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Icarus Week Fifty Three Update | One Year of Icarus & Data Decentralization

Happy One Year Anniversary! Today marks a year since the launch of Icarus and the 52 updates we’ve made to the game every single week since. We’re excited to celebrate it by giving power back to the players with our player data decentralization patch.

This week, all data will be migrated to players' local computers, shifting away from a reliance on cloud providers, allowing some new features and ensuring the player community can own their game data permanently. This opens the door for many more features and changes, including characters now being able to be used across multiple sessions simultaneously, the new Orbital Exchange Interface for Exotic extraction, and our Dedicated Servers Beta.
[h3]This is a big update and will require a full data migration upon launch of the patch, so have a read through all the details below.[/h3]

Once you’re briefed on the changes, we’ve included a reflection on 52 weekly updates to Icarus, including a word from our game runner, Rocket, on this incredible journey and what’s to come.



Data Decentralization & Migration

This week, we are releasing the highly anticipated data decentralization change.

This is a large update, requiring a migration process that will occur the first time you log in after the patch. However, for many players, it may not change how you play Icarus at all. None of your data, characters or gear will be lost - we’re moving where it is stored.

Going forward, all player data will be stored locally - on your PC. Previously, save files and player data were saved in the cloud, while everything else (including your Outposts and Open World games) was saved locally. Now, all data will be saved locally, shifting data ownership to the players, and moving away from the ‘game-as-a-service’ model which can leave us open to internet outages and can limit customization.

We see this move as putting the power back in the players' hands, giving them true ownership of the product. While this comes with some concessions, it’s a truer representation of the relationship we want to build between ourselves and the players, where you own what you buy without strings attached.

Migration will combine your offline and online characters and account data into a single entity. This includes loadouts, inventories, exotics, ren and skill refund tokens. It will also combine your mission progress and workshop talents, so players who have played both Offline and Online will see a much more saturated environment and may want to spend some time organizing their account.

All currently active Missions will be reset and not migrated over, and current progress on these missions will be lost. Characters and gear will not be lost. Characters and loadouts will be returned to your select screen, but you will have to restart any prospects you are currently in.

We have added a new branch on Steam called ‘Centralized’ which will hold the last 1.2.27 Update in case players want to bring their characters out of missions etc. This will not be present forever and will be removed in the following weeks.

This migration will also migrate over your Open World and Outpost sessions, but will reset and remove your characters from these missions in the process. You’ll find your characters and their loadouts in the character select screen, and can rejoin game via their dropship.

Steam Cloud has been enabled for Icarus, so if you have multiple computers on which you play Icarus, make sure you migrate on your preferred machine first (the one with the most up-to-date Outpost and/or Open World content). Steam should then sync it to your other machines.
We very much see this patch as providing players ownership over their own data and enabling everyone to play without having to have access to our servers. To enable this we had to make some concessions on various gameplay elements but it also allows us to explore new options and provide new levels of customization and persistence that have not been available before. It has been a massive effort from the team to pull this through and they have done a fantastic job. I want to thank everyone who has been with us over the last year providing feedback, enjoying the game and being patient throughout the issues we have had and hope you will join us for the next year as we continue to develop Icarus.
- Jake Dodunski, Project Lead


A Multiplayer Hosting Change

Icarus will continue to have the peer-to-peer multiplayer it has always had, where one player acts as the host for their Steam friends - but with one change. That original host must always be online.

From now on the player who initially created the mission will be the only one able to resume it. Other players will not be able to carry on or launch a mission that another player has started, as this save data is now stored on the initial host’s hard drive rather than in the cloud. This is the same way that Outposts and Open World have functioned since their launch, so that experience won’t be entirely foreign to many of you.

It’s important to note that the host should always be the last person to leave a prospect. This way, players are guaranteed to be able to recover their gear and claim any rewards/exotics as they will be unable to launch the mission later (however, we now grant rewards immediately during missions to help).

If you want a way to play anytime regardless of where the original host is, then we’ve introduced Dedicated Servers to cater for you (see below).

Previously, Icarus had a very helpful feature that migrated the hosting between players when the original host left the game. While this feature won’t exist in the new data decentralized model, there is still a way to manually share saves with each other so you can continue someone else’s prospect while they aren’t online. You can find your saves in your file explorer at:
C:\ > Users > (your profile) > AppData > Local > Icarus > Saved > PlayerData > (your Steam ID) > Prospects
or
%LocalAppData%/Icarus/Saved/PlayerData/[SteamId]/Prospect
Steam ID with your 17 digit number, read more from Valve about how to locate this

From here, you can share them with your friends, but be aware that once a file has been activated, you’ll need to have the most recent version shared back to you to be able to continue it where they left off.


Gameplay Changes

Alongside this change, there are a few new features that provide a more seamless experience and take advantage of the new localised data:
  • The new Orbital Exchange Interface is a planetary-crafted deployable that when activated, allows you to call a drop ship down to extract your exotics up to the space station. This means you no longer can extract them in your dropship with you on completion of your prospect.
  • Mission rewards are now granted immediately on completion of the mission, rather than sent to your inbox in orbit.
  • Characters are no longer ‘locked’ to one Mission or session and can be used on multiple active sessions simultaneously. You can select any character from the character select screen for any session at any time.
  • Insurance now only insures your items, as characters can’t be lost on prospects. If you do not bring your items up with you in a dropship, they stay on planet until returned. If you have insurance, you can reclaim your items after 5 real-time days from the menu.
  • Workshop items are no longer ‘auto-repaired’ when you return them to space. You will now have the option to repair them for 10 ren in the inventory, or on the surface using the new Tier 3 repair bench.
Dedicated Servers Beta

Decentralization opens the door for Dedicated Servers, which we are launching in Beta today.

Dedicated Servers let you host your own Icarus server to play with friends. You can control access, timing, hardware and in future customize your settings.

It is a new way to play Icarus multiplayer, but is not compulsory. You can still continue to play Icarus multiplayer without a dedicated server as described above.

If you are interested in setting up and running your own (beta) Icarus dedicated server, you can access our setup guide on github here. We will be partnering with a range of dedicated server providers to offer rental servers, so stay posted for news and info on who these are.

This application is still in Beta, so we imagine we’ll have some teething issues as we work through scaling this up to full capacity. To support this, we have a special discord channel #dedicated-server-beta where you can engage directly with our team on any issues that arise. Click here to join.

52 Weeks of Updates

After releasing Icarus back in December 2021, we quickly shifted our attention to how we could keep innovating, improving and adding to the game. Weekly updates became our approach, focusing on consistently improving and optimizing the base game while expanding the playable content and adding new ways to play to provide an experience regardless of how you enjoyed Icarus.

During this time we’ve released some big updates, small ones and everything in between. Some of our more memorable updates included:
  • Adding insurance to prospects in Week Six so players could test harder missions without fear of losing their characters
  • Adding Deep Ore Deposits in Week Ten for late-game valuable resource sourcing
  • Adding Talent Respec in Week Thirteen, allowing players to rebuild their characters as they unlock new skills
  • Changing the real-life timer to an in-game timer in Week Seventeen
  • Adding World Bosses in Week Twenty Three
  • Adding the Styx Map and Missions Pack in Week Twenty Five
  • Adding Horde Mode in Week Twenty Nine
  • Adding the Moa and Buffalo Mounts in Week Forty Two
  • Adding Open World in Week Forty Seven, a full persistent survival experience
  • Changed to a bigger, bolder Icarus logo

Looking back, the work we’ve done has been quite the journey. The Icarus we launched was a different game than it is now. We’ve tripled the available missions, added an entire second map, new game modes, new dynamic features, new deployables, craftables and fixed thousands of bugs in this time. In this time, our players have invested over 34 million hours in-game, a number that still blows us away to this day.

One Year of Icarus
Releasing ICARUS has been the studio's coming of age. As I've mentioned before the Beta weekends last year, prior to our release, were a mixed blessing. On one hand, it demonstrated a significant ground of players eager for our content - but it also outlined problems with both the concept as well as the game itself.

Most of all, the beta weekends crystalized what the game needed to be very effectively, helping end any uncertainty about what the game needed to be on the development front. You can think of the beta weekends as lighting a fuse on an explosive, it could only last a finite time before it needed to end. Our studio has a long and strong history of not crunching our project, but short iteration cycles during the beta week was exhausting for our team. Not to mention outages out of hours placed additional pressure.

The launch proper was rocky as well because we had made so many changes in the final beta weekend that it had become impossible within that last week to properly test the breadth of the changes in the game in a 'real' environment with large players. That came with the launch. After such a rocky launch we focused on two things:
  • A detailed after action (lessons learned) process to identify what to change in the studio across all aspects
  • Committing to a set content cadence to build trust with the community, internally we agreed this would be an update each week, every week, with not a single week missed including holidays.
It was really hard, but I'm really proud to say the team did both of those and done so with aplomb. The initial weeks were hard as the team scoped as much as possible into every update, but eventually we learned to keep the scope measured and portion out the work in smaller, more manageable, and consistent ways. We changed our build processes to bring the builds out earlier, and worked with our fantastic community members (particularly on discord), who would give excellent feedback. This feedback extended far beyond traditional testing - providing real "boots on the ground" information around balance.

Each weekend we would be fortunate to see a number of content creators who stuck with the project from the start. Most of them I would say have at times (and continue to be) quite critical of the project. This has played a very important role in the game getting to where it is today. They've asked tough questions, and pointed out our mistakes or missteps. This has helped the team and studio to grow.

This update brings us to the point we move away from that traditional "game as a service" or "live service" model. When we first announced this there was some pushback and concern, I hope we have done well at explaining why this is important for the longevity for the game. We do not want the game to be reliant on the studio. As a game creator I think the best outcome for me would be if people continue playing the games I make for long after I am not there to work on them. This is an important step on that path.

The addition of dedicated servers, and the decentralization of the data, also also the community to do further work to pull the game a part and make mods and conversions for the game. They allow our team to make changes that were impossible before. They provide resilience - removing the requirement to support a complex (and expensive) back end.

