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Icarus Week Forty Three Update | Improvements to all exploration missions + more

The next two weeks of updates are focused on improving and updating our early missions on Olympus. This week we’ve focused on the first two missions and a whole category - BEACHHEAD, LIVEWIRE and the Exploration Missions (minus SPIRIT WALK) - and re-introduced the Mammoth, alongside some key player experience and performance improvements.

These updates will benefit new Icarus players more than experienced prospectors who have already completed these missions, but are an important part of our ongoing focus of learning, optimizing and improving all aspects of the game. We’ve taken what we’ve learnt from 43 weekly updates so far and our latest Mission designs and applied them to these important first Missions.

Last week’s addition of Buffalo and Moa Mounts has proven popular. We’re taking on board lots of player feedback and will continue to improve this system in the coming weeks.



Exploration Missions


All Exploration Missions with the exception of SPIRIT WALK have been improved with added exotic locations and the removal of all boundary limits to promote more adventure, free-roaming and discovery.

All exploration missions will now have a total of ten exotic locations, the ones from SPIRIT WALK plus four more throughout the map. These grant 200-400 exotics each over three spawns in total.

SPIRIT WALK was intentionally left untouched to not impact the popular farming set up that many players had developed.

We’ve also removed the ‘out of bounds’ limitations for all exploration missions, and changed how completion is achieved. Missions will now be considered finished when the attached scans are completed, rather than when the player leaves the surface of the planet. This allows players to spend more time completing the ‘exploration’ element of the mission and spend time improving their character with the time they have left.



Mammoth & Fixes


The Mammoth has returned to the arctic biomes of Icarus, after some much needed improvement and adjustment in its time away. We’ve also addressed a few long-standing issues worth mentioning.

The long-standing exposure issue has been fixed:
  • Players do not immediately die due to prior weather exposure when respawned
  • The storm exposure bar no longer stays full when players respawn, and will reset the exposure and shelter values when a player dies
  • We’ve also addressed optimization through improving our textures setup, which should reduce RAM usage in-game for many players.
  • And finally, we’ve added the ability to easily scale stockpile rewards by difficulty, providing more personalized and balanced missions.

There are many more fixes and improvements in the changelog below, so take a look at what we’ve been up to.



Beachhead


BEACHHEAD: RECON has been expanded upon and improved. Being the introductory mission to Icarus, we identified the need to make this educational and packed with valuable insights and guidance for new players. This includes two new quest steps which provide more direction into crafting, and prompts players to practice the process of mining and consuming Oxite.

We also aimed to provide a more peaceful and rewarding experience in this mission, updating spawn values and adding a small Ren payment to introduce players sooner to the mission reward system and workshop.



Livewire


LIVEWIRE: TERRAIN SCAN has received a range of improvements and changes to improve the player experience and mission flow. Your first introduction to bears may now be friendlier, but only a little.
  • The Radar is now collected from the Dropship, and will also respawn here
  • The pool of enemies encountered has been expanded to add more variety, including bear cubs and boars
  • The radar will now have a durability limit and can be destroyed, similar to the system in Styx missions
  • Quest objectives now mention that creatures will be attacking to give players more time to prepare
  • The number and frequency of enemy spawns now scales with the difficulty and number of players present in-game, to provide a more balanced experience
  • The scanning process will now stop if the player moves outside the designated zone, and players are prompted to move closer to re-activate the process


Changelog v1.2.18.101993


New
  • Livewire Mission Radar is now Collected & Respawns in Dropship
  • Livewire Mission Adjusted enemies who spawn to add more variety and use new creatures (Bear Cubs, Boars etc)
  • Livewire Mission Radar's now have durability and can now be destroyed as part of the quest (same as Styx Scanning Logic)
  • Livewire Mission The quest objective now mentions that creatures will be attacking
  • Livewire Mission the number and Frequency of Enemies now Spawn based on both difficulty and number of players present
  • Livewire Mission If players move outside of the scanning zone the scanning stops and the players are prompted to move back into the scanning area
  • Changed all exploration missions except Spirit Walk to have 10 total exotics locations, the ones from Spirit Walk plus 4 additional throughout the map, all granting 200-400 each, with 3 total spawns. Spirit Walk was unchanged to not impact that popular farming setup, happy extracting!
  • Updating BEACHHEAD: RECON mission to include 2 new quest steps which help explain crafting, adding prompts to mention where to find oxite and the needing to consume it, updating spawn values to provide a more peaceful experience for learning, adding a small Ren Reward to introduce the mission reward system to players
  • Removed out of bounds areas for all Exploration missions. - Exploration missions are now automatically completed when their attached scans are completed, players no longer need to enter and leave these missions for completion
  • Adding Mammoth into Arctic Zone Spawn Pools
Fixed
  • Remove unneeded Alpha channels on Voxel Albedo and RMA textures, halving file size, saving almost 0.5GB of memory use while playing. (Reducing RAM usage)
  • Fixed a bug where the setting 'toggle sprint' would not work when riding a mount
  • Updated Shengong 'Sui Shi' Pickaxe description to not indicate that is is easily repaired, as it is no different to any other workshop item
  • Fixed and issue where the damage indicator wasn't facing the correct direction
  • Storm exposure bar no longer stays full when the player respawns, Reseting the exposure and shelter values when a player dies, Disabled any shelter traces until respawn,
  • WeatherActions no longer add modifiers to dead players, This means that players do not immediately die due to prior weather exposure when respawned
  • Fix river audio sometimes cutting out around river spline intersection points. FMOD voices were being inappropriately culled by virtualisation when the proximity parameter applied a volume offset as different river audio components moved close to one another. Moved the volume offset to a submix channel so that FMOD ignores it in virtualisation calcs, and also tweaked the proximity curve to blend more smoothly around braided river intersections
  • Added the ability to easily scale stockpile rewards by difficulty
  • Added missing file changes to ValidAmmoTypes.cpp/h. Reconciled offline work
Future
  • Submitting Batdog, Batdog carcass and respective textures
  • Landscape Sculpting and Decal Pass, Blue Quad and Green Quad, Prometheus
  • Painted Decals Volcanic Area & Added Cliffs to Base of Macros Volcanic Area on Purple Quad, DLC Map
  • Added Brick_Wall asset and added all required pieces to BP for testing
  • Decals painting and cliff placement in swamp Yellow Quad transition, DLC
  • Created GL_Cave_Small_02 and 03, created cave template assets for cave levels
  • Added FTs for SW_Cypress variants, and added their FLOD descriptions
  • Added Mesh Mask MF and added swith on BLD Shader, to add option for AO,Dirt,Edge Wear customization for Brick Tier
  • Sledgehammer_Nodes Prototype for testing
  • Corrected needler aggro bus routing
  • Adding needler aggro event and fixing events where min max was not set to the same as the spacializer
  • Added Run/Jump VFX for Mounts, duplicated Anims for Moa to add Notifies
  • Scaled OPULENCE mission objectives with selected difficulty
  • Scaled SPELUNKING mission objectives with selected difficulty
  • Refreshing lake/river settings on Outpost 5 to fix generation errors
  • Added ivy to the Mangrove_Var2 BP
  • Decals painting in swamp and arctic/tundra, blend in between Green and Blue Quad, DLC
  • Verified texture settings for all textures in the UI folder and used more optimized settings where possible
  • Ensured UI TextureGroup is correctly assigned for more accurate profiling
  • Converted to Pow2 format where possible for further memory reduction optimization
  • Painted Decals Volcanic Area & Added Cliffs to Base of Macros Volcanic Area on Purple Quad, DLC Map
  • Landscape Sculpting and Decal Pass, Green Quad, Prometheus
  • Decals painting in swamp and arctic/tundra biome, added hollow trees in swamp and cliffs in tundra, Blue Quad, DLC
  • Refreshed the grass cache on Terrains 016/017 and Outposts 2/3/5
  • Added SW_Blackberry_Bush, SW_Mushroom_Shelf_A, and CF_Aspen variants, and also added them to the FLOD Descriptions data table
  • Added Foliage Types and BPs for CF_Aspen variants
  • Added Foliage Types and BPs for SW_Mushroom_Shelf_A variants
  • Added Foliage Types for SW_Blackberry_Bush variants
  • added dead prospector static meshes, materials and textures
  • Added ivy to Mangrove_Var4 BP
  • Update all PROC map textures to use correct settings, optimizing memory footprint
  • Updated BP with some ivy, but turning over to Joe to finish ivy placement
  • Fixup redirectors for IceCool folder after move
  • Decals painting in swamp and arctic/tundra biome, Blue Quad, DLC
  • Landscape Sculpting, Landscape Painting and Decal Pass, Green and Yellow Quad, Prometheus
  • Painted Decals Volcanic Area & Added Cliffs to Base of Macros Volcanic Area on Purple Quad, DLC Map
  • Change paperdoll armor icons to use DXT5 compression and reduced resolution, reducing memory footprint from 24.5MB to 1.5MB
  • Delete old unused static paperdoll texture, pre-rendertarget implementation
  • Layed out swamp and tundra foliage in Cam's test level for review
  • Added Foliage Types and Datatable descriptions for FT_CF_Aspen_Var1_A and FT_SW_Blackberry_Bush_01. Also added missing BP for SW_Mushroom_Shelf_A_Var1
  • Added SW_Mushroom_Shelf_A with 6 variants
  • Disable dithering pixel offset on by default on Seracs
  • Added UV base layers to Master Rock Shader, Added textures, created MIs and set collision sets to Mangrove Hollow/Vine
  • Icon Editor now has the option to specify an override mesh to display for situations where the item has no in world context eg. Clothing
  • Landscape Painted Swamp Tile on Green on Purple/Green Quad, DLC Map
  • Updated Textures for SW_Mangrove_FallenTrunk_Hollow variations
  • Landscape painting and decal pass in swamp anbd arctic/tundra biome, Blue Quad, DLC
  • Landscape Sculpting, Landscape Painting and Riverbank Pass, Green Quad, Prometheus
  • Landscape Painted Swamp, Painted Decals Volcanic & Added decals in Swamp to Volcanic areas in Volcanic on Purple Quad, DLC Map
  • Added ivy to the BP for Mangrove_Var2
  • Added a ValidAmmoTypes datatable and changed Firearmdata to use this data table instead of having an array of item static items. This allows us to create new bows and select 'All Arrows' instead of manually going through and hand selecting each arrow into an array whenever a new bow/gun/crossbow is introduced into the game
  • Fix GOAP World Stats cheat duplicating content when toggled off and back on again by clearing children on Construct
  • Added second material to vines for SW_Mangrove_FallenTrunk_Hollow_Var1, SW_Mangrove_FallenTrunk_Hollow_Var2 and SW_Mangrove_FallenTrunk_Hollow_Var5
  • Added dev only Cured Leather crafting process for testing. - Allowed Platinum Weave to be crafted on an Advanced Armor Bench even if you don't have the bench unlocked
  • Merged up consumable meta item tag changes from backend removal branch
  • Flushed grass on Outpost 6,7 and Terrain 019 Blue & Yellow Quads
  • Flushed Grass, Outpost 004
  • Move lava river flow audio functions to C++ to improve runtime performance
  • Landscape Sculpting, Riverbank Pass and Flushed Grass On Green and Red Quads, Prometheus
  • Added the SPELUNKING mission
  • Landscape Painted Swamp, Painted Decal in Volcanic & Added Mangrove Trees to Swamp/Approved Actors on Purple Quad, DLC Map
  • Moved IceCool to TRD folder
  • Landscape painting and decal pass in swamp biome, Blue Quad, DLC
  • Added Grass to Tundra and Grasslands Layer, removed cliff blend to Tundra landscape

