1. Icarus
  2. News

Icarus News

Icarus Week Sixty Eight Update | Performance Improvements across the board

Week Sixty-Eight’s update is here, and with it comes a batch of performance improvements that have been championed by our dedicated performance team, and tested by our community.

Improvements to Memory, Stutters & Garbage Collection, and Engine Performance are the core focuses, and you can read more detail about what these changes mean for performance, and how we went about identifying and improving them, below.

Jump in and have a read.



Performance Improvements


As mentioned last week, our dedicated performance team has been busy looking for areas in Icarus where we can find optimizations. If you want to read in detail about the 6 areas of focus for our team, you can do so here in our Week 59 update. To summarise, these are Engine Performance, Game Systems, Memory, Stutters & Garbage Collection, and Connection.

This week's fixes fall under Memory, Stutters & Garbage Collection, and Engine Performance.
  • Removed overlap events from various collision objects on animals and changed some components to be ‘non-physical’. This should improve performance with animals moving around, as it limits how many events can happen when an animal moves around an area of the map
  • Fixed duplicate spawn of aim assist component on animals
  • Fixed aim assist component triggering multiple overlap updates during spawn. This was a small bug which duplicated the process and caused a small hitch when animals spawned
  • Removed root motion from idle animations for Buffalo
  • Made talent trees share a pool of popups rather than each having its own. This has a significant impact on load times when changing maps (on average about 5 seconds faster). This had an effect when moving from the character select > HAB > Prospect
  • Fixed a use case where UI popups were waiting for a valid UI on dedicated servers. (Dedicated servers never have a UI)
  • Improved performance of ‘talent requirement checks’ by avoiding data lookups where possible
  • Fixed settings from auto-saving during initial load and then recursively rebuilding their widgets
  • Fixed the settings screen from being constructed multiple times when the UI first gets built
  • Fixed deep vein ore deposits setting their material twice on the servers during startup
  • Cached a lookup of the replication state of stats to allow for faster replication updates when stats change. This speeds up the host working out which stats need to be sent to clients when stats change
  • Fixed stat container updates triggering multiple events per rebuild
  • Removed all critical hit logic from the stats system. Critical hit afflictions are now handled by a new column in the StatAfflictions table. The only stat that was still using this was the chance to immobilize on throwing knife crit
  • Fixed issue where hits against inanimate objects were being considered as crits
  • Envirosuit slots no longer get rebuilt every time the players' stat container updates
  • Removed expensive gathering function from the atmosphere controller. Replaced calls to directly grab the variables that are being used instead
  • Changed dropship parts to no longer tick and no longer animate while not rendered
  • Disabled collision with the dropship door (while landed)
  • Objects that can be sat on no longer tick when they aren't in use
  • Moved some audio systems tick to during physics as they do not contribute to actor positions. Audio systems being moved to the physics tick is due to them being a good candidate as they don’t influence object positions and therefore can be done separately
  • Disabled overlaps on the root mesh of equipped items
  • Disabled overlaps on tree proxies
  • Optimized some calls to the firearm controller in the players animation bp
  • Prevented armour meshes from being created on dedicated servers. This was an obsolete update cost that impacted performance due to servers not rendering cosmetic meshes
  • Improved item trait retrieval speeds of several traits by improving the time required to access categories in the data tables.


Part of this week's optimization patch has been focused on reducing the performance costs of animals in the world. The cost on the CPU of animals can be broken down into three categories: processing their AI, moving them/updating their collisions, and updating their animations. In particular, we’ve focused on improving the performance related to animal movement.

When an animal moves, it continues along a path that the AI has already picked out and updates its collision along the way, which requires it to update its physics and this causes further physics checks to be performed. Animals not only have a skeleton and a collision that is updated but also some additional colliders which are used for overlap checks in various different cases during gameplay.

In assessing the additional colliders it was determined that many of the events they where setup to trigger overlap events which where being handled elsewhere or had been removed. Due to this we were able to disable many of the channels that these colliders where responding to and in some cases removing them all togethers, drastically reducing the number of update triggers.

A single overlap has limited impact on the CPU, but this would trigger a ripple of other physics updates such as animal animation, sending the position of the animal to the server and then relaying this information to the local PC, and this could happen for every animal active at that time. When you consider ten animals, each with colliders triggering overlap events, updating three times per frame, you can see how this cost would become noticeable to performance. Though these events are generally quick to handle, any reduction in the amount of calls reduces the load on your computer.

Our change ‘Removed overlap events from various collision objects on animals and changed some components to be ‘non-physical’ directly addresses this issue, removing obsolete overlap events and limiting the number of events occurring simultaneously.

We hope this explanation gives you some insight into the details of our ongoing performance optimization!



Galileo Progress


This weeks progress on Galileo has been focused on our bestiary rewards, connecting progress to the rewards so they are correctly granted to players.

We also spent time working on the various UI elements related with these milestones, and the system is making steady progress towards a viable test product.

We have also added 5 other different ways to gather information about creatures, so there is variation in the available milestones rather than just pure ‘hunting’ totals.