I know we haven't always done the right things, and we haven't always been as fast as you (or we!) would like at fixing these mistakes - but we thank you for being here with us nevertheless. We're excited for the future of ICARUS. I hope you are as proud of the team as I am. It's been a heck of a twelve months, and their work on the game is a testament to their resilience. We watch your videos. We read your reviews. We look at your posts. We talk with you on the discord. Together, I'm confident we've reached a point we can really build ICARUS into a game we all want.
- Dean Hall, CEO


Changelog v1.2.28.105394
New Content
  • New logo
  • Added server settings for preventing non-admin players from either launching or deleting prospects
  • Cleaned up matchmaking subsystem code, adding comments and extra steps to make sure session finding gets cleaned up correctly
  • Moved test matchmaking server browser code into it's own file
  • Removed duplicate spawn of quest manager
  • Adding the ability to repair workshop items in space for 10 Ren
  • Orbital Exchange Interface now has an associated Blueprint and Updated Recipe
  • Fixing Return Via Dropship text so it makes sense in terms of the data decentralization
  • Updating the Workshop Repair in Space to use better calls and logic
  • Tidying up the Load Prospect Screen UI to show more feedback on remaning time, rewards and small layout fixes
  • Adding Description text for Open World in D_ProspectList
  • Tidying up Server Browser, fixing various overlap issues, Adding Open World text to Open World Sessions
  • Change Insurance timeout from 14 days to 5 days
  • Updating Descriptions where insurance is mention to explain how it works
  • Updating Insurance Display Panel to show text if there are no items currently insured
  • Updating Escape Menu database save text to reflect what it is now actually doing, saving the state of the prospect
  • Updating Load Prospect UI to include Open World & Outpost names when selected
  • Added Session type prefix before names in button selection in the Load Prospect UI
  • Fixed talent syncing issues with unlocking new workshop items and unlocking new missions
  • Updated Workshop Repair Kit and bundle description to refer the player to the repair bench instead of machining bench and fabricator.
  • Added icon for Orbital Delivery Interface
  • Modified Rocket saving to clean up rockets for players who are no longer part of the prospect
  • Pre-migration character data on drops should now be correctly cleaned up. This should prevent flip-flopping between two different inventories/positions when reloading pre-migration saves repeatedly
  • Locked STYX Open World and Mission buttons behind Styx_Map PackageFlag. Added optional MultiFlag requirement to all IcarusWidgets
  • Fixed issue where Package Flags weren't being automatically unlocked in editor build target
  • Added scroll bar to Load Game prospect list. Adjusted UI layout of Load Game window elements to be more in line with other Load/New/Join screens
  • Tidying up Insurance Claim UI and Popup
  • Players can now close the insurance claim UI with Escape
  • Currently selected prospect in load screen is now highlighted. Adjusted style of resume prospect list to match others
  • Adding new function to player data component to retrieve a characters loadout based on a passed in prospect
  • Adding loadout information and various information messages about loadouts on the load screen
  • Fixed bug where outposts tied to PackageFlags couldn't be selected when starting a new outpost
  • Uninsured loadouts are no longer automatically deleted when returning from a prospect. This allows the option of returning to a prospect to collect the missing items. Loadouts can still be deleted from the popup menu if no longer wanted
  • Added a scrollbox to the insurance popup and itemsondrop popup so that no items overflow if you bring over 10 items now
  • Made layout and navigation of 'Load' screen similar to other prospect/outpost screens
  • Fixed leaving a prospect that has multiple of your characters on it via dropship removing the wrong character from the prospect
  • Fixed envirosuits still showing as checked out on a loadout when they were returned but another part of the loadout wasn't
  • Fixed OldMap log spam on dedicated servers when loading an existing prospect
  • Fixed burnt trees being incorrectly loaded after rejoining which caused clients to not them
  • Can now only reclaim/destroy existing drop loadouts from the 'Loadout' screen after character select, could previously do this by clicking on any instance of the UMG_ItemsOnDrop widget
  • Removed case where old prospect expiry time is set when it is no longer used
  • Fixed blueprint compile error inside UMG_ItemsOnDropsList
  • Fix a possible cause of multiple instances of the same prospect showing in Load screen, and sometimes missing associated characters data. Change the GetAllAssociatedProspects function to get all outposts and open worlds first before character associated prospects, and de-duplicate the merged results using prospect ID. To be manually merged up after review
  • Included OW/Outpost names on buttons and loadouts for better clarity in menus
  • Added temporary fix for incorrect lobby privacy when resuming prospects. Lobby privacy is now set to whatever privacy you initially hosted the prospect with
  • Updates to 'Load' Screen UI. Players are now prompted to select Lobby Privacy when loading a prospect they have a character on
  • Fixed issue that was preventing deletion of the last remaining character on your account
  • Deleting a character now correctly removes additional character related files (associated prospects file)
  • Fix sorting of GetAllAssociatedProspects results so that prospects which the selected character is actually associated with are at the top of the list
  • Updating Text for Peer-to-Peer & Dedicated Servers so it is localised
  • Resume button will now be disabled if the previous prospect played was with a server/friend
  • Updated migrator version. This will trigger a fresh migration for all players
  • Updated title screen to use new key art
  • Reduced size of Icarus Logo Texture to improve aliasing issue on main menu. Added parallax effect to main menu key art
  • Adding Logging to Update & Host Session Functions
  • Forcing an update to trigger everytime the prospect data is set (The update allows a refresh and broadcast of the session for multiplayer)
  • Fixed issue where key art character position would pop on first opening title screen
  • Switched to clean version of new Icarus logo. Added panning smoke. Shifted character keyart in front of new logo
  • Fixed smoke clipping on title screen.
  • Fixed buttons not being interactable
  • Fixed ordering of new title screen keyart to prevent it overlapping settings/credits menu
  • Fixed tiling smoke texture on title screen not filling entire viewport for some aspect ratios


Fixed
  • Fixed talent syncing issues with unlocking new workshop items and unlocking new missions
  • Remove harvest particle and associated assets used on BerryBush actor, not using the existing effects flow. New unique DM for Berrybush pending
  • Various texture settings fixes and optimizations
  • Remove projectionlocation component from BP actors that shouldn't need it (copy pasta)er
  • Improve location on Fir/Pine saplings
  • Fixed persistent blocker actors initialising before recorder components had been reloaded; Fixes issue where existing open world saves would have their blockers active even if player had completed related mission to unblock them
  • Fixup redirectors in ENV folder
  • Fixed Floating Mineable Rock J13: [IC-21723] Fixed Floating Cliff I6 on Styx
  • Remove duplicate unused BerryBush assets
  • Reparented BerryBush BP to ResourceNodeBase instead of DressedNodeBase as that tech is no longer being used
  • Clean up some master texture references
  • Fix grass being disabled on some plants where it makes a tangible difference to visuals
  • Fixed dependency issue with hab menus
  • Exotic Delivery ships now can only carry exotics in their inventories
  • Delete 6 copies of the same bark texture, genercise filenames and repath use cases
  • Delete 3 duplicates of the same Leaf normal texture, repath use cases for variations
  • Delete duplicate smoke texture, repath use case
  • Fix Fir01 filenames so that the incoming 1300+ reference fixes point to a nice filename
  • Fix Flare Arrow and Transport Pod flare setups to be Green/Yellow again via new assets (after BP configurable setup caused crashes and was removed)
  • Delete old Flaticons textures only used as placeholder/overridden icons
  • Fixing issue where players could not unlock workshop items, may block mission talent unlock in multiplayeron clients, another fix will come shortly
  • The Drowned Drone in the Open World Dynamic mission will now reload as intended, it was not saving itself
  • Hunt Missions are now once again Deterministic after creation, no more random flip flopping of targets on reload
  • Dynamic Cache mission: Fixed quest tagging on rewards to never give the quest tag stat (was previously giving stat = 0). This will allow players to stack Cache rewards as expected
  • Fixed description text format for AUGMENTATION, SPELUNKING and ABYSS steps to allow translation.
  • Updated AUGMENTATION mission objectives to use a variable for the count, allowing easier updating of those values
  • Fixed not being able to scroll in the server browser
  • Enabled logging on shipping client builds
  • Dynamic Cache mission: Fixed random seed of creature spawns guarding the cache so they will not reset on relaunch
  • Remove Red light on Orbital Exchange interface. Moved audio locator for both OEI and Short Range Radio to be closer to devices for mesh
  • Change hint text from 'Enter Outpost Name' to 'Enter Prospect Name' now that this UI is used for Outposts and OpenWorld
  • Blacklist RDP adapter from graphics driver detection
  • Fixed bug where you couldn't shoot through fortification gate.
  • Fixed bug where creatures couldn't navigate properly through the semi-destroyed variant of fortification gate
  • Fixed issue where Steam API call wasn't recognising unreleased DLC packages


Future Content
  • Painted mangrove seedlings and polished foliage, decal in Swamp biome, Purple Quad, DLC
  • Adding blueback attack slam audio and animation notifiers
  • Ice Borer T3 - meshes, materials, textures, animation added
  • Added logging when cave templates fail to generate to help track down the exact issue
  • Fixed renamed foliage references in swamp cave templates
  • LC Terraces - prototype mesh added
  • Fix M_RockMaster missing function and new triplanar support
  • Update Voxels in GL & LC Cave Templates for DLC Map
  • Placement of Cliffs in the Phase 2 Area of Purple Quad, Prometheus
  • Added destructible meshs for tundra bushes and tunrda saplings. Created harvest BPs and linked to node BPs
  • Fixed CF_FirSap DM Materials that weren't assigned correctly
  • Painted Pro Cave Voxels and stalactites in cave transition between Green and Purple Quad, DLC
  • Added Destructible meshes for ToiToi and Aspen Saplings
  • Updating p4ignore with backend removal changes
  • GL Tussocks Harvest VFX Setup
  • Various updates and fixes for breakable rocks:
  • Fix issues with initialisation order which broke stuff when playing in a level
  • Reserve FLOD instance when actor is first damaged
  • Switch rep graph policy to Spatialise_Dormancy, which seems to be required to get replication working correctly with FLOD setup
  • Set up a basic recorder component, needs testing on reload
  • Resaved ErrorCodes DT to fix validation
  • Placement of Cliffs in the Phase 2 Area of Purple Quad, Prometheus
  • Update voxels in AC cave templates, made 2 new AC template cave & replace old cave templates with new ones on Blue Quad, DLC Map
  • Updated swamp quadruped physics assets and added critial hit volumes to BP. Removed carry function for swamp quadruped corpse. Added base setup for SwampQuadruped Mount
  • Paint Cave Pro voxels in manual cave tunnel between Swamp and Lava biome, polish dressing, Purple Quad, DLC
  • Placement of Cliffs in the Phase 2 Area of Purple Quad, DLC
  • Added derstuction for lava biome foliage
  • Placement of Cliffs in the Phase 2 Area of Purple Quad and Added Red Grass Foliage In Volcanic Biome, Prometheus
  • Added new cave templetes & replace old caves on Blue/Green Quad, DLC Map
  • Resource_Scoria_Var1 mesh update
  • Resource_Obsidian_Var1 mesh update
  • Resource_Clay_Var1 mesh update
  • SW_Tree_SML_Dead variations mesh, BP, material and textures
  • SM_Node_SuperCooledIce mesh, material and textures
  • Painted Cave Pro voxels in Mega tree cave , polished dressing, Purple Quad, DLC
  • Fix initialisation issue with breakable rocks which prevented them from breaking properly when placed in editor. Add missing API macro to rock base recorder
  • Delete duplicate Fir01 burnt bark texture from Fir02 folder and repathed 1400 materials to use the texture from the Fir01 folder with correct filename
  • Added WL_Mangrove_Roots, 6 variations
  • Adding blueback calls V1. May adjust once behavior is in game
  • Update last remaining Brick buildable BPs and data to complete set. Add icons for all remaining meshes
  • Fix wrong icon used on Iron Wall DBL window
  • Adding swamp specific tree creaks to ambience layer
  • SM_DEP_FurnaceElectric_IngotObsidian mesh and textures
  • Delete unused duplicate ponga assets. Fix filenames and texture settings
  • Placement of Cliffs in the Phase 2 Area of Purple Quad and Added Riverbanks Along Lava Rivers, Prometheus
  • Added initial setup for Snow Striker mount
  • Fix accidentally deleted Meshable row for Moa carcass
  • Previous version of Account Flags are now Package Flags. Implemented new version of account flags, similar to characters flags but shared across all characters
  • Temporarily removing Package Check for Styx, Reverting to deluxe edition package check for outposts

Icarus Week Fifty Two Update | Two new Open World mission types + Fortifications

This week we’re introducing two new Open World Mission types, new Fortifications to deploy and a new mission.

