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

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

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



Armor System Improvements


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

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

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

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

Stealth: Ghillie and Hunter

Workshop: ST-700, CX-400 and Naneo

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

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

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

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

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



New Armor Benches


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

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

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

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

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

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



New Armor Sets


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

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

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

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

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



90 Day Limit Error


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

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

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

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



Changelog v1.2.15.101035


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

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

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

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



Basic Ranged Attachments


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

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


Advanced Ranged Attachments


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


Update on Dedicated Servers


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

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

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

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



Update on Taming & Mounts


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

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

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

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

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



Changelog v1.2.14.100738


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

Icarus Week Thirty Eight Update | HIGHRISE Mission & a range of QoL improvements

Week Thirty-Eight's update is centered around a range of bug fixes and quality of life improvements, paired with our first construction mission in a number of weeks, HIGHRISE. Many of these fixes and improvements have come from community feedback and suggestions, something we highly value. You’ll see we have linked to the relevant Feature Upvote tickets in this post.

Our ongoing Dedicated Servers work is progressing in leaps and bounds, with fixes to overall game performance improving as a result. This includes the ‘frame stuttering as a result of swapping items in the hotbar’ fix that you’ll see below.

Have a read through this week's patch and load in to play HIGHRISE: Construction after you’ve updated. We can’t wait to see your takes on the task at hand.



Bug Fixes

You’ll see even more in the changelog below. Many thanks to the players who helped identify these bugs, and worked with us to find and reproduce them so we could isolate and fix them.



QoL Improvements


We’ve made a range of Quality of Life improvements alongside this week's bug fixes, adding new talents and buffs alongside improving the UI to share important information as you play. There are more you can read about in the changelog, but here are six key ones we thought deserved a special mention:
  • Two New Talents (Vegetarian & Carnivore) -Increases the Buffs for Fruit & Vegetable foods and Dried Meat
  • Sleep Quality - Better beds provide increased ‘Well Rested’ stats and duration
  • Ranged Damage numbers are now showing correctly in the Stats Menu
  • Alterations from Talents are now shown in the crafting menu (highlighted on items and on popups)
  • Power/Water Network information is now shown in blueprint tool tips and on items
  • Doors/Windows and Electric Lights should now retain their state upon reloading into the game (opened/closed/on/off)


Mission - HIGHRISE: Construction


After a few weeks without a new construction mission, we’re bringing you HIGHRISE: Construction, tasking you to build a six-floor observation tower and make it habitable. Your briefing is as follows:

// OPERATOR: UDA
// BIOME: The Great River, Styx
// BACKGROUND: The Operator requests a tower providing vision across the central Styx Great Lakes area.
// MISSION: Construct a tall observation tower, with electric lighting and backup braziers.
//TERMS: Flat fee. All resources and construction materials are the responsibility of the Contractor.

Don’t just build big, be creative and share your screenshots with us on #screenshots and #icarus-clips in our Discord.