Icarus Week Forty Two Update | Tame and Ride the new Buffalo and Moa Mounts

Mounts have arrived on Icarus. After much anticipation, you can now tame a furry or feathery friend and use them as a mode of transport or a pack animal to cart your goods. Choose between a Buffalo or the newly added Moa, an ancient, large, flightless bird native to New Zealand that xeno-biologists have brought back to life on Icarus.

Mounts require you to seek out a juvenile version and capture it before raising it as your own. Craft new equipment such as saddles, food troughs and bedding to care for it and take it on your missions.

Have a read of what to expect with Mounts, and get in to test out our first version of this system.



Taming your Mount


Before you can take your Mount on your adventures, you’ll need to capture and tame one.

Mounts begin as Juveniles, found with their mothers and occasionally other fully-grown adults, that need to be captured by exterminating their current parents, then taking them home with you to form the connection required for them to become loyal.

Finding a Juvenile is trickier than coming across their adult counterparts, so you’ll have to keep an eye out for them.

Make sure to exterminate any other adults in the area, as the Juvenile might run to them to seek a new parent when left defenseless. You’ll also have to protect Juveniles from nearby predators that prey on orphans.

The process to tame a Juvenile and raise it to adulthood should take roughly 15 minutes. Once you have engaged with the Juvenile, you’ll need to look after it until it is domesticated by meeting its needs (food, temperature, sleep, weather exposure). To help do this you can craft a pen to keep it close, a food trough, an animal bed and shelter.



Moa and Buffalo Mounts


The Moa and Buffalo are available to tame as Mounts from this week.

Each animal has its own benefits and limitations, but you can tame multiple mounts and choose whichever is the best for the task at hand.



Buffalo

The Buffalo trades speed for raw power and stamina, and offers the unique benefit a harness with extra storage space. While it can be ridden, using it like a ‘pack horse’ makes it incredibly valuable when mining ore, establishing new bases across the map and carting resources long distances that would otherwise have to be left behind.

While it’s not a combat Mount, the Buffalo’s headbutt attack is always available in a tight spot although it doesn’t deal a huge amount of damage.



Moa

Moa are a more agile creature and provide nimble movement at the expense of stamina and attack options. Moa are designed to be ridden and used as a form of transport, and while they do have limited storage when equipped with a saddle, they don’t offer expandable storage like the Buffalo does.

Their speed boost will allow you to evade danger, traverse landscapes and complete long missions faster. Using the Moa for its strengths will make it a valuable partner in your Icarus adventures.



Both the Moa and Buffalo are versatile creatures, and will be able to trek across any landscape, just like their owners. When tamed properly, they’ll be very obedient and can be commanded to be docile or aggressive, will swim through rivers and lakes with their owner on their back, and will follow you or stay put if commanded.

Your Mount can also be named whatever you wish by clicking on their name in the UI, but be careful not to form too much of an attachment as, in this initial version of the system, they will have to be left behind on the surface after a mission. With future content, Mounts may become a familiar friend as they persist alongside your base.

Saddles, Harnesses and more


To equip your new Mounts, you’ll need the right gear. Saddles, Harnesses, Bedding and Food Troughs can be crafted in-game and are necessary to raise your Juvenile into a usable Mount, ride it or use it as a pack animal.

The Moa and Buffalo Saddles are crafted at the Textiles Bench in Tier 2, and predominantly require Cured Leather as the core ingredient. The harness for the Buffalo is crafted on the Advanced Textiles Bench at Tier 3 and require Platinum Weave also.

The Food Trough is crafted on the Crafting Bench at Tier 2 and requires standard wood, sticks and iron nails. You can fill this with raw vegetables or a hay mix to feed your Mounts.

Bedding can be crafted on the Tier 2 Textiles Bench also, requiring fiber and fur. Make sure to place the bed near a source of warmth to help your Juvenile grow into a fully fledged Mount.



Future Content


We have big plans for where Mounts will take us in future with Mount persistence, Mount levels, a Talent tree, as well as being able to buff them in different ways with different foods. Travelling by Mount lends itself well to a new Open World mode which we have been working on. Everything going according to plan, we will share more plans about that over the next month.

As for the Data Decentralization, we are still working on some gameplay changes and are making a few more alterations to the prospect and character saving format. Specifically, this is going to allow greater control over players' loadouts, workshop inventory and what items can persist between drops, which allows us to look at the possibility of bringing some planetary resources back to station to take on another drop.



Next Few Weeks


Next week we as a studio are going to be undergoing a gaming Research and Development experiment for most of the week, playing some games, gathering data and running through various scenarios so that we can learn from them and incorporate ideas in our future projects. One of our founder Dean ‘Rocket’ Hall’s mantra is that “Games are Played not Made”, so we need to take time to research and study games together as a team. Don’t worry, we will still have an update prepared for you all next week with a revamp of some early missions and the reintroduction of creature to both Olympus and Styx that was long thought extinct.