BUILD and DRONE Open World Mission types have been added, and a range of bugs have been fixed to improve the other available missions.

Wooden Fortifications now give you a true defence system to protect your base or assets in missions or Open World, removing the need for makeshift solutions that players have used before.

And finally, a mission to tasking you to perform research on enhancing tonics and their effectiveness has been added, with your briefing below.
[h3]Next week, we’ll be celebrating Icarus' one year anniversary and 52 straight weeks of updates. This is something we’re incredibly proud of and can’t wait to celebrate with you.[/h3]


Open World Quests


Two new Open World Mission Types have been added, and we’ve made a few changes and fixes to the existing missions that we discovered thanks to feedback from our community.

BUILD: Players have to build a watchtower and place a provided beacon on it. When placed, players will receive a small buff in an area around the watchtower until the beacon is destroyed.

DRONE: Players have limited time to find and upload data from a crashed drone. When activated, the drone will likely attract nearby creatures, so be prepared to defend it.
  • We’ve addressed a couple of bugs and improved our original Open World Missions:
  • Open World quests now take into account the biomes they are in
  • Improved the spawning locations of animals
  • Increased the variety of animals in HUNT, CACHE and SCAN Missions
  • Fixed rewards that were scaling on ‘prospect difficulty’ and not ‘mission difficulty’




Wooden Fortifications


We’ve added a new set of wooden fortifications to the planetary tech tree for players to craft and use to defend their base. For Missions that require you to defend an area, defeat a horde or even protect yourself in the early stages of your journey, these will be a welcome asset and necessary blueprint.

These new pieces include walls, an interactive gate, ramps and walkways, and spikes that can be attached to the wall and deliver damage on collision with whatever creatures charges at them.

Fortifications have substantially more HP points than walls or floors, roughly five times their wooden counterparts. On top of this, they’re entirely weather-resistant, so won’t require maintenance during storms.

Fortification pieces snap to one another, similar to building pieces. This makes it easy to shore up any potential gaps in your design that enemies could sneak through.

Players have been very creative in using the hedgehogs as a makeshift defence network, so fortifications open the door for us to provide more variety and customization to this system.



New Mission


A new mission is available to be played this week, tasking you to perform research on enhancing tonics and their effectiveness. Tonics were introduced as a result of our paste revamp last week. Your briefing is as follows:

AUGMENTATION: Extermination

// OPERATOR: UDA
// BIOME: Enclosed Wood
// BACKGROUND: UDA has been performing research on enhancing tonics made out of Icarus resources
// MISSION: Craft pills and enhancement tonics, eliminate wildlife to meet testing requirements
// TERMS: Flat fee. All materials, safety and survival concerns are the responsibility of the Contractor



Originally posted by author
Shortly after we push this patch live, we will be pushing the ‘data decentralization patch’ onto the experimental branch in preparation for it to go live. Everyone is free to jump and give it a go with the freedom to revert back to the live build at any time. We hope to push data decentralization next week with our dedicated servers beta. Please jump into our Discord and post in #experimental-branch channel for any bugs or feedback.

