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Icarus Week Ninety Four Update | C0NT4CT device and improvements to patching

Week Ninety Four brings the new C0NT4CT device to Icarus, merging the Short Range Radio, Infrasonic Relay Device and Encrypted Satellite into a single device.

This is a big step towards our Hypatia update, where we’ll be adding Operations (missions you can complete from your Open World session) to both the Styx and Olympus maps so they can be activated from your Open World sessions, just like in our New Frontiers expansion.

We’ve also added a new pop up which will allow you to check your file state after each patch, which aims to reduce bugs or crashes caused by outdated and leftover files from Steam’s patching process.

Jump in and have a read.

Notable Improvements
  • A checksum file check has been added which shows a message on the title screen if you have mods installed or your pak files from the patch are in a bad state. This will be helpful in figuring out if Steam’s patching process has accidentally corrupted the project.
  • Fixed an issue where fully mined voxels would sometimes not respawn after being thumped with the Thumper
  • Fixed an issue where fully mined voxels would reappear and disappear when hit once, not providing resources
  • Fixed an issue where mission rewards weren't being given to players who hadn't completed the pre-requisite missions
  • Fixed missing Ren reward for the "Hidden Cache" SMPL3 mission types




This Week: C0NT4CT Device


With the new approach to Operations and Missions in the New Frontiers expansion, and upcoming changes to missions on Styx and Olympus, we’ve added a new mission device which replaces the trio of the Short Range Radio, Infrasonic Relay Device and Encrypted Satellite.

This device is called the ‘C0NT4CT Device’ and acts as a base item with upgrade slots for two parts to replace the Infrasonic Relay Device and Encrypted Satellite that unlocked encoded and encrypted Operations.

The C0NT4CT Device is craftable at Tier 2 on the crafting bench, and will be the primary source for SMPL3 Quests and Operations while you are on the surface in Open World games and Outposts.

This comes with changes to the UI, such as when you are looking at the mission screen for a prospect, Operations are now shown with an Operation UI element and separated into colors for normal, encoded or encrypted Operations.

Any existing mission devices you may have on an active Open World game or Outpost will be converted into a C0NT4CT device with this update, and for either the Infrasonic Relay or Encrypted Satellite, they’ll come with their respective upgrade pre-installed.

The New Frontiers Operations have been updated also, to reduce some of the grind that was caused by the multiple device requirements. Instead, these will provide the upgrade parts for the C0N4CT device as part of your objectives.

The C0NT4CT device not only streamlines objective selection while on planet, it also provides a transition to the new system coming with Hypatia, which should be simpler for people to understand and use.



This week: Patching checksum


Sometimes our frequent weekly updates cause issues for how Steam updates games, so we’ve added a tool to help you check for any issues.

Some players have figured out (thanks our Discord community) that after some updates, Steam doesn’t always delete files that are no longer needed. For example, this can lead to out-of-date .pak files containing game data that conflicts with the latest version of the game. This can often explain weird behaviour and crashes.

So, we have added a message on the title screen to tell you if you have mods installed or your .pak files from the patch are in a bad state. This will be helpful when troubleshooting crashes or to see if Steam’s patching process has caused conflicts.

If you want to switch this message off, we have added two command line arguments

-NoCheckSumPopup

Suppresses the popup notification of the checksum but still shows the status on the title screen. This will also detect any mods.

-NoCheckSum

Suppresses both the popup and title screen message



Coming Soon: Hypatia


Hypatia is making leaps and bounds, and we know you’re keen for more Operations (missions you can complete from Open World mode). So we’ve made the decision to split it into two parts and bring the upgraded Operations mission systems to Styx first, and then Olympus a little later.

There is no ETA on when these will both be ready, but by splitting this into two, you can expect we will have Hypatia Part 1: Styx Operations out sooner than originally planned.

For those of you who are new and haven’t yet purchased Styx, you can jump in and play 27 missions now, along with the 64sqkm map and several unique animals. Many of these Missions will be adapted to become Operations, playable in Styx Open World world, when the Hypatia update drops.



Next Week: Carved Wood Decorations


Next week's work is split into two parts internally, with the core of the game design team working on the Hypatia Operations changes, while the art team are bringing the remainder of the carved wood decorations set that they have been working on. This will complete the entire set, with 20 items in total across all 3 bundles, not including their variations.



Support our Project


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


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

https://store.steampowered.com/bundle/33813/Icarus_Complete_the_Set/

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

Changelog v2.0.4.116269


New Content

[expand]
  • Adding Simple Collision to T2Communication Device Mesh
  • Added a modifier to corpses that indicate other creatures will be attracted to it
  • Added a new icon that better resembles creatures are going to be attracted to the corpses
  • Added T4 Communication Device with animations
  • Missions requiring the 'Infrasonic Relay Upgrade' are 'Encoded', missions requiring the 'Encrypted Sattelite Upgrade' are 'Encrypted' the UI has been updated to reflect these stats with icons / colours / descriptions and error messages
  • Tweaked mission device UI visuals
  • Adding new Upgradable Mission Device 'C0NT4CT Device' and Meshes
  • Adding new UI for Upgradable Mission Device
  • Current T2/3/4 Mission Communicators will be converted to the new device on load
  • Converting T3/T4 Mission Communicators to be upgrade items and not deployables
  • Converting ProStory1 quest to require a 'C0NT4CT Device'
  • Converting ProStory2 quest to provide a 'Infrasonic Relay Upgrade' and adjusted quest steps to place the item in the upgrade slot in the 'C0NT4CT Device'
  • Converting ProStory3 quest to provide a 'Encrypted Sattelite Upgrade' and adjusted quest steps to place the item in the upgrade slot in the 'C0NT4CT Device'
  • Adding audio to mission device BP
  • Dialogue adjustments to fix any conflict with the new communicator upgrade path
  • Fix upgradeable communicator state changes by binding to events on the correct inventory ID
  • Adding low mechanical rumble of large T4 communicator device. Adding in upgrade click in sound to each upgrade when slotted. Spacial adjustments for better in world realism. Minor volume tweaks
  • Fixing issue where previous mission devices where not upgrades correctly and disappearred instead of swapping to new device
  • Fixing issue where as part of the mission device upgrade process the mission device upgrades where not placed in the correct inventory
  • Fixing UI for C0NT4CT device as it was incorrectly labelling missions and not available and setting the wrong mission availability status
  • Updated SMPL3 Quest Dynamic Queries to use the new Upgradable Mission Device as the query context
  • Updated visuals for communication Upgrade UI
  • Fixed UI which was blocking interaction on Upgradable mission device
  • Adding error text to take into account having a T4 upgrade but not a T3 for the upgradable mission device
  • Add a command line arg -NoCheckSumPopup to suppress pak file meta check popups (only), add a copy to clipboard button for pak file meta detail
  • Problems identified in pak file meta checks are now a popup on the title screen, mod users can elect to suppress with the command line arg -NoCheckSum

[/expand]

Fixed

[expand]
  • Small adjustments to the distance curve of dead prospectors beeping so it can be audible at a longer distance but not too loud
  • Adding pick up canteen to be used for inaris and all other canteens. Also added pick up jerrycan item audio and events and data table entry
  • Added Terrenus bestiary traits
  • Adjustment to a specific storm in the volcanic biome that uses a small amount of acid rain. The acid rain visuals did not match the audio at all
  • Update Frozen Ore yield stat description to match new effect, scaling off of resources gained
  • Change Cold Steel frozen ore reward behaviour to round rewards up
  • Fixed issue with fully mined voxels reappearing after reloading prospect twice. Voxels that reappeared would disappear after being hit as they are still counted as being mined out
  • Fixed issue with fully mined voxels not respawning after being thumped
  • Fixed issue where mission rewards weren't being given to players who hadn't completed the pre-requisite missions
  • Fixed missing Ren reward for Cache SMPL3 mission types
  • Add basic pak file meta checks, present any issue to users on title screen, log for dedi servers
  • Fixed a crash when leaving a prospect
  • Fix exotic plants are not reloading correctly
  • Fix a rare crash reported in Sentry related to race conditions when joining server
  • Fix a rare crash reported in sentry relating to AI targeting