Changelog v1.2.17.101928


New Content
  • Juvenile creatures undergoing taming process are now valid targets for other NPCs hostile to player
  • Juvenile animals now use their own custom BTs instead of using existing GOAP behaviours when taming process starts.
  • Improved feel of juvenile follow behaviour. Added ability to specify delayed secondary montage sections in base BTTask_PlayMontage.
  • Added temporary health bar UI when riding mount
  • Added version 2 of the feeding trough as well as proxy meshs for hay, seeds, and veggies to fill it
  • Parent NPCs now have child set as ProtectedActor by default if GOAP behaviour requires it. Moa are no longer fully aggressive, will only attack player if they near the moa or it's child
  • Added weight component to mount base, mounts can now affect building stability when standing on pieces
  • Added functionality to detect when GOAP NPCs are falling out of the world and clean them up correctly in this case
  • Add combat music setup for M creature
  • Added mount bed asset to the project
  • Juveniles and Mounts will now freeze movement / AI when the world tile they're standing on is unloaded
  • Adjusted geo on Mount Bed asset to accommodate placement on non flat ground
  • Buffalo mount is no longer able to mine voxels
  • Added maximum limit of 30 characters for tamed mount name
  • Implement talents for unlocking animal bed, food trough and saddles.
  • Balance recipes and weight for animal bed, food trough and saddles.
  • Prepare future saddles data
  • Added juvenile moa and juvenile buffalo carcass items
  • Adding in new section to Moa idle montage and decreased the anim section weighting that contains the vocalization to cut down on the repitition, added in new entry for juvenile idle so that the audio can be tweaked to differentiate it from the adult
  • SM_ITM_Saddle_Buffalo mesh, textures and material
  • SM_ITM_Saddle_Moa mesh, textures and material
  • Adding teenage M creature idle nip vocalisation to animation
  • Fixed bug where juveniles could be automatically cleaned up by the global spawn manager when their parent died. PossessedPlayers EQS Query Context now includes mounted players
  • Juvenile taming progress is now serialised correctly. Mounts and Juveniles now have their D_AISetup row initialised correctly on reload.
  • Added new generic NPC recorder component that records AISetup row and survival values
  • A server-wide chat message is now displayed whenever a juvenile undergoing taming is killed
  • Mounts can now drink from water troughs and lakes. Added new water trough item. Removed developer-only feature flag from mount/juvenile related assets. Mounts will now only search for food in food troughs instead of using the same query as Kea (all containers with food)
  • Added new inventory type
  • Moved saddles to T3 at Advanced Textiles Bench. This slight additional investment will make mounts feel less required by all players.
  • Renamed Basic Pack Saddle to Basic Pack Harness, to better differentiate ridable tames
  • Adding audio for Juve Buff to differentiate it between the main buff
  • Adding in full pass weighted skeletal mesh saddles for the Moa and Buffalo with physics asset setups to allow for anim dynamics
  • Added processor recipe and talent unlock for the water trough as part of the domestication loop, currently using the same cost values as the food trough and in the same section of the blueprint tree
  • Added proper pass mess for the food trough in the deployable and deployable preview, updated water trough BP to the same and swapped out the animal bedding BP mesh to the proper pass mesh
  • Adding M creature aggro vocals in and data table entries
  • Adding in Buffalo Pack harness mesh, previously called the saddle bag, and setup physics assets for anim dynamics, created copy pose anim bp and hooked up the assets to the D_Saddles data table, added in stat to D_ItemsStatic to enable for cargo use only so players can't ride on it
  • Added flavour text for weekly patch items
  • Added descriptions for weekly patch items
  • Mounts now act like normal NPCs when killed (ragdoll -> freeze -> replaced with corpse).
  • Players can no longer ride saddles if they're tagged as cargo-only.
  • Shifted base ragdoll logic from BP_IcarusNPCGOAPCharacter to IcarusNPCCharacter. Adjusted IcarusNPCCharacter data validation to ignore socket requirements for NPCs without SkeletalMeshes
  • Adding in M creature stomp sound and notify
  • Adding Buff jump event, adjustments to velocity differences in footsteps and landing impacts
  • Applied mount inventory design concept to UMG_MountInterface, added UMG_MountCommands widget, redid UMG_MountInventory and separated saddle from it into its own widget
  • Added version of the Food trough to use as a water trough, slightly tweaked the mesh and hue shifted the interior boards to push away visually from the food trough, hooked up int he BP_Water_Trough mesh entry
  • Added IsValid check to prevent warnings on getting the players state from the player seated on the mount
  • Adding M creature specific whoosh attack sound, adjustments and general fine tunes to overall experience and spawn rates and small volume tweaks and spacializer improvements
  • More general mount improvements. Tweaks to jump timing and better velocity transitions. other small mount improvements
  • Added Gfur to the Mount Bed BP. Adjusted Mount Bed mesh and LODs to minimise crashing
  • Resaved Trough DM with different material ID name to fix warning on startup
  • Player can no longer 'claim' an unclaimed mount if they already have one, enforcing a limit of one active, alive tame per player.
  • Mounts will now store whatever they had in their cargo / saddle inventories into their corpse when killed
  • Add Moa to Conifer SpawnZones on Oly and Styx. Add to Desert for Styx
  • Add OLY prefix to Olympus AISpawnZones and delete unused entries
  • Add DT validation to detect unused AISpawnZone rows
  • General improvements to both buffalo and moa mount audio based on playtest. Adjusted swimming audio to be more appropriate for buffalo etc
  • Added Camera FreeLook support while riding mounts, currently functions the same as Player Third Person FreeLook
  • Can now CTRL-Click items between mount saddle and cargo inventories
  • Mounts can no longer sprint while jumping
  • Items contained within mount cargo inventory are now dropped as overflow when removing equipped saddle
  • Can no longer equip unsupported saddles on mounts. Added new IInventoryModerator interface that lets actors implementing it add additional logic when checking item/slot validity. Renamed pack harness item to make it obvious that it's for Buffalo only
  • Juveniles can no longer trigger a killcam. Shifted generation of aim-assist target component to BP NPC GOAP Character
  • When initially led by a player, juvenile mounts will now start with low hunger and sleep, to prevent taming progress from starting until player has returned to their base/camp
  • Removed one mount per player limit
  • Fixed moa & juvenile moa swimming above the surface of the water
  • Amount of camera lag on mount saddle spring arm is now reduced when player is looking backwards
  • Adding moa bones assets for after the skinned and harvested state which were previously missing and assigned to the Moa and Mount_Moa corpse BP's
  • Audio implementation for creature vs creature hit sounds, audio still to be added. Implemented SpawnHitEffects event in mount base so we get visual hit effects when a mount damages an NPC
  • More improvements to moa behaviors. Adding sit vocal and other small tweaks
  • Add icons for AnimalBed, Food and Water Troughs and Saddles
  • Remove unnecessary defines for ITEM_Missing icon itemable entries
  • Refactor mount audio state update function to be more robust. Add Relaxing audio state when mount is in Lying Down movement state
  • Renamed Basic Buffalo Pack Harness to Buffalo Pack Harness
  • Moved Basic Riding Saddle to T2.
  • Set PM for Saddle material
  • Add/tweak LODs for saddles
  • Add StaticMesh versions of saddles for world context dropping
  • Update Meshable entries for Saddles and Water Trough to point to new meshes and correct BPs
  • Increasing mount moa and buffalo stamina base regen delay and delay from empty, decreased both mounts base stamina regen flat rate slightly, greatly increased both mount base health and slightly increased buffalo base stamina, doubled the time from 15min to 30min to domesticate both juvenile creatures
  • Adjustments and improvements to moa mount footstep blend layers for other surfaces and also adding relax idle event with lower more gentle layers
  • Add support for Water Trough to fill when raining and not sheltered
  • Disable shadow casting on water plane mesh
  • Players can now only place raw fruit/veggies in the animal food trough
  • Upping juvenile spawn chance to 75% when their parent type spawns
  • Increasing the buffalo turn rate while sprinting to make it feel a bit more in line with the momentum
  • Added default D_AISetup rows to both juvenile character BPs
  • Added a local controller check to ToggleThirdPerson to fix possible desync when the client switches to third person
  • Adding relaxing state audio for laying down for moa mount, adjustment to vocal sit timing, also adding gore sounds for creatures damaging creatures
  • Can now activate/deactivate current light slot item when mounted
  • Add default AI_Setup row to Moa BP
  • Added Mount and Taming icons for UI. Added a button that swaps icons on toggle
  • Adding modifier states to use for tame hunger and thirst levels to effect heath and stamina regen values as well as movespeed and regen delays
  • ITM_Saddle for Moa, Buffalo and Harness textures update
  • Extended functionality of new IconSwap button UMG. First integration of mount 'Commands' UMG with AI behaviours. UMG_Titlebar text now scales to fit if parent slot is too small
  • Enabled Moa skinning rewards. - Added skinning event descriptions for juvenile Moa and Buffalo
  • Added ability to fill water skins/canteens from water troughs
  • Add unique Baby versions for Moa and Buffalo loot which is about half of adult
  • Update Moa loot to be White meat instead of Gamey
  • Reducing base time to domesticate both moa and buffalo to 20 min
  • Adding medium distant moa idle sounds for better blending between close medium and far distances. Removing old unused assets
  • Adding more appropriate deploy sound for the animal troughs
  • General finessing to audio spawn rates of moas and distancing tweaking
  • Adding in a lock to creature attack while sprinting, similar to the jump, this helps with the buffalo slide attack as well as provides another talent unlock opportunity
  • Update descriptions on new Mounts related content, Troughs, Saddles, etc to be more descript
  • Add Itemable descriptions for Komodo BearCub, Buffalo and Moa carcasses
  • Shifted mount behaviour toggles into inventory screen. Added text to display current mount behaviour on commands panel. Mounts set to aggressive behaviour will now consider anyone who recently attacked their owner a valid, hostile target
  • Removed developer-only lock on new commands panel in mount interface. Commands panel in mount interface is now hidden if you're not the owner
  • Adding in a simple danger avoidance on the mount movement behavior tree, initial implementation
  • Adding weight bar to mount display
Fixed
  • Fixed bug where Kea wouldn't ignore food containers that were over the maximum distance when looking to eat
  • Fixed bug where map icons wouldn't appear if player wasn't possessing their player character
  • Fixed a bug where the 'Multiplayer Ghost Buildings' setting would be turned off but you could still see deployable ghosts from other players
  • Fixed bug where juveniles wouldn't eat unless they were also tired
  • Remove obsolete Beta Weekend UI assets from project
  • Remove FTUE UMG content from Space Main Menu in order to not load assets not needed
  • Remove hardcoded references to deleted string table entries for BW4 Satellites mission
  • Fixed a bug where the multiplayer ghost settings being turned off would still show other players placement helpers
  • Fixed a bug where if the player mounted a creature and was at a distance that the name UI over their head would dissapear, when coming back into range, the name would be visible but it would not be correct and instead show 'Test Human'
  • Fixed bug where clients (and server) couldn't see current juvenile 'parent' in tool tip text
  • Fixed a bug where when going into a cave while riding a mount wont cause the caveworms to reveal themselves
  • Changed Accolade Ribbon texture compression to DXT1 to reduce memory consumption by ~75MB
  • Set Texture Compression on Item Icons to be DXT5 in order to reduce memory consumption by around 250MB
  • Fixed a bug where the player would be in first person perspective, mount onto a creature and then on dismount would always be in third person perspective
  • Player Food/Water/Oxygen reset to 20% on revive, even if it was higher before, ensure player is receives the greater of previous values, or 20% of max food/water/oxygen on revive
  • Add DT Validation for Talents DT to flag any rows with no Talent Tree defined as invalid. Deleted several entries that matched this criteria
  • Fixed issue where players didn't get the prompt to cancel current taming operation. Fixed juvenile moa not animating.
  • Fixed issue where juveniles would only eat from unsheltered food troughs.
  • Lowered capsule size of Moa/Buffalo Juveniles and Moa Mount to ensure they can freely navigate through single doors and other small spaces.
  • Fixed Buffalo LookAt snapping after finishing current montage.
  • Tweaked location and size of juvenile/mount head blocker collision
  • Fixed bug where player could be left in mid air if mount they were riding on was improperly destroyed (without going though ActorState damage path)
  • Creatures placed on the skinning bench do not get ragdoll physics when loading game, increase both settle time and minimum velocity when corpses are placed on skinning bench, add physics shapes to edges of skinning bench to prevent corpses from falling off during settle
  • Fixed a bug where hopping off a mount would do the setup for placing the players map icon allowing a single player to have many icons stacked ontop of each other and causing a heavier icon shadow every time you dismount
  • Fixed missing 'NOT' operator when checking whether or not a player can ride on a cargo saddle
  • Fixed a bug where when picking a carcass up, a button would pop up to 'place' the carcass. This button has been removed to reduce confusion
  • Update Visual Map textures for T016/T017/T019 to use DXT1 compression which reduces memory consumption by 90% (80MB per map)
  • Delete old (2020) unused PROC textures for Olympus
  • Fixed issue where juveniles were slowly getting thirsty without a way of drinking, Juveniles no longer lose water over time. Fixed leather curtain doors incorrectly affecting navigation, NPCs should now be able to navigate correctly though.
  • Fixed Buffalo Juvenile not having a correctly scaled cloth affector
  • Fixed several mount interface UI display issues
  • Fix splash sound sometimes not playing when player jumps into water
  • Remove debug information from IcarusSplineNet showing in Debug builds by gating it behind a Bool in the BP
  • Fixed game crash by adding 'Allow CPU Access' to new Animal Bed fur mesh
  • Updates and improvements to mount audio. Fine tuned moa / buffalo footsteps, swimming volumes and general finessing of the mounting experience
  • Remove Development feature level requirement from mount AI audio data. Remove threat audio configuration from juvenile buffalo audio data
  • Fixed Buffalo mount using wrong collision profile for it's cloth affector component
  • Fixed bug where mount cargo inventory UI would become invisible when re-opening the mount interface. Added temporary UI in Mount cargo inventory to suggest player equips saddle to access cargo. Hid 'Talents' tab in mount interface
  • Added missing herbivore food tag query data
  • Mount behaviour actions UI is now hidden behind developer feature level. Collapsed WIP survival value indicators on on-HUD mount health bar
  • Fixed a bug that due to an oversight on removing the deployable component, the player could no longer harvest bones from a corpse. Added query for animal corpse instead of using deployable tag that fixes this
  • Mount survival UMG health bar is now scaled 50%
  • Corrected bus routing for mounts and also adding needler death vocals and event
  • Fix creature death fall audio not playing on clients. Changes in how we instantiate NPC ActorState component meant it could be null when creature audio component initialised, so now am waiting until the ActorState is valid before binding to death events
  • Fixed issue with juvenile tames where they'd get destroyed if there were no players nearby
  • Fixed bug where cargo items wouldn't get ejected properly when removing equipped saddle; Mount item overflow location wasn't getting updated after initial spawn
  • Replaced mount command icons and slightly adjusted spacing between buttons in MountCommands. Slightly adjusted animation in ToggleButton_IconSwap
  • Shifted head collider for Moa to hopefully fix issue where they spawn underground
  • Fixed a bug where the animal highlight talent wouldn't highlight juvenile animals
  • Corrected timing for juvi moa nip idle vocal
  • Remove ITEM_Missing icon defines
  • Updating Mount UI, placed inside a border
  • Mount Sprint speed is now displayed in stat list and attack information has been removed
  • Fixing Mount UI Stats so they corretly show the Mount stats and not the players
  • Reduced maximum distance mounts will travel to drink from nearby water bodies
  • Adjusted commands layout, temporarily removed button animation. Slightly adjusted MountInterface Layout
  • Changed mount/juvenile follow behaviour to allow movement off navmesh
  • Tweaked CritHead spheres on Buffalo and Scorpions to make sure they encapsulate desired area
  • Mounts set to 'Passive' combat mode will attempt to run from nearby hostile actors.
  • Fixed bug where mount status effects weren't displaying properly in the inventory screen
  • Mounts will no longer attempt to run from hostiles when following player
  • Code Fixes and Cleanup for Mount Character Class
  • Water and food trough deployables no longer block navigation
  • Fixed collision on concrete, aluminium, thatch and wood stairs to allow mounts to climb them properly
Future Content
  • Enable footstep and other movement systems to work with lava lakes:
  • Add Lava physical material and surface type, and add corresponding data to D_Surfaces and FMOD surface types
  • Update lakes to set physics volume PM override using their material's PM if it's non-default, and apply Lava PM to lava materials
  • Update ground surface checks etc. to handle water objects with non-water surfaces
  • Assigning proper texture groups to various DLC foliage
  • Fixed warning that was being displayed because it didn't detect the keyword 'new' in the directory or name
  • Added Rocks to Geothermal Lake, Replace Macros with IMP & Landscape Painted LC Area on Purple Quad, DLC Map
  • Landscape painting, cliff placement, and frozen lakes placement, Blue Quad, DLC
  • Landscape Sculpting, Landscape Painting and Riverbank Pass, Green Quad, Prometheus
  • Initial setup to provide some lava flow parameters to lava river audio:
  • Add a step to WT_RiverSpline content baking which finds lava flow point actors which overlap spline points, extracts relevant data and passes it to the generated river actors
  • Add runtime functionality to river audio components to calculate lava flow values from the cached data
  • This approach is a necessary workaround since we can't access the actual values calculated by the lava flow points at runtime or sample the RVT from BP
  • Added BPs for SW_Mangrove_Var2, SW_Mangrove_Var3, and SW_Mangrove_Var4
  • Adding more foliage to test scene
  • Ice Waterfall Top - meshes, textures, material added
  • Ice Waterfall Bottom - 3x meshes, textures, material added
  • Reimported APEX_BLD_Wall_Triangle_L/R meshes to fix warning msgs about bad normals
  • Testing texture setting optimization by removing a set of icons from the UI texturegroup to see if they're still fully loaded automatically
  • Added RVT option for Lava Lake Material
  • Update lava river flow audio values to transition more smoothly by lerping in weight when approaching boundaries of flow zones
  • Added Deffered decals material for snow transtions to help frozen river to waterfall blend
  • D_LC_ErosionRockBlend - edited material to increase displacement
  • Adding Clay Brick Buildings & Depoloyables Datatable Setup, Blueprints, Recipes and Talents
  • Fixing Various Building Tag queries which where returning true when the should not have been (For example Aluminium was thought it was Stone)
  • Adding Iron Sledgehammer item to datatables
  • Adding new stats for Shattering Damage and Shattering Yield
  • Changes to the quality of code as per the code review: ICRST-CR-208
  • Changed TextureGroup back to UI on test icon set as test (CL 101272) failed
  • Adding Iron Sledgehammer Talent and Recipe
  • Fixing Misaligned Masonary Bench on T2 Blueprint Tree
  • Adding Shattering Damage and Yeild to the Iron Sledgehammer
  • Adding T2/T3/T4 Mission Communication Devices Data table Setup, including Recipes, Talents, Account Flags
  • LavaFlow mesh import adjustment on Z value
  • Finished Adding Rocks to Geothermal Lakes, Finished Replace Macros with IMP & Painted Decals Around Lava Lakes on Purple Quad, DLC Map
  • Swamp Macros - LOD pass, material edits on 01, plus GL and TU variants
  • Landscape Sculpting, Landscape Painting and Riverbank Pass, Green Quad, Prometheus
  • Landscape painting, cliff placement, and decal pass in arctic biome, Blue Quad, DLC
  • Set FrozenLake to be a BP to allow vertex painting
  • Adding Neelder Attack audio and event
  • Adding needler flinch audio and event
  • LavaFlow mesh - reimported with Z value adjustment (fixed bad import)
  • Updated Prospect images to use DXT1 compression to save memory. Fix source file locations/names
  • Add calls to a footstep receiver interface when the player stands on an actor. Enables us to add custom footstep sweeteners on specific world objects
  • Fix generation issues on WT_GeothermalSpline
  • Added spline rotation function to single mesh splines on WT_RiverbankSpline tool to improve general mesh placement
  • Swamp Macros - LOD pass, material edits on 02, plus GL and TU variants
  • Landscape painting, cliff placement, and decal pass in arctic biome, Blue Quad, DLC
  • added larkwell armor textures, materials and mesh pack
  • Landscape Sculpting, Landscape Painting and Riverbank Pass, Green Quad, Prometheus
  • Added CustomPrimitiveData variable for Snow Height on Tundra Rocks
  • moved larkwell mesh pack to it's correct folder
  • Swamp Macros - LOD pass, material edits on 03, plus GL and TU variants
  • Improve CF Grass LOD settings to prevent billboard meshes being loaded so close to camera
  • Adding in a new moa sprint jump animation to be unlocked by a talent later on