Changelog V1.2.13.100500


New Content
  • Adding Stats for DriedMeatModifierEffectiveness and FruitAndVegeModifierEffectiveness
  • Adding new Talents (Carnivore & Vegetarian) which increase Dried Meat & Fruit & Vege Modifier Effectiveness, each has 2 levels +15% & +30% and is in the produce tree
  • Adding Check to prevent Stomach Storage from being Scaled based on Modifier Effectiveness
  • Adding Crafting Recipe Filter options for Attachment Type so there attachments per piece of equipment can be found a lot easier in the Alteration Bench
  • Alterations that are granted by Talents will now show up in crafting tooltips before you craft an Item
  • In the crafting UI, if you have talents that will alter the item upon crafting, the images of the item in the crafting menu will show the golden glow outline effect
  • Setting HIGHRISE: CONSTRUCTION feature level to STYX so it is unlocked and people can access and play
  • Adding ability to specify custom Alpha's on items so the Item Glow on Custom items comes through cleaner than the generated one in cases where it looks bad (Specifically Bows)
  • Updating Stat Descriptions for the 2 new Modifier Effectiveness Stats
  • Added Wood bow and longbow glow override to D_Itemable
  • Adding a new Stat for the Well Rested Buff Duration, All Beds are given this stat, Different Values are provided per bed type (BedRoll=600, Rustic&Wood=750, InteriorWood=900)
  • Fixing Issue where the wrong talent was being awared for finishing HIGHRISE: CONSTRUCTION
  • Shifting position in Styx mission tree of HIGHRISE: CONSTRUCTION
Fixed
  • Fixed Accolade save issue while moving between levels which was causing possible Accolade progress loss
  • Make subtitle ReferenceText string in D_Dialogue transient so that it doesn't get saved into the datatable json, since it's only for editor use when setting up subtitle timing overrides. Resave datatable
  • ICESTORM: Updated mission crates system to use latest spawning logic. This will resolve lost mission items (they now respawn in the crates) and hard to see icons) and hard to see icons
  • Corrected the output of the UI start target range sound
  • Fixing issue where projectile stat displays as they were displaying incorrect values in the players menu
  • Update BP_EnzymeGeyser audio to use new OverlapAudioComponent to toggle audio based on distance, instead of just playing in a virtual state all of the time and wasting FMOD virtual voices
  • Fixing issue where Substance plugin was missing DLLs for Linux/Mac, due to bad p4ignore rules. In doing so, Substance has been updated to the latest version (still 4.27 engine version, don't worry)
  • Adding ability to Scale Modifiers by Effectiveness
  • Adding the ability for player stats to modifier modifier effectiveness
  • Modifiers stats and damage can now be scaled by the new modifier Effectiveness value
  • Fixing ensures around the code base that brought to light that some resource connection code paths where not passing in a world context and therefore when generating item rewards, would not be scaled correctly
  • Adding new modifier affectors value to the ModifierStates Datatable
  • Fixed a bug where having talents that do actions in biomes (e.g. desert/arctic/conifer movement speed) wouldn't work on styx biomes. It now works on atmospheres instead of biomes to future-proof this issue
  • Fixing trivial errors/warnings on Mac - Icarus File, Icarus Stats, Icarus Trees, Icarus Controllers, Icarus Navigation, Icarus Backend, Icarus Utilities, Icarus Audio, Icarus Character, Icarus Talents, Icarus, Icarus Data, Icarus Systems, Icarus Systems, Icarus AI, Icarus Traits, IcarusAutomation, IconEditor, WorldGenerationCommandlet, IcarusShaders, TalentEditor, IcarusK2Nodes, OnlineSubsystem, VanguardBPLibrary, HeatMap, GameplayTexture, IcarusDataTableEditor, DeveloperToolsPlugin
  • Updating TOML plugin to latest version
  • ENGINE CHANGE - Fixing EOSSDK missing on mac
  • Disabled the OpenXR plugin to stop Icarus from launching in VR mode unintentionally
  • Adding new Stats for Sleep Quality, this stat will increase the potency of the 'Well Rested' Buff that players receive after sleeping
  • Adding Sleep Quality Stats on Various Beds
  • Updated the minimap images for Outpost 2/5 which previously had editor visual artifacts
  • Fixed clients not being able to press 'R' key to rotate building pieces
  • Fixed a few instances of subtitles not matching Sol's dialogue
  • Enabled custom stencil support on glass master material; Glass roof/floor pieces will now block weather effects like rain etc
  • Fixed issue where spam-clicking the 'aim-down-sights' key with a bow could cause frame drops; UMG_InventoryItem::Update is now only called a maximum of once per frame when listening to inventory updates
  • Added Bow and Gun Icons to D_ItemClassificationIcons
  • Fixing an issue that was causing Armor to take more damage than it should in certain situations, the Armor damage calculation now takes into account other sources of damage resistance, and removes thouse values so the armor resistances only take into account the damage they are blocking rather than including the values from Talents, Food, Weapons and Buffs