- Jake, Project Lead


Changelog v1.2.27.105033


New Content
  • Update Wood Fortifications (Wall, Spikes, Gate and Walkways)
  • Add proper Meshable entries so icons can be taken
  • Fixed wrong DM's being referenced in BPs and water network logic due to copy pasta
  • Renamed cases of Fortification Stairs to Ramps to keep consistent and make way for potential future stair meshes
  • Changed ordering of Walkway elements to start with the Walkway
  • Cleaned out unnecessary DeployableSetup data (only need to specify names/icons if they're variants)
  • Fixed Fortified Wood Gate from playing close animation on deployment due to play rate on 'closed' animation being -1 when we already have a dedicated set of open/close anims for those tasks
  • Initial audio data setup for wooden fortifications, with new FMOD event for damage sound. Add audio location settings to deployable base to enable more accurate sound positioning as required for fortification deployables, and added some tidyups to basic deployable audio implementation
  • Set up audio occlusion and shelter interfaces for fortification deployables
  • Added Refined Wood as a fuel source, slightly less efficient than using raw wood so players do not feel the need to process wood before use for basic lighting.
  • Reorganized fuel sources in basic generators to be in generation strength order (visual change)
  • Added fortifications flavor text.
  • Added fortifications recipes
  • Added extra sockets to fortification walls and walkways to allow greater flexibility in walkway ramp placement
  • Buffalo Mount: Movement speed 130 -> 140
  • All Mounts: Added 30% physical damage resistance
  • All Mounts: Reduced Food and Water consumption by 50%
  • All Mounts: Increased stamina regeneration by ~15%
  • Updated Cooked Bacon modifier icon to match new current Cooked Bacon icon
  • Adding new dynamic mission - build- where players are required to build a watchtower, and place a beacon on top at the correct hight, if performed correctly players will be gain an buff for being around the watchtower
  • Re-enabling AUGMENTATION mission
  • Fixing Location Based Queries on Quests
  • Add spike damage setup to wood fortification spikes, taking 1/4 durability damage and dealing 1/2 damage to players in comparison to the basic hedegehog trap
  • Expanded support for Spike Trap Base, now supporting multiple overlap boxes, streamlined effects setup, optimized effects settings
  • Adding in functionality for the fortifications to use Destruction states when below 50% health, added in first pass proof of concept for mesh swap to the base wood wall, anything that inherits from Fortification Base can use this system, a destructable mesh still has to be made for the final state to stop it from disappearing when completely destroyed
  • Updated fortifications tagging.
  • Ensured fortification ramps can overlap other actors, this ensures they can be placed on various angled terrain.
  • Offset potbelly stove overalp to ensure placement is allowed inside buildings
  • Adding Wood Fort Gate Open / Close sounds and notifiers
  • Wood Fortifications are now unlocked and present on the T2 Blueprint tree
  • Adding destruction audio for forts, event and data table entry
  • Adjustments to fortifications impact sound. Added a cooldown to stop shotgun bullet impacts from making the sound play multiple times at once. Also swapped grasslands reverb to same as forest but lower in volume. Adjusted volume of blueback stomp
  • Unlock Recipes for Fortifications, removing feature level flags from fortification items
  • Fixed screen fade visual bug when transitioning to and from conifer-type biomes
  • Adding new Drone Dynamic Quest
  • Updating Quest Objective UI to correctly show failed missions
  • Updating Animal Swarm Component to allow a selection of animals to spawn not just a set one
  • Fort Wall - added DM and SM for 50% destruction state
  • Adjustment to fort spike sound. Adding gore layer
  • Adding very annoying drone alarm sound asset
  • Dynamic Hunt mission: Added non-hostile hunt targets.
  • Increased dynamic quest weighting on Hunt, Build and Downed Drone missions for experimental
  • Allowed fortification walkways to be placed while colliding
  • Increased ground clearance leeway when placing fortification walls
  • Previous food buff issues on reload broke other modifers (went to experimental build)
  • Remove inital buff lifetime from From FModifier so that it has no interaction with Blueprints or datatables
  • Patch in initial buff lifetime during save/load so that active buffs stack correctly after save/load
  • Added Downed drone icon and added to map icons data table
  • Dynamic Build mission: Added indicator towards ground to show location better from ground level.
  • Dynamic Build mission: Slightly increased minimum and maximum height requirement.
  • Dynamic Drone mission: Fixed quest selection to allow mission to be selected.
  • Dynamic Drone mission: Fixed timer step to show complete message rather than pausing the timer.
  • Wood Gate Fortification: Increased leeway for placement
  • Fixed fortification gate navigation not generating properly in it's mirrored state
  • Partial implementation for drone alarm
  • Added damage state functionality to the Fortification Gate and the Spike trap base class, added in the fortification window variant in the deployable setup
  • Fortifications - added damaged state SMs for Wall, WallWindow, Gate, Spikes, plus DMs for all pieces - Assigned to Fort BPs
  • Implementation for drone alarm
  • Fortifications - fixed editor warnings on destructible meshes caused by bad material references
  • Drone alarm audio routing fix, adding explosion event
  • Updating Drone Map Icon
  • Dynamic Drone Mission now explodes when mission complete or fails, and enemies will stop spawning when mission timer step of mission completes
  • AUGMENTATION mission: Updated text and reduced required amount of ore to mine as it tracks hits of nodes, rather than amount mined
  • Dynamic Hunt mission: Reduced time between creature spawns
  • Dynamic Hunt mission: Scaled chance for non-hostile creature selection by difficulty
  • Dynamic Build mission: Updated name of beacon on initial quest step
  • Dynamic Build mission: Increased aura radius to cover a larger area around the watchtower
  • Fixed dynamic mission reward scaling to scale by dynamic mission difficulty, rather than the selected open world difficulty
  • When Drone Explodes, any creatures or pawns nearby will be damaged (Players will be fine)
  • Updating Mission complete text on Drone Mission
  • Adding in Drone Explosion Audio and Updating Explosion Triggers
  • Fixing Drone Timer which was accidently set to 30 seconds making the quest impossible to complete
  • Reduced Hunt, Build and Drone dynamic quest weighting ready for this patch release
  • Fixing Rare Crash in Legacy Sessions when missions complete
  • Fixing a mistake in the last commit about legacy sessions, an == was supposed to be an !=
Fixed
  • Fixed texture settings on CF Aspen assets
  • Fixed ALN Bushflower texture settings
  • Fixed texture settings on all Bramble assets
  • Fixed texture settings for BrambleG assets
  • Fixed filenames for BrambleG textures
  • Fix up some master materials referencing assets instead of default textures, fixed various material warnings, fix up redirector and deleted unused assets
  • Optimize settings on Decal textures, several cases of 4k sets reduced to 2k
  • Fix up texture settings on CocoPalm assets.
  • Delete a ton of unused duplicate assets. Fix filenames
  • Update concrete railings to use more appropriate deploy sounds
  • Ensured every ItemsStatic has a Decayable row defined. Add DT validation to catch future cases which dont
  • Simplified Decayable DT entries and updated references in ItemsStatic
  • Add DT validation to check for duplicate data entries in Decayable
  • Fix up redirectors in BLD folder
  • Fix up redirectors in ITM folder
  • Fix up redirectors in DEP folder
  • Disable Decayable on Dropshippart ItemTraitMasks and also removed Decayable entries on Dropship rows in ItemsStatic just to be safe, to fix dropships deleting themselves on planet after Decayable pass
  • Skip ItemsStatic rows with Rocketable defines when doing Decayable validation checks, as Rocketable (Dropship) items shouldn't have Decay
  • Fixed compilation errors/warnings for voxel niagara effects
  • Cleanup planet assets, moved into single folder, fixed names
  • More planet asset cleanup
  • Clean up unused Developer folder content
  • Fix Graphics Settings DLSS drop down does not disable if GPU does not support DLSS
  • Update Bone and Flint Arrow descriptions to reflect their in-game damage
  • Fixed spelling of Sustenance Enhancement Tonics
  • Fixed typo in pickaxe Platinumsmith alteration name
  • Fixed LiveWire mission steps in pre-launch description window
  • Fix waterfall mesh reference in Olympus to redirector which was cleaned up but didn't flag
  • Fix issue with Station Diorama decals projecting on top of background meshes
  • Fixed Scan missions cleanup logic to correctly clean up icons as they are completed, rather than the final scan's icon
  • Add r.CVarTessellationAdaptivePixelsPerTriangle CVar to DefaultEngine INI to help alleviate landscape wobbling effect as the landscape mesh dynamically tessellates, the closer it gets to the camera. This cannot be added to scalabilitygroups due to the way the variable is implemented, so global project setting of 12 (4x reduction) for now. Pending performance results, could be decreased further in the future
  • Fix food buff issues on reload
  • Serailize stomach contents as well as modifiers
  • Serialize both initial buff duration and current buff time left
  • Use initial buff duration when refreshing buff type stack
  • Fixed clover type grass not casting shadows and fixed texture resolution being over-optimized
  • Changed Olympus water surface plants to not render as far
  • Fix an issue where the AMD Pro (as opposed to AMD Adrenalin) drivers were not detected as up to date
  • Bumped recommended version numbers to latest WHQL for both AMD and nVidia
  • Factor 4K into auto suggest graphics setting when considering minimum spec GPU
  • Resave data tables after code change
  • Fixing Creature Spawning on Cache, Collect and Kill Dynamic Missions
  • Adding a new EQS for animal spawning specifically for Dynamic Missions
  • Fixed text alignment on UMG DeathScreen after default value for widget was changed and accidentally reflected here
  • Remove fractions from respawn countdown timer and just display whole seconds
  • Fixing Snow Wolves Not Having the Correct Name
  • Increase creature variation on dynamic cache, hunt and scan missions
  • Fixed screen fade visual bug when transitioning to and from conifer-type biomes
  • Previous food buff issues on reload broke other modifers (went to experimental build)
  • Remove inital buff lifetime from From FModifier so that it has no interaction with Blueprints or datatables
  • Patch in initial buff lifetime during save/load so that active buffs stack correctly after save/load
  • Fix AMD GPU driver version check (again) after changing recommended WHQL driver version
  • Fixed physical material on the herbalism bench, allowing sound when repairing it with your hammer
New Content
  • Placed Meta Exotic and Enzime Geysers in Grasslands and Tundra/Arctic, polished decals and cliffs, Green Quad, DLC Map
  • Adding Clay Brick mesh to Clay brick item
  • Adding Seldgehammer mesh to Sledgehammer Item
  • Add two mini conifer biomes to Prometheus for audio purposes
  • Ambient biome adjustments to scatter creatures to fit better. Also adjusted velocity curve for waterbombs
  • Adding first layers of Blueback Audio. (Idle). Adding to data table. Also adding new biome for audio reverb changes
  • Added 3 cypress seedling assets to the project. Created blueprint, Foliage type and added to data table
  • Added 3 Mangrove seedling assets to the project. Created blueprint, Foliage type and added to data table
  • Adjusted pathway to climb out of Mega Tree Cave, Set Dress Mega Tree cave tunnel & Started Blockout on P2 area on Purple Quad, DLC Map
  • Updated Template Cave ACMED_005 and Added it into Blue Quad and General Cleanup, Blue Quad, Prometheus
  • Set Dress Mega Tree cave tunnel and placed sulfur deposit meshes to geothermal pools, Purple Quad, DLC Map
  • Add rotating fans to new V2 Electric Dehumidifier. Fix default materials
  • Set Dress Mega Tree cave tunnel & placed sulfur deposit meshes to geothermal pools, Purple Quad, DLC Map
  • Fix texture settings on mangrove trees
  • Ash/Ember Storm Prototype VFX
  • Geothermal/Sulfur Pools Steam, Bubbling and Geyser VFX
  • Added New Cypress Seedlings to Swamp, Added New Placement Layer for the seedlings and Some General Cleanup, Blue Quad, Prometheus
  • Added burnt versions of SW_Cypress, all 3 variants, as well as added extra details to main trunk pieces of chopped tree
  • Add culldistance volume to Prometheus
  • Blockout Lava Lakes & Lava River on P2 area on Purple Quad, DLC Map
  • Adding Blueback Flinch audio and unique footstep event. Also adding correct fmod param to biome data table
  • Set Dress Mega Tree cave tunnel & and polished cliffs and decalt, Purple Quad, DLC Map
  • Adding blueback death audio and adjustments to spacializer settings
  • Audio data setup for cypress and mangrove seedlings
  • Added New Cypress and Mangrove Seedlings to Swamp and Some General Cleanup, Blue Quad, Prometheus
  • Lava Lakes & Lava River blending with landscape on P2 area on Purple Quad, DLC Map
  • Adding blueback aggro and attack events and sounds and data table entry
  • Added SM_DEP_T4_Communication_Device
  • Set Dress Mega Tree cave, tunnel & entrance. Polished cliffs and decalt, Purple Quad, DLC Map
  • Fix swamp lakes using incorrect FMOD event
  • Adjustments to blueback sounds. Also added correct biome to figid lowlands
  • Added Exotic Cleaner asset to project
  • Added Pistol and Rifle rounds icons and added to Itemable datatable
  • Added clay brick icon into Itemable data table
  • Finished Adding Mangrove Seedlings to Swamp and Some General Cleanup, Blue Quad, Prometheus
  • Finished Lava Lakes & Lava River blending with landscape on P2 area & Painted Cypress Seedling in Purple SW on Purple Quad, DLC Map
  • Added Additional Brick tier assets
  • Added Cave Void and Cave volumes to Mega tree cave, polished landscape material and decals, Purple Quad, DLC
  • Added Cave Voxels for DLC Map
  • Setup prototype Harvest FX for new foliage actors GL,SW and LC
  • Increased View Distance and Optimize Waterfall Base VFX
  • Polish Big Ice Cave, Added voxel to SW/AC Transition Cave & Big Ice Cave on Blue Quad, DLC Map
  • Inital Placement of Cliffs in the Phase 2 Area of Purple Quad and Removal of WT_CaveVolumes In Megatree Cave, Prometheus
  • SK_ITM_Shield_Wooden gfur added
  • Increased LOD Distances for RiverCliffs to fix material switch too close to camera
  • Base setup implementation of the Striker, including corpse, base montages and initial behavior, phase 2 will include variants and extended bespoke behavior, as well as a few more idle states incoming
  • Some fixes and further impementation for the spider, includes all base setup and first pass attacks for the main spider variant, needs projectile added to the web attack and corpse state, as well as nest spawning etc for in game implementation

Crash & Progression Hotfix

In our weekly update we some changes to fix the reload issues where buildings, deployables and deep ore viens would not reload. An unfortunate side-effect of this update meant some of the progression and missions in Styx could not be completed. We also have been experiencing a bug where clients would crash when completing open world missions.

Hotfixes are disruptive due to downloads


We do apologize for doing the hotfix, as we know it is disruptive with how the downloads work and some users experience long times where Steam has to verify the entire game. Unfortunately we really do need to get this change out, as it is badly impacting some players.

Fixes
  • Fixed SANDBOX, INFLUX & WETWORK missions which where blocked from completion due to them only checking for the pre-mesh swap actors.
  • Fixed a client crash that could occurring when spawning a reward pod upon completion of an open world mission, this was caused by the particle system attached.
  • Fixed Map Blockers in STYX re-appearing when the mission was reloaded and not being destroyed as intended as part of the quest. This will not fix missions in progress.
  • Fixed for dropship spawns not reloading correctly and allowing multiple players to drop in the same location.
  • Fixed Dynamic Cache and Collect missions with clients and servers having their crates & dead prospectors in different locations.


Save Issue

We are aware of the save issues some players are experiencing after unlocking the new tonic recipes, its a server side issue and we are actively working on fixing this now.

Icarus Week Fifty One Update | Autorun, Waterwheel and Reload Fixes

Week Fifty One's update brings an end to one of the longest-standing bugs, disappearing items on reload. With the help of our new bug-reporting tool and the community, we’ve managed to identify and remedy this bug and expect the results to be immediate after updating with the patch.

We’ve also added a range of items that previously have been ‘coming soon’ in the tech tree, along with the highly requested ‘auto-run’ feature and new meshes for an updated aesthetic on a few items.

Pastes have also received a re-work, making them a viable consumable amongst the craftables pool once again.

Finally, a new Repair Bench at Tier 3 has been added for repairing all items, regardless of their original crafting location and for repairing workshop items, when paired with a power source.



Reloading Fixes


A longstanding issue in Icarus that has proved a challenging battle, has been disappearing deployables and in-game features such as Deep Ore Veins or Mounts on reload of a prospect or session.

Most players have experienced and reported these issues to us. These reports have been incredibly helpful and paired with our recent bug-reporting tool, we’ve managed to identify the bug and reproduce it with a 100% success rate.

As a result of this work, we have been able to fix this bug and include it in this week's update. Going forward, we expect this will have a massive impact on persistent and multi-day sessions.

It’s important to note that previously lost items are unable to be reloaded, but anything saved forward of this patch will now save and be reloaded correctly.



Originally posted by author
This patch we have been able to address a few long standing issues brought up by the community.

The first being that of items disappearing when reloading an existing session. This has been most prominent with deep ore veins, buildings & deployables especially on sessions with larger builds. It has been an issue that has plagued us since release and is something that some developers have spent countless hours trying to fix. This week's build contains a fix to this long standing bug. The fix is in no small part due to some members of the community (Twist2021 & Cucu) for providing us with some files where we could accurately reproduce this issue 100% of the time.