[/expand]

Future Content

[expand]
  • Ice Building Tier prototyping - adjustments to high poly mesh and normal map for Kit_A
  • Submitting in progress developer assets
  • Adding the setup for Oxite, Salt, Stone, Titanium, Platinum, Clay, Scoria, Obsidian deep ore viens, currently not set up to spawn
  • Added larkwell armor reskins - white, materials and sk meshes. Also updated larkwell 3rd person envirosuit to match with other envirosuits
  • Added larkwell armor reskins - black, materials and sk meshes
  • Added ashen drake trophy assets to the project
  • Added kea trophy assets to the project
  • Added teenage caveworm trophy assets to the project
  • Added elephant trophy assets to the project
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Adding newly recorded foley sounds for larkwell armor set. Also has been applied to composite and carbone armor to greatly improve existing one high velocity one shots
  • Updated backpack skeletons
  • Added On state material for DEP_Wall_Light_Shroud, called M_DEP_Wall_Light_Shroud_On
  • Setting up Shroud Ceiling and wall lights, Spotlight tripod, and Ceiling spotlight, feature locked out for now
  • Volume adjustments to the larkwell armor set
  • Adjusted colour and intensity of ON material to more closely match the cieling version of this light
  • color changes for larkwell armor reskins- black
  • Initial stat pass on new backpacks, pending new stat additions
  • Added 'BaseLavaSlugExtraDamage_+%' and 'BaseLavaSlugExtraDamageResistance_+%' progressive stats to the lava slug
  • Added redback trophy assets to the project
  • Adding All Animal Head / Vestiges for new items collected with the taxidermy knife, feature locked out for now
  • Added lava viscid trophy assets to the project
  • Added swamp viscid trophy assets to the project
  • Added stats to Brown Bear Armor and rebalanced Larkwell Armor, for future release
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Added lava hunter broodling trophy asset to the project
  • Added rabbit, arctic rabbit, and pygmy lop trophies to the project
  • Added needler trophy assets to the project
  • Added moa trophy assets to the project
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Small adjustments to PB armor to accomodate for BB armor
  • adding shroud light unique on off audio events and adding to BP
  • Adding generic desk lamp on / off event and to BP. Adjustments to industrial type lamp on / off for shroud and spotlights and tripod lights etc
  • Added electroshock icons to bestiary modifier icons
  • Fixed internal spelling of Pygmy Lop trophy and vestiges
  • Added placeholder trophy to fix build
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Partial Setup for 35+ new Animal Trophies, Feature locked out for now
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus

[/expand]



ICARUS DLSS 3 Update Available Now

Icarus has always been a good-looking but deadly environment, but now it will kill you faster.

Working with our friends at NVIDIA we have upgraded Icarus to support DLSS 3.0. The result was a 2.6X on average increase in performance enabling max setting, ray-traced gameplay on many GeForce RTX 40 Series systems.

If you are running Icarus in Direct X 12 mode and have a GeForce RTX 40 Series GPU, turn on Frame Generation in the Graphics Settings to take advantage of the improved frame rate.



Benchmarking in NVIDIA’s labs found a that DLSS 3 boosted Icarus’ performance by 2.6X on average.


When we were developing ICARUS we reached out to many publishers, manufacturers, and platform owners but were unable to really get any traction with nearly everyone... except NVIDIA.

Despite being a massive company, every time we have wanted to meet or discuss with them - they have met us. They also let us try out new technology and take the time to run our game through their profiling to make it work the best it can.

I can't stress enough how important it is for game developers for card manufacturers for driver support and so that is why I am thrilled NVIDIA continue to support us directly, and often. Before our launch we entered into our beta weekends as the first game to support RTX Global Illumination, and then onto DLSS 2 and now DLSS 3.

I hope people realize that for developers - one thing that matters most to us is good relationships. I'm proud to say that NVIDIA have never made us feel tiny, despite the massive differences in size. As consumers - make sure game technology companies are supporting your favorite developers! And if you are an NVIDIA customer check out the DLSS 3 technology in NVIDIA's post below:
-Dean Hall, Game runner


To find our more about DLSS visit https://www.nvidia.com/en-sg/geforce/news/dlss-3-icarus-dlss-2-ad-infinitum/

Icarus Week Ninety Three Update | Outpost: Resource Packs, SMPL3 Quests & Shield

This week’s update sees some love for Outpost mode, although these new features (such as Shields and Resource Packs) are also useful in every game mode.

Notable Improvements
  • Added a fix to prevent prospectors falling through the terrain around crevasses in arctic biomes
  • Exotic Resource spawning has changed. Now at least one Red Exotic Vein is always guaranteed on Prometheus
  • Fixed an issue which was causing giant or tiny prospectors after interacting with the Terrenus mount
  • SMPL3 Quests now grant some Ren as a reward
  • SMPL3 Quests are now triggerable on Outposts


This Week: Outpost SMPL3 Quests & Ren Rewards

One part of the launch of our Icarus: New Frontiers expansion we’ve been pleasantly surprised about is the popularity of Outposts. Outposts are smaller custom maps with fewer threats and regenerating resources that are ideal for building bases in or simply a more chilled game experience. We added several new Outpost maps when we launched New Frontiers and are adding a new one, Arcticus, today.

To give you even more to do on Outposts, you can now do SMPL3 Quests from the Outpost game mode. As always, you can do them in Open World mode too.

Furthermore, SMPL3 Quests now provide anyone online at the time of completion a Ren reward, to spend in the orbital workshop. Prospectors will receive 10 Ren for easy, 20 Ren for medium and 30 Ren for hard quests.

This applies in both Open World and Outpost modes.

This Week: UDA Resource Supply Drops

Want to get a head start on resource gathering?

The UDA have added UDA Resource Supply Drops to the Workshop, so you can buy a pack of resources with Ren and bring them down to the planet in your loadout with you or call them down using the Orbital Exchange Interface.

They’re perfect for getting resources sooner on Outposts, but are available in any game mode. Wood, Stone, Oxite, Sulfur, Silica, Platinum, Titanium and Coal Resource Supply Drops are available. They may be pricey, but provide quick access to resources if you have the Ren.

New Content: The ARCTICUS Outpost

One of our Outposts we released wasn't ready in time for the New Frontiers launch but it has been finished and added this week, this time featuring the Tundra biome introduced in the Prometheus map.

https://store.steampowered.com/app/2536390/Icarus_Arcticus_Outpost/

The Arcticus Outpost is a handcrafted 1x1km tundra map with lots of great spots for a base. Its scenic landscape of slopes gently downward into a large valley with deep crevasses and lightly snow-dusted forests. Looking up, you'll find an imposing mountain that overlooks the spacious valley below which is home to an impressive number of caves.

You can buy it as DLC separately or as part of the Outposts Bundle.

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

This Week: Two New Shields

Higher tier shields that protect you during more challenging encounters are here.

The Carbon Fiber shield, available at Tier 3, is strong but agile. Its strength blocks up to 90% of enemy damage while still having a decent block radius (90%).

The large Composite Tactical Shield, available at Tier 4, has a wide block radius (200%) and the same strength as the Steel Shield (a 75% block percentage).

Coming Soon: Hypatia

Some of this week’s changes prepare things for our next big free update, named Hypatia.

Hypatia will let you trigger Operations on Open World mode in every map. Operations in Prometheus' Open World mode have proven very popular, so we’re adding them to the Olympus and Styx maps. This is a big step that essentially combines the focus and rewards of Icarus' Missions with an Open World where you can keep your base permanently.