Icarus Week Forty One Update | Play OPULENCE: Stockpile and label your chests

Every few weeks we do a Community Feedback update, where we gather up the feedback you have submitted via Feature Upvote and our Discord community. This includes both some performance and UI improvements.

This week we also add a new mission, OPULENCE: Stockpile, and talk a bit about our future plans including mounts (next week!).



Mission OPULENCE: Stockpile


This week brings a new mission, OPULENCE: Stockpile. A wealthy client plans to come see the surface and you’re on preparation duty. You’ll be tasked to seek out some hard-to-find resources, so plan your routes carefully. This is a more upbeat mission than other contracts, so try enjoy the tranquility.

OPULENCE: Stockpile

// OPERATOR: ACS
// BIOME: Verdant Terraces, Styx
// BACKGROUND: The ACS has been contacted by a wealthy individual with a special request
// MISSION: Stock a supply ship in preparation for the clients visit to the surface
// TERMS: Prospectors that meet client requirements will be well rewarded



Small Improvements


A range of small but valuable improvements have been made this week.
  • We’ve completed a large number of texture optimizations to reduce the amount stored in memory at runtime. We expect this should have a positive influence on performance with a significant reduction in the texture pool
  • Deployables can now be rotated before they are placed
  • You can now place signs on chests which can be colored and named to your liking. Choose between a text field where you can enter your own name or labels, or one of our in-game icons
  • Glass Jars can no longer be filled with water and used as a drinking vessel but can now stack in your inventory for easier transport on longer treks
  • When highlighting building tiles with the repair tool the weather effects no longer pass through as they did before
  • Crop plots now can be snapped to floors in the building mode




UI Improvements


Many of the UI improvements this week come directly from your feedback. Keep using the Feature Upvote website, as our dev team do read it and it allows us to identify the which fixes we can implement quickly that generate the most value for our community.
  • When placing deployables you can now see if they are sheltered or not in the location of choosing
  • Chatbox will now scroll to the bottom as we have addressed a bug that was impacting this
  • When deploying from your inventory, the menu will now close as it should




Future Content


We balance delivering updates every week with working on bigger updates and new features.