  • Fixing Projectile and Melee damage armor resistance stats which where being checked incorrectly in in the armor damage calculation
  • Adding Wind damage resistance stats, which where missing in the armor damage calculation
  • Fixing issue where BaseCarryingSpearMeleeDamageResistance_PlusPercent was not being used correctly in the melee damage resistance calculation
  • Replacement Modifiers will now reset the effectiveness percentage alongside the timer
  • Beds will now grant the new sleep quality mechanic while sleeping through the night
  • Fixed Modifiers not showing their effectiveness percentage on clients
  • Moved Accolade saving back to the world settings class so it can handle switching between characters
  • Fixed a typo in Meridian: Extraction quest objective
  • Fixed issue where supporters edition outposts looked accessible to all players even though they couldn't be selected
  • Fixed a typo in the Abyss mission objectives
  • Fixed players getting stuck crouched in small spaces by allowing them to fall off ledges while not pressing crouch
  • Encumberance Bar and Map widgets will no longer update multiple times per frame if a relevant stat changes. Improved game performance when scrolling quickly through Hotbar slots. Client is now authoritative of their currently selected hotbar index; Scrolling through the hotbar should now be a much smoother experience for clients
  • Added resource requirements and what resource each relevant item provides in the tech tree. (e.g. Water pump requires 1000 energy and provides 1000 water)
  • Fixed clients existing dropships at the wrong orientation by updating the camera rotation limits before existing the seat
  • Fixed Deployables that require shelter not turning off their fuel source alongside processing when shelter requirements aren't met
  • Committing missing file for custom item glow
  • Fixing issue where making reinforced glass was broken in a previous commit
  • Fixing up unsaved itembale data table
  • Fixing missed source files which was causing variours editor compile issues
  • Fixing Food Modifiers not respecting the anti-scale of StomachSlots Stat
  • Adjusting Rounding of Modifier Effects so Positive Numbers Round Up and Negative Round Down, correctly scaling the stats of the modifier
  • Updating Modifier Popup so it displays the correct stat values for scaled stat elements
  • Fixing issue where The Attachment Preview Table was using the wrong tag and axes where showing up as valid attachments options when they should not have been
  • Fixing issue where the Sandworm helm was not accepting helmet attachments
  • Fixing issue where Resources being produced on crafting benches were not being displayed correctly in the UI
  • Resource Networks Stats now Reload Correctly, Machines should be active if they where in an active state when logged off, a few edge cases will remain but the networks will no longer look active when they are not
  • Doors, Windows and Electronic Lights should now restore their state (Open/Closed/On/Off/etc) correctly upon reload
  • Setting up Custom Item GLow Alpha to work correctly with Override Images
  • Fixing issue where an incorrect icon would be displayed after selecting a recipe in the players menu, moving to another tab, then navigating back to crafting
  • Fixed bug where clients couldn't place wall pieces at 90d angles by using the internal placement guide circle
  • Fixed clients not being able to sprint west after sleeping in a bed by adding server checks to the player's camera manager
  • Fixing issue where you could craft 'Reinforced x' on any machine that was connected to water
  • Fixed weather debris particles being visible while underwater (leaves, sticks, etc.)
  • Fixing up widget spacing on Talent Tooltips specailly for the resource network display
  • Updating the Resource network display so it is present on both items and recipes as well
Future Content
  • Swamp Decals - first pass on SW RockTransition
  • Players can now interact with applicable orphaned juvenile creatures to begin the taming process. Updated taming UI to show relevant environmental modifiers. Mounts no longer automatically assign the nearest player as their owner, they must be interacted with to do this instead
  • Create new LakeAudio actor which can represent a lake independently of lake world actors. This gives us more flexibility in implementing appropriate audio for lakes in a wider range of shapes and sizes
  • Refactored LakeSplineComponent and LakeAudioComponent to enable this while still working correctly on existing lake actors
  • Added option for island splines which can set an FMOD parameter to offset lake audio volume etc. if player is on an island within a lake
  • Manual spline generation functions - at this point we expect to hand-author these splines, the manual generation provides a starting point
  • Swamp Decals - first pass on SW_DirtDebris
  • Added 6 variants of base cliff foliage and 6 variants of hanging cliff foliage to the project
  • Added option for lava on WT_Waterfall and MI
  • Added Riverbank and Sculpted Landscape on Green Quad, DLC Map
  • Added height blend option for snow on M_RockMacroMaster so tundra cliffs can have slow only at certain heights