Changelog v1.2.43.108956


Optimisation
  • Reworked creature spawning to be spread over multiple frames. This should reduce hitches when new animals spawn in
  • Removed overlap events from various collision objects on animals and changed some components to be non-physical. This should improve performance with animals moving around
  • Fixed duplicate spawn of aim assist component on animals
  • Fixed aim assist component triggering multiple overlap updates during spawn
  • Removed root motion from idle animations for Buffalo
  • Made talent trees share a pool of popups rather than each having their own. This has a significant impact on load times when changing maps (about 5 seconds faster)
  • Fixed case where UI popups were waiting for a valid UI on dedicated servers. (Dedicated servers never have a UI)
  • Improved performance of talent requirement check by avoiding data lookups where possible
  • Fixed settings from auto saving during initial load and then recursively rebuilding their widgets
  • Fixed settings screen from being constructed multiple times when the UI first gets built
  • Prevented multiple refreshes from happening in one frame in the cheat overlay
  • Fixed deep vein ore deposits setting their material twice on the servers during startup
  • Moved map manager saving of map state to code. Merged map manager save data gathering functions to prevent additional iterations of the map tiles
  • Cached a lookup of the replication state of stats to allow for faster replication updates when stats change
  • Fixed stat container updates triggering multiple events per rebuild
  • Removed all critical hit logic from stats system. Critical hit afflictions are now handled by a new column in the StatAfflictions table. The only stat that was still using this was the chance to immobilise on throwing knife crit
  • Fixed issue where hits against inanimate objects were being considered as crits
  • Envirosuit slots no longer get rebuilt every time the players stat container updates
  • Removed expensive gathering function from atmosphere controller. Replaced calls to directly grab the variables that are being used instead
  • Changed dropship parts to no longer tick, and they no longer animate while not rendered as it was still happening in the background
  • Disabled collision with the dropship door (while landed)
  • Objects that can be sit on no longer tick when they aren't in use
  • Moved some audio systems tick to during physics as they do not contribute to actor positions
  • Disabled overlaps on the root mesh of equipped items
  • Disabled overlaps on tree proxies
  • Optimised some calls to the firearm controller in the players anim bp
  • Prevented armour meshes from being created on dedicated servers
  • Improved item trait retrieval speeds of several traits
  • Added missing D_StatAfflictions from previous commit
  • Fixed issues with blueprint tooltips not showing alteration packs correctly
  • Fixed issues with blueprint tooltips adding a copy of the set bonuses text each time the tooltip is hovered
Fixed
  • Updates and improvements to distancing for the transport pod. Removing old profilers
  • Update Maximum Loops to prevent PIE crash in new missions.
  • REMNANT: Added failsafe tracking of radar scan locations (will now additionally be marked as complete if there is a scan in the area at any time, note this may not fix missions in-progress)
  • Fix enzyme geyser audio, which was broken due to a change to OverlapAudioComponent which resulted in non-unique component names in subcomponents. Fixed by changing subcomponent ownership from the owning actor to the overlap component itself
  • Remove execution pins from a new storm particle system that was added for DLC and is making it look like existing weather is severe (internal only)
  • FIRE WALK: Re-apply cannot decay modifier on crate after reload to prevent cases where the modifier fails to load
  • Fixing up Item Static which had some things marked incorrectly as DEV
  • Fixing up Item Static which had some things marked incorrectly as DEV again
  • IRONCLAD: Added failsafe for loss of snap points
  • Fixed bug where animation played when receiving a new modifier sometimes obstructed crosshair
Future Content
  • Fixing Caves On Green Quad and Updated Arctic Cave, Prometheus
  • More visual updates on Prospector field guide UI
  • Setting up Heatmaps for Olympus and Styx for the different fish spawn locations and creating spawn zones based on each heatmap
  • Hooking up New Olympus & Styx Fish Spawning Heatmaps to their respective terrains
  • Adding rockdog vomit audio, event and notify
  • General clean up and polishing in Blue swamp, deep swamp underwater dressing in Green/Blue, DLC
  • Aquariums now swap to use their dirty mesh when they are not connected to active power / water connections
  • PRO_Story_5: Added audio-visual feedback quest step
  • Adjustments to drop pod transport sonic boom audio and fixed rockdog NPC not having correct parent behavior for footsteps for new FS notify
  • Fixing Caves On Green Quad, Prometheus
  • Setting up Rhubarb, Kumara, Avocado & Strawberry datatables for items, growth states, rewards, so they can now be grown when aquired
  • Adding rock dog vomit as a vocalisation event so its not interrupted by flinch sounds. Also lowering idle state vocals spawn rates
  • Balance and spacializer updates to transport pods
  • Enabled unlock all prospects cheat for PRO
  • PRO_Story_5: Tweaked spawn locations, added obstacles
  • General Landscape Polish & Clean Up, Fixed Caves in Swamp, Tundra, Arctic & Updated Cave Template on Blue/Green Quad, DLC Map

Icarus Week Sixty Seven Update | Mount Improvements and Buffs

Week Sixty Seven focuses on providing a range of Mount improvements, tweaks, and buffs. These include changes to saddles, behaviors, and baseline stats to overcome some of the core issues that players have encountered.

We also give an update on the progress of Galileo and an insight into the ‘Bestiary’ feature. Finally, we talk about next week's update and what to expect.

Jump in and have a read.



Mount Improvements


This week we’re bringing a bunch of Mount improvements, based on feedback from the community and monitoring overall performance and usage.
  • Saddles now include 'G' slots so radars, extractors, and other heavier items can be carried. Basic saddles will have one slot, saddle bags will have two slots, and carts will have five
  • Mounts no longer take damage from thirst or hunger, meaning they will not perish if left unsupervised
  • Increased all mounts' damage resistance by 10% to improve their survivability
  • Increased the damage resistance provided by the saddles when equipped to mounts by 10% (was 0%)
  • Added an Aura to the Animal Bed which provides creatures with a ‘Well Rested’ buff, similar to players
  • Lowered the base time it takes to tame creatures from 1200 seconds to 900 seconds

A lot of the feedback we have received around Mounts has been about the difficulties of effectively utilizing them when playing solo. A lot of our improvements have focused on this area of gameplay, removing elements such as damage from hunger/thirst and improving their overall damage resistance. Also adding slots for extractors and radars makes them viable as stand-in teammates for solo adventures, and reducing taming durations helps speed up the experience, which is understandably more drawn out in solo mode.



Galileo Progress


This week's focus on our upcoming Galileo patch has been the bestiary rewards, UI setup as well as an iteration on the fishing mechanic, following on from our progress last week.

For those still in the dark, Bestiary is the achievement system that will give you statistics on your hunting and animal exploits. This will be tied into a milestoned rewards system, with lofty targets reaping strong rewards.

The work going into this is split across lots of backend work, but also developing a good UI and rewards system that provides players with the incentive to aim for these milestones.



Next Week's Update


For next week, we have packaged a performance update that we will put in the experimental branch on Steam later this weekend. We will be looking for feedback this week on the changes, and if the feedback is positive we will push this, but if not we will take a different approach.

For those unfamiliar with our strategy, we’re focusing on five key areas: Engine Performance, Game Systems, Memory, Stutters & Garbage Collection, and Connection. You can read more detail about our strategy in our Week 59 update here.

Optimization is an ‘always on’ part of our development and has its own dedicated team separate from the teams working on game design, concept art, and the many other roles and departments in the business. Sometimes, people can assume that due to us pushing out other updates with new content, we’re not focusing our time or attention on performance, but this couldn’t be further from the case. The skillset needed is very specific, and we, therefore, have dedicated specialists working on it exclusively, while the rest of the team keeps moving forward with our other plans.