Next week, we’re excited to bring you version 1.0 of our Mounts system. We are releasing two tamable creatures, a powerful Buffalo and a fast-footed Moa (a giant flightless bird). Players will be required to find a juvenile version of either of these two creatures and kill the rest of their pack and any predators before leading them back to a safe location.

To tame them you will need to nurture them with food, shelter and warmth for a small period of time before they are ready to be used as a Mount. Craft a saddle and other necessary items then test out your new ride. The saddle also acts as a storage unit as you venture across the map. Be wary, as your new furry friend could become dinner for one of Icarus' more violent foes. More details next week.

We are also in the closing stages of testing the many gameplay effects of Data Decentralization and Dedicated Servers to make sure all of the savefile changes are working as intended. We plan on rolling out a branch on Steam with this version of the game in the coming weeks for you to test and give feedback on.

Another common request from our community is for more forms of persistence, we which hear and actively discuss. The Dedicated Servers will allow us to shake up new ways of playing such as more Outpost features and open-world exploration.



Changelog v1.2.16.101330


New Content Fixed Future Content
  • Updated UI to show correct 'Lead/Stop Leading' text when interacting with juveniles being tamed. Juveniles don't walk as far away anymore. Juvenile current action is aborted when new leader is assigned. Added melee damage to Moa. Fixed bug where multiple temporary tames would spawn from one host. Decreased juvenile movement braking speed
  • Edited GL_Cave_Med_03, created cave template assets for cave levels
  • Ice Cave Pass, Arctic Lake Pass and Tundra Landscape Painting, Blue Quad, Prometheus
  • Cliff Pass in Grasslands, Sculpted Landscape, Volcano Crater Pass in GL & Transition Cave GL to LC on Green/Purple Quad, DLC Map
  • Adding M Creature Eating sounds
  • Adding in more M Creature audio layers. Footstep anims, jump and various movement sounds to new anims
  • Adding RDog Roar sounds and event. Close and distant
  • CAVE_AC_Entrance Var2 and Var3 mesh, materials and textures
  • Added 3 variations of Groundcover_A for the lava biome
  • Submitting Fish04 - Piranha - mesh and textures
  • Submitting Fish05 - Speedy - mesh and textures
  • Submitting Fish06 - Glow Fish - mesh and textures
  • Edited GL_Cave_Med_01 and 02 assets materials, created cave template assets for cave levels
  • Orphaned juveniles no longer see nearby player tames as valid parents
  • Can now interact with juvenile creatures to cancel current taming progress
  • LC Macros 2nd pass - reduced tri count from 40ish to 25K, improved UVs + textures, custom LODs
  • Grasslands to Swamp Transition Finished, Transition Cave GL to LC Finished, Lave Lakes Added & Material Updated on Green/Purple Quad, DLC Map
  • Ice Cave Pass, Arctic Lake Pass and Tundra Landscape Painting, Blue Quad, Prometheus
  • Adding Rdog data table setup and sockets
  • Adding in all Rdog footstep notifiers
  • Adding Rdog unique footstep sound and event
  • Added server-wide chat message when mount dies
  • Adjustments to the M creature non mountable jump land volumes
  • Updates to M creature mounted footstep audio
  • Adjusting M creature footstep jump for the Mount. Also some vocal EQ balances and vlume adjustments
  • Adding in more M creature vocalisations and movements to animations etc
  • Adding more M Creature movement sounds. Land sound and adjusting volumes accordingly of footstep event. Re saving Ai table
  • Whitelist audio-specific environmental actors for world generation, enabling sound designers to position certain types of sound-emitting objects in world independently of environmental features
  • Add Jump footstep types to creature audio data and implementation. Enables creatures to play surface-specific jump sounds
  • Added Lava Lake material and setup on datatable
  • Adding in fur mast override for the buffalo and moa mount saddle setup in D_Saddles to cull the fur from clipping through the saddle when equipped, adding in a base Jump anim asset for the buffalo for proof of concept implementation
  • Juvenile creatures now require sleep. Juvenile creatures no longer require shelter. Fixed Juvenile creatures not wanting to eat or sleep without a nearby parent. Fixed mount stamina bar not working for clients. Mount jump and attack now consume stamina. Added Moa saddle. Can no longer ride a mount if holding a focus-locked item (e.g. deer carcass). Fixed bug where first-person rotation limits could be applied when riding a mount. Mounts are now always network-relevant
  • Remove EffectedByWeather from Animal Bed
  • Set Deployable_NoInteract to remove interaction from Animal Bed
  • Remove unncessary name field from Deployables which don't use Radial options
  • Fixed juvenile taming tooltip not replicating correctly for clients. Fixed juvenile tame's current leader not being replicated to clients
  • Fix Animal Bed and Trough Meshables and create icons for several missing items
  • Update to Frozen shaders, added NORVT blend, setup on River tool and tweaks on MIs
  • Add LODs to PredatorBird, delete SM version, fixed texture settings
  • Fixed missing LODs on Larkwell Envirosuit assets
  • Add LODs to SwampBird, Fixed texture settings, Add PM define
  • added LODs for the T3 cloth pack
  • Add LODs to Saddle SK meshes
  • Adding LODs to SwampQuad SK, delete SM version, fix texture settings
  • 'Lead Creature' tooltip for juveniles now displays which player the creature is currently following (if valid)
  • Audio implementation for geothermal pool BPs. Uses an overlap-controlled audio component as an emitter, but dynamically overrides the audio attenuation distances based on the pool instance's water plane size so that we can automatically handle different pool shapes and scaling. Extended OverlapAudioComponent functionality to enable attenuation overrides and deferred initialization so that this would work
  • Add LODs to Baby Moa. Set Flesh PM, Fixed texture setting, fixup redirectors
  • Add LODs to Moa, add PMs to materials, fixed texture settings
  • Refactored the river audio proximity parameter setting function (which is used to offset audio volume stacking when there are a bunch of rivers close together) into a generic audio density subsystem which runs more efficiently and can be reused for other systems where the proximity or density of similar audio emitters is relevant
  • Add LODs to RockDog. created Carcass material, removed carcass settings from base material and added Flesh PMs, fixed texture settings
  • Apply physical materials to Terrain_019 landscape layers so we can perform surface checking queries on the landscape for footstep audio etc. First pass, may need some tweaks once landscape painting is done
  • Adding events for Teenage M creature idle, flinch and footsteps
  • Adding Teenage M creature data table entries and nip idle event
  • Adding in base Needler assets, skeletal mesh and all base anims for implementation, awaiting material and texture for final checkin
  • Transition Cave GL to LC Lights Added, Lave MF Updated & Artic Cliff Pass on Green Quad, DLC Map
  • Ice Cave Pass, Arctic Lake Pass, Added Updated Ice Material For Ice Cave Floors, Blue Quad, Prometheus
  • Testing LC ground cover in test scene
  • Test Level Updates
  • Fixed bug where player wasn't able to dismount tame if they weren't standing on world landscape
  • Fixed mounts being able to jump while swimming. Improved mount sprint and jump action latency for clients
  • Add biome audio data definitions for new Terrain_019 biomes
  • Fixed engine python install scripts for new computers
  • Artic Cliff Pass, Underwater Cave, Cave Templates & Mo Hideout on Green Quad, DLC Map
  • Ice Cave Pass, Arctic River Pass and Landscape Sculpting, Blue Quad, Prometheus
  • Volcanic Impassables - 01 added, plus LOD6 CAC and normal maps for macros
  • Submitting Needler and Needler carcass - and respective textures
  • Adding Clay, Scoria, Super Cooled Ice, Obsidian, Tomatoes, Potatoes, Clay Bricks, and Shaped Obsidian Resource Items
  • Adding Potatoes and Tomatoes growth states, rewards and seed rows
  • Added 9 variations of LC_Groundcover_B foliage assets to the project
  • LC Impassables - added 02-06 + required mats, assigned 01 to Vista group
  • Adding Cre Swamp-quad idle close and distant layers and event
  • Added Point Lights to the approved world actors list for lighting up lava in caves
  • Set all LC rocks to have no navigation to fix generation issues
  • Adding S Quad Cre Idle breath slosh, death and flinch sounds and events
  • Update Lava Materials and added new textures and controllers
  • Added Sulfur Pool Material to Water Setup Datatable
  • Added riverbanks Lava Lake 1 & Geothermal Pool on Purple Quad, DLC Map
  • Landscape Sculpting, Landscape Painting and Riverbank Pass, Green Quad, Prometheus
  • Landscape sculpting and blending of frozen river, painted cracks and snow, Blue Quad, DLC
  • Adding in S Quad Cre footsteps and event
  • Fixed tranq arrows sometimes duplicating the resulting mount character when temporary taming process completes
  • Fixed out of date function library build validation error
  • Adding foliage to test scene
  • Ice Waterfall Top - prototype mesh added
  • Adding new Exotic Resource Type (Unstable & Stable) and Setting up New Currency and Deposit Nodes
  • Adding Ice Borer Item and hooked up its functionaility so it extracts super-cooled ice from ice nodes
  • Adding Talent and Recipe for Ice Borer Item
  • Adding S Quad Cre Flee sounds and event
  • Adding more foliage to test scene
  • Add audio utility to copy creature footstep anim notifies between anim sequences
  • Add file missing from previous audio utility commit
  • Added 2 new generic mission icons and art. - Updated HIGHRISE art and icon
  • Added new editor tool called WT_FrozenRiver for placing down frozen rivers in the new map
  • Adding Exotic Seed Item, Farming Setup and Growth Stages
  • Adding new Exotic Processing Device, talents, recipes for processing exotics
  • Removed headers in IcarusPlayerCharacter that were causing the build to fail
  • Fixed shield related data table validation failure
  • Landscape Sculpting, Landscape Painting and Riverbank Pass, Green Quad, Prometheus
  • Added Riverbanks Lava Lake 2 & Finished Geothermal Pool on Purple Quad, DLC Map
  • Added option for single side on River side spline tool
  • Added WordPos option and PixelOffset blend on Seracs Shader
  • Adding all Cre S Quad footstep notifiers, data table setups
  • WIP commit of Icewaterfall_Bottom mesh and textures
  • Improving moa jump animation feel and adding in Buffalo Jump for use on the mount, added in check to see if mount in the animnotify to disbale scaling the capsule on Icarus Mount characters
  • Implemented wooden shield item along with shield functionality
  • checking in fur_set_01
  • Removed headers in IcarusPlayerCharacter that were causing the build to fail
  • Fixed shield related data table validation failure
  • Landscape Sculpting, Landscape Painting and Riverbank Pass, Green Quad, Prometheus
  • Added Riverbanks Lava Lake 2 & Finished Geothermal Pool on Purple Quad, DLC Map
  • Added option for single side on River side spline tool
  • Added WordPos option and PixelOffset blend on Seracs Shader
  • Adding all Cre S Quad footstep notifiers, data table setups
  • WIP commit of Icewaterfall_Bottom mesh and textures

Icarus Week Forty Update | Two new Armor Sets and an Armor System Rework

This week's focus is the Armor System, as we address some some balance issues and gaps in the overall structure. This includes a number of cost and stat adjustments - plus two brand new armor sets so there is now armor available at every tier. Alongside this are two new benches that better organize the different tiers of armor available.