Another widely asked for feature is that of auto-run and the various items that have been marked as coming soon (including the waterwheel). In this patch we have added these items and made sure they fit well into the existing Icarus structure.

Fishing is not one of the ‘coming soon’ items addressed this patch. It is something that we hear a lot of community members and internal staff talk about and is something we very much want to add to the game. The original intent of fishing and its place in the game has changed and I wanted to let you know the design team is hard at work expanding the mechanics to make it a fun feature. The main thing for us here is that inclusion of fishing feels natural and has its own place in the game. This may take a little time but will be worth it when we add the completed feature.

- Jake Dodunski, Project Lead




Tier 3 Repair Bench (Workshop Items)


We’ve added a Tier 3 Repair Bench to the tech tree which provides two unique benefits. It has the ability to repair all items you’re wearing or have placed on the bench with a single click, regardless of where they were crafted. When combined with a power connection it can also repair Tier 4 and Orbital Workshop items.

This change means that all Orbital Workshop Items can only be repaired on this bench, rather than the machining bench or fabricator as before. It will still require the Workshop Repair Kit, which can be used in collaboration with the bench to repair workshop items on the go.

The bench costs 20 aluminium, 20 leather, 50 wood and 10 stone to craft, and can be unlocked in Tier 3 of the tech tree.



New Items


We’ve added a bunch of new items to the tech tree that have previously been ‘coming soon’.

The ‘Waterwheel’ will be a new power generation source that can be placed in any body of water. It provides 2000 power but requires some active maintenance to keep in service. Every three and half minutes, the waterwheel will collect junk such as spoiled plants, or rarely fish or sponges. After 50 items (which should take just under three hours), the waterwheel will grind to a halt and not generate power until it has been cleaned out. Keep an eye on it to keep your base moving.

The ‘Marbled Kitchen Bench’ will craft most items previous cooking benches can’t provide and has a 50% crafting speed bonus also.

It can be paired with the ‘Marbled Kitchen Storage’ which provides the same aesthetic as the other Tier 4 kitchen items.

The ‘Plumbed Sink’ when connected to active water connection, provides a short buff when interacted with. The Buff increases crafting speed, movement speed, health regeneration, and reduced water and food consumption.

The ‘Electric Stove' has been added to Tier 4 also, allowing you to craft items previous stoves couldn’t and plus a 50% crafting speed bonus.

Finally, we’ve changed the 3D meshes on a bunch of existing items to give them a fresh look. The Electric Furnace, Concrete Furnace, Electric Dehumidifier, Cooking Bench, Glassworking Bench and Lightning Rod have all received a new look. Existing versions that you’ve deployed won’t be updated so as to not ruin existing aesthetics (note: they also cannot be destroyed for a refund due to this change), and new versions will use the new mesh.



Pastes Rebalance


Pastes have been an area deserving of attention for a while, and today we’re providing a substantial rebalance to make them a more viable option amongst the consumables pool.

Previously, pastes provided small bonuses such as 10% health regeneration/increases or 50 health on use, which only lasted 60 seconds.

We’ve scrapped this model entirely, and redesigned pastes into ‘Enhancement Tonics’ which provide much stronger benefits.
  • Health Enhancement Tonic: Significantly increases maximum health and health regeneration, and provides a large boost to health on use.
  • Stamina Enhancement Tonic: Significantly increases maximum stamina and stamina regeneration, and provides a large boost to stamina on use.
  • Sustenance Enhancement Tonic: Significantly reduces oxygen, food and water consumption, and provides a significant boost to each of these on use.
  • Strength Enhancement Tonic: Significantly increases melee damage, throwing speed and physical resistance, and provides a boost to both health and stamina on use.

The new tonics can be crafted on the Herbalism and Chemistry benches and will have a two-minute timer from the point of consumption. Any blueprint points used on previous iterations of the pastes will be refunded to your character.

Originally posted by author
To introduce the revamped pastes, we have created a new mission to complete which requires you to perform research on protective pills and enhancement tonics on behalf of the UDA. Due to a last-minute issue in updating our content sever which stores a lot of the prospect data and player talents we have elected to pull the mission from this week and release it as soon as we can in the future.