Changelog v1.2.42.108807


New Content
  • Adding 'Heavy Cargo' Inventory to Mounts and Mount Inventory UI
  • Adding Heavy Cargo slots to some of the Mount Saddles so mounts can carry 'G'-Slot items
  • Mounts no Longer Take Damage From being at Level 3 Thirst, or Level 3 Hunger, meaning they will not die if left alone
  • Increased All Mounts Damage Resistance to give them greater surviveability +10%
  • Increased the Damage resistance provided by the Saddles that can be equipped to the mounts (+10%, 15%)
  • Added an Aura to the Animal Bed which provides creatures with a 'Well Rested' Buff
  • Lowered Base time to Tame Creatures 1200 -> 900
  • Mounts no longer wander around in their 'Stay' behaviour state, and will return to the location where they were last told to stay after eating/drinking
  • Adding Heavy Cargo stats to Saddles
Fixed
  • Fixed a few typos picked up by translators
  • Fixing communicator T2 having incorrect crafted sound (used masonry when it should use crafting bench)
  • ALCAZAR, HIGHRISE: Changed Biofuel Stove quest step to mention Kitchen Stove
  • ALCAZAR, HIGHRISE, LIFE LINE: Changed Kitchen Stove quest step to correctly mention Biofuel Stove
  • IRONCLAD: Updated name of Metal Plating to Layered Plating to match quest description
Future Content
  • Added BLD_Wall_Sngle_Wood for Buildable Rework Investigation
  • General clean up of foliage, decals and blended terrain with GL cliffs in Grasslands, Green Quad, DLC
  • Updated audio for lava tree sapling and applied sound to joshua trees BP. Better tonal balance and sizing
  • Adding Promethus Open World Drop Zone, so open world can be played
  • Adding Galileo Feature Level
  • Small tonal balance to exotic tinted plant harvest audio
  • Fixed Batdog physics asset
  • Fixed bug where batdog wouldn't exit out of it's stalking behaviour when damaged
  • Added hitreact to Batdog while sitting
  • Added New Storm VFX NS, PP and BP
  • Setup new Weather VFX on Weatherman Editor Tool
  • Adjustments to DLC Trailer Volcanic Shot
  • Small adjustment to aspen tree falling audio to make it more appropriate to match the visuals
  • Committing Rudimentry Bestiary UI and Data Structures for Iteration
  • Added materials and textures for all 4 variants of Fish08, models will follow soon. Upated character/creature shader to allow for subsurface masking and dithering options
  • Sulfur Decal - changed alpha, added color variations (mats and FTs)|
  • New landscape textures for Grasslands
  • Added hemorrhage to Batdog heavy attack
  • Added sand layer to grasslands cliff and canyonwall materials for better terrain blending
  • Added copy of creature/charater shader with irideacence functionality to Pedro's developer folder to clean up/optimise
  • Added Basic Fish Enteries to Bestiary and removed open button from menu, Pressing 'J' will open bestiary for now
  • Adding Striker climb out animation with Root Motion for spawning behavior
  • Added Aquarium and Advanced Aquarium Icons into datatable
  • Added fishing bench, fishing trap and advanced fishing trap icons into datatable
  • Fixed Hole In Ice Cave, Added Voxels Swamp Transition Cave & Tundra Transition Cave Blue/Yellow Quad, DLC Map
  • WIP Commit of GL_AspenLeaves decal (textures, material, FT)
  • PRO_Story_5: Completed location placements, updated objective mesh as placeholder
  • Adding Fish Names to Items
  • Bestiary UI Update, Data is now pulled from one source
  • Polished snow decals in tundra area and blended terrain with tundra cliffs, Blue Quad, DLC
  • Added text for various fishing-related items and wire
  • Added text descriptions for new fish
  • Removed Swamp Cave Blocker and Set Dressed The Transition Cave Between Purple and Red Quad, Prometheus
  • Added DM for Scorpion_Hedgehog_Trap_03
  • Added DM for DEP_Hedgehog_MED_03
  • Flushed Grass on Green Quad, DLC Map
  • Added Static Meshes and SKeletal mesh for Fish 08. Added BP for Fish 08
  • Starting Promethus mission can now be triggered by interacting with the dropship on an open world
  • Updating Dropship and Mission Communicator widgets so they correctly select the Mission Talent tree associated with the terrain
  • Fixed Landscape Gap & Fixed Cave Surface showing on Red/Green/Blue Qaud, OLY
  • Updating Dropship and Mission Communicator so the second and subsuqent promethus missions can be trigger from open world
  • added fish11 textures and materials
  • PRO_Story_5: Tweak areas, dialogue pacing, power requirements
  • adjusted saturation for fish11
  • Additional Setup of the bestiary, adding additional information to the fist data table for classification and setup the data to be displayed in the Fish Page and Entry
  • Add a distance to player hook for designers when using animal swarms in quests
  • First pass of GL_AspenLeaves decal
  • Fixing Issue with Promethus Missions where the Droppods where not dropping at the correct locations which was preventing various quests steps from being complete
  • Cleaned Up Bad & Leaning Foilage on Green Quad, DLC Map
  • Pass on RockDog combat behaviours
  • Added special fire effects while enraged
  • Added ability for NPC footstep notifies to specify left or right
  • General clean up in swap biome, added more megatree roots and polished blending of cliffs, Purple Quad, DLC
  • Updating mask texture for M_BLD_Wall_Angle_Wood, as well as renaming several textures
  • Adding in an animation to use as the spit attack for the Rock Dog to pull it away from the Roar
  • Visual changes made to Prospector FieldGuide. (Bestiary Category, creature button, creature entry, bestiary creatures, fish button, fish entry, fish page, bestiary.)
  • Removed Character Flag requirement from T3 Communication device as it is now a mission device
  • Fixing Promethus Missions 2/3 as the load order of the prebuilt structures has changes and prevented finding of the containers to fill for the quests
  • Updating Aquariums for the new Fish Models
  • Added support for accolades to trigger steam achievements (disabled until achievements have been setup)
  • Fish now scale based on their length stat when placed in aquariums
  • Improve animal swarm spawner customization, allowing updating the spawn target on the fly
  • Increasing volume of grasslands ambience base layer within Pro Tools so no less increase needs to be done in FMOD
  • Decal painting and general polish of Purple quad, prometheus
  • D_LC_ErosionRockBlend - adjusted saturation to better match LC rocks
  • Added ITM Lures, Basic Iron Lure, Prospector tag lure, Rubbery, Higher Tier Wood, Basic Wooden, Bone, Iron, Blue Reed, Yeast, Rotten Meat and Poison Sack
  • Polish in swap biome, added more megatree roots and polished tunnels in Megatree manual cave, Purple Quad, DLC
  • Removing Quest Step from Promethus story 2 as it doesnt make sense
  • Added ITM_Lures, Scorpion Tail, White Jelly, Painted Feather, Fiber, Bark Bug
  • Centered pivot on Fish08 static meshes
  • Adjusting fish positions in the aquariums to account for the new pivoit point
  • Setting up base logic for the fish wall mounts, including widgets displaying stats and the mesh
  • Further improved customization on swarm creature spawning
  • Decal painting and general polish of Purple quad, prometheus
  • Fixed MapCreatorUtility not applying MaterialOverride to Lakes or Rivers correctly
  • Added new minimap-friendly lava material
  • Lava-type WaterSetups now use lava material override when using MapCreatorUtility's 'Apply Override Materials' button
  • First layers of unique transport pod audio
  • Visual Updates on Bestiary UI
  • Fixed Up Cave_GL_MED_001 & CAVE_GL_MED_002 , DLC Map
  • Added SM_Wall_Win_DBL_Wood_L, Added T_Wall_Win_DBL_Wood_L_AO, Added M_Wall_Win_DBL_Wood_L_Kit_A & M_Wall_Win_DBL_Wood_L_Kit_B
  • Added art assets for a Dirty variant the T3 and T4 aquariums
  • Added HRB_Rhubarb with all growth stages
  • Fixed RockDog spit not working
  • Fixed RockDog enrage effects beginning too early sometimes
  • PRO_Story_5: Fix marked areas, update timer

Icarus Week Sixty Six Update | Mission ‘Ironclad’ and updates on Galileo

Week Sixty Six introduces a new mission to Icarus, Ironclad. Tasked with deploying protective plating to three different locations in preparation for a research station deployment, your task will be fraught with risk and challenges.