This week’s changes to the SMPL3 Quests being able to earn Ren and be triggered from any game mode allow us to start implementing Operations on every map.

Next Week: One Upgradable Mission Device (C0NT4CT)


We will soon have SMPL3 Quests, Operations and Missions available for every map. To keep things simple we’re introducing a single device (C0NT4CT) that you can upgrade to access each of them. As you upgrade C0NT4CT, it will become your one-stop shop for Operations and Quests and to access Missions from the surface too. You’ll only need one mission device instead of three.

Support our Project


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


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

https://store.steampowered.com/bundle/33813/Icarus_Complete_the_Set/

Changelog v2.0.3.116006


New Content
[expand]
  • Adding new UDA Resource Supply Packs in the workshop
  • Adding ability to do SMPL3 Quests on Outposts
  • Updated recipes and stats for all new shields, unlocked Composite and Carbon Fiber shields
  • Update durability on new shields
  • SMPL3 Missions can now reward Ren
  • Added new SMPL3 Mission Complete popup that tells you how much Experience and Ren were earnt by completing the mission
  • Set SMPL3 mission Ren rewards to 10/20/30 for easy/normal/hard difficulties
  • Adjusting the Names and Weights on the UDA Resource Packs
  • Added mission completion exp icon
  • Adding Ren Reward UI element to the Dynamic Quest Selection Display
  • SMPL3 Quests are triggerable on Outposts & Open Worlds but not Mission Mode
  • Fixed SMPL3 mission Ren reward being scaled by mission difficulty twice
[/expand]

Fixed
[expand]
  • Adjusted Drac carry animation to better line up with the players hands, needs investigation as to why the legs no longer move with locomotion anims while being carried
  • Adding saddle creak clink audio for riding saddled mount. Audio and event, no current implementation
  • Update the current storm weather warning to show the current storm tier icon
  • Added time on prospect to inventory screen, so players on persistant prospects can know their time on that prospect. Works for all game modes
  • Fix creature vocalisations not playing for clients if AISetup row hasn't been set to a default in the creature character blueprint. Tweaked AIVocalisationComponent initialisation flow so that it works more reliably for both server and clients
  • Fixed fishing in prometheus arctic (Adjusted the spawn config colour json to match the actual colours in the heightmap for prometheus arctic biome)
  • Added Salt based Gunpowder recipe, requiring 1 salt, 1 charcoal and 1 spoiled plant
  • Added refund for Inert Volatile Substance to grant 1 salt
  • Added RefundOnly recipe set to be used to allow refunds but no crafts
  • Applied correct textures for Acidic Gland material
  • Fixed Frozen Ore using Fiber drop mesh
  • Update names of Obsidian, Cold Steel and Miasmic Throwing Spears to be correctly named Javelin
  • Added half pitch icons to clay brick half item icons
  • Added data table validation function to throw a warning when colors in the spawn map are mismatched with the spawn zones colors
  • Added Platinum and Titanium Deep Mining Ore Materials and Textures
  • Adding biome specific grasslands rain event which automates based on intensity giving a better feel for storms and more appropriate for the biome
  • Fix Caves Not Listed In Prometheus Bestiary
  • Lowered Miasmic Arrow break chance to 10% from 20%
  • Fixed Obsidian and Cold Steel Arrows break chance from 90% to 15/10%
  • Added attachment slots to all Sledgehammers
  • Quests now only call the event 'QuestAbandoned' when actually abandoned instead of also when quest ends normally.
  • Mission 6 clean up (Both traitors, 3 cave icons, G15 device, 5 blood clues) all get deleted when their parent quest gets deleted.
  • G15 camp and base now persist after mission is completed but destroy after you abandon the quest
  • Level clean up of painted foliage ore (developer purple)
  • Removed duplicate lava voxels from cave in Purple dev quad. Added new utility widget to aid in tracking down foliage instances that are placed in the same world location
  • Removed more duplicate voxel foliage from Developer quads Blue, Green, Purple
  • Fixed mounts not eating from food troughs with only Animal Feed in them
  • Exotic node spawn locations no longer have to be authored in each D_ProspectList row; an absence of defined spawns will mean that all in-bounds meta spawn locations are selected from. In the case where all meta spawns are valid, at least one red exotic is guaranteed on Prometheus terrain
  • Fix an editor utility that has broken the build
  • Fix an issue where players would grow after mounting a horse
  • Swapped Left and Right window icons for new building pieces, as they were flipped
  • Fixed Larkwell Ballistic Bolt having 0 break chance
  • Fixed Miasmic Throwing Knife showing as Titanium Throwing Knife
  • Fixed a crash case when leaving a prospect via dropship
  • Prevented voxel rebuilds of fully mined voxels during loading of map tiles
  • Stone voxels that are fully mined are no longer saved as they can't be regenerated by a Thumper later
  • Prevented retaining recorders triggering an async flush due to renaming
  • Removed invalid pins in W_EditorUtility_QuickSelect to fix build validation
  • Fixed issue with nav jump links for crevasses causing contained level to never get properly garbage collected
  • Moved level garbage collection check from game state to game instance
  • Temporarily disabled jump links on crevasses as it was causing the map tile to not be able to be garbage collected after unloading. This was then causing map tiles with cravasses to not be able to stream back in correctly if returned to, resulting instead in only the LoD for that map tile being shown (which has no collision)
  • Adjusting Costs for UDA Resource Packs
  • Adding new WorldStat IsOutpost for quick lookup
  • Un-flipped weather icon of current weather event. Icon now correctly shows the same orientation as expected
  • Prometheus: Fixed Exploration missions using Beachday weather pattern, now correctly use MidPeak to have varied weather
  • PRO_Story_1: Updated weather to use MostlyMild, slightly more varied than Beachday (adds an extra +1 tier storm)
  • PRO_Story_2: Updated weather to MidPeak instead of Beachday, to bridge the gap between mission 1 and 3
  • MAGMATIC: Updated weather to Suprise_Mild, notably this adds a +2 tier storm
[/expand]

Future Content
[expand]
  • Added lava hunter stone statue material, textures and static mesh
  • Rotated a Cave in C1 to prevent players being stuck in the underwater animation and Fixed a Seam between the landscape and a Cave, Tecton
  • Updated Equix trophy with mesh masks and improved Gfur LODs
  • Updated blueback trophy with mesh masks and improved Gfur LODs
  • Added art assets and blueprint for Drac trophy
  • Added art assets and blueprint for Stonejaw trophy
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass and Fixed a Seam between cliffs and landscape, Purple Quad and Red Quad, Prometheus
  • Small improvements and adjustments to spear and arrow impacts after velocity removal. Created generic throw event to be used if necessary to improve throw intensity. Not currently in use
  • LC Macros - tweaks to snow materials, added mesh variants of macros with snow materials
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass and Fixed a Seam between cliffs and landscape, Purple Quad and Red Quad, Prometheus
  • Adding non-voxel versions of SML and MED LC rocks for Phase 3 prototyping and testing
  • Added chala trophy to the project
  • Added chamois trophy to the project
  • Added roat trophy to the project
  • Added cave worm trophy to the project
  • Added pronghorn trophy to the project
  • Ice Building Tier prototyping - added MA_BLD_ICE, WIP replacement textures for stone wall kit
  • Submitting in progress developer assets
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Log a hash of pak file detail on the title screen
  • Updated naming of the proghorn trophy shaders to correct naming
  • Change the way hashing is generated for meta pak details (use UTF-8 string encoding)
  • Submitting in progress developer assets
  • Added arid striker trophy to the project
  • Added snow striker trophy to the project
  • Added crocodile trophy to the project
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass, Added New NOVOX PFS, Adjusted The Rock Values and Cliff Pass, Red Quad, Prometheus
  • Setting up and Adding Larkwell Armor Alpha (current stat setup is fall damage mitigation, stamina regen and overencumbrance penalty reduction, subject to change), feature locked out
  • Adding Item Icons for the Larkwell Alpha Armor Set and adjusting talents
  • Added DEP_T2_Communication_Device with animations
  • Adding Workshop 'MXC Cot' adjusting stats and adding workshop talent and price, feature locked for now
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Adding Rustic / Raw Wood Lamp
  • Adding Rustic Signs and their 3 variations, feature locked out for now
  • Added brutalist living chair to the project
  • added brown bear armor, BP for gfur, 1st and 3rd peson sk meshes, materials and textures
  • Added Brutalist bed and brutalist base materials and textures to the project
  • Adding Brown Bear Armor, Feature locking out for now
  • Replaced brown bear armor 1st person arms with correct rig
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Adding Inaris Canteen, feature locking out
  • Adding Chefs Backpack, Farmers Backpack, Explorers Backpack, Icebox Backpack, Medic Backpack and Tech Backpack Items and Workshop Talents, Feature Locking out
  • Added Deep Mining Ore materials and textures for Oxite, Salt, Stone, Clay, Scoria, and Obsidian
[/expand]