- Jake Dodunski, Project Lead




Changelog v1.2.26.104657


New Content
  • Add data setup for new revised Electric Furnace asset. Existing spawned/crafted Electric Furnaces will remain the same for nostalgia reasons. Newly crafted Electric Furnaces will use the new mesh
  • Add data setup for new revised Concrete Furnace asset. Existing spawned/crafted Concrete Furnaces will remain the same for nostalgia reasons. Newly crafted Concrete Furnaces will use the new mesh
  • Fix Mats on new furnace DMs
  • Update Lightning Rod to use new revised asset
  • Add data setup for new revised Cooking Station asset. Existing spawned/crafted Cooking Stations will remain the same for nostalgia reasons. Newly crafted Cooking Stations will use the new mesh
  • Tweaked view distance settings for proxy meshes on new revised deployables
  • Add data setup for new revised Glassworking Bench asset. Existing spawned/crafted Glassworking Benches will remain the same for nostalgia reasons. Newly crafted Glassworking Benches will use the new mesh
  • Setting up waterwheel logic and power generation, adding new UI & unlocking on blueprint tree
  • Update Repair Bench BP to use new mesh
  • Update icon for updated Repair Bench
  • Fixed texture settings on Repair Bench assets
  • Delete repair bench mesh/materials/textures which were made obsolete by v2 assets
  • Fix material errors for Wood Bed DM
  • Update Interior Wood bed to use new v2 mesh
  • Add new Repair Bench
  • Can repair all items previously repaired at Fabricator and Machining Bench
  • Requires power to repair T4 and workshop items
  • Bypass stamina requirements for repair at bench
  • Add data setup for new revised Electric Dehumidifier asset. Existing spawned/crafted Electric Dehumidifiers will remain the same for nostalgia reasons. Newly crafted Electric Dehumidifiers will use the new mesh
  • Electric Dehumidifier - separated fans for animation
  • Updating Repair Bench UI to make consistent with the rest of the UI
  • Unlocking Repair bench in the Talent Tree and shifting to T3
  • AUGMENTATION: Extermination initial mission setup
  • Water wheels can now be only placed on flowing water
  • Adding and unlocking T4 Kitchen Bench, Stove, Storage and Sink, also adding recipes, meshes and deployable setups
  • Adding Snapping for Advanced Kitchen Blocks
  • Reworked herbalism bench pastes into enhancement tonics, these provide a much more significant buff, last 2 minutes and cost slightly more than the previous pastes.
  • AUGMENTATION: Updated mission requirements to utilize enhancement tonics
  • Added tonics and furnaces to dynamic quest reward options
  • Advanced Kitchen Bench & Electric Stove are now set up correctly with their available crafting recipes
  • Updating T4 Kitchen Deployables Names, Descrioptions and Flavour
  • Updating repair bench to be the only way to repair workshop items
  • Adding waterwheel generator crafting recipe
  • Updating Repair Bench UI to include new buttons
  • Adding new Strings for Repair Bench UI
  • Added advanced kitchen, waterwheel and repair bench icons
  • Players can now wash their hands at a plumbed sink for a 2minute crafting, movement, consumption reduction buff
  • Fixed typo in plumbed sink modifier
  • Players can now place items in the interactable sink
  • Cleaning in sink is only triggered when there is an active water connection
  • Updating Water wheel talent and itemable
  • Add Multiple Category Buttons To Repair Bench
  • Add DamagePercentForRepairAll to D_Durable
  • Added ability to toggle on and off auto-run
  • Add Multiple Category Buttons To Repair Bench
  • Removed the amount damage required for repair all from DT to BP variable
  • Conditionally hide repair buttons and info popup based on repair bench state
  • Allowed the waterwheel to not be affected by weather
  • Reorganized T4 kitchen pieces in talent tree.
  • Added recipes for T4 kitchen pieces.
  • Ensured recipes for T4 kitchen pieces cover previous recipes as required.
  • Fixed description of Marbled Kitchen Bench to indicate that it does not craft chemistry recipes.
  • FORSAKEN: Fixed typo in Thruster step
  • Fix location of Water network connection position on V2 Glassworking Bench
  • Add transparent sphere helper guides to show network socket positions in Editor
  • Removed Floatable trait from waterpump, causing it to error spam after being deployed
  • Adding in a tonic base mesh with material setup to easily change tonic liquid color and an Icon + color for the front of the bottle
  • AUGMENTATION: Increased mission timer to 3 days
  • Added autorun support to mounts. Pressing forward or backward movement input will disable autorun if active
  • Added enhancement tonic icons and added them to itemable datatable
  • Added new backend hooks to the Repair Bench for greater filtering/better UX (not yet implemented)
  • Enabled code enum generation on D_RecipeSets/D_TalentTrees tables
  • Resaved D_TalentsTree table to fix formatting issues
  • Reduced recipe costs of waterwheel.
  • Doubled time between items clogging up the waterwheel, resulting in less item returns but longer running time.
  • Removed waterwheel talent from repairing tree, as this is no longer required
  • Fixed crafting location for Repair Bench, now correctly crafted at Machining Bench
  • Added water connection to kitchen stove and electric stove, as there are now water recipes there
  • Fixed typo in Condensed Enzymes (was missing z)
  • Fixed typo in water tooltip for crop plots, receive instead of recieve
  • Removed fuel slot from electric stove, as this does not do anything.
  • Update icons for enhancement tonic modifiers to use new icons.
  • Fix a bug with the enzyme dynamic mission reward where it would show 2-3 enzymes as a reward but only give one (now correctly shows it will give 1)
  • GetRepairableItems function can now process multiple inventories at once with the ability to include/exclude workshop items
  • Cleaned up ItemManipulationComponent code
  • Dynamic Tools Mission: Required number of items no longer scales with difficulty, increasing required items at lower difficulty and reducing it at higher difficulty. - Fixed crossbow attachment reward giving the flexible frame instead of the lightweight frame. - Fixed icon for cooking bench talent to use new version
  • Fixed the stamina regeneration on the Stamina Enhancement Tonic not applying to the character
  • Updated Repair Bench description and flavor text
  • Add new UMG_RepairMaterialStack widget for displaying stacked repair materials in the Repair Bench
  • Fixed waterwheel item fill timer to correct value for new expected clog time
  • Fixing Repair Bench Confirmation UI to include correct stat changes
  • Fixing Waterwheel Timer
  • Waterwheel now checks there are spoiled plants in its inventory before adding other items to prevent expoits by removing non-stackable items
  • Increased energy generation of waterwheel to 2000 from 1500. - Increased time for clogging of the waterwheel to 2h50m, now requiring 50 items to fully clog (gains 1 item per 204s)
  • Changed glow colour on enhancement tonic icons
  • Update pivot position of Waterwheel SM and offset SK mesh in BP so that the wheel touches the water
  • Adding new developer prospect to force content server update
  • Fixed a bug where having sleep quality % buffs (e.g. washing hands) on the player wouldn't affect the well rested buff
  • ADVANCED ORDER mission: Updated Health Restoration Paste requirement to Health Enhancement Tonic
  • CONCEALMENT mission: Updated Oxygen Restoration Paste requirement to Sustenance Enhancement Tonic
Fixed
  • Added pre-compiled Sentry binaries to version control
  • Added extra logging to ActorStateRecorderComponent
  • Shifted GPU/Driver info collection to USentrySubsystem::AddDefaultContext so it doesn't spam log with gpu info
  • Dynamic Quest Reward improvements:
  • Increased the amount of storage granted by storage improvements (now 3 pieces of storage instead of 1)
  • Fixed Advanced Modifications: Melee reward
  • Fixed typo in Dietary Requirements
  • Added T3 light options to light rewards
  • Reduced chances for and increased reward amount of cooked T1 items
  • Increased reward amount for uncooked veggies
  • Added additional reward options
  • Removed Prime Meat options from dynamic quest rewards, as the item is no longer in use
  • Added validation to prevent a crash related to Quest initialisation during prospect reload
  • Fixing Mission Communication board Mesh
  • Fixing Water Pump Energy Requirements
  • Fixing issues with missions created prior to week 50 being in an end state and reverting back due to bad save informaiton
  • Committing fix for Icon editor crashing when clicking on a folder icon
  • Fixing issue with caches missions not providing xp
  • Fixing Collect Mission dead prospects from not being there on reload
  • Mission Communicator now works all the time in editor
  • Clients can now see the contents of Quest Rewards during selection
  • Update wood repair hammer name, description and flavor text to communicate merging of repair and upgrade hammers
  • Fixed an issue where deployables and buildings pieces could be destroyed when reloading an outpost/open world game. Reloaded IcarusActors and IcarusItems are now assigned their UID as soon as possible after spawning. UActorStateRecorderComponent::AttemptToFindOwner no longer accepts actors with valid UIDs as potential owners. Reduced default verbosity of various recorder-related log categories
  • Dynamic Hunt mission: Reduced spawning delay on creatures slightly.
  • Dynamic Cache mission: Items are no longer marked as quest items.
  • Dynamic Collect Prospector ID mission: Bears no longer respawn, but will still respawn on reload (to prevent login and logout to remove them)
  • Added missing RepairFunctionLibrary file missing from previous commit to fix the build
Future Content
  • Updates and improvements to swamp scatters and general ambience finessing
  • Fixed an edge case with the hotbar focusing secondary slot not going away when reviving
  • Add Enzyme Geyser to TU/AC/SW on Blue Quad, DLC Map
  • Apply water physical material to creek water mesh to fix creek footstep sounds, which were broken by the refactor required for lava footsteps
  • Removing breathing layer from b.dog aggro state
  • Placing Foliage, Exotic Meta Spawn and Enzyme Geyser's, In Volcanic Biome, Purple Quad, Prometheus
  • Cleanup of Ice Cave on Green, Cave AC SML 005 Added & Cleanup on Blue Quad, DLC Map
  • Moved GetLoadout and GrantMetaItems character functions to their own component to improve dedicated server compatibility
  • Remove pointless Substance Toolbar buttons which are links to the website, taking up valuable Editor UI real estate
  • Added DEP_T3_Communiction Device
  • Adding more swamp lake scatter bubbles and interesting layers
  • Placed Respawn Dropships in Grasslands, added aspen saplings in GL,polished decals and foliage around GL/TU transition, Green Quad, DLC Map
  • Increasing the scale of the BatDog by 35% character to its correct size
  • adding in first pass base level tundra ambience. To be adjusted and fine tuned and adding more scatters
  • Upping the swamp quad character and corpse scale by 20% to better fit the vocalization feel
  • RVT Off on CF Sandbanks, Prometheus Cliffs/Rocks/CaveEntrances
  • Tree Trunk RVT OFF, Pine/Fir/Palm/Cypress
  • Submitting Flyer and textures
  • Adjustments to tundra and environment tweaks
  • Wood Fortifications - all meshes, textures, materials added. Adjusted settings in D_DeployableSetup and added sockets to improve placement
  • Adding biome data table info
  • Cleanup of Riverbanks & Cliffs on Green/Blue Quad, DLC Map
  • Added DEP_Landmine
  • Updated LOD for DEP_Landmine
  • Update Texture reporting in AssetInfo tool to take into account World Normal maps
  • Fixed Skeletal Mesh checking including Destructible Meshes in results
  • General Cleanup On, Purple Quad and Green Quad, Prometheus
  • Fix LODs on several SKs
  • Fix filenames and texture settings on new creature assets
  • Fix Diorama mesh using complex collision at over 100k tris
  • Delete test levels for new creatures uploaded into creature folders
  • Fix DM material errors for new cooking station
  • Adding tundra and grasslands ambient and scatters. Removing unused assets
  • UI layout tweaks to AssetInfo tool
  • Progress on Missing Materials check
  • Added Enzyme Geyser to SW & General Cleanup on Purple Quad, DLC Map
  • Placed Respawn Dropships in Grasslands, polished decals and cliffs around GL/TU , Green Quad, DLC Map
  • Converted HAB Character assets from Virtual Textures to standard to remove unnecessary technical overhead
  • Fixed up some filenames and deleted unused assets
  • Adding new tundra and grasslands subtle grass blend layer when around bushes. Adjustments to grasslands levels and dynamic sounds
  • Fixed Cypress BB texture being VirtualTexture
  • Fixed Tree and Grass Billboard masters using assets instead of default textures causing dozens of unnecessary asset references
  • Added Sulfur deposit meshes (duplicated stalagmites) + materials
  • Adjustments to LC_PlantDebris decal
  • Added subsurface to red grass in Lava Biome, LC_GrassA
  • Rename Crate MED asset because it keeps dirtying DTs with casing issues
  • Rename WildBoar assets folder because it keeps dirtying DTs with casing issues
  • Tweaked WildBoar GFur LOD settings to fix close up visuals
  • Adjusted M_RockMacroMaster and MF Dolerite/Moss/Sand/WindSweptSnow to reduce texture lookups and shader complexity, added cheaper triplanar method (MF_CheapTriplanar), WIP and older files saved in Dev folder
  • Added New Arctic Template Cave, ACMED_005, DLC Map
  • Fortifications - added first pass on wall piece with window
  • Made template Cave_AC_MED_006 Level for TU/AC on DLC Map
  • Placed Respawn Dropships in Grasslands and Tundra/Arctic, polished decals and cliffs around GL/TU , Green Quad, DLC Map
  • Added KIT_Brick
  • Added ITM_Brick Resource
  • Added IsValid check in UpdateSentryContext function to prevent log spam in HAB
  • Add pathway to climb out of Mega Tree Cave & Set Dress Mega Tree cave tunnel on Purple Quad, DLC Map
  • Finished Template Cave ACMED_005 and Added it into the Ice Cave On Blue Quad and General Cleanup, Blue Quad, Prometheus
  • Update D_Durable to fix build validation issue

Icarus Week Fifty Update | Open World Mode gets dynamic missions

Our initial implementation of Open World has been well received and we are excited to follow this up with the addition of dynamic missions to Open World sessions together with some performance improvements.

These Open World Missions allow us to bring a richer experience directly into our persistent world experience. Inside an Open World session, you can now launch special Missions from a Short Range Radio in your base. Eight mission types and variations depending on your biome and difficulty give you over 50 different versions to play.

Performance improvements to reduce the impact of Unreal Engine RVT tech have been implemented that can improve performance significantly for many players.

We’ve also introduced a new bug reporting feature, which will help provide more detailed debug info to help us solve more challenging bugs such as disappearing deployables and voxels upon reload.

Finally, we talk a bit more about our upcoming Decentralization, and why it’s so important after an outage we experienced earlier this week.



Open World Missions


Establishing the Open World mode has allowed us to expand the game into a more persistent experience, but we wanted to bring our mission experience into this. This week we're bringing a variety of dynamic missions into Open World mode. Missions with varying objectives and challenges can be launched from your Open World session, with variations based on your map location, biome and selected difficulty.

The new Short Range Radio can be made at the Crafting Bench (after unlocking in the Blueprint Tree) and requires ten wood, eight ropes and fifteen iron. Once crafted and deployed, engaging with it will provide two contracts to choose between, with any you select being repeatable in the future.



The eight types of mission available are:
  1. Hunt: Kill a quota of wild animals that spawn in the current biome
  2. Grow: Grow a quota of vegetables and deliver
  3. Mine: Collect a quota of a requested ore and deliver
  4. Collect: Search for downed prospectors and collect and deliver their IDs
  5. Scan: Scan a location with the scanner provided, defend the scanner
  6. Cache: Collect a cache from a previous prospector
  7. Boss: Kill a wandering boss animal
  8. Tools: Craft and deliver 3 tools of varying tech levels

Completion of your assigned mission will result in a Reward Pod descending to your location, where you can choose between one of three offered rewards and be granted XP for your efforts.



These Missions differ from those in the Missions game mode, so don’t forget to still play them especially if you want to unlock Boss enemy items or find exotics. In future, we’re looking at more ways to integrate the rich mission experience of the base game with Open World mode, while still having some unique stand-alone Missions.

We have experienced three months of back to back growth in player numbers, revenue, and playtime - much of which driven by Open World mode. As such, it's clear that players enjoy this and our community and many content creators have provided excellent advice for us about how to focus the experience. As such we will be expanding and developing Open World mode based on your feedback. Please continue to let us know your thoughts and ideas on how to develop this further.



Performance


We’re implementing the performance improvement we talked about last week, with early indications from our experimental testers suggesting positive improvements for mid to low-spec players.

To explain the change, Icarus previously utilized Unreal Engine’s Runtime-Virtual-Texture (RVT) technology to provide terrain texture details and environmental blending for our rocks and cliffs. We found that our heavy use of this tech had led to a GPU bottleneck. We have substantially eased the strain caused by this bottleneck, improving performance and specifically, FPS.

We released this improvement to our experimental branch testers earlier in the week, and have received feedback ranging from no change to significant improvement with one user reported seeing frame improvements from 14fps to 50fps on Epic settings, and another from 40-70fps averages to 60-80fps averages (with DLSS on). Some other encouraging feedback included players now being able to spot creatures at greater distances, and having landscape load far quicker and more seamlessly. This will, of course, depend on your individual hardware spec, settings, world complexity etc. as unfortunately players with high-spec machines already experiencing high frame-rates report less improvement from this change.

At times it can be frustrating as a player to see an update that doesn't improve performance, with comments coming up like "why aren't they fixing performance first?". Performance is an ongoing task and clear focus for our team since launch. With ICARUS we pushed the boundaries of the engine, even working directly with Nvidia on new functionality. This means the development and systems are quite complex, and it can take a log of time to bring performance improvements. We have dedicated team members looking at the game, profiling it, and developing fixes. This area is one of the most complicated to schedule, so sometimes weeks can go by without major fixes being deployed.