Have a read into our process for identifying these issues, and how we addressed them with the changes we’ve rolled out. At the bottom, you’ll also find a note about recent character disappearances, and what to do if you have been affected.



Armor System Improvements


The Armor system in Icarus has received a re-work. As the game has evolved, we have looked at how armor has scaled alongside other game systems. In particular, we’ve looked at how to incentivize using different types of armor and added more tiered options to fill in some gaps in the structure.

Different types of armor are categorized internally in one of four buckets. These are Combat, Survival, Stealth and Workshop.

Combat focused: Leather, Cured Leather (new), Composite and Scorpion

Survival focused: Cloth, Fur, Wayfarer (new), Polar Bear and Sandworm

Stealth: Ghillie and Hunter

Workshop: ST-700, CX-400 and Naneo

The changes we’ve made today address gaps in how the categories scale and specialize.

We quickly identified we only had one easily accessible armor set for the desert biome, Cloth. As a Tier 1 item, this didn’t offer any scalability alongside other tech, so the addition of the Tier 3 Wayfarer armor provides an option for the warmer climates.

Previously, Fur and Polar Bear armor were both Tier 2 armor, providing similar solutions for Arctic survival and similar expensive costs. We have reduced the effectiveness and cost of Fur keeping it at Tier 2, and have moved Polar Bear Armor to Tier 3 using more advanced materials and reducing the Polar Bear Pelt requirement.

Stealth Armors provide a unique benefit with a large stealth buff, but became too heavily weighted in this direction while lacking in baseline performance. We’ve increased the baseline stats for this set but lowered the stealth buff as well, as with the addition of other talents they can still reach incredibly high-performing levels without becoming immune to threats.

Finally, Composite was asking a too high cost for the buffs it provided, so we have buffed them to account for the steep price. In particular, durability has received a substantial improvement. We've also removed Gold from the resources required.



New Armor Benches


We’ve added two new Armor Benches so you have an option at every tier, allowing for easier grouping of different classes of armor and providing a simpler system for us to add and adjust armor sets in future.

The Tier 1 Drying Rack is the same as before with the only addition being ‘Cured Leather’ as a recipe, a new requirement for the Cured Leather Armor, and rebalanced Hunter and Polar Bear Armors at Tier 3.. The Tier 2 Textiles Bench also stays the same, except for the move of Polar Bear and Hunter Armors to the Tier 3 bench, to account for their balance changes.

The two new benches are the Tier 3 Advanced Textiles Bench and Tier 4 Electric Textiles Bench.

The Tier 3 Advanced Textiles Bench can craft the new Wayfarer Armor, Cured Leather Armor and the pre-existing Hunter and Polar Bear Armors. It can also craft Platinum Weave, a new material required for the Wayfarer, Cured Leather and re-balanced Hunter Armors.

The Tier 4 Electric Textiles Bench can craft all Armor sets from Tiers 1, 2 and 3, alongside Composite Armor. The Scorpion and Sandworm boss armor can be crafted at any of the 3 Textiles Benches.

These two new benches clearly distinguish the armor sets into respective tiers and allows Tier 3 Armor to feel like a real milestone. This also provides viable options in comparison to workshop armors, making you less dependent on them and giving you more flexibility in what you choose to bring to the surface.



New Armor Sets


Wayfarer and Cured Leather Armor are now craftable at the Tier 3 Advanced Textiles Bench. These address the gaps we discussed above, Wayfarer for the warmer Desert Climates and Cured Leather as a more protective and durable step between Leather and Composite armor.

Wayfarer requires a new material, Platinum Weave, which is craftable on the Tier 3 Armor bench also.

Cured Leather Armor requires two new materials: Cured Leather, a new addition to the drying rack recipe list, and Platinum Weave as mentioned above.

The re-balanced Hunter Armor set also requires Platinum Weave and Cured Leather.

These two new Armor sets aim to provide players additional options for progression, and work alongside our new benches to provide more consistent options for multiple biomes and playstyles. Expect to see more work done on this system as we test out the performance and player pick-up of these new sets.



90 Day Limit Error


A number of reports were brought to our attention in the last few weeks about characters disappearing from player's accounts without explanation. After investigation, we have discovered that it is the result of an change made three months ago.

We had originally designed a ‘90-day timer’ on ongoing prospects as a failsafe for server storage, which cleanses unused drops and prevents our servers breaching capacity. This was never meant to be activated as we were able to come up with more sophisticated server solutions, but it was mistakenly activated and went unnoticed.

That 90 day window kicked into action in the last couple of weeks, causing the flurry of reports we received. To those players who alerted us and sent queries to Rocket and the team, thank you. You managed to raise the problem quick enough that we could quickly disable this feature before it caused more harm to the community.

For those players who have the ‘dogtag’ lost character screen appearing as a result, the ‘Remove from Prospect’ Button on the Character Select screen will revive them and return them to your list.