  • Update lake audio improvements for 1.3.0 requirements:
  • Refactor most of LakeSplineComponent into a base EdgeSplineComponent so that it can be reused for other functionality
  • Refactor island splines to use the new EdgeSplineComponent
  • Replace a number of BP lake and spline functions with native equivalents in the new component for optimisation
  • Additional validation of LakeAudio splines to prevent authoring errors
  • Added BP setup for preset geothermals
  • Moved TU_TussockA ssets to subfolder called Tussock within the TU folder
  • Swamp Decals - first pass on Underwater and Riverstones
  • Swamp Cliff Pass, Blue Quad, Prometheus
  • Cliff pass in vulcanic biome, lava river and flowpoints placement and landscape sculpting, Purple Quad, DLC
  • Fixing various calls around the code base that where rolling chances with 101% instead of 100%, this has all been cleaned up and coalesed into a single library (IcarusChanceLibrary) to avoid these issues in future
  • Various code formatting fixes as there where some older files where not up to standard
  • Ensuring Worldcontext objects in reguards to item manipulation and stat retrieval to make sure we catch any locations which are not passing in the correct objects, incorrect objects means incorrect stats being displayed and used
  • ROCK_AC_Serac Variations mesh, material and textures
  • Updating M creature footsteps balance and layering and notifier locations for better accuracy
  • Added GL_ButtercupA with 3 variations, as well as added it and several other foliage assets to their proper collections
  • Trait Variables for Energy/Water/Generator Components are now recorded and reloaded at the icarus actor level
  • Variables marked with 'SaveGame' in BP's and Native Classes that inhert from IcarusActor (int's and bools) can now be recorded without bespoke recorder components
  • Fix crash when adding saddles to mount characters due to uninitialised pointer in IsBeingRidden function
  • Enable basic creature audio (vocalisations and footsteps) for mount creatures:
  • Refactor creature anim notifies to use an interface, and apply the interface to existing GOAP character base and new mount base
  • Add various creature audio components to mount base
  • Add some extra checks to BP_CreatureAudioComponent to ensure it works on different character classes
  • Swamp Rocks polish pass WIP - secondary UVs, new detail normal map, tweaks to materials
  • Cliff pass in vulcanic biome, cave placement and landscape sculpting, Purple Quad, DLC
  • Swamp Cliff Pass, Blue Quad, Prometheus
  • Added Riverbank and Sculpted Landscape on Green Quad, DLC Map
  • General Code cleanup and commenting for the new Actor State Variable Recording
  • General Code Cleanup and Commenting doe the New UcarusChanceLibrary and its functions
  • Adding new Function to ChanceLibrary for RollMax[0,N) for a roll between 0 and N, inclusive of 0, exclusive of N
  • Add surface checker component to mount base so that mount footstep audio etc. can modulate based on the surface type the creature is on
  • More M creature improvements. Footstep velocities react to all stages of the blendspace speed variants and also set up unique event for M Mount vs standard M
  • Added 3 variations of tundra bush_A to the project
  • Cliff pass in vulcanic biome, geothermal pools and cave placement, landscape sculpting, Purple Quad, DLC
  • Swamp Cliff Pass, Blue Quad, Prometheus
  • Added Riverbank, Cliff Meshes and Sculpted Landscape on Green Quad, DLC Map
  • Volcanic Macros - added MAC_03A for use as cliff/landscape piece
  • Polish pass on swamp cliffs plus biome variants - added secondary UVs, material tweaks and parenting changes to make future edits easier
  • Add FMOD DLLs for non-windows platforms
  • Adding first pass M creature flinch / death sounds. More layers to be added to the death
  • Swamp Cliffs - New mesh+textures for Cliff 06
  • Make Icarus Build Tool cross-platform
  • Added Riverbank, Cliff Meshes and Sculpted Landscape on Green Quad, DLC Map
  • Cliff pass in vulcanic biome, crater and cave placement, landscape sculpting, Purple Quad, DLC
  • Adding M creature Death sounds first pass
  • Make platform defaults to Mac on non-Windows platforms, fixing help recipe
  • ENGINE PLUGIN CHANGE - Strider now compiles on non-Windows platforms
  • Fixing incorrect return value
  • Missing dependency for AnimGraphNodes
  • Trying alternate version of constexpr if-statement
  • Adding more M creature vocal and movement sounds. Idle nip, move 1 and 2 for subtle nuances
  • Adding more M Mount creature layers. Idle states and adjustments to reverb curves, spacializer settings and spawn rate of idle states. Also adding distant processed layers
  • Swamp Cliffs - New mesh+textures for Cliff 05
  • Tundra Cliff Pass and Created New Tundra Cliff Stamps, Blue Quad, Prometheus
  • Added Riverbank, Cliff Meshes and Sculpted Landscape on Green Quad, DLC Map
  • Adjustments to M creature levels
  • Added saturation control + triplanar options for RockMacroMaster for better control on LC Rocks
  • Cliff pass in vulcanic biome, edited cave template volume placement, landscape sculpting, Purple Quad, DLC