We also give an update on our ‘Galileo’ project, and our progress so far on the fishing and bestiary features.

Jump in and have a read.



Mission: Ironclad


This week brings a new mission to Icarus, Ironclad. Your task is to deploy large metal plates in three different locations on the map in preparation for a research station deployment. Your briefing is as follows:

//OPERATOR: Sinotai
// MAP: Styx
// BIOME: The Great River
// BACKGROUND: Schematics for plating construction in space or on the surface have been developed
// MISSION: Deploy protective plating in prepration for research station deployment
// TERMS: Schematics and deployment locations provided, additional plating will be provided as suitable launch windows arise



Orbital Exchange Interface Improvements


We’ve been gathering feedback on our improvements to dropship and mission reward pod landing spots and are adding one more safeguard this week, this time for Orbital Exchange Pods.

Orbital Exchange Pods can now be recalled from the Orbital Exchange Interface in case they end up in a bad position, allowing you to move past any location issues that may happen by random and prevent you from gathering resources.



Progress on Galileo


The first features you’ll see from our Roadmap are the Fishing system, a Bestiary and Achievements. We plan to combine these into one large patch, which we’ve codenamed Galileo, which we expect to share in 2-3 months.

More than just a Fishing Rod, our Fishing system will let you use rods, lures and traps to capture a variety of fish which can be used in new cooking recipes, decorations and collections. It includes a new UI for the anglers which records the number caught, the highest quality as well as longest and heaviest. You will have to traverse the map and fish in different environments to catch them all.

This week, we have been spending most of our time iterating on the catching mechanic for fishing and making adjustments to its performance and feel based on internal feedback. We have also managed to get the basic implementation of the bestiary and fishing UI in to our dev environment, as well as having a lot of the fish being modelled, skinned and rigged. These are the early foundations of both features, and we’re making great progress early on in this process.



Changelog v1.2.41.108522


New Content
  • IRONCLAD: Initial mission setup
  • IRONCLAD: Update mission steps, recipe requirements and objective locations. - Added old quest markers to vision folder
  • IRONCLAD: Added dialogue events and increased rewards
  • IRONCLAD: Added quest text when a new pod drop zone has been marked on the map
  • IRONCLAD: Fixed spawn locations selection
  • IRONCLAD: Fixed save progress
  • IRONCLAD: Fixed pod spawn locations.
  • IRONCLAD: Fixed snap point visuals on reload
  • IRONCLAD: Fixed mission completion dropping placed plating and not removing map icon.
  • IRONCLAD: Fixed pod deployment for clients
  • IRONCLAD: Added and updated mission art
  • IRONCLAD: Fixed spawn timings
  • IRONCLAD: Rewrote spawning logic.
  • IRONCLAD: Updated layered plating drop mesh
  • IRONCLAD: Improved visual feedback when completing a location
  • IRONCLAD: Fixed search area not being cleaned up resulting in pod spawning repeatedly
  • IRONCLAD: Add additional objective complete feedback to sides bravo and charlie
Fixed
  • DEP_Hedgehog - added 3x damage state meshes (SM_DEP_Hedgehog_MED_01-03)
  • Scorpion Hedgehog Trap - added 3x damage state meshes (SM_ITM_Scorpion_Hedgehog_Trap_01-03)
  • Fixed a number of typos
  • Fixed a bug preventing dynamic mission rewards that don't scale to only ever give 1 of the item. - Tweaked some dynamic mission rewards with fixed scaling in mind
  • Fixing geyser reverb being too loud when inside a cave with a geyser near by
  • Fixed grenade effect not cleaning up properly after detonation
  • Added ability for collection steps to complete on partial collection, setup AGRICULTURE: Hydroponics to complete collect step on partial collection
  • DYN: Cache, fixed a bug allowing abandoning the mission to grant XP
  • Permit Use Of Unstuck Button When Mounted
  • Added ability to rerequest exotic transport pods
  • Fixing up Plating placement in the quest step and reimporting deployable to have the correct facing to match and correct import scale
  • Fixed collection logic to work again with individual collection.
  • Added SPELUNKING to list of prospects that allow partial collection to complete their quest step
  • Reduced cooldown between exotic transport pod redelivery to 30s from 300s, added slight delay before new pod comes down after sending off current one
Future Content
  • Fixed an issue with the UI where the caption 'LMB to catch fish' would appear on both clients and servers
  • Fixed a bug where if a player switched item right as a lure caught a fish, the UI element 'click to catch fish' would linger on the owner
  • Updated Mo's Cave Prefab, River Spline Pass and Transition Cave Between Purple and Red Quad, Prometheus
  • Polish Green Tundra, Landscape Painting & Worked on Tundra Transition Cave, Green/Yellow Quad, DLC Map
  • Updated Striker animations, added LookAt Control Rig
  • Expanded Striker Melee Behaviour Tree to call each attack specifically, instead of relying on random GOAP montage selection
  • Polished around resources and spline points in Green Quad, and placed navmesh volumes around the swap cliffs in Purple Quad ,DLC
  • Add audio volumes which set audio behaviour related to MegaTrees:
  • MegaTreeAudioVolume actor, a trigger box which calculates and sets dedicated FMOD parameters for mega trees
  • Set up related global FMOD params
  • Set up all required prefab functions to get working with world generation
  • Added audio volume instances to existing mega tree maps and updated the prefab assets, extents may require tweaking
  • Added some missing forward declarations from prefab code
  • Striker now turns to face target after performing combat dodges. Lowered striker max attack radius and gave some specific attacks damage source location overrides
  • Adding Stats for Catching Different types, quailty and rarity of Fish
  • Adding Stats for Fish Descriptors and assigning to fish upon capture, adding fish descriptors to FishData table
  • Adjustments to how the exotic cleaning device fmod event plays back to stop weirdness with stop starting
  • Update SetAudioComponentPlayState function to automatically release the audio component event instance on stop, preventing a subsequent play call from abruptly restarting the existing event instance. Partly fixes a bug where processor audio sometimes cuts out when the processor stops, instead of fading nicely
  • Adding lava broodling attack vocal and all footstep notifiers and attack notifiers
  • Added mesh, textures, materials for Gold and Copper Wire (ITM_Wire_Gold/Copper)
  • Added meshes (SM+DM), material, AO map for Carved Wood Sitting Bench (DCO_SittingBench_Wood_Carved)
  • Adding Lava broodling death vocalisations and event and data table entry
  • Removed Bad Actors in Mo's Cave and Added Nav Mesh Blockers to Cliffs in Blue Quad, Prometheus
  • Added Nav Mesh Bocker, Landscape Painting & Worked on Tundra Transition Cave, Green/Yellow Quad, DLC Map
  • Added several more assets for Buildable Rework Investigation
  • Added ability for Striker to dodge incoming projectiles. Increased Striker damage/health.
  • Added new BallisticSubsystem that can be used to retrieve a player's most recently fired projectile data
  • Make save/load aware of dynamic forecast changes (for upcoming dynamic mission hooks)
  • When capturing fish, ChanceToCatch stats are now taken into account
  • Adding in Fishing Bench Mesh and hooking up to Item
  • Adding Fishing Lure Items, Adding Fishing Lure Recipes
  • Renamed conflicting NavModifierVolume actors
  • Polished around resources, placed navmesh volumes around the swap cliffs in Purple Quad ,DLC
  • Adjustments to snow striker animation notifier timings
  • Added text for fishing bench
  • Setting up meshes and BP's for fishing higher tier fishing rods, assigning basic stats and recipes
  • Resaving Datatable
  • Landscape Painting & Worked on Tundra Transition Cave, Green/Yellow Quad, DLC Map
  • Added RVT switch to LC Terraces and Geothermal
  • DLC Trailer Levels and Sequencers
  • Adding lava broodling general move event, sounds and all notifiers. More movement events to follow
  • Adding Images to the FishData datatable
  • Adding Basic Bestiary Datatable Setup, and associating creatures to the Bestiary Categories
  • Adding in striker head dodges, blendspace and block animations
  • Fixed a source of Failed to parse FGameplayTagQuery log spam
  • Adding broodling attack whoosh event, sounds and notifiers
  • LC Terraces - disabled RVT in blueprint
  • Added Nav Mesh Blockers to Cliffs in Blue Quad, Prometheus
  • Polish Swamp Transition Cave & Tundra Transition Cave, Yellow Quad, DLC Map
  • Adding broodling light slam and heavy slam sounds events and anim notifys
  • Added DEP_Fishing_Trap_T2
  • Added DEP_Fishing_Trap_T3
  • General clean up of rivers and polished splines, riverbanks, decals and underwater terrain in Green Quad, DLC
  • Adding lava hunter and lava broodling swoosh audio and event and notifiers
  • Fix transform math error in mega tree audio volume prefab deserialization
  • Fixed accidental log spam, log now only shows whether the function 'showing static widget' returns true or not
  • Implementing Both Fishing Traps, incoperating Lure slots, custom UI and individual stats for both the basic and advanced
  • Updating Fishing Trap Talents and Adding an Advanced Lure Pack
  • Basic Setup for T3 / T4 Aquariums, Recipes, Talents, Item and Models
  • More additions to broodling animation notifers
  • cliff adjustment and decal placement polish pass - grasslands, Green Quad
  • Flushed grass, Green quad
  • Polish Swamp Transition Cave & Tundra Transition Cave, Flushing Grass on Green/Blue/Yellow Quad, DLC Map
  • Transition Cave Between Purple and Red Quad, Prometheus
  • Fish Placed into Aquariums are now shown and bob up and down
  • Added power and water requirements to Aquariums, When Aquariums are powered the fish placed in side will not expire
  • General clean up around lava biome, on cliffs, resources and geothermal pools, Purple Quad, DLC
  • Adjusted and reimported DEP_Bench_Seat_Wood, DEP_Bench_Seat_Wood_INT to match DCO bench heights (for sitting anim)
  • Adding Gold and Copper Wire Items / Recipes / Talents
  • Fixed Super Cool Ice Deposit using incorrect deep ore material and displaying wrong name on tooltip.
  • Fixed Ice Borer attaching to deep ore deposits instead of super cooled ice. Added collision to super cooled ice deposit mesh
  • Adjustments to the play / stop behavior of the ice borer to stop the end sound playing when the borer is deployed. other deployables could benefit from this change too
  • Adding Striker Dodge vocalisation, data table entry and animation notifiers
  • Small adjustment to lower footstep land sizzle and small adjustments to lava river flow min vs max speeds for a better balance
  • Fixed Floating Deep Ore in GL Cave & Polish Swamp Transition Cave /Yellow Quad, DLC Map
  • Transition Cave Between Purple and Red Quad, Prometheus
  • Adding in layered plating mesh and material pass, icon to follow
  • Adding in layered plating Icon and hooking up to D_Itemable