Changelog v1.2.15.101035


New Content
  • Added T3 cloth armor pack ,first pass textures and materials
  • Adding Talents for Advanced Cloth Armor & Advanced Leather Armor
  • Shifting Polar Bear Armor to be in T3 and craftable at the Advanced Armor Bench
  • Shifted Other T3 Armors to be craftable at the Advanced Armor Bench
  • Shifted Composite Armor to be crafted at the Electric Armor Bench
  • Adding Advanced Armor Bench & Electric Armor Bench Talents and Putting the appropriate Armor behind them
  • Shifted Around T3/T4 Blueprint Talents to make the armors fit correctly
  • Added T3 cloth armor textures and materials
  • updated T3 cloth armor master material
  • updated T3 cloth armor colors
  • Adding in rigged advanced cloth armor set and hookup in the D_Armor Data table
  • Optimized collisions on the platinum weave asset
  • Added Upgraded Leather asset to the project
  • Added platinum weave fabric asset to the project
  • Adding in correct audio for advanced armor benches
  • T3 armor bench - meshes, textures, materials, proxies added
  • T3 Armor Bench - T3 cloth armor proxy meshes, added meshes/textures to collections and texture groups
  • Added new stats for atmosphere-based modifiers to exposure resistance and animal threat increase, to be applied to armor pieces
  • Unlocking Armor Benches, Talents, Advanced Cloth & Advanced Leather items so they can be accessed in the public build
  • Remove capsule collision on Weave and add 18DOP. Set to 3 LODs instead of 4 as 3 is plenty
  • Rebalanced armor sets, allowing better progression through tiers
  • Increased durability on most armor pieces, notably Composite and Naneo armor
  • Reduced recipe costs on Fur and Ghillie armor, greatly reduced polar bear pelt required for Polar Bear armor
  • Reduced thermal resistances on workshop armor marginally, increased thermals on stealth armors
  • Increased physical damage resistances on leather armors and scorpion armor
  • Increased exposure resistances on stealth armors, ST and CX workshop armor and boss armor
  • Updated Hunter armor set to use Cured Leather as for repairing
  • Workshop armors are now repaired at the Advanced and Electric Textiles Benches.
  • Updated Electric Armor Bench name to Electric Textiles Bench to avoid confusion
  • Add icons for Adv Cloth Armor set, Platinum Weave, Advanced Leather, Adv Armor Bench and Electric Armor Bench
  • Tweaked collision and LODs on Adv Leather mesh
  • Updated Hunter armor set to use Cured Leather as for repairing
  • Tweaked collision and LODs on Adv Leather mesh
  • Add icons for Adv Cloth Armor set, Platinum Weave, Advanced Leather, Adv Armor Bench and Electric Armor Bench
  • Workshop armors are now repaired at the Advanced and Electric Textiles Benches. - Updated Electric Armor Bench name to Electric Textiles Bench to avoid confusion
  • Updated ItemsStatic for new Armor Benches
  • Fixed RecipeSets DT not having icon references for new Armor Benches
  • Allowed crafting of Leather, Fur and Ghillie armors at the Electric Armor Bench
  • Fixed the Advanced Textiles Bench and Electric Textiles Bench was granting significantly more XP than intended
  • Update Advanced Textiles Bench description to guide players to the Drying Rack to make Cured Leather. Updated Drying Rack description to indicate curing leather
  • Removed Gold cost from the Composite Armor
  • Added recipes for Advanced Textiles Bench and Electric Textiles Bench
  • Fixed Icons for Crafted At for Advanced Textiles Bench, Electric Textiles Bench, Alteration Bench and Advanced Alteration Bench
  • Fixed Advanced Cloth and Hard-Leather blueprint options in the Tech Tree
  • Fixed broken Proxy setup on Electric Armor bench and Advanced Armor bench
  • Added descriptions for Platinum Weave and Cured Leather
  • Renamed Advanced Cloth Armor to Wayfarer Armor and Hard-Leather Armor to Cured Leather Armor.
  • Doubled the amount of Leather required to make Cured Leather, but halved the amount of Cured Leather required to make armor pieces, this will result in a shorter time to make a full set of armor while still having a weighty crafting process
  • Adding all new processor recipe audio to correct audio tag to play the right sound when new items are crafted
  • Added basic descriptions to Wayfarer Armor pieces.
  • Fixed an issue causing Rope to not be craftable at the Textiles Bench
  • Add LODs to new Cloth Armor meshes
  • Reverted change to Workshop armor repair bench options. Workshop armor is still repaired at Machining Bench and Fabricator, as indicated by the repair kit
Fixed
  • Removed unused code relating to the old atmosphere enum
  • Tweaked ABYSS: Research detection area for tower top floor location and relevant objectives, this should resolve issues where players can't complete the other objectives without building an additional floor
  • Fixed a log warning that came from an unused rowhandle
  • Delete old Cooked Meat icon and removed references to it in UMGs
  • Remove unused icons
  • Update all icons to use correct settings
  • Moved icons into correct folders and simplified duplicated folder structures
  • Minor item description tweaks
  • Update all icons to use correct settings
  • Moved icons into correct folders and simplified duplicated folder structures
  • Fixed Wood Railing Stairs icon reference
  • Update icons to use correct settings
  • Add missing icons for items we have meshes for
  • Final fixes for icon settings
  • Fixed an issue where rustic storage options did not benefit from the storage increase talents. Any newly created storage will benefit from these talents
  • Fixed crash where FindSessions would try to complete after the player had already left the HAB map, causing the world reference object to be no longer valid
  • Fixed offline characters still checking real world time instead of game time for leaving characters behind
  • Fixed an issue causing Advanced Cloth Armor Head and Chest appearing as Arms. - Enabled Hardened Leather mesh for dropped armor pieces
Future Content
  • Added Icicle Stalagmites 1 to 6 and Stalactites 1 to 7
  • Reworked BP_AISpawner to enable automatic, data-table-driven spawning of juvenile creatures when their parents spawn. Added new seeded random chance functions
  • Fixed IcarusAIBlueprintFunctionLibrary build error
  • Added remaining Fmod events for new generic dialogue
  • Cliff Pass in Grasslands, Sculpted Landscape & Material Committed on Green Quad, DLC Map
  • Tundra Cliff Polish Pass, Blue Quad, Prometheus
  • Cliff pass in volcanic biome, cave placement, landscape sculpting, Purple Quad, DLC
  • Juvenile creatures can now specify required or prohibited D_ModifierStates to check for during the taming process. Fixed bug where spawned in mounts could appear invisible
  • Added collision to Geothermal Spline tool
  • Added Frozen Lake Shader, Textures and options on WT_FrozenLake
  • Added missing material functions that didn't get added with the Ice Cool Pack
  • Added option to frozen water for WT_RiverSpline
  • CAVE_AC_Entrance_Var1 mesh, material and textures
  • Revert WT_RiverSpline frozen shader, causing issues with previous river setup
  • Tundra Cliff Pass and Arctic Lake Pass, Blue Quad, Prometheus
  • Cliff Pass in Grasslands/Tundra, Sculpted Landscape & Material Committed on Green Quad, DLC Map
  • Cliff pass in volcanic biome, cave placement, landscape sculpting, Purple Quad, DLC
  • Juvenile creatures undergoing domestication can now eat from filled food troughs and sleep in animal beds. Added new temporary animal bed item
  • Adding in base pass of the Buffalo saddle with anim dynamics saddle bags as reference for further saddle creation, still need to hook into overriding the fur mask to stop fur clipping in final pass
  • Tundra Cliff Pass and Arctic Lake Pass, Blue Quad, Prometheus
  • Cliff pass in Swamp biome, cave placement and landscape sculpting, Purple Quad, DLC
  • Cliff Pass in Grasslands/Tundra, Sculpted Landscape on Green Quad, DLC Map
  • CAVE_AC_Entrance_Var1 updated mesh - flattened the top part
  • Adding Rdog attack audio and event
  • Mount audio implementation update:
  • Add Unconscious GOAP property handling to the creature threat audio system so that angry creatures won't continue to cause battle music to play while they're unconscious
  • Prevent an error in the threat audio system when an NPC character is temporarily unpossessed after going unconscious
  • Add a BuffaloMount version of AIAudioData so that buffalo mounts play appropriate audio cues
  • Adding RDog Flinch sounds and event
  • Adding in base setup and skeletal mesh assets for Moa saddle including copy pose bp to conform with the Moa animations and anim dynamics on the saddle bag meshes
  • Cliff pass in Swamp biome, cave placement and landscape sculpting, Purple Quad, DLC
  • Added support for generic saddle items that can have unique meshes for each mount type they are equipped on. Added new D_Saddles data table. Edited creature fur master material to support an additional fur culling mask texture. SeatBase can now attach player to specific child component instead of just RootComponent
  • Cliff Pass in Grasslands, Sculpted Landscape & Transition Cave Setup on Green/Purple Quad, DLC Map
  • Cliff Pass in Grasslands/Tundra, Sculpted Landscape on Green Quad, DLC Map
  • Tundra Cliff Pass and Arctic Lake Pass, Blue Quad, Prometheus
  • Adding in outstanding Moa animation assets for base setup, Jump, Eat, Sleep and attack animation assets
  • Adding in longer Moa Idle animation to break up the idle montage with less vocalization events
  • Cliff and caves placement in Swamp biome and landscape sculpting, Purple Quad, DLC
  • Added Moa attack, sleep, eat animations. Added ability to jump while riding mounts that support it. Added new anim curve to disable verlet player riding animation when performing certain montages (DisablePlayerVerlet)
  • Updating Talent Tree and Prospects for New Horizons and organizing mission layout
  • Create non-replicated versions of dialogue functions for cases where we only want dialogue to play for the local client - required for some dedicated server cases
  • Cliff Pass in Grasslands, Riverbanks Pass, Sculpted Landscape, Cave Roof Added & Transition Cave Started GL to LC on Green Quad, DLC Map
  • Adding in Rdog Idle Close and Distant layers and event setup
  • Tundra Cliff Pass and Arctic Lake Pass, Blue Quad, Prometheus
  • Added placeholder recipes for Saddle, Animal Bed, Food trough, as well as a developer prospect for testing mount taming/spawning. Added missing moa skeleton animation curve
  • Adjusted temporary DEV mount testing prospect AI spawn rates. Increased juvenile spawn rate
  • Remove Effected By Weather on Worklamps
  • Add Tripod Spotlight deployable (not yet available)

Icarus Week Thirty-Nine Update | 25 new Ranged Weapon Attachments added

We’ve added 25 new Ranged Weapon Attachments to round off the recent series of Alteration Bench additions. This completes the set of Handheld, Armor and Ranged Weapon Attachments, bringing the total amount of options to 71. Choose from basic attachments that provide universal buffs to your bows, crossbows and firearms, or more specialized attachments such as Extended Chamber or Prototype Notch.

Included below we have an update on our two biggest upcoming features, Dedicated Servers and Mounts. We talk about our design intent behind Mounts and how they will address movement, game speed and more.



Basic Ranged Attachments


Ten Basic Attachments have been added to the Tier 3 Alterations Bench, in the same way as our Tool/Weapon and Armor Attachments. These attachments provide basic improvements across Bows, Crossbows and all firearms.

You can only add attachments to new weapons that you have made since this week's update. Attachments affect stats only but cosmetic elements are planned in future.
  • Basic Scope (All ranged weapons)
  • Trajectory Module (Bows and Crossbows)
  • Economic Attachment (Bows and Crossbows)
  • Silencer (All Guns)
  • Flexible Frame (All Guns)
  • Strengthened Strings (Bows only)
  • Lightweight Frame (Crossbows only)
  • Handcannon (Pistol only)
  • Sniper Scope (Rifles only)
  • Spread Reduction Module (Shotgun only)


Advanced Ranged Attachments


Ranged Weapons will have fifteen attachment options on the Tier 4 Alteration bench, ranging from universal buffs through to specialized features that allow you to personalize your loadout. Ranged Weapons provided us with room for a lot more creative expression than other attachment systems. For example, Extended Chamber increases your Pistol clip to 3 bullets and Prototype Notch gives you a chance to fire an additional projectile with each Crossbow bolt.
  • Advanced Scope (All ranged weapons)
  • Advanced Trajectory Module (Bows and Crossbows)
  • Advanced Economic Attachment (Bows and Crossbows)
  • Advanced Silencer (All Guns)
  • Advanced Flexible Frame (All Guns)
  • Advanced Strengthened Strings (Bows only)
  • Advanced Lightweight Frame (Crossbows only)
  • Advanced Handcannon (Pistol only)
  • Advanced Sniper Scope (Rifles only)
  • Advanced Spread Reduction Module (Shotgun only)
  • Rapid Fire (Bows only)
  • Prototype Notch (Crossbows only)
  • Extended Chamber (Pistol only)
  • Hunting Scope (Rifles only)
  • Spread Increased Module (Shotgun only)


Update on Dedicated Servers


The Future Content section of our weekly Changelog provides a sneak peak into the ongoing development of features that we have not yet released but are actively working. We know many of you have been keeping a close eye on our progress and so we wanted to give you an update on the status of two key features.

Progress on Dedicated Servers is moving steadily, with many of our team working fulltime on its development. We have completed work on the connection state, server settings and setup/customization options. The next phase is internal gameplay testing and refinement. This involves a lot of balancing and mechanic improvement, including Remote Resource Extraction and Loadout Persistence which has been a focus for the team this week.