Icarus Week Ninety Two Update | New Mount, Bone Armor & Fixes

Week Ninety Two is here and brings the Terrenus mount to Icarus. Slotting in between the existing mounts (Moa and Buffalo) in terms of utility, the Terrenus can be found across all three maps and tamed just like its predecessors.

We’ve also released the Bone Armor Set. This was originally set aside for a Twitch Drops campaign, but we decided to let everyone have it rather than keep it in reserve. We’ve also added DLSS 3 support for those playing with DX12.

On top of this, we have updates on Hypatia, some changes to modules and a performance improvement that was supposed to be included last week.

See the full details below.

Notable Improvements
  • The Dynamic Nav Mesh was re-enabled. The lack of this was causing poor creature pathing and preventing Creature Deterrents from working.
  • Fixed a case where players would not get mission rewards if they weren't present for the start of a mission after they had previously completed one on the same prospect (i.e. open world).
  • Wind turbines can now be placed closer together
  • Prospectors are now prevented getting sprains or broken legs from falling if their fall resistance is capped
  • Improved the mission complete popup to include the name of the mission that the reward is for, whether the mission is the current one or a previous one, and are now showing the actual reward



Bonus Content: Bone Armor Released


We had hoped to run a Twitch Drops campaign alongside the release of New Frontiers in which we were going to provide the Bone Armor Set you may have seen devs playing with on streams. Unfortunately, we ran into some issues with timely approvals so have decided we would release this week to everyone for free as a way to say thanks for the New Frontiers reception and support.

If you have been enjoying Icarus and New Frontiers please consider leaving a review on Steam, you can leave a review on the base game and any DLC separately. It really does make a massive difference and helps the studio out.



This Week: A Brand New Mount


This week's biggest feature is our new mount, the Terrenus. This is a horse-like creature that spawns on all three maps, Olympus, Styx and Prometheus in the forest or grasslands biomes. This is the first of several new mounts which will make their way into the game.

This mount slots in between the Moa and the Buffalo in terms of utility. It has 10% more speed than the Moa currently has, so as a result we have increased the Moa movement speed by 38%. The Buffalo’s speed has also been increased by 8% to balance out the changes.

The Terrenus can be equipped with a standard saddle, and just like the Moa and Buffalo, requires you to nurture a foal and raise it for you to be able to use it as a mount.


Modules Buffs & Diminishing Returns


Last week's update included a change with the module system, which now grant diminishing returns when stacked in your envirosuit. This was supposed to be paired with a buff to some modules but this was accidentally left out. We’re now including those buffs this week.

Modules aim to massively increase the diversity of builds, but not provide a way to get buffs which break the game's balance. Buffing modules without diminishing returns would cause these game breaking numbers, but implementing diminishing returns without the buffs would cause what happened in the last week, a massive nerf that many players noticed.

We have now buffed the modules to their correct values to match the diminishing returns. Here are a couple of examples:
Movement Speed Module Stacking


Old modules, with flat stacking

5%

10%

15%

20%



New modules, with diminishing returns

10%

15%

18%

20%

Fall resistance Module Stacking


Old modules, with flat stacking

25%

50%

75%



New modules, with diminishing returns

40%

60%

70%


This will mean that modules will provide better rewards for less investments in modules, but these will slowly become less valuable as you stack more and more. However, you are still able to get close to the old level if you wish in most cases.


DLSS 3.0 Support

Working with our friends at NVIDIA we have added support for DLSS 3.0. Powered by AI rendering technology and dedicated Tensor Core AI processors on GeForce RTX GPUs, DLSS speeds up frame rates while still providing image quality similar to native resolution. If you are running Icarus in Direct X 12 mode and have an RTX enabled NVIDIA card, turn on Frame Generation in the Graphics Settings to take advantage of the performance boost.


Coming Soon: Hypatia

Now that we’ve completed New Frontiers and have addressed some of the larger bugs and balance fixes that players have requested, we’re jumping back into putting the majority of our effort towards the free Hypatia update.

We’ve already selected the base set of missions we are planning on converting to operations, and work is beginning next week on these. You can see us testing the initial converted operations in our Twitch streams over the coming weeks.

We are also working on adjusting the mission requirements for some of the Prometheus missions and adjusting the mission flow. This will include centralizing all the mission launch interactions with one device that you upgrade, rather than three separate devices for each tier of operation. More information on this next week.
Next Week: UDA Resource Supply Packs

Next week for sale in the workshop will be a collection of UDA Resource Supply Packs. These can be unlocked for Ren and will allow for the delivery of some planetary resources directly to you thanks to the Orbital Exchange Interface.

In addition SMPL3 missions will be available on Outposts and will also grant you a small amount of Ren upon completion.