Icarus Week Thirty Seven Update | 21 new Armor Attachments to craft

21 new Armor Attachments are the feature of our Week Thirty-Seven update, scaling out this new system to include unique perks and buffs to your characters wearables alongside our weapons and tools attachments from Week Thirty-Five. Choose from standard buffs such as Aerodynamics or Storm Visors for efficiency, to specialized perks such as Tracking Chips, all available on the Alteration Bench.

We’ve also made a range of buffs and improvements to the performance of crossbows and other projectiles at your feedback, so have a read below about what you can expect, along with some detail about the future of the Attachment system.



New Armor Attachments


21 new Armor Attachments have been added to the alteration benches, alongside our 25 melee and weapon attachments from two weeks ago. These are similarly tiered with 9 available at Tier 3 under the ‘basic' category, 9 ‘Advanced’ options at Tier 4 and the 3 ‘Special’ alongside them.

These attachments are:
  • Supplemental Respiration Attachment
  • Storm Visor Attachment
  • Supplemental Filtration Attachment
  • Calibrated Grip Attachment
  • Aerodynamic Attachment
  • Rubberized Attachment
  • Noise Suppression Attachment
  • Pockets Attachment
  • Plating Attachment
  • Tracking Attachment
  • Nutrition Attachment
  • Recovery Attachment
  • Advanced Supplemental Respiration Attachment
  • Advanced Storm Visor Attachment
  • Advanced Supplemental Filtration Attachment
  • Advanced Calibrated Grip Attachment
  • Advanced Aerodynamic Attachment
  • Advanced Rubberized Attachment
  • Advanced Noise Suppression Attachment
  • Advanced Pockets Attachment
  • Advanced Plating Attachment

A key difference with Armor Attachments is they are slot specific, meaning only certain attachments can be attached to certain to the piece of armor, and not universal across all. Be aware of this when crafting them, as you’ll need all 5 attachments to fit all 5 different armor pieces of a set.

Similar to the tools and weapons, we’ve added a new UI feature which shows which attachments can attach to which item, and if an armor piece has an active attachment or not.



Attachment System


The attachment system has been a large success, as we’ve seen many players jump in and use this new feature, and found its depth means there’s a lot of scalability and opportunity for us to branch it out across the game.

This element of user customization is integral to Icarus’s design, so your feedback on what attachments you love, what you’d like to see, and what you think needs work, helps us strategize and plan our future updates. Keep sharing it with us in Feature Upvote and having constructive discussions with other players in Steam Forums and Discord.

To give you a sneak peek of the next stage of the Attachments System, the team has been working on one of the most highly used category of items in-game, ranged weapons. Keep your eye on our updates for when this is ready to release.



Critical & Crossbows


Last weeks Critical Hit and Crossbow update was a fun one to release, but we’ve