Bug Tracking


We wanted to address one of the larger bugs impacting the community currently which, due to its unique circumstances, make it difficult for us to fix.

Disappearing buildings, deployables and deep ore veins when reloading a game has been plaguing many players for some time. We have difficulty being able to reproduce the bug internally, making it hard to identify the root cause of the issue. When it does happen locally, or players send us their ‘prospect files’, a save has already occurred and overwritten the reload state we needed to see what happened.

We have added a new Report Bug button in the game, that allows you to anonymously send bug tickets to our devs which will include any errors/warnings that have occurred in the logs.

If you lose any buildings or deployables, please hit Escape and use the Report an Issue button.

Feature Upvote is also still active, and is the best place for sharing suggestions, improvements, thoughts and concerns.



Data Decentralization


As we’ve mentioned before, for the past few months we’ve been working on how to remove the game's online requirement and our dependence on our back-end server architecture for many reasons including resiliency, cost and reducing complexity.

Games as a Service (GaaS) is a popular term in development, referring to online titles that monetize through the games live and run as a live service. Piracy is difficult because of the games "online service" nature. Initially, ICARUS has been very much like this. We have been prioritizing a move away from this, to decentralizing the game and pushing as much as possible to the community. While this means a reduction in some functionality, it dramatically increases redundancy and the ability for players to play the game how they would like.

Decentralizing the games architecture allows our community to run the game how they see fit, and ensures the game a long life independent of the studio running it. This has been a conscious decision at our studio, across all of our products including unreleased ones, so that we can focus on making good games with excellent tools. By focusing on the games, and providing the tools to run them, we believe this maximizes both the lifetime and the creativity of the games themselves.

- Dean Hall, CEO

Earlier this week we had a significant outage with players unable to connect and had us even considering bringing this change forward, but we are making good progress and want to make sure we’ve tested and addressed any issues migrating data from our servers onto users PCs. We still have a few connection issues when first joining a dedicated server which we are actively looking into but we are happy with progress.

We have been working with server providers who have been testing the dedicated server and are providing useful feedback. If anyone is interested in trying the branch, we update throughout the week and talk about bugs and issues in our Discord in the #data-decentralization-branch channel. Click here to join.

This work really will open up doors to us to add a lot of things to the game, including significantly expanding the number of players who can play in a session at once. Our currently testing has been with eight players in a session at one time, for example.



DLC Status Update and Monetization Stance


ICARUS is the first major title the studio has produced and it would be fair to say our launch was rocky. With the launch we undertook a review of how we were working and made adjustments, as well as some key decisions. One commitment we made was to work on the quality of the base game, and customer satisfaction, before we looked at monetization. We originally had plans for more additional monetization, such as DLC including more expansions - but have moral objections to monetizing the project while reception was deservedly mixed.

Instead of this, we committed to weekly updates even through holiday periods to build customer and player confidence, to allow us time to develop the experience. As such, we're still not at a point where we feel comfortable releasing paid DLC, as we feel there is still some work to be done getting the base game to an experience players are satisfied with.

To ease our production processes we publish our changelogs verbatim, so keen eyes will have noticed we have been doing a lot of work on future DLC content for some time and we are mostly there in a number of aspects, but I will continue to delay the launch of the DLC until we are satisfied the base game is broadly representative of what our players want and expect.

Even when we do launch future DLC, we will continue to prioritize development of the base game and have DLC being supporting content. Additionally the studio is committed to ensuring DLC does not divide the community such as when playing with friends.

There is no specific targeted date for the launch of paid DLC and content. We will continue to listen to your comments and discuss it with you, here and on Discord.

- Dean Hall, CEO
Like our work? Please consider supporting our other games!


We have a separate team who very passionately work on Stationeers. We've been working hard on major refactors of the game, and are increasingly proud of where the project is at. We're getting even closer to releasing a major multiplayer update that will make it easier than ever to play multiplayer together. Please check it out, and wishlist it or buy to support our work.