Support our Project


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


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

https://store.steampowered.com/bundle/33813/Icarus_Complete_the_Set/

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

Changelog v2.0.2.115842


New Content
[expand]
  • Adjusting Default Terranus Names
  • fixing weighting of the Horse saddle to better follow spine bones
  • Matching horse gravel footsteps with moa and buffalo. Added more texture to vary surfaces
  • Adding Horse and Juvenile Spawning On Oly, Styx and Pro
  • Adding audio for mounting saddled creatures
  • Added text for the Terranus to bestiary, itemable
  • Fixing normal horse being resized in two different places which caused it to be a different size to the horse mount
  • Set up for remaining mount footstep VFX
  • Fixing Horse audio not replicating to clients by adding the horse to the behavior dropdown in the NPC BP
  • Adding Terranus name to Experience Events and Stats, removing feature level lock from bestiary data
  • Adding in variant mesh for the Horse Juvenile creature to further provide visual difference between the two
  • Duplicating Horse Idle anims and montages so unique vocalisations can be added for Horse and Juvi
  • Updates to Horse, Horse Mount, and Horse Juvenile locomotion BSs to mitigate foot sliding.
  • Fixed Horse GOAP not being able to move.
  • Switched Horse BPs over to new bespoke idle montage.
  • Horse GOAP can now attack forward and backwards.
  • Fixed Horse juvenile / mount never completing their eating action.
  • Horse no longer immediately halts when completing it's move order (unless attacking).
  • Reduced Horse Mount's turn rate.
  • Horse Juvenile now uses updated mesh
  • Unlocking Bone Armor for all players to have as the twitch drop's campaign fell through
  • Fixed build validation by removing old anim ref.
  • Reduced attack range of horse mount, shifted attack source location forwards.
  • Fixed incorrectly positioned head blocking collider on horse mount
  • Fixed Mount Horse inventory preview character not copying owner's skin.
  • Slowed down juvenile horse.
  • Horse mounts can now attack
  • Tidy up of BP for audio when mounting saddles
  • Renamed Terrenus
  • Added Bestiary trait to Terrenus
  • Adjusted collider size on horse mount to allow moving through doorframes.
  • Horse/Horse Mount mesh is now scaled to preferred size instead of default root scale
  • Increased Horse Mount's damage, gave it its own damage curve asset
  • Increased Terrenus Max Stamina (300 -> 350)
  • Increased Terrenus Weight Capacity (100 -> 200)
  • Adding horse attack sounds, aggro event, stomp and anim notifys and data table entrys
  • Lots of small improvements and adjustments to the horse mount audio.
  • Adjusted attack volume and stomp volume.
  • Vocal spacial to be more directional and added jump whoosh to animation, less nieghs in jump idle animation so it doesn't become annoying
  • Lots of small improvements and adjustments to the horse mount audio. Adjusted attack volume and stomp volume.
  • Merging in changes from NvidiaDLSS branch, adding support for DLSS3 / Frame Generation
  • Renaming 'Terranus' -> 'Terrenus'
  • Added terranus bestiary image
  • DLSS-G should no longer activate until settings UI has been closed when enabling on prospect
  • Reduced aggression range of Horse. Attacking while mounted on horse should now play correct attack montage (forward attack instead of rear). Increased Horse health, mass, and melee damage. Increased follow speed of juvenile horses. Adjusted location of Horse's head blocker collider
  • Fixed misname in Terrenus Bestiary and Carcass items
  • Fixed bug where horse would flicker between swimming and not swimming when submerged in water, causing glitchy looking swimming animations. Disabled overlaps on BP_Mount_Base's head collider. Fixed bug where FloatableComponent wasn't correctly keeping track of multiple overlaps with the same WaterBody
  • Removed some DLSS-related dlls from gitdependencies xml as version in p4 depot is newer
  • Disabled r.ShaderDevelopmentMode by default
  • Shaved Juvenile Horses legs
  • Disabled debug traces on seatbase
  • Added a small offset to seat exit collision checking to hopefully fix issue where players on dedicated servers can't dismount when standing on building floors
  • Adjusting vocalisation attack notify timing for horse on main attack
  • Hooked up new horse/zebra idle and turn-in-place montages
[/expand]

Fixed
[expand]
  • Added a small offset to seat exit collision checking to hopefully fix issue where players on dedicated servers can't dismount when standing on building floors
  • Fixed a bug where when missions cleanup it calls abandon on every quest and subquest. Now only calls if you press the abandon button
  • DLSS Frame Generation no longer shows 'ON' in settings menu if it was turned on previously and is no longer supported
  • Adding GL biome option to Niagara Dynamic Input Script, pass over Niagara systems effected by this change
  • Fixing assets, related to change 115406
  • Fixed fallback selection for localized animal swarms in volcanic areas selecting Hyena ocassionally
  • Fixed typo in Miasma modifier
  • Adding unique audio for picking up arrows. Adding event, audio and data table entrys
  • Fixed a bug where if you had more than 6 ingredients in a recipe, the UI would overflow onto the 'craft' button
  • Adding new metal spear impact event and removing unused velocity behavior from arrows and spears and fine tuning events to be appropriate without unused volume automation curves.
  • Added correct spear impacts to ballistic impact events etc
  • Initial refactor for mount movement VFX propagation, Effects now play off appropriate socket location. Requires setup in mount BP and footstep notify. Initial Setup for Buffalo, Moa, Swamp_Bird and Swamp_Bird
  • Processors now attempt to stack items on inventory overflow (prevents composters from causing performance issues)
  • Mounts no longer attempt to drink from lava lakes. Mounts no longer navigate to middle of water bodies when drinking
  • Module Stacking is now set to Ceil instead of round, favouring the player, this means that a dimishing return value of 1.2 rounds up to 2
  • Buffed Movement Speed Module (5% -> 10%) making it achieve the same if not higher values when stacked with diminishing returns
  • Buffed Fall Damage Module (25% -> 40%) taking into account dimishing returns on stacking
  • Buffed Consumption Module (10% -> 15%)
  • Buffed Inventory Slot Increase Modules (2 -> 3), (5 ->6). These do not have diminishing returns when stacking
  • Buffed Carry Weight Module (5% -> 15%) taking into account dimishing returns on stacking
  • Debuffed Fishing Module (25% -> 10%) as the Fish Caught Quality was too high, chance to catch unique was unchanged at 200%
  • Debuffed Taming Module (Stamina 100% -> 50%) speed was unchanged
  • Agent bodies and communicator in Prometh mission 4 now clean up once mission is completed
  • Updating Equippable Data so the Diminishing Returns on Modules etc is off by default
  • MAGMATIC: Updated rewards to grant red exotics instead of purple exotics
  • SHADOWED: Rebalanced spawn rates of creatures, notably first and third zones have reduced creature count
  • DISPATCH: Reduced difficulty of creatures in the defense phase
  • Hid log spam about invalid voxels being skipped during level streaming
  • Removed unecessary voxel warning message during build cooking
  • Removed error message from dedicated server lobby start up caused by trying to resolve active prospect while in lobby
  • Fixed a case where players would not get mission rewards if they weren't present for the start of a mission after they had previously completed one on the same prospect (i.e. open world)
  • Improved the mission complete popup to include the name of the mission that the reward is for, whether the mission is the current one or a previous one, and are now showing the actual awarded resource values as they were previously calculated separately
  • Reducing the Wind Turbine Collision Range to be 2 tiles instead of 4
  • When highlighting the wind turbine all collision areas will show from all turbines
  • The Icebox, Refrigirator and Deep Freeze can now store Ice
  • The Arctic Head Armor not longer requires Arctic Pelts but instead requires one Polar Bear Head
  • Fixed Navmesh not being active in game.
  • Removed invalid loading screen video
  • At capped Fall damage resistance, prevented prospectors from getting sprains or broken legs from falling
  • Fixing Blueprint / Workshop Talent trees from unintentially displaying 1% for all their item stats
  • Reducing the Wind Turbine Collision Range to be be slightly smaller again
  • Fixed issue that was preventing voxels from finding their save data quickly. Has now been changed to cache by the voxels location as the names were still unstable
  • Removed recorder fast paths for GUID and actor name path due to stability issues
  • Updated Obsidian Pickaxe to enable gathering of all ores
  • Updated Obsidian tools to use Obsidian rather than Shaped Obsidian
  • Obsidian tools now correctly use shaped obsidian again
  • Heavy Obsidian armor now uses raw obsidian to repair as intended
  • Refridgerator can now store Ice as intended
  • Potential fix for voxel material streaming crash
  • Fix an issue with partially mined breakable rocks on save/load
[/expand]

Future Content
[expand]
  • Adding Niagara system for testing creature footstep VFX
  • Added cliff meshes & blended in cave entrances in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Ashlands, Red Quad, Prometheus
  • Added equix trophy art assets and blueprint to the project
  • Added blueback trophy art assets and blueprint to the project
  • Added cliff meshes & blended in cave entrances in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass and Fixed a Seam in Macro Impassable, Purple Quad and Red Quad, Prometheus
[/expand]

Icarus Week Ninety One Update | Fixes for hitching, stutters + new wind turbines

This weeks update we release the work we have been doing towards performance improvements. We have been working on these improvements for some time, and they represent a major change in how a number of assets and parts of the map are loaded. Most specifically these are targeted to address hitching and stutters caused by level streaming and asset loading when moving across the ma, but in many cases they also give modest general FPS improvements as well.

We’ve done a big write up to explain the changes we’ve made and our logic for it also, to give you an idea of the background work that’s going in to improving the experience for all players as we add more content to the game in the future.

