy network patch incorrectly added power requirements to the laser, blocking mission completion


Next Week: Brambles - A New Base Defense


Next week, we’ll be adding a new type of base defense - Brambles. These can be grown in crop plots and harvested when fully grown, to be placed around your base to serve as a natural base defense. The lack of base defense has been a prickly topic, so we’re glad to be adding something to the crafting pool.

Originally posted by author
[h2]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.[/h2]


https://store.steampowered.com/bundle/36462/Icarus_Architecture_Bundle/

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

Changelog v2.1.21.120319


Fixed
[expand]
  • Added the ability to inspect certain devices that do not have inventories (such as solar panels and wind turbines).
  • Added a small boost to speed for Wind Turbines for any storms other than heatwaves and embers.
  • Fixed Wind Turbines not receiving increased speed in Desert Wind.
  • Increased Solar Panel power generation to 6000.
  • Increased Water Wheel power generation during rain storms.
  • Renamed duplicate desert storm and scaled desert weather events correctly in new storm modifier system.
    Reduced impact of weather on Solar Panels (Rain, Sand and Snow) and Generators (Heatwaves).
  • Fixed internal mission note
  • Fixed UNIAO typos in multiple prospects
  • Fixing the fix - disabled collision on shadow geo filler cube
  • Filled in hole in shadow geo that was causing light shining through
  • Removed replication from the nearbydeployable actors and moved logic of 'cache nearby deployables' to its sub class to avoid logic happening in space
  • Fixed typo in Beehive Extractor optional power text
  • Fixed Prometheus Cave Ground Collision on Blue Quad
  • Fixed Geyser Rotation on Outpost_005
  • Fixed Typo in Berserker talent name
  • Noxoius Crust and Volatile Red Exotics now mention the Organic Residue Cleanser
  • Noxious Crust (Bauxite) renamed to Noxious Crust (Aluminium) to match in-game name
  • Added Total Growth Speed indicator to Crop Plot inspection UI
  • Fixed thatch Stairs railing directions and checked all others to make sure they were also oriented the correct way
  • Fixed Fiber Crop collision
  • Fixed railing orientation on all floor pieces
  • Added Water Crop Plot in-world UI prompt to Dirt Mounds that have been planted
  • Replaced Resource Network Inspector summary with a visual flow indicator. This should be a bit more clear about where the flows are actually going
  • Fixing issue with Water Troughs where the water would not appear in the mesh when it contained water
  • Fixed Advanced Masonry Bench not having a water connection
  • KILL LIST / FRACTURE: Fixed Decals not removing grass, these should be much easier to find
  • Fixed Processor recipe icons width, now correctly has 7 across again. Auto processors now have 3 across
  • Changed gghost logo to new logo
  • Fixed case where water networks and electrical networks could be joined
  • VOYAGER: Increased power storage requirements
  • Updated Battery Rack descriptions to mention the batteries are inside the rack already
  • Added the ability to turn devices on and off using the Resource Network Inspector window. Expand a device group and click the connection icon to toggle the device
  • Fixed Resource Network Inspection Window getting stuck showing 'Gathering Info' on clients if opened twice when no values on the network have changed since it was previously opened
  • Removed collision from spline pucks, fixing players bobbing as they walk over wires
  • Adding On Off Switch audio to be played for new battery behavior
  • Changed devices to be able to specify a device flow without requiring a resource network connection
  • Added storage type and flow rates to T2 Rain Reservoir and Basic Oxite Dissolver to allow those to store resources again
  • Adding Visible Debuffs on Fridges, Deep Freeze, Lights, Cooler, Heater, Dehumidifers and adjusted modifier display and application rate
  • Added Assign Priority button prompt to network inspect screen
  • Fix Shaggy Zebra AI growth, as a result these will be much easier to hunt

[/expand]