Icarus Week Sixty Five Update | See our Roadmap for future Icarus features

This week we’re sharing some of our plans for the future of Icarus plus adding several Quality of Life features that you, our player community, have suggested.

By sharing our development Roadmap for Icarus, you can see what features and new systems to expect over the next year and more in addition to our regular weekly updates.

This week we’ve also added several helpful tools such as a Search Bar for the Tech Tree, Pinnable Compass Marks and a Add to Stacks button.



This Week’s QoL Improvements


In this week’s update we have added several popular Quality of Life suggestions that you have submitted via our Feature Upvote tool.


Roadmap


Icarus has become well-known for producing weekly updates, which we’ve done every week for over a year. While this has helped to improve the game consistently, add new game modes and add fresh content, it has lead to many players asking for more visibility about what to expect in future.

Here is our Development Roadmap highlighting the key features and new systems we plan to add to Icarus over the next one to two years.



We have ambitious plans for these new features and plan to invest more time into them than a typical weekly update. We expect to release these as bigger patches containing several new features every 2-3 months.

Naturally, we expect you’re hungry for details and we’ll share more in weekly posts and on Discord closer to release. The first three features (which we’ve already begun work on) are a Fishing system, a Bestiary system and Achievements.

These larger feature updates will contain new content, large re-balances and substantial improvements that we’ll be able to spend more time refining, finalizing and polishing internally before release. This will let us deliver complete features in their best form rather that splitting them up over several weeks, a win for the players and our team.

Generally, these updates will take between 2-3 months with flexibility if needed. The Roadmap itself might change based on feedback, too.

Originally posted by author
What About Weekly Updates?

In addition to the large milestone updates detailed above, we will continue to publish Weekly Updates. Each week we will continue to add things such as new items, optimizations, Dedicated Server improvements, missions, bug fixes and translations. These will not contain the larger pieces of content being retained until the milestone updates, but we want to get things like bug fixes and optimizations out to players at a much higher frequency we’re known for and this gives us a mechanism to continue to do so.




'Galileo'


The first of these larger patches we have codenamed 'Galileo', we expect it to be ready in 2-3 months. We plan on having a section with information about the work on this patch during in each of these weekly updates. So make sure to check the patch notes weekly as we talk about the next upcoming features from the roadmap (and some that aren't) that will be included in Galileo.



New Frontiers DLC - Under Development


Those of you who read the Future Content section of our weekly Changelog have seen that we’ve also been working away on the next chapter of Icarus. This is completely separate and in addition to the Roadmap published above.

Icarus: New Frontiers will feature a new map, new biomes, new creatures and missions that continue the story of what happened on Icarus. It will be paid DLC and we’ll announce more details soon.

We’re really excited how the features unveiled on the Roadmap will deepen and expand Icarus. We believe the adjustment in the cadence to have larger patches as well as weekly updates is the right move for Icarus and for the community.

We truly value your support and feedback, so keep sharing your thoughts with us on Discord and Feature Upvote.

Thank you for playing Icarus.