This week also brings the long awaited wind power system, with new wind turbines giving you a third sustainable power source, and a sneak peek at our next improvement to the electricity system, batteries.

We’ve also got an update on Hypatia, our next big free update, and even a look at what is coming next week to Icarus.

Jump in and have a read.



Important Fixes
  • Fixes to outposts so they all spawn creatures as intended
  • Fixes to voxel mining audio which was causing a machinegun like sound effect that would not stop
  • Fix for Deployable Destructible not being cleaned up unless the host / server restarted
  • Fixed an issue where Weather effects were played inside caves
  • Fixed issues where the Weather effects would appear incorrectly when mounted
  • Fixed issues where Ice Borers could not be snapped and deployed
  • Fixed issue where minerals and ores would sometimes revert to un-mineable grey chunks
  • Frozen ore is now scaled based on ore gained not chance per hit, providing more overall frozen ore
  • Fixed issues on Prometheus where Unstuck would place players outside of the map bounds
  • Fixed issue where you couldn't upgrade buildings to Scoria Brick
Major Performance Improvements


This weeks update has a number of performance improvements that we’ve been testing out in our experimental build for the past few days. These are focused around reducing stutters and hitches caused by ‘level streaming’ (which is when a map tile is loaded into the world as you move into the area). The key areas include:

Improved load times for a number of in-game objects such as voxels

Changing ‘navmesh’ loading to a background thread

Changing the garbage collector to only run whenever important map tiles are streamed in our out

There’s a couple of core concepts that are tricky to understand, which are important to get the full picture of our improvements this week.

[h3]Threading:[/h3]

Threads are pieces of work that are split up and run on different cores in your CPU at the same time.

Think of of this like queues at a bank. A single threaded game would be like having a single queue for a single bank teller (who represents a CPU core). In this scenario, only one customer can be served at a time (or one piece of work completed in-game on the CPU):



Multi-threading would be having multiple tellers and multiple queues, allowing for you to get through all of the people in the queue faster:



In theory, this means everything would run faster and smoother as the CPU cores could process more work, faster and more efficiently. But in reality, there is a problem on the other side of the bank counter. In order for the teller to process the customers job (the CPU to process the job) they have to go to the banks one and only ledger containing all the customers information (your RAM) in order to read and write the customers data.

In a single teller scenario this is perfectly fine, but once there are multiple tellers trying to do this at the same time, it’s chaos; numbers get overwritten, delays happen, and your bank crashes with weird error messages:



So what’s the solution to this? All modern game engines use a single “main thread” (also known as a “game thread”) to do most of the work. This puts a lot of strain on your CPU as it’s only able to use a single core for this work, resulting in your CPU utilisation showing something like 15% when the game is running poorly. Some work is still done multi-threaded, but it is a case by case basis as not everything is even suitable for it.

To return to the bank analogy, imagine the single queue, single teller setup, but this time we have a special second teller whose job it is to process forms.
  1. The customers who need a form processed will join the main queue until they get to main teller.
  2. The main teller then sees that the customer is trying to get a form processed. The teller then gets all the information from the ledger that the form needs and attaches it, then sends the customer over to the special teller for that form to get processed.
  3. The main teller then continues processing the main queue while the other customer is getting their form processed at the special teller. The special teller doesn’t need to use the ledger because all of the relevant information to get that form processed has been attached, removing the issues from the original multi-threading scenario.
  4. Once the form has been processed the customer rejoins the main queue to hand the completed form to the main teller who puts the results into the ledger.


This is an example of using ‘worker threads’ to offload work from the main thread.

The main thread has to prepare the data that the worker thread needs to do its work, and when the worker thread is done ,the main thread has to apply the results back to the game.

This is used in a few places in Icarus, PhysX runs on a thread, as do things like voxel updates when you mine them. The important thing to know here is that threading is a tool can solve some problems but not all.

[h3]Time Slicing[/h3]

Another such tool is “Time Slicing”. Time slicing is used to process a little bit of data each frame up to a certain time limit or number of items.

This smooths out a big spike of work over multiple frames, removing hitches at the cost of a slightly higher frame times while the work is going on.

This method is good for processing things that don’t need the results immediately and aren’t suitable to be threaded because they need access to the game data.

[h3]Start up times[/h3]

When a map tile finishes streaming in, all of the objects on that tile need to start up on the same frame.

Icarus has both a lot of objects on its map tiles, and specifically objects that take a long time to start up, the combination of which led to a significant 'hitch'. While there isn’t a good way to reduce the number of objects on the tiles, a lot of the objects have now had their start up times shortened or spread out over multiple frames.

One major example of this is the voxels. There are roughly 800 to 1000 voxels per map tile, so everything they do during startup is magnified massively.

Voxels now have a lot of their setup done in the assets themselves instead of during their startup scripts.

'Loading their resource type' and 'registering with the shelter subsystem' have both been time sliced over multiple frames. Loading the voxel save data has been given a fast path that can quickly find the matching data without the slow search through all of save data.

In the test scenario these changes reduced the tile start up hitch from about 100ms to 18ms.

[h3]Navmesh loading[/h3]

Navmesh (Navigation Mesh) is used by the AI to know where they can and can’t go.

Icarus being an open world game has a lot of navmesh to cover that surface area, as well as having to update that mesh when buildings are built on top of it. A previous engine update now allows us to use async navmesh loading, which is carried out on another thread. This completely removes navmesh loading hitches.

[h3]Garbage Collector[/h3]

When a map tile streams in or out the engine forces a garbage collection.

This is to ensure that all unused objects get removed from memory and keeps the RAM usage as low as it can be. While this is good for reducing memory usage spikes, it takes a long time to complete a collection.

Garbage collection was happening even for distant tiles changing their LoD’s, resulting in a lot more than expected. We’ve disabled the default garbage collection during level streaming in favour of only doing them when streaming out the main level tiles. This massively reduces the amount of hitching during regular gameplay at a very slight memory usage increase from time to time.

[h3]Future work[/h3]

While these changes have a big impact on the number of streaming hitches there are still some remaining, such as removing objects from a tile when it streams out, and high density foliage loading in (on both CPU and GPU). The remaining hitches are currently being worked on and we will have a patch addressing those in future.



New Content: Wind Power


Wind Power is finally in Icarus.

We’ve added the long-awaited Wind Turbine this week, giving you another way to generate electricity to power your Tier 3 and 4 deployables.

The Turbine requires a fair amount of space around the propellor, so these need to be spread out to be activated. When placing these or hovering over them, you’ll be able to see the range required to be free of any obstructions. The range required around these objects can be seen when highlighting over them (this will not be shown if the ‘Show Item Highlights’ setting is off).

The Wind Turbine is a Tier 4 item, crafted at the new Fabricator. Unlike solar panels, wind turbines will work around the clock, and don’t require cleaning such as water wheels do. This makes them the most efficient and easiest system to deploy and use, which is balanced by their lower power output and cost.

[h3]Batteries[/h3]

With Wind Turbines being our third sustainable power source added to Icarus, providing a storage source for power is something we are actively working towards.

The initial implementation of resource networks doesn’t allow for batteries in the traditional sense. The way we developed these systems, is with machines registering themselves on the network and controlling their own on/off state, rather than it processing within the network itself.

To add batteries, we’ll need to modify this system to allow for them to exist and function as intended. This will allow for proper resource flow control, allowing for brownouts and variable energy flow rates.

Once these changes to the network have been made, the priority will be getting batteries added, so keep an eye out for these in the future.



Coming Soon: Hypatia


Now that New Frontiers has been released, our core development focus is shifting to our next major update, Hypatia.

We have a few more bugs that have been discovered in New Frontiers and other areas of the game that we will be working on, but the majority of the team's effort now moves towards this upcoming milestone.