Future Content
[expand]
  • Adding Multicast to bramble blueprint to replicate audio to clients
  • Removed some ICARUS_API definitions from GOAP related classes
  • Adjustments and fine tunes for the bramble item
  • Added SK_ITM_Sheep_Sheers
  • Adding first pass CHAC shotgun audio and data table entries
  • Ashland story mission: Increased range and added starting quest area
  • Added DEP_Chicken_Coop_Rustic and DEP_Chiccken_Coop_Royal
  • Added sleep duration and effectiveness curves for future comfort feature
  • Added Animal Companion Icons to data table
  • Adding howl events for mange wolf alpha and mange wolf. Separating animations and montages so unique sound can be used for both
  • Adding mange wolf howl event
  • Adding unique ammo load, pump in and out sounds for chac shotgun. Also some to be applied to T4 shotgun. Adding animation data
  • Added Polar Bear to Prometheus section of Field Guide
  • Adding Burlap, Heated, Royal, Snow Leopard and Wolf animal beds
  • Added ITM_Sickle_SHEN var02
  • Added ITM_Sickle_SHEN
  • Added DEP_Animal_Bed_Burlap, Heated, Royal, Snow Leopard Fur and Wolf Fur
  • Adding mange wolf idle events and audio and data table setups
  • Submitting Sheep bones an textures
  • Fixing the Turret Audio in BP for being powered on and off due to change in power system. Also fixed replication of adding ammo for clients
  • Updated ITM_Sickle_SHEN_Var02 material
  • Adding Shengong Sickle 01 / 02
  • Setup Skulmutt scaling and creature AI setup
  • Reduced Dribbo max level health
  • Adding mange wolf rest / sleep snore audio and adding unique mange alpha wolf footstep event and data table entry
  • AI Setup for Ice Mammoth Boss
  • Adding Sheep Shears, Chicken Coops, Recipes & Blueprints and Setup
  • Adding sheep idle and death audio and events. Committing to trunk to be added when Mount Levelling is merged
  • Added storms affecting solar panels, wind turbines and water flow (currently dev locked)

[/expand]

Icarus Week 117 Update | Batteries and a full network upgrade

Batteries are here.

Not only have we refactored the entire network system to allow for batteries and variable flow rates, but the system itself has been heavily optimized to be more efficient in both network traffic (that is sending data from the server to clients) and server processing (that is the amount of calculations done from second to second). This aims to improve both server and client performance when it comes to resource networks.

This has been a long process, and we’ll go into detail below on the extensive changes and reworks we had to do to deliver it, including multiple reworks and a lot of man-hours invested on our end.

We break down the new system, what you can expect, a host of new items as well as balance changes that have come along with it.

Jump in and check it all out below.

Notable Improvements:
  • Water networks are now accessible at Tier 3 (find out more below).
  • Sprinklers are now Tier 3, cheaper and better. They can now make you or enemies wet, water crop plots and can be triggered manually or by sustaining damage.
  • Fixed instances where the Bees swarm would not always be removed upon their death.
  • Deep ore veins are now unlimited by design. We fixed a bug a few weeks ago which was making them refresh on each login, meaning they ran out as intended - but after testing and based on your feedback we decided it was a better experience if they never run out.




This week: Batteries & Brownouts


We have added batteries and water storage devices to store these resources for later use, such as in cases where your solar panels aren’t producing energy at night or your waterwheels are clogged. (For the full breakdown of new items see the new items section below.)

Instead of devices shutting off when not receiving enough of a required resource, many will now move into a brownout state. Depending on the device some will shut off. For example, Aquariums will shut off, while crafting benches will brownout.

A brownout is where a device isn’t receiving adequate resources, and therefore performs at a suboptimal level. Examples include lights getting dimmer, crafting benches crafting slower, and dehumidifiers or heaters having a reduced radius of effect. Devices such as water pumps will produce less water if they are not receiving enough electricity.

We have also added a way to examine your networks at a glance so you can see the status of all the connected devices as well as their active states. This can be achieved either by having a Water Pipe Tool or Electricity tool equipped, looking at an object and pressing 'R', or by connecting one of the new items added this week (a Flow Meter) to your networks. Interacting this way will bring up a screen breaking down all the objects connected to that network. Individual elements can be clicked on to see each device in that category and a priority can also be assigned. Prioritizing means being able to define if a device should be prioritized to receive resources first before the rest of the network - this is especially helpful when you have a heavy network load or not enough power to run everything.