Best regards,

The Icarus Team



Changelog v1.2.40.108280


New Content
  • Added ability to search for icons when customising wooden signs
  • Map Icons are now displayed on compass by default.
  • Compass icons will share the same icon as the map-space counterpart but this can be overridden in D_MapIcons.
  • Can set MaxCompassDisplayDistance (D_MapIcons) to have compass icons fade out after a certain distance
  • Made compass function that checks for map icon updates more performant.
  • Added Tusk to Crushed Bone recipe to Material Processor
  • Add the ability to search and highlight talents in blueprints, player, prospects and outposts
  • Add the ability to search and highlight talents in the workshop
  • Fix for fix for crash after running out of reconnection retries
  • Map exploration fog is now used with open world prospects
  • Added more logging to track the cause of bad voxel states on dedicated servers
  • Minor visual tweaks to search bar
  • Add button to containers (UMG_Chest) that transfers all items in players inventory of the same type of items already in the destination inventory
  • When items are transfered to a destination inventory with 'transfer like' button, sort the destination inventory by tag
  • Change the label on 'Transfer Like' button to 'Add To Stacks'
  • Hide the search filter from UMG_Sort. Users assume it is related to new talent searching and will search the inventory
  • Added compass icons for other players
  • Adjusting Search Bar locations and widget visuals so its clearer
  • Permit 'Add To Stacks' button on processors
Fixed
  • Renaming 'Metal Miner' -> 'Iron Miner' to better reflect its effect
  • Fixed bug where compass icons wouldn't show up if they were using the default colour
  • Fixed issue where compass icon visibility wasn't updated to the correct state if the linked map icon hadn't been rendered yet.
  • Dropship map icon now waits for valid ownership before initialising, and is only initialised on the local owner
  • Fixed Dynamic Collect mission not stopping audio for clients when the ID tag is collected
  • Explored map fog is now correctly loaded on clients. This data is now moved into the appropriate PlayerData folder on load and should then be backed up by cloud saves
  • Fixed rare crash caused by invalid building pieces on dedicated servers
  • Fixed issue that would cause log spam during tutorial mission on dedicated servers
  • DYNAMIC missions: Slightly reduced maximum range of all missions, further reduced this range on harder difficulties.
  • DYNAMIC Grow, Mine and Tools missions: Greatly reduced spawn range of mission collection pods
  • Updated Dynamic Collect mission method for stopping audio
  • Fixed bug where fully destroyed items weren't being repaired by repair bench
  • Added new SpawnCaveVariant check box to BP_DeepOreDepositSpawn to allow manually switching to cave-type ore deposit
  • Removed the option to salt spoiled food items at the salting bench.
  • Updated Salting Station UI text for Food Already Salted to say Food Salted and show as a warning instead of an error
  • Moved Flatbread Dough T4 placement to Marble Kitchen Bench instead of Chemistry bench as it is a food item
  • Update experience event text for skinning a Jaguar to correctly say Jaguar instead of Cougar
  • DYNAMIC Collect: Fixed Dead Prospector in-world tooltip not appearing until after the tags are collected
  • Thumper event duration now updates dynamically during fight, meaning voxels mined while event is underway (or paused) contribute to overall event duration
  • LandShark now has a maximum distance it can travel when deciding on a new combat target, should prevent cases where players are killed by LandShark and it teleports to the player's bed when they respawn (provided player's bed isn't within maximum target distance).
  • Fixed LandShark not being able to find valid emerge locations within some larger caves
  • Fixed bug where IsOpenWorld bool on IcarusGameStateSurvival wasn't being set correctly
  • Added additional logging to voxels to identify issues
  • Player dropship spawn points now prefer flatter areas
  • Fixed bug where new missions wouldn't automatically have a difficulty selected on the UI. Open World / Outposts now use 'Medium' as their default selected difficulty
  • Fix an issue with salted food spoil duration reverting to non spoiled duration when a stacked salted food item is consumed from the hotbar
  • Fix an issue with search talents highlight where an exact match did not highlight (search is fuzzy)
  • Fix Take All button is no longer visible on corpses etc (broken only in experimental)
  • Removed stats on Polar Bear cubs that were incorrectly copied over from standard Bears; Polar Bear Cubs can no longer mine voxels or cause deep wounds
  • Remove the 'Fuzzy Search' when highlighting, instead use an exact match (longer search strings mean more false positive)
  • When searching player talents and blueprint talents are searched for highlighting, include the tooltip description in the search.
  • Fixed Visibility on the Prospect Widgets so that players can select them when searching
  • Tweaked visual of Player/Blueprint talent highlight
  • Fix an issue where outposts were not selectable when highlighted by search (experimental branch only)
  • Tweaked visual of remaining talent search highlights
  • Made wooden sign icon search less fuzzy, slightly increased visibility of player talent widget search highlight
Future Content
  • Quick cleanup pass on folder structure for Olympus. Moving 2000 assets out of the root folder and into organized subfolders
  • Adjustments to new biomes cave entrances volumes and new biome caves ambiences
  • Added music track state change trigger component which can be added to world or quest objects to trigger track state parameters on music tracks in their group
  • Set Up More Shots For Trailer DLC
  • Added Updated Volcanic Level for Cinematic Shots, DLC Trailer
  • Adding exotic tree device start audio and event and notify
  • Removed various empty references from the tundra sapling and bush destructible meshs
  • Generated and cleaned up splines for lava lakes/rivers in P2 LC Area on Purple,DLC
  • Set music quest conditions to only replicate to owner
  • Test event for new music
  • Build fix for previous commit
  • Renaming fmod parameter to fix previous commit
  • Fixed Burnt Dead Prospector blueprint having errornous cube mesh added
  • Added ITM_SW_Mushroom_Shelf_A
  • Geothermal banks - material edits, fixed incorrect texture saturation, adjusted sulfur texture to reduce tiling
  • LC Terraces - material adjustments, added terrace rocks 03-07 for bottom of pool
  • Consistency pass on Cave mesh shadow settings. Ensured roof/wall meshes and large meshes cast Far Shadows and that all cast Contact Shadows
  • Modify CavePrefab logic to take Shadow settings from source mesh and apply them to processed Cave mesh to ensure not every cave mesh has blanket applied shadow settings which are costly and may not provide best visual outcomes
  • fixed incorrect navmesh settings on LC Cliffs 12-16, Lrg_08, RiverCliffs
  • fixed incorrect navmesh settings on Cliff_04, Cliff_11 (GL, SW, TU variants)
  • Adding exotic tree device gripper events, arm events and rotating events and all anim notifiers. Yet to be tested in game
  • Added Spines to the Lava Rivers in purple quad, Prometheus
  • Added LODs to Volcano mesh
  • Added LODs to glacier mesh
  • Set Up Lava Hunter Shot For Trailer & Added Rocks to Deep Water Swamp on Green/Blue/Yellow Quad, DLC Map
  • Updated shadow geometry for Prometheus
  • Added several assets for Wood Buildable Rework Investigation
  • Force save on Terrain016 to trigger build of level assets to test cave changes (CL 107887)
  • Added spline points and terrace rocks in geothermal pools, cleaned up lava river splines in pt2, Purple, DLC
  • Added ITM_Salt
  • Fixed LOD materials on MACTOP_05 (SW, GL, TU variants)
  • Adjusted color of MI_Water_SulfurPool_02
  • Adding in exotic plant harvest sounds and event and blueprint info
  • Adding ice borer events, ice crack audio and adding to the blueprint
  • Removed Large Water Flow Points and Fixed Edge Splines On Lava Rivers, Purple Quad, Prometheus
  • Added Cave to Grassland & Polish on Green, DLC Map
  • Added art asset for T4 aquarium foliage to the project
  • Adding obsidian tool pickaxe impact audio event and sounds
  • Trailer Sets and Sequencers
  • Added ability to trigger dynamic faction missions through T3 communicator device
  • Lava Hunter Trailer Shot, Lava Lakes & River Replaced
  • Lava River Replaced on Cinematic Level and Edited River Splines on Purple Quad, Prometheus
  • Adding obsidian pickaxe data table entry
  • Finished up the last of the Lava River Splines on Purple Quad and Cliff pass in the swamp, Prometheus
  • Removing extractor sounds from blueprint of exotic tree harvester. Sounds will play off animations when hooked up - not automatically off BP
  • Polish Grassland Cave, Add Ferns/Mushroom to Mega Tree Roots/Hollow Trunk & Polish Rock in Deep water Swamp on Green/Blue/Yellow Quad, DLC Map
  • Adding obsidion axe audio, events and data table entries
  • Adding 16 New Fish items, fish setups and fish spawn zones and adjusted fishing bench recipes
  • Added dynamic faction mission UI to T4 communicator device. IcarusGameStateSurvival now has a replicated bool signifying whether or not we're currently playing an Open World prospect
  • Adjustments to obsidian axe to balance between other axes
  • Adding additional layers to harvest exotic plant to give it slightly more of a point of difference to standard harvestable plants. May adjust after testing in game
  • Add actor BP for lavafall base VFX
  • Fix physical material setting on sulfur pool material instances so that complex collision queries will correctly see them as water. Fixes incorrect footstep audio on geothermal terraces
  • Added art asstes for T4 Aquarium, T3 Aquarium, and T3 Aquarium foliage
  • Polish Grassland Cliffs, Fix Deep Ore RVT in Hand Made Caves & Landscape Painting on Green Quad, DLC Map
  • Replaced Template Cave, Added Waterfall VFX and General Polish on Purple Quad, Prometheus
  • Update to exotic processor loop audio sound
  • Adding Base Logic for the Fishing Traps and completing Item Setups
  • Adding exotic processor start loop and end audio and events and blueprint implimentation. BP still needs more fine tuning for best playback
  • Added destruction assets for T4 and T3 aquariums
  • Added ability for EnvQueryTest_BoundsMask to specify a test radius, meaning items can choose to only succeed if the surrounding area is also valid
  • Adjustments to exotic processor BP logic and also update to the sound loop
  • PRO_Story_5 additional setup
  • Implemented basic fishing functionality and fixed bug within the 'catch fish' function where it always returned false
  • General clean up around lava biome, added more stalagmites around geothermal pools, Purple Quad, DLC
  • Adding Lava Broodling SK mesh and base anim set for implementation