Because of the massive hit Operations have been in New Frontiers (for those still unclear on what these are, this is the new system that allows for full missions to be triggerable from Open World), we have decided to focus our efforts fully on the Open World Operations in Olympus and Styx, rather than wait for the Biolab feature to be completed, which is still in the early stages of development.

This means that Hypatia with the Operations added to Styx and Olympus can be brought to you sooner, and our timelines will adjust to incorporate the Biolab into a future update.

At the same time, expect our regular, weekly updates with bug fixes, new content and quality of life to continue as they always have.



Next Week: New Mount


Speaking of new content, next week will be bringing some new friends to adventure with. New Mounts are coming to Olympus, Styx, and Prometheus as our free Week 92 update.



Support our Project


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


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

https://store.steampowered.com/bundle/33813/Icarus_Complete_the_Set/

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

Changelog v2.0.1.115492


New Content

[expand]
  • Unlocking Wind Turbine and adding new UI to show Turbine State
  • Removing DNT from Wind Turbine & Damaged Audio Logs
  • Adjusting wind turbine recipe and adding 'clear zone' visualistion which can be seen when highlighted, this zone must be kept clear for the turbine to keep running
  • Adding first pass turbine audio and event and BP imp
  • Adjustments to the wind turbine audio. Removed unnecessary layers and updated sound and spacial
  • Added text for the wind turbine item
  • Effects of equippable modifiers are now reduced when stacked (1 = 100%, 2 = 50%, 3 = 25%)
  • Adjusted Module Stacking to only apply dimishing returns to specific modules
  • Added icon and tooltip text to let player know if modules are affected by diminishing stat values when duplicate modules are stacked together