This week: One Big Refactor


Systems such as these may seem like a small change on the surface but in reality, something as simple as adding batteries required an entire rework of how devices both connect to networks and communicate with each other. We have gone through three iterations of this system two of which you will never see because they didn’t fit with the game and didn’t work out as well as we had hoped. But that is the part of game development that goes unseen. Sometimes, you want to add something simple to a system that wasn’t designed for it and you have to rewrite the whole thing.

The system was originally designed for all machines to have ‘constant flow rates’ - that is a static supply or demand value that can be turned on and off depending on the machine's state (also off/on). This, in theory, is simple, effective and at that time, was what we thought we needed. The static value represented a ‘flow rate', a rate at which units of energy would transfer to/from the machine into the network itself. However, adding Batteries to this system (which was always an intention) exposed a bunch of issues with the simplicity of the system, even if it worked to a degree. Some of these issues included being unable to vary the flow rates for devices, and the network acting in a very ‘binary fashion’ meant any complex interactions that we felt needed to come alongside batteries (for them to be used in a meaningful way) were not possible. (Examples include storms affecting the output of wind turbines, or scaling a device’s performance based on the amount of electricity available).

This meant going back to the drawing board on the system, and after a few more months of development, we have developed a system that supports variable flow rates. This system allows devices to be dynamically scaled up and down based on their status, and we’ve also developed a system alongside that allows you to control your resource networks, including setting priorities for receiving resources, controlling on/off states and more. In addition to these, you can now inspect your network and see the connected devices at a glance by either using the electricity and water placement tools or a flow meter.

Implementing a dynamic system means various devices can now experience ‘brownout states’, which can cause a heater to have a reduced area of effectiveness, or a crafting bench to perform less efficiently when they are not receiving enough resources from a network. In the past, these devices would have shut off entirely, leaving players having to run around disconnecting machines from the network until the problem was solved. This new system allows you far more control, and far more information to work with.

After many hours of both testing internally and with our experimental branch players, the system is now in a state we believe is ready for release. We may still have some bugs that will show up now that is being released to the general public, but we’ll strive to address these quickly over the next week. We also have plans to improve how you interact with machines on these networks as well as do a balance pass to power-generating devices (Wind turbines we are looking at you).



With a new network, comes a smorgasbord of new items.

Basic Battery Rack (T4)

The entry-level battery option, which stores a moderate amount of electricity but has a low flow rate so isn’t suitable for high-capacity networks.

Advanced Battery Rack (T4)

The premium option, with a much higher storage capacity and flow rate, which is more suitable for networks with a much higher demand.

Water Barrel (T3)

Acts as a storage device for water and can be connected to water networks.

Metal Rain Reservoir (T3)

Collects rainwater, can defrost ice into water, stores more than the Rain Reservoir (T2), and can be connected to water networks to act as a storage device.

Biofuel Water Pump (T3)

A brand new device to allow water networks to be created and used earlier in the tech tree. Can be deployed in streams or lakes to generate water when fueled with biofuel.

Water Borer (T4)

A new device that can be placed on enzyme geysers and when powered, can be used to extract water which can be fed into a water network.

Flow Meter (T4)

A device that can be connected to both water and electrical networks. It has a display that shows the current supply, demand, and available storage at a glance. You can also interact with the device to see a more detailed view and assign priorities to machines.



This week: Balance Adjustments


To pair with reworking the entire power network system, a balance pass was required on existing networks.

We have moved the water pipe tool T3, with the introduction of the biofuel water pump this makes water networks accessible much earlier. Due to this all furnaces at T3 and above can now be connected to water networks for any recipes (existing or future). Due to the water networks being shifted to T3 we have also shifted the water sprinkler and reduced its crafting cost to make it fit as a T3 item.

The biofuel aquarium (T3) has had its level requirement removed so it can be built before level 30 but also now requires a water connection to keep your fish alive.

We have also removed the water network connections from the T2 masonry bench as there are T3 replacements and it helps solidify as T3 as the introduction of enhanced production with water networks.



Next Week: Batteries, Bugs, Balance & Optimization


Next week is going to be dedicated to balancing, optimization and bug fixing for the new Networks we’re introducing this week, along with some other QoL.