We are planning on rolling out Dedicated Servers on a separate Steam branch for players to help test in the coming weeks. Testers will be able to provide us direct feedback on performance, experience and gameplay, so keep your eyes out for more details.

As many of you know, Icarus experienced an outage earlier this week for several hours, which was due to a Microsoft Azure outage that affected many games and websites worldwide. This is a good example of the benefits of dedicated servers and our move to a decentralized data model. Shifting reliance away from third-party providers will reduce potential causes of server disruptions and keep Icarus online for players far more consistently.



Update on Taming & Mounts


Mounts are very close to being released, as many of you have guessed by reading our Changelog Future Content notes over the last few weeks. To get you prepared, we’ve decided to give you some insight into the design process we’ve undertaken for this system, and how it addresses some of the concerns you’ve raised in the past.

Players have been petitioning for vehicles or some form of faster transport in our forums, Discord and Feature Upvote for a while.

The main feedback has been about the sheer distance between quest points and movement speed and its impact on game speed and player experience. The accusation of being a walking simulator has not been lost on us, and early missions on Olympus often had long travel distances although this was something we addressed when designing Styx. Often missions' return to your dropship, a key part of the gameloop, was a trek rather than an exciting climax.

With all this considered, the team has designed the upcoming Taming and Mounts system to provide a way to travel long distances faster. We’ll have more details about how taming will work, and which kind of creatures mounts will be, in a future week’s update.

Anytime we add a new system to the game, we want it to tie in cleanly to our current systems, feel natural and be ‘built-in’ to the Icarus experience rather than ‘tacked-on’. We’ve designed the mounts system to work well with our upcoming Dedicated Servers, current maps, the current game loop, existing animal behavior and future DLC chapters.



Changelog v1.2.14.100738


New Content
  • Adding Attachment slots onto Planetary Bows, Crossbows, Pistols, Rifles and Shotguns
  • Added weapon type icons to D_AttachmentIcons
  • Adding Various Ranged Weapon Attachments, their Alterations, Meshes, Tags, Talents and Recipes
  • Updating shotgun Spread Stats on the Attachment so it does more base damage
  • Fixing Ranged_Weapon_Attachment_Lightweight_2 so it works on pistols and not bows
  • Implemented recipes for ranged weapon attachments
  • Added lights to caveworm spit projectiles to enhance visuals during combat in dark caves
  • Added Ranged Weapon Attachment icons
  • Hooking up Icons for Ranged Weapon Alterations and Attachments
  • Rebalanced ranged attachment alterations to help encourage usage of different attachments.
  • Swapped Strengthened Strings to bows and Economic Attachment to bows and crossbows
  • Added descriptions for new ranged attachments
  • Hooking up Icons for Ranged Weapon Alterations and Attachments
Fixed
  • Fix error message and missing editor validation functionality caused by a bad UPROPERTY meta specifier in dialogue data
  • Swapping out in engine combined static mesh of the Sandworm Clue 3, for and imported version to fix build / compile error due to not having access to import settings
  • Fixing Issue where Handcannon Attachment was providing the wrong alteration (Melee Damage as Opposed to Ranged Damage)
  • Fixed an issue causing ABYSS: Research progress to only count stations in the forest. Stations now also show that they need redeploying if picked up before the objective is complete
  • Fixing issue where the Animal Highlighting Scope Attachment Recipe was crafting the Workshop wuit Module
  • Fixing issue where Sniper Scope was Applying Aim Down Sights Speed and Not Zoom
  • Fixing issue where Shotgun Attachments were using the wrong stats for spread
  • Fixing issues were deployables would automatically activate their energy/water/fuel component based on the wrong variable, causing drills & extractors to run without requiring power
  • Fixing issue where the Attachment Slot (which is uninteractable) would glow when atlering a ranged weapon
  • Fixed a bug when a client would initially pull out a building piece, the hologram would not appear until they swap to another item and back again
  • Fixed FactionMissions and Quests DT metadata containing incorrect mission titles
  • Corrected spelling of Attachment for blueprint tree unlocks
  • Corrected error in credits where studio names were swapped
  • Remove Raccoon icon and update dev bug tool to not reference it
Future Content
  • Reduced close/far tilling for base tundra landscape layer
  • Added Cave Ice Pillars var1 to 6
  • Fixing issue with clean recipe
  • Set player movement audio component to track whether a player is mounted, which will enable us to update movement audio parameters due to perspective shifts etc. (though not yet implemented in FMOD). Involved creating an interface to check categories of seat type for audio purposes, so also updated bed-related audio implementation to also use the new interface
  • Adding M creature move rustle sound while running and sprinting
  • Added roots, puddle, mud and leaves landscape decals for swamp biome
  • Added geothermals spline tool to help build larger geothermals
  • Tundra Cliff Pass and Created New Riversplines, Blue Quad, Prometheus
  • Added Riverbank, Cliff Meshes and Sculpted Landscape on Green Quad, DLC Map
  • Cliff pass in vulcanic biome, blocked out underground cave in the swamp, landscape sculpting, Purple Quad, DLC
  • GFur now works on Mac
  • Added 24 variations of tundra sapling to the project
  • Adding new Ranged Weapon Alterations
  • Tundra Cliff Pass and River Pass, Blue Quad, Prometheus
  • Added Cliff Meshes, Added Cliff Meshes Around Base of Macro & Sculpted Landscape on Green Quad, DLC Map
  • Cliff placement in swamp biome, blocked out underground cave tunnel in the swamp, landscape sculpting and painting, Purple Quad, DLC
  • Added entries and subtitles for new generic dialogue lines
  • Added TU_GrassA with 3 variants
  • Adjusting the volume and spacializers of the wall lights and separating it from the omni lights
  • Add audio developer level to DLC map to allow us to add audio-only actors to the world independently of world building quads where required
  • Adjusting volume of dialogue to be slightly lower and making the ducking a little more subtle. Also adjusting the quad delay to duck with dialogue as well
  • Added missing changes to GL_ToiToi
  • Added Riverbank, Cliff Meshes and Sculpted Landscape on Green Quad, DLC Map
  • Tundra Cliff Pass and River Pass, Blue Quad, Prometheus
  • Cliff placement, blocked out underground cave tunnel in the swamp, landscape sculpting, Purple Quad, DLC
    Adding Mount M creature specific idle event and data table entries
    Fixed player animations when riding mounts glitching out at low FPS; Verlet animation nodes on player mounted Control Rig are now blended out at low FPS values. Updated RigUnit_Verlet class to latest state on UE5 github, added option to clamp magnitude of internal acceleration
  • Volume and tone balance for M creature footsteps
  • Added dithering to flower alpha on GL_ToiToi variants, as well as cleaned up some incorrectly named files
  • Add more basic audio functionality to mount creatures:
  • Define basic audio states for mounts, and apply in mount character logic
  • Set up mount creature vocalisations to play in different states and gameplay events
  • Creature audio component now tracks its parent creature's mount state, meaning we can e.g. modulate footstep audio when the locally controlled player is in 'mounted mode'
  • Refactored creature audio component BP for sanity, and tidied up some dubious code in AI vocalisation component
  • Added some basic vocalisation states and events to mount creature data for testing
  • Added Ice Cool Pack from UE Marketplace
  • Add dither to master foliage shader to improve semi-tranperency/softness
  • Adding M creature attack vocalisations event and data table entry. No animations currently assigned
  • Geothermals Spline tweak for second layer and initial settings
  • Added GL_ToiToi with 5 variations
  • Tundra Cliff Pass and Flushed Grass On Red Quad, Blue Quad, Prometheus
  • Cliff Pass in Grasslands/Tundra, Bulit Ice Cave, Sculpted Landscape & Flushed on Yellow/Green Quad, DLC Map
  • Cliff pass in Swamp biome, Geothermal pool in vulcanic biome, cave placement and landscape sculpting, Purple Quad, DLC
  • Adding in all processed dialogue events
  • Added 12 variations of tundra bush asset to the project
  • Added LC_GrassA with 4 variants
  • Added new SeededRoll to IcarusChanceLibrary, same as Roll but takes in a FRandomStream
  • First implementation of temporary, projectile-based taming mechanics. Added new 'Conciousness' GOAP motivation, goal, action. Added tranquilizer bolt item. Improved Moa physics asset. The SpawnNewAI function can now be supplied an Instigator and an Owner. IcarusNPCCharacter's ActorState is now created OnConstruction, and can have it's class overridden on child classes
  • Adding Advanced Leather & Platinum Weave Items, Marking Recipes as Development, Marking Advanced/Electric Armor Benches as Development
  • Adding in base Rock Dog assets, first pass of skeletal mesh and weighting and all base anim assets ready for hookup
  • Adding Advanced Armor Bench & Electric Armor Bench Setup, Recipes, Talents, Requirements
  • Adding in base Predator Bird skeletal mesh, first pass weights, and base anim set ready for hookup
  • Adding the base Swamp Quadruped skeletal mesh, first pass of weights, full anim set imported ready for hookup
  • Added FMod events for new generic dialogue
  • Added juvenile buffalo. Taming Sickness modifier is now added correctly when previous Tamed modifier expires. Fixed bug where domesticated tames would spawn in invisible
  • Adding base Swamp Bird Skeletal Mesh, first pass weights, and all the current anims for the base implementation, awaiting second set of animations
  • Manual removal of erroneous D_Actionable defines in ItemsStatic DT
  • Adding Advanced Cloth Armor to Datatbales and Setup of Meshs / Basic Stats / Recipes and other related Traits
  • Tundra Cliff Pass and Arctic Lake Pass, Blue Quad, Prometheus
  • Cliff pass in Swamp biome, Geothermal pools in vulcanic biome, cave placement and landscape sculpting, Purple Quad, DLC
  • Cliff Pass in Grasslands/Tundra, Sculpted Landscape on Yellow/Green Quad, DLC Map
  • Add icons for new Hard Leather Armor pieces