Icarus Week Sixty Four Update | New Salt and Deep Freeze for preserving food

Week Sixty Four introduces our newest mineable mineral - Salt. Found around the map on the sides of cliffs and mountains, Salt can be used to preserve food items twice as long.

This comes with a new bench, the Salt Station, where you can place any food item along with salt to give it a ‘Preserved’ buff.

We’re also introducing a Tier 4 ‘Deep Freeze', which preserves food while it is powered, and have kept improving dropship landing zones and dynamic quest locations.




Salt & Food Preservation


There is a new mineral to discover and mine on Icarus - Salt. Salt can be found in the wilderness in similar areas to Sulfur, Oxite and Silica.

Salt can be used in preservation, doubling the time it takes food items to spoil. This can be done on the new Salt Station crafted in Tier 2, and providing alternatives to using ice boxes and fridges.

The Salt Station works by putting any food item on the bench with Salt in the other slot. This will produce the salted version of this item for you instantly.



Deep Freeze


To provide even more preservation options, we’re adding a new ‘Deep Freeze’ recipe and item in Tier 4 on the Fabricator.

This is a high-tier item and provides unlimited preservation of items inside. It requires a lot of power to keep temperatures below freezing, so a strong power source and consistent stream of electricity is critical.

Due to the incredibly low temperatures, the Deep Freeze will also slowly accumulate Ice, providing another source of Water on the go or to fill Ice Boxes taken on adventures.



Dropship Landing & Dynamic Quest Fixes


Last week we spoke about our ongoing work on dropship landing locations,dynamic quest spawning and drop pod locations, and we wanted to give an update on our work here.

The feedback received on our changes was constructive and showed signs of improvement on the previous iteration. We’re continuing to build on this work this week with more tweaks and improvements, aiming to provide dropship landings unobstructed by the environment and closer, easier-to-access mission-reward drop pod locations.

Keep providing feedback on these improvements, and specific details if you do run into any blockers such as dropships landing in trees so we can address these quickly for you.