Originally posted by author
[h2]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.[/h2]


https://store.steampowered.com/bundle/36462/Icarus_Architecture_Bundle/

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

Changelog v2.1.20.120106


New Content
[expand]
  • Adding Flow Meter and setting up basic logic
  • Update Flow Meter UI
  • Resource Network Upgrade branch merged to Trunk
  • Added message about not being connected to the network to the resource network inspection view
  • Fixing up Blueprints after batteries merge
  • Adding functionality to flowmeter item
  • Reduced sprinkler steel to 2 per
  • Rebalanced Flow Meter recipe, reduced Aluminium costs and added Electronics and Glass. Moved to Fabricator
  • Removed Clay and Scoria Brick recipes from Stone Furnace
  • Increased Metal Rain Reservoir cost, costing 12 Refined Iron (from 8) and adding 20 Charcoal
  • Readding water borer blueprint and fixing deployable enteries for water borer and biofuel pump
  • Adjust flow meter durability 250 -> 750
  • Increasing Basic and Advanced Battery Storage so it takes each around 10mins to fully charge and 10mins to fully discharge, this can be augmented with multiple batteries and each battery provides different charge/discharge rates
  • Adding optional flow text to resource inspection resources
  • Fixing issue with resource displays on talents / tooltips, the calculation for ratio was backwards showing incorrect flow rates
  • Adding optional water connections to furnaces
  • Upping the water borer water generation rate
  • Flow meter now shows detailed resource network window when interacted with
  • Resource network inspection window is now self contained and can be opened using the normal linked-actor dynamic widget flow
  • Re-added resource remaining indicator to Drill, Extractor and Harvester UI
  • Removed Water Connection from T2 Masonry Bench
  • Removed the Water Connection from the T2 Rain Reservoir as its superseded by the T3 Rain resevior
  • Shifted T2 Water Purifier to T3 as it makes more sence at that location due to the network changes
  • Modified Size of Ice Borer & Flow Meter (they were too small)
  • Fixed Resource network puck collision on flow meter so you can now connect to multiple networks
  • Removed Old un-used flow meter static meshes
  • Removed helper text for T2 Masonry Bench water connection craft speed (as this is no longer applicable)
  • Adding ability to scale network flow via stats so modifiers can scale up or down depending on contextual events
  • Lights Intensity is now scaled (on electrical lights) when they are recieveing less power (are in a brown out)
  • Added logging if a wire/pipe fails to reconnect to a device on load
  • Changed generator loading to use full activation path (should fix things like the Water Pump being stuck on Idle)
  • Fixed Inspect Network not working for wiring tools on Clients
  • Fixed missing action prompts from water tool
  • Updated Deep Ore Veins so they are unlimited
  • Lights intensity now has a stat and can be scaled by adding modifiers to lights
  • Adding new brownout modifier for lights that reduces its effectiveness
  • Removing Optional brownout text from resource network data
  • Added dev tool for inspecting resource flows inside devices

[/expand]

Fixed
[expand]
  • Fixed bees incorrectly persisting for 5 minutes when killed
  • Fixed bees not cleaning up correctly on clients when killed
  • Fix a trivial runtime replication warning associated with new deployable camera focus setting
  • Shield/offhand item stats are now applied when placed in the offhand
  • Added resource remaining indicator to Drill, Extractor and Harvester UI
  • Removed remaining value from Drills, Extractors and Harvesters (Deep Ore now unlimited means this is no longer required, others benefit from the mystery)
  • Fix selected dropship index is not being set on Outposts after Return To Character Select
  • MIASMIC: Fixed solar panels not counting for entire mission area, requiring placement within middle half of the mission area, can now be placed anywhere within mission area

[/expand]