[/expand]
Fixed

[expand]
  • Fixed issue where some voxels were not receiving their material after they start being mined
  • Shifted a voxel log from Error->Warning
  • Fixed Larkwell Martinez Piercing Bolt not colliding with enemies.
  • Fixed workshop item name typo.
  • Celebrity Chef: Fixed mission pod not being cleaned up on mission abandon.
  • Reduced the cost and output of the Wind Turbine. This allows the device to be a lower entry cost to power, while massive power output is better suited to other devices (or careful base design).
  • Added missing roat bestiary event and corrected some bestiary data table entries that were not allocated the right sound. Added roat specific Audio Data Table entry
  • Remove DNT on rain exposure modifier
  • Fixed a few typos in ST_UMG
  • Adjusting gasfly ballistic travel sound to be appropriate for faster travel speed
  • Fixed bug where Swamp Bird didn't have an animation set for use with corpse eating action. Removed debug print from BTTask_RandomFlight
  • Adding cooldown to gasfly explosion to stop double up of sound occasionally playing
  • Fix possibility of infinite final hits on voxels when using multi-damage pickaxes. If a fully mined voxel resource tries to clean itself up on tick while remaining reinitialisable, explicitly turn tick off again, as cleanup function is not guaranteed to do this, potentially resulting in the final hit event getting spammed each tick. Also add a check to final hit events to only fire if the previous state was not fully mined
  • Adjusting Cold Steel Arrows to be on Par with Steel arrow
  • Noxious Crust now provides resource when cleaned
  • Fixing workshop bolt sets providing the wrong bolts when consumed
  • Adjusting Obsidian sickle stat description to mention crops and not just fruit or veges
  • Clay brick building piece recipes have been adjusted to account for size
  • Ice Borers no longer fall through the terrain when dropped
  • Fixed typo in game mode info pop up
  • Added a bone blacklist so the killcam doesnt target specific bones that protrude out of the AI mesh and makes the arrow float in mid air
  • Enable custom weather for quests
  • PRO_Story_3: Removed extra purple search area
  • AI Spawned via BP_AISpawner now have their spawn locations offset by half their capsule height to prevent them from spawning inside the ground
  • NPCSplineTrailComponent now correctly removes spline points as they are cleaned up
  • forgot to add data structure change for blacklist bones
  • Resaving AI Setup DT to fix build validation error
  • Fixed New-Game Tutorial Popup string not being picked up by localized content generation
  • Fixed duplicate spawn map color preventing creatures from spawning in a small area of the grasslands
  • Removed Cave_SW_SML_004 as it was a duplicate version of Cave_SW_SML_003 and Swapped all 004 prefab caves to 003, Prometheus
  • Added Tool Action helpers to the B.E.A.S.T meta item and all fertilizer items
  • Rock Dog's lava spots now apply correct modifier and spawn when hitting landscape, or anything with the landscape collision profile
  • Fixed a bug where if you drag the shield out of the utility slot the backpack stays invisible
  • Fixed normals on all Shengong Bows and Axes
  • Removed debugging text in 'on focus item'
  • Rebalanced Miasmic tools to use Refined Wood in addition to Carbon Fiber
  • Rebalanced Cold Steel tools to use variable amounts of Refined Wood per piece
  • Rebalanced Obsidian tools to use Refined Wood across all pieces, rather than just the sledehammer. Removed Fur from Obsidian Sledgehammer and replaced with Leather
  • Fixed various ammo recipes across the new toolsets not using the correct resources
  • Fixed item setups for Acidic Glands, Infected Bark, Noxious Crust, Crystalized Miasma and Distilled Miasmic Coating directing to incorrect drop mesh, added representitive placeholders
  • PRO_Story_3: Fixed wrong dialogue line being played when collecting recipe at end of mission
  • Switched a number of lava cave voxels over to using the correct BPHV foliage type (conifer -> volcanic)
  • Replaced Voxels in CAVE_AlienFossil_MED_001 to Pro_Volcanic_Cave_2, Prometheus
  • Disabled shadow casting on slug slime trail
  • Fixed bug where client was incorrectly applying slug slime modifier as well as server which was resulting in the modifier never disappearing from the list for clients.
  • Slime trail particles are now properly cleaned up when their owning segment is removed.
  • Slime trail particles are no longer spawned for dedicated server
  • More datatable validation on FLOD Descriptions
  • Added additional logic forcing Grasslands Crocodiles to spawn only near water
  • Intersecting the slugs slime trail will now only cause a reaction if overlapping actor is a valid AI target
  • Slightly increase melee distance of sickle, make some brambles simple collision
  • Fixed seams between cliff actors and the landscape, moved deep ore deposit and fixed streched textures on a macro cliff, Purple and Green Quad, Prometheus
  • Added new cheat function and dedi server command 'PrintAIDebug' to print useful debug information regarding currently active AI and relevant spawn blockers
  • PRO_Story_3: Fixed base pieces being on low durability / destroyed state on reload
  • Prometheus: Added descriptions for exploration missions
  • Fixing iron window playing the closing animation for opening and closing the windows. Also added more surfaces to my test level
  • Match the hit behaviour of new elemental pickaxes to that of existing pickaxes
  • Submitting Bear Cub carcass mesh and textures
  • Fixed Miasmic Ammo set being named Iron Wood Ammo
  • Clamping att resistances to 99%
  • Fixed new workshop crossbow bolts having incorrect collision
  • Fixed new workshop crossbow bolt break chance to match workshop arrows at 100%
  • Reordered workshop crossbow bolts, allowing the advanced bolt options to be unlocked in any order
  • Tweaked placement of many workshop items for visual consistency between groups
  • Swapped the item name, description, icon and mesh of workshop pickaxes, axes, spears and arrows that did not match their color scheme to their damage type
  • Fix an issue where buildings cannot be damaged by weapons (due to prior commit)
  • Updating my test level to include more buildable pieces for quick testing
  • Addin Roat head shake audio to animation
  • General polish pass across Drifter VFX, Effects will now be an appropriate color depending on biome. This fixes VFX for the swamp drifter
  • Fixed floating tree in Grasslands & fixed hole in Swamp cave on Green/Yellow Quad, Prometheus
  • Reset static mesh locations for geothermal pools and fixed some cliff seams in Red Quad and Purple Quad, Prometheus
  • Drifter VFX polish
  • Changed IMP Meshes & Removed Sea Grass on Land on Green/Yellow Quad, Prometheus
  • Macro Cliff pass, Landscape Sculpting pass and Lava Lake placement, Red Quad and Purple Quad, Prometheus
  • Fix issues with the fish finder scanning forever
  • Removed all vehicle related code and dependant assets to free up linker library items
  • Removed IcarusPhysXVehicle plugin to free up linker library items
  • Made a number of assets static
  • Made spawn point helper mesh components all editor only so they will be deleted from cooked builds
  • Removed overlap checks from environment spline meshes
  • Removed actor gathering from actor recorders that aren't using the gathered list
  • Optionally removed transform reloads from recorders that don't need them
  • Added recorder fast path for actor path names and guids (currently disabled)
  • Time sliced shelter modifier initialisation
  • Time sliced voxel initialisation
  • Multiple tweaks to voxels to get their start up time (when a map tile streams in) as low as possible to reduce hitching
  • Enabled async lazy navmesh rebuilds to reduce hitches
  • Disabled garbage collection during level streaming to minimise hitches
  • Offline processed voxels to reduce the amount of operations they perform on startup
  • Disabled pre-loading of quests. This should reduce RAM usage by about 1 gb in some cases
  • Added async loading of quests during missions
  • Added proper PMs to Mangrove Roots and Fallen trunks
  • fixed hands for shengong suit 3rd person
  • Fixing snow wolf carcass and bones by creating a snow wolf carcass mat and overriding the relavent functions in the Corpse BP to match the other carcass flow
  • Fixed missing materials for brick beams
  • Re-enabled GC after main map tiles stream out. Not having this on was causing some bugs due to old actors being reused if the tile was streamed back in before they could be properly deleted. This will cause some hitches, but has been changed from original behaviour to only occur after main map tiles stream out, not just any map tiles streaming out. So it should still be significantly better
  • Re-enabled fast actor path name lookups for voxel reloading. This reduces the time for voxels to find and load their data when they stream in. This behaviour is now only disabled for FLOD based voxels (i.e. stone)
  • Removed context menu from loadout screen in OEI as it could be used to drop items on the ground directly from the inventory instead of putting them in a dropship for request. This would cause them to not be checked out in a loadout
  • Fixed being able to start Prometheus missions /open worlds using the UI on dedicated servers if the launching player doesn't own the New Frontiers DLC
  • Fixed Prometheus not appearing at all on the mission / open world screens if the DLC isn't owned (should show up as locked)
  • Fixed Redback being unable to be crit and not having an armoured shell
  • Slightly increased head crit area on Blueback and Redback
  • Prometheus Shadow Geo - fixed mesh in D4 (arctic) to correct shadows
  • Fixed walls not being able to be upgraded to Scoria Brick
  • Removing streaming setting from some SFX, and adjusting preferences auto streaming setting
  • Fixed Ice-Borer not attaching to super cooled ice nodes
  • Fixed Scoria Brick wall angle right inverted from being unable to be upgraded to using the hammer
  • Added additional validation to building piece lookup table
  • Removed spawn overrides from outpost prospects
  • Updated Everbark difficulty to use Forest outpost difficulty settings
  • Prebuilt structures now save and load their spawned actor references so they can be referenced and interacted with after the first spawn
  • Fixing repair hammer not making sound on fortifications. Also adding cooldown to mission update UI sound
  • Change Cold Steel frozen ore reward behaviour (roll chance => percent of rewards paid)
  • Remove resupply quest start dialogue which caused incorrect dialogue replay on PRO_Story_3 quest reload
  • Improved Batdog physics asset.
  • Adjusted drop location of Batdog corpse when placed on skinning bench.
  • Added new ISlotableItem interface that can be implemented to adjust the actor spawn location when placed in a slot.
  • Added an extra ragdoll-blocking collider to skinning bench to prevent corpses falling off right side
  • Adding footsteps for mount on lava and slime
  • Fixed animals not spawning on three new outpost maps
  • Predator birds no longer target alive players/creatures/mounts within active spawn blocker/deterrent radius
  • Slightly lowered armor paperdoll so it does not overlap build number
  • Fixed visibility bugs with the shield and the backpack being invisible or both visible at the same time
  • Missions 2,3,4,5,6 prebuilt structures are now destoryed when you abandon the quest
  • Ensure unstuck respects out of bounds checks in Prometheus
  • Fix abandoning a quest causing multiple quest dialogues to play. Dialogue trigger suppression is now applied during quest cleanup in all scenarios (previously it was only scoped to end-of-mission cleanup)
  • Arctic Outposts: Added Deer to allow easy difficulty more sources of fur
  • Desert Outposts: Added Scorpions, added spawn difficulty rules
  • Prometheus: Increased likelyhood of Ashen Drake spawns in their areas
  • Fixed stone voxels not reloading their mined state correctly
  • Weather effects are now correctly attached to camera when sitting on mounts/other seats. Fixed screen damage post process effect overriding weather effect particle visibility when pulsed
  • T4 Anvil Bench - adjusted position of output proxies in blueprint to line up correctly with the rack
  • Reimport of swamp bird base mesh to fix bind pose with mouth open
  • Changed frozen ore processor recipe to output 'Unknown Ore' rather than 'Metal Ore' so it shows the ore is random
  • Fixed bug where wind/rain/other weather effects were appearing in caves
  • Fixed broken deployable debris not cleaning up correctly
  • Updated credits
  • Created DMs for Bramble_A bushes in preparation for fixing this bug where brable bushes DMs are incorrect model
  • Added proper Bramble DMs to Bramble BPs
  • Fix quest dialogue replaying when resuming a prospect. Quest start dialogue entries defined in quest DT are now not played if the quest was reloaded
  • Fixed issue where voxels receiving a resource type when loading in could fail
  • Fixed Frozen Ore granting Aluminium Ingot instead Aluminium Ore
  • PRO_Story_5: Updated tech level required to correctly mention Tier 4
  • Adjusting Bounds Mask for Prometheus to Fix out of Bounds Zones
  • Fixed the IRD showing an unsheltered warning when placed in a prospect you would never be able to accept a mission from it anyway
  • Improved the effectiveness of elemental weapon effects on most creatures, notably Prometheus creatures.
  • Arctic creatures typically take double damge from Poison, half damage from Frost. Swamp creatures typically take double damage from Fire, half damage from Poison.
  • Lava creatures typically take double damage from Frost, half damage from Fire.
  • Desert creatures typically take double damage from Frost.
  • Some creatures have additional resistances, or slightly different resistances than the rest of their biome counterparts
  • Removed the ability for the Electroshock modifier to stack
  • Adjusting tree sap and expoxy item icons so they are visually distinct
  • Being wet now increases Electric and Frost damage taken by 50%
  • Increased the frequency that swamp water checks to infest you with parasites
  • Reverted previous change due to metal ore not being able to be randomized. Added an itemable rowhandle to the processor recipes for when there are random outputs to use as an image
  • Fixed Hail weather events incorrectly not filling water reservoir or watering crops
  • Switched mobility of cave weather blocking volumes from Static->Stationary to ensure they render correctly onto RT_Shelter
  • Pieces of destroyed deployables and buildings now fade out instead of popping when actor is destroyed
  • Updated the building upgrade radial menu to show the New Frontiers icon on applicable building tiers
  • Joining a Styx/Prometheus prospect will now show the difficulty warning popup and level boost option (was previously only shown when creating a prospect)
  • Prometheus: Lava boss now takes +200% damage from Frost, -40% damage from Fire
  • Added new higher resolution image for the random ore image
  • Changed processorrecipes to take in itemdata to use as an image rather than the outputted item for when we want random outputs
  • Frozen ore now shows 'Unknown Ore' when placed in a heat source

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