https://store.steampowered.com/app/544550/Stationeers/

Changelog v1.2.25.104293


New Content
  • Adding Dynamic Quests for Growing & Mining, Updating Kill Dynamic Quest
  • Adding Dynamic Quests for Scanning and Dead Prospector Retrieval
  • Tweaked Mission EQS to better work with quest distances
  • Adding Dynamic Quests for Hunt and Cache
  • Added Anchored Behaviour to Wolves by default that can be enabled via spawner
  • Adding New EQS for Close AI Quest Spawning
  • Unlocking 'SMPL' interface for triggering dynamic missions
  • Fixing Dynamis Mission 'Hunt' as it wasn't counting the creatures killed correctly
  • Adding Dynamic Quest Table and ability to trigger quests from in session
  • Update Exotic Delivery Interface to have its own widget and not use the Mission Communicator BP
  • Adding new Strings for SMPL interface
  • Adding Rudimentry Flare to Reward Pod which fires into the air upon landing
  • Fixing up mission communicator text and adding a shift to the base dynamic mission spawn location
  • Adding FName as a possible generic actor record on the save game
  • Adding a new UI for Dynamic Quest Reward Selection
  • Fixing some typos in the Dynamic Quest Descriptions
  • Submitting missed Dynamic Quest Reward Structure File
  • Adding cheat to Skip Quest Steps
  • Updating Enviroment Queries to Query based on Mission Board Or Actor instead of Pawn
  • Updating Dynamic Kill quest to have different bosses per atmosphere type
  • Adding functions to call to clean up quest objects when a quest is complete
  • Updating Scan Dynamic quest to clean its mission objects up after mission complete
  • Fixing up Quest UI so it works with missions being cleaned up after they have finished
  • Reworked Dynamic Quest Rewards so there is a lot more variety
  • Fixed Dynamic Quest reward options now have an interactable tooltip
  • Resaving DynamicQuestRewardsDatatable
  • Added first iteration of Dynamic Quest Reward Items
  • Added first iteration of Dynamic Quest Reward sets, pre-lore
  • Add basic audio cues for dynamic quest UI and item setup
  • Adding ability to select from 2 dynamic missions when interacting with the Short Range Radio
  • Adding fallback cases to mission selection location
  • Adding DynamicQuestSeed to GameState & GameModeRecorder so missions are set until completed reguardless of Short Range Radio
  • Adding new UI for Short Range Radio Mission Selection
  • Adding Weighting to Dynamic Quest Selection for Generation
  • Setting Dynamic Quest Reward Item Selection Weighting to 100 by default instead of 1
  • Updating Short Range Radio to Propertly Roll Dynamic Quests based on Weight
  • Removing unused UI asset for dynamic quests
  • Fixing default values for various quest weightings
  • Updating Dynamic Quests to include Difficulty Reward Modifier
  • Updating Dynamic Quest Distance Spawning logic, so it slightly futher away
  • Updating Grow Missions to only include things the player can grow on Olympus & Styx
  • Updating Hunt Quest to include extra spawning of creatures specific to the mission
  • Updating Mine Quests to include different ores based on session difficulty
  • Updating Quest reward UI to show the scaled rewards based on session difficulty
  • Couple of UI audio tweaks for dynamic missions
  • Added additional dynamic quest reward items and sets.
  • Added lore to all dynamic quest rewards
  • More tweaks to dynamic mission audio:
  • Fix phys mat on T2 communication device
  • Add charge sound to transport pod ascent sequence
  • Replace mission confirm UI audio on dynamic quest option widget
  • Adding new Tools Dynamic quest, scales on both selected difficutly and asks the player to craft & delivery 1 out of a possibly 7 sets of items per difficulty
  • Unlocking Short Range Radio Talent to be unlocked on the T2 Tech Tree
  • Resized Reward Pod Inventory as it was not required to be as big as it was (60->24)
  • Fix flare assets to be configurable for color
  • Tweak flare logic for Transport Pod
  • Increasing Dynamic Quest Spawn Location and Updating EQS
  • Updating Cache Dynamic Quest Spawn Location
  • Fixing Tools Dynamic Quest Completion condition, so it actually completes
  • Scaled cache reward options to be similar in level to dynamic quest rewards
  • Increased minimum cache rewards
  • Remove debug setup for Transport Pod
  • Updating Dynamic Quest EQS & Dropship Landing EQS to use the correct QueryContext
  • Updated Cache quest so it can be completed after a reload & allowing some items a percent chance to spawn
  • Dynamic missions now generate a mission difficulty, which is saved in the QuestManager and Recorded as needed
  • Updating all dynamic quests to use the dynamic mission difficulty rather than the prospect difficulty for scaling
  • Fixing Short Range Radio's itemable and durabable data, it will now have a proper name, icon, description and health
  • Add an autodetect GPU button to Graphics Settings
  • Add an Auto Detect button to Graphics Settings
  • Performs GPU and RAM detection and applies settings based on what is found
  • This means users have a 'make it go faster' shortcut button
  • Add an autodetect for GPU button to Graphics Settings
  • Add an Auto Detect button to Graphics Settings
  • Performs GPU and RAM detection and applies settings based on what is found
  • This means users have an opt-in 'make it go faster' shortcut button
  • Updating Transport Pod Inventory Length
  • Rescaled quest rewards, notably reducing boss crafting materials and increasing their fully crafted counterparts
  • Fixing Short Range Radio not having a meshable entry
  • Add an autodetect GPU button to Graphics Settings
  • Add an Auto Detect button to Graphics Settings
  • Performs GPU and RAM detection and applies settings based on what is found
  • This means users have a 'make it go faster' shortcut button
  • Made changes to DynamicQuestReward and Mission_Communicator_T2. Still needs to be adjusted
  • Added new option in escape menu to 'Report an Issue' that can be used to directly report a bug report to our bug tracker along with useful game state information. Added UE4 Sentry plugin to give better integration/control over what is reported back
  • Adjusted Short Range Radio UI to match concepts
  • Adjusted Dynamic Mission Reward UI to match concepts
  • Limited Short Range Radio to only work in Open World Mode
  • Final touches on Dynamic Missions widget clean up
  • Dynamic Quests no longer provide the 2 experience events
  • Swapping Experience granted from Dynamic Quests to use the dynamic mission difficutly variable for scaling
  • Collect Dynamic Quests now spawns additional enemies
  • Kill Dynamic Quests now spawns additional enemies
  • Collection Dynamic Missions Clean Up Correctly Now
  • Dynamic Mission Locations now increase based on the selected dynamic mission difficulty
  • Added Settings module to Icarus build.cs, removed WITH_EDITOR flags around SentryModule ISettingsModule
  • Added Settings module to Sentry.Build.cs
  • Fixing Short Range Radio not having the correct talent requirement - fixes blueprint talent display
  • Adding additional Text to Login Screen for Connection Status
  • Removing ws from socket header
  • Rebalanced dynamic mission rewards to offer higher tier rewards more often and more basic materials when they appear. - Increased dynamic cache mission rewards. - Fixed dynamic tools mission Antibiotics step. - Quest rewards now correctly show the unscaled value if the value does not scale (eg if you get 1 tool)
  • Fixing issues with Collect Dynamic Quest where items were not spawning in the collection bodies as intended
  • Adding redundance case for collection quest bodies item spawning
  • Dynamic Mission EQSs now avoid generating points on water
  • Adding ability to cancel dynamic quests, if a quest is cancelled there is a 10minute delay before another quest can be undertaken
  • Adding Replication for the Dynamic Quest Seed
  • Adding a new gameplay config option for DynamicQuestCancelDelay
  • Modifying Exotic Delivery ship Spawning to use the new Dynamic quest pod logic
  • Updating Dynamic mission range to be slightly larger
  • Removing Red light on the Short Range Radio
  • Adding new EQS for quest spawning
  • Updating Cache Quest to include new cache eqs
  • Updating Dynamic Quest Weightings
  • Fixed dynamic mission scaling for Mine mission when selecting difficulty, and removed chance to require titanium as a handin
  • Fixing issue if clients and the server interacted with the reward pod on quick sucess and selected a reward that both rewards could be given
  • Fixing the reward pod flare & smoke not showing on the derived classes
  • Tweaked dynamic mission rewards, making long term quarantine reward and hunting supplies rarer. Increased bone drop from hunting rewards
  • Added new Test to Dynamic Mission EQSs to prevent picking points next to existing IcarusActors
Fixed
  • 'Max' Crafting UI button now works as expected for items that require Fillable inputs (water, fuel, etc)
  • Fixed typo in the MK-200 Weaponized Laser (Repaired) item, and updated to US spelling standard
  • Water pumps no longer automatically increase the water levels in the water trough
  • Fixed a bug where on respawning, the off hand item on the quickbar would still be focused while no item is there
  • Fixed issue causing the STRANGE HARVEST mission flower to not have the poison cloud on first spawn
  • Grenages dont damage structures or deployables
  • Grenades (and sandworm spit) will now damage buildings and deployables
  • Grenades (and sandworm spit) will now damage buildings and deployables
  • Melee weapons can again damage buildings and deployables (fix for throwables change)
  • Corrected Caveworm Icon
  • Add an Auto Detect button to Graphics Settings
  • Performs GPU and RAM detection and applies settings based on what is found
  • This means users have a 'make it go faster' shortcut button
Future Content
  • Updated all Brick Tier Floors, Walls and Beams. Also added sockets
  • Small adjustments to r.dog movement audio sounds
  • Adding Sledgehammer Harvest Context Icon Logic
  • Adding Markers onto Prometheus for Prebuild Structure Locations
  • Adding Wood Railing Gate audio
  • First implementation of RockDog enraged behaviour. Added support for GOAP Controllers to dynamically select custom behaviour trees to inject, instead of relying on static D_GOAPSetup data
  • Added extra stats for Enraged GOAP behaviour
  • Add audio context component to cave rivers to enable faux audio occlusion based on cave context - still need to set up custom FMOD event and apply parameters once cave volumes have been defined. Move river audio settings to data to facilitate new features and custom audio for different rivers
  • Fixing up Redirectors in the quest folder
  • Fix missing texture after cleanup
  • Added support in Enraged GOAP Motivation for ActivationTime and CooldownTime stats. Fixed Enraged Heavy Slam attack not waiting for montage notify to apply damage. Added new placeholder montage for lava spit attack
  • Cleanup Character assets part 3
  • Adding in lava scatter audio and low level base biome amb
  • DEP_Crate_Sinotai skins variation textures and material
  • Created New Volcanic Template Cave and Scoria Placed In Volcanic Biome, Purple Quad, Prometheus
  • Add TU Cave SML 001, Add Ice Flow To Frozen Lake & Cleanup on Blue Quad, DLC Map
  • Adding new Skins for the 3 different Orbital Transport Pods & Updating their associated map icon colours
  • Apply new river audio setup to cave and lava rivers in Purple and Green quads
  • Prototype cheaper triplanar material function
  • Cleanup creature assets
  • Add icon for T2 communication device, fix meshables setups for tiers
  • SM_Breakable_Clay combined and matched to the blueprint
  • SM_Breakable_Obsidian combined and matched to the blueprint
  • SM_Breakable_Scoria combined and matched to the blueprint
  • FT_Breakable_Clay_Var1 swapped mesh into combined version
  • Adding rumble audio scatter to lava biome event
  • Adding batdog specific footstep event and adjusting footstep layers
  • Basic audio pass for brick-tier buildings
  • Added burnt versions to all 4 variants of the Aspen trees, including all Foliage Types and FLOD descriptions
  • Add Ice Tunnel to Ice Maze, Painted Clay in SW & Cleanup on Blue Quad, DLC Map
  • Created New Volcanic Template Cave, Set Dressing Volcanic Transition Cave and Placement of Breakable Rocks, Purple Quad, Prometheus
  • submitting MoBasePrebuilt_Cave first pass
  • submitting Group15Outpost_Volcanic first pass
  • Adjustments to predator bird idle call trigger points, spacializer settings and wing pitch randomness and other improvements
  • submitting MoBasePrebuilt_Arctic first pass
  • Added Sledgehammer node icon and added it to Valid Interact Queries Datatable
  • Added Dogtags and Delivery Ship icon and added to D_MapIcons
  • Prototype initial RockMaster shader and functions, decreases instructions ~10% and PS by half
  • Shield Mechanics. Shield now works on the quickbar rather than the G slot. There are a list of items based on tags to be used with the shield/off hand
  • Adding in first swamp scatter cre into FMOD. More to come
  • Adjustment to small rock debris scatter to make sure it doesn't spawn too close to the character
  • submitting MoBasePrebuilt_Treehouse first pass
  • Add appropriate vocalisation states to predator bird
  • Add Editor tool to check health value of creatures
  • First pass adding swamp ambient and scatter layers in. To be adjusted and fine tuned
  • Increased maximum trace distance for SpawnAI cheat script
  • Added recipes and item setup for potato and tomato recipes.
  • Increased the maximum stamina and health granted by soups.
  • Added cooked bean recipe and item setup for the campfire
  • Added version 2 of the repair bench mesh, textures and destructable mesh
  • Resaved datatables to fix build validation
  • Fixed the montage not playing on clients and the floating damage numbers no longer double up and the damage number for the shield is now blue
  • Added first implementation of BatDog stalking behaviour. Added GetWorld implementation to IcarusGOAPMotivation.h to support function libraries
  • Added New Volcanic Template Cave, Added Deep Ore Deposits in LC and SW Biomes and Placed Breakable Rocks In the Swamp , Purple Quad, Prometheus
  • Add Deep Ore Deposit, Cleanup Clay in SW & Cleanup on Blue Quad, DLC Map
  • Attached select nodes for relevant 'Shield' damage types
  • Added eye sprites to BatDog. Increased stalking movement speed
  • Adding more scatter swamp layers. Also swapping out footsteps to swamp layer which will reduce in volume - to be fine tuned and balanced
  • Cleanup unused assets
  • Cleanup unused assets
  • Created new master materials for common developer materials and recreated in more structured format then reapplied to use cases
  • Updated Brick Tier Roof assets
  • Delete actors from unused OP001 map referencing deleted background meshes
  • Updated descriptions and flavour text for tomato and potato meals
  • Placing New Deep Ore Deposit Spawns In Swamp and Volcanic Biomes, Purple Quad, Prometheus
  • Adjustments to swamp scatter, footsteps and base layer
  • More swamp scatter additions
  • Cleanup Clay Breakable in SW & Cleanup on Blue Quad, DLC Map
  • Basic audio implementation for shield - create generic shield static mesh actor and add audio feedback when shield blocks or breaks. Add placeholder audio for wooden shield
  • Cleaning up unused assets
  • Improvements to subtlety of swamp biome base layer and some scatter adjustments
  • Add Deep Ore Deposit to Green & Add Meta Exotic in TU/AC on Blue Quad, DLC Map
  • Fix MFs referencing asset textures in master materials, changed to default texture sets and resaved all associated materials to break references
  • Added stamina cost to D_Actionable and removed the manual implementation from actionable shield to better use the preexisting functions
  • Added hotbar functionality for the shield focusing. Now if the player has two weapons in their hands two different hotbar items will appear focused
  • Removed accidental debug logging from tick
  • Small adjustments to swamp biome. Added and removed test cre scatter
  • Repair Bench - Implementation
  • Add new Repair Bench
  • Can repair all items previously repaired at Fabricator and Machining Bench
  • Requires power to repair T4 and workshop items
  • Big cleanup on assets, removing old and still unused content
  • Fix up master materials using assets instead of default textures and resaved to clear references
  • Fix up numerous redirectors no longer in use
  • ITM_Shield_Wooden mesh, material and textures
  • Added Brick Angled corner Roof and inverted assets
  • Added Brick Roof Lower and Brick Roof Upper
  • Small adjustment to swamp biome scatters. Addition of tree rustle in gentle wind
  • Add Icarus Meta Exotic Spawns on Blue Quad, DLC Map
  • Update transport pod audio, and a couple of other audio tweaks for dynamic quests
  • Adjusted cave painting colour, and emission to be more obvious in cave lighting
  • Refactor action fail feedback audio from generic melee actionable into an option on the actionable base BP, so that it can also be used on shield actions. Add missing Shield_Hold stamina reference to shield row in D_Actionable to fix shield stamina
  • Resaved datatable to resolve build validation
  • Adjustments and improvements to swamp scatter and bass layers. Separated various layers out for better variability
  • Update pass to tidy up some issues with swamp lake audio actor edge splines and islands
  • Update pass to tidy up some issues with swamp lake audio actor edge splines and islands - a couple missing from previous commit
  • Add Respawn Dropship Placement & Landscape/Foilage Cleanup on Blue Quad, DLC Map
  • Placing New Meta Spawns and Respawn Drop Pods, In Swamp and Volcanic Biomes, Purple Quad, Prometheus
  • Disabled RVT on Cliffs, Rocks, Seracs and disabled Snow RVT on Foliage to improve performance
  • Submitting all the base assets for the Striker, new fur setup to be applied and AI setup to come
  • Swapped the Map Icons for the Transport Pods to the new Transport pod icon
  • Fixed ISettingsModule.h not being compiled out correctly in non-editor builds
  • Added missing Sentry dlls
  • Trying a more sensible approach to using the Settings Developer module in the provided Sentry source code
  • Removing dependency to developer module 'Settings' in Icarus.Build.cs
  • Reverting last commits
  • Added base setup for spider assets to project. Created charater and corpse BP and added to data tables