Future Content
[expand]
  • Added cheat to spawn exotic infused creatures. Added red variant of infused creature particle system
  • Added ability to spawn Exotic Infused creatures. You can now specify an EpicCreature row when adding AI to spawn pool in each D_AISpawnZones
  • Tweaked base stats of Wooly Zebra mount, being slightly slower than the horse but a bit tankier and carrying more
  • Added missing limestone half pitch icon
  • Fixed Limestone halfpitch building assignment
  • Added Limestone Building Piece item icons
  • Adding mount specific versions of blueback attack and idle for more appropriate volumes
  • Adding blueback juvi idle, flinch and death audio and events and data table setups
  • Added GUN_Shotgun_CHAC
  • Added DEP_Trough_Luxury_Feeder, DEP_Trough_Iron_Feeder and DEP_Trough_Rustic_Feeder
  • Adding text and descriptions to a food / water troughs
  • Adding Skulmut & Dribbo creature setups and correct naming
  • Added proper spawnrate/damage/resistance stats for mini hippo
  • Updating mange wolf aggro states and flinch audio to better match creature in game
  • Submitting Juvenile Wooly Zebra mesh and textures
  • Added HAB diorama for off planet bestiary images
  • Added chicken trophy with white, brown, and black materials
  • Hooking up bear cub carcass mesh to corpse BP
  • Added setup for Mange Wolf Alpha creature including skeletal mesh and carcass assets, bestiary and stats pass needed
  • Added setup for Mange Wolf creature including skeletal mesh and carcass assets, bestiary and stats pass needed
  • Armoured saddles now point to correct skeletal meshes in D_Saddles
  • Adding all events for mange wolf alpha. Adding low end loop layer to add bigness and adjusting spacial for standard mange wolves to be less intense
  • Added Trail Beacon and Beacon Tool control hints
  • Allowed Trail Beacons to be deployed indoors
  • Added Trail Beacon Emissive
  • Added upper and lower indicator icons to halfpiece wall item icons
  • Final adjustments for blueback and blueback juvi audio sounds
  • Added inverted item icons of building halfpieces
  • Setting up CHAC workshop shotgun
  • Updated Exotic Infused Creature VFX
  • Moved files from dev folder to main project
  • Adding Icons for Chicken Head, Chicken Trophy, Trail Beacon, 4x new food troughs
  • Adding Chicken / Sheep Vestiages & Trophy item setup
  • Adding Chicken / Sheep Bestiary Enteries & Adding Space / Workshop Enviroments / Categories
  • Adjusting saddle in world dropped meshes to be generic
  • Added correct bones mesh for var 2/3 and made materials from preexisting textures for the var 2/3 carcasses
  • Adding Armored Saddle Icon
  • Updated DEP_Trough_Luxury
  • Setting up Limestone Deep Mining Deposit to use the correct textures & highlightable
  • Setting up the Limestone Voxels to use the correct textures and assigning the silica phyiscal material for the pickaxe hit effect as the sulfur effect eas too yellow and did not match the effect
  • Added DEP_Trough_Powered_Feeder
  • Added Limestone Voxel materails and textures
  • Added Limestone Deep Ore Vein materials and textures
  • Added a comfort system which takes stats of deployables around the bed and applies it to the players well rested buff
  • Prevent a GameUserSettings Delegate being bound twice in editor (internal dev only)
  • Move Sheltered Bed Tooltip to correct folder
  • Reduce the draw distance on some visual fire effects
  • Improve performance of forest fires
  • Adding audio entries for mange wolf alpha. Adding all current audio events and data table set up. Adjusting and fine tuning events for alpha and standard
  • Adding appropriate deploy audio for all water and food troughs
  • Added base implementation setup for the Kiwi including character BP and DT setups, second pass coming with corpse and proper weighting setup
  • Adding sound for when food is added to any food trough. Adding audio, event and blueprint functionality
  • Exotic infused creature crystal particles are now scaled based on creature size.
  • Fixed bug where crystal particles weren't being randomly oriented.
  • Crystal niagara particle system now persists between NPC and corpse which should reduce visual popping on death
  • Skip fallback navmesh checks when transport pod EQS fails and just drop near players
  • Adding brambles damage scratch event and blueprint implementation to play audio when damaging player or enemy
  • Adding new audio event for coconut tree harvesting audio and also fixing growth stages pointing to cocoa instead of coconut
  • Fixed bug where all creatures were spawning with exotic infused effects
  • Adding in Kiwi corpse and animation setup, tweaked movespeed to fit the size and duplicated animations for Audio

[/expand]