Changelog v1.2.40.107951


New Content
  • Adding Salt item and setup
  • Adding Salting Station setup, Talent, Recipe and Functionality
  • Adding 'Salted' Alteration which increases spoil time by 200% (subject to change)
  • Adding Salting Station UI and setting up Functionailty to Salt Items, including various errors
  • Adding salting meat crafted audio and event and data table entry
  • Added DEP_Bench_Kitchen_Salting
  • Small increase in volume to salt bench craft audio
  • Removed animation in Salting Station UI which referenced object that doens't exist and clean up BP logic. Removed second Close button that did nothing
  • Fixed Salting Bench DM not referencing materials correctly
  • Add Salting Station icon
  • Remove Salt from Salting Bench recipe
  • Fixed Salting Bench meshable entry not referencing Deployable context
  • Fixed weight on Salting Bench itemable
  • Adding Salt to Voxel Distribution, hooking up textutes, materials etc
  • Fixed conifer outside salt spawn weight
  • Test Salt Commit
  • Reduced amount of food preserved per piece of salt to 1 per from 5 per.
  • Lowered spoil time reduction on preserved items to 2x from 3x.
  • Halved the frequency of salt in the world
  • Set Salt Station to Core
  • Added salt icon to itemable datatable
  • Preserved Food Spoil Item Visualisation now incorperates stats into visualisation
  • Updating Inventory Item Widget to fix spoilage time
  • The 'Salted' Alteration is now Called 'Preserved'
  • Adding Deep Freeze
  • Added Deep Freeze icon to Itemable table
  • Added text for Deep Freeze item
  • Fixing Deep Freeze Talent
Fixed
  • Fix several dropship spawners being located too close to trees on Olympus and Styx
  • Added tool to detect and select dropships with trees too close
  • Added more logging to identify which UMG the game thinks is open when it isnt, thus stopping mouse input on death. Also refreshes when you open a new menu
  • Improved the fireplace chimney smoke effect, increasing the thickness and height of the plume and distance it can be seen from
  • Increased stack size of pickled carrots to match other items stored in glass jars
  • Fixed bug where ores regenerated using thumper weren't requiring the correct tier of pickaxe to be mined
  • Fixed hang when incorrect password is entered when joining a server
  • When player dropship topples trees, make the spread of toppled trees more radial
  • Fixed a few small typos in item names and descriptions
  • Fixed a typo in cooking bench description
  • Fixed offset of Concrete Frame destructible mesh, so it does not move position when swapping to the destructible mesh
  • small update to dropship textures
  • Fixed bug where LandShark world position wasn't updating for clients when it went undergound and resurfaced somewhere else. Fixed bug where LandShark spit/melee attacks were being dealt to clients who weren't able to see the worm
  • Fixed cause of some error 65's. This was being caused by a malformed packet being received by the net connection during level transitions on dedicated servers
  • Change the EQS query for collection, retrieva and delivery pods to bias closer to the querier (quest, deployable etc.) but to still factor player distance
  • Change the EQS query for reward pods to select between player distance and querier distance
  • Tweak the min/max distances for EQS queries on some quests so that pods spawn closer
  • Fix an issue with sentry report submission
  • Increased many dynamic quest location minimum distance as they are now correctly biased towards the active objective
  • Rotate the shape used by drop ship spawn probes by 45 degrees to allow more room for players to get out
  • Slightly extend the radius from drop ship for trees that will be blown over by drop ships
  • Extend drop ship spawn query rather than using point traces
  • Added search area for Dynamic Hunt mission, kills outside this area still count toward the objective but this gives players an area to search for additional spawns
  • Added new dedicated server commands for debugging voxels (/DumpVoxelStates and /DumpVoxelTarget)
  • Changed replicated voxel data to be grouped together. This should prevent desync if data is received out of order due to packet loss
  • Further increase the EQS query geometery radius when spawning player drop ships to allow more room for player to get out, perform more sparse probes over a greater area
Future Content
  • Added Volcano Landscape Mesh on Red Quad, DLC Map
  • LC Red grass - enabled terrain blending in materials
  • Added textures, material, foliage type for LC_PlantDebris_02
  • Tundra Rocks - material parent changes on cliff mats
  • Increase in initial footstep sizzle in lava to add a more dangerous feeling to the audio
  • added bone armor materials,ml, textures and mesh pack
  • FT_D_LC_Plant_Debris_02- edits to textures
  • Started painting new LC red grass decal down in P2 Area on Purple Quad, DLC
  • Polish Pass on the rivers in Green Quad, Prometheus
  • Started painting Dragon trees around sulfur pools, Succulant trees around red grass areas and Joshua trees around saplings, P2 Area on Purple Quad, DLC
  • Commiting Blue Quad, DLC Map
  • Volcano - added emissive details to albedo map for better distant LOD generation
  • Adding bone armor audio loop and fmod param entry
  • Added final assets for Prometheus Generated levels first pass. Minor tweaks to tooling
  • LC Rocks - improved LODs for cliffs, improved collision for Cliffs 12-18+ mac 03A, material edits and parent changes for cliff and macro mats
  • LC Rocks - texture missed in last commit
  • LC Rocks - parent change and edits to cave entrance materials
  • Painted New LC Red Grass & Painted Plant Debris 02 decal down in P2 Area on Purple Quad, DLC
  • Added rock formations ontop of cliffs and Landscape painting on rivers, Green Quad, Prometheus
  • Painted Joshua Trees, New LC Red Grass & Painted Plant Debris 02 decal down in P1 Area on Purple Quad, DLC
  • Changed title card description for Prometheus on String Table
  • Adding in extra lava hunter anims
  • LC Rocks - LOD optimization and normal map rebaking for cave entrance meshes
  • Adding lava hunter super heavy attack movement event and notify
  • LC Rocks - parent changes for LRG, MED, SML rock mats, overall color and saturation tweaks to master LC mat
  • Painted New LC Red Grass & Painted Plant Debris 02 decal down in P2 Area on Purple Quad, DLC
  • Added rock formations ontop of cliffs and Landscape painting on rivers, Green Quad, Prometheus
  • Painted New LC Red Grass & Painted Plant Debris 02 decal down in P1 Area on Purple Quad, DLC
  • Added Brick overlay icon
  • Adding lava hunter quick egg lay deposit sound, event and notify. Also adding vocal to swipe attack
  • More lava hunter movement sounds and additions to most animations
  • Added DefaultPhysicsVolume to WorldManager ignored classes list
  • Moved Macro Cliffs from Persistant Level to Developer Levels, Green and Blue Quad, Prometheus
  • Volcanic Rocks - added Macro 01A
  • Updates and additions to the lava hunter animations using movement audio events
  • Added rock formations ontop of cliffs and Landscape painting on rivers, Green Quad, Prometheus
  • Painted New LC Red Grass & Painted Plant Debris 02 decal down in P2 Area & Cleaned World Outliner on Purple Quad, DLC
  • Splitting some 1.3.0 dialogue into more appropriate chunks
  • Fixing audio routing for new dialogue clips
  • Second pass on Prometheus Generated assets, cleaning up artifacts. Tweaks to tooling
  • General cean up around swamp biome of cliffs, foliage, resources in Purple Quad, DLC
  • Adjustment to lava hunter notify timing and adding shake splatter sound for lava h out
  • Adding Variables to the weather and atmposphere controller for Ash, Hail, Embers, Acid Rain and Smoke, so they can be included in new weather events
  • Fix biome and storm music not playing correctly. Needed to fix broken BP node exec connections caused by a WeatherController function being made const and defaulting to BlueprintPure
  • Adding cave entrance for the volcanic biome
  • Adding the rest of the cave entrance events for new biomes
  • Added New Level for Cinematic Shots and Added Water Points and Edge Splines For Lava Lakes, Purple Quad, Prometheus
  • Updated Enzyme Cannon textures and skeletal meshs to version 2. Added open and close animations for the Enzyme Cannon Arm
  • Lights are now added along river splines based on distance rather than spline points for more consistent lighting/performance
  • Add LavaLight preview support to WT_RiverSpline tooling
  • Set Up Shots For Trailer & Added Sea Grass to Deep Water Swamp on Green/Blue/Yellow Quad, DLC Map
  • Generated and cleaned up splines for lava lakes/rivers in P2 LC Area on Purple,DLC
  • First pass to prepare music system for dynamic music features:
  • Refactor location music conditions to be data-driven, and add quest music conditions
  • Refactor quest-related notifications from PlayerFeedback subsystem to new QuestNotification subsystem, and add QuestStarted notify
  • Add concept of MusicTrackStateGroups which can be assigned to music tracks and used to set a state parameter on the FMOD music event
  • Split Promfractureevent17 voice lines into three events for better delivery
  • Very small micro adjustments to overall mix. Music up a tiny bit, slightly more compression / limiting / biome ambience level balance for more consistency
  • Fixed a typo in desert anomaly mission
  • Navmesh generation removal from IMPs and MACs in Prometheus (set as dynamic obstacle, NavArea_Null)
  • Navmesh generation removal from distant volcanic and glacier landscape meshes
  • Adding test commit to force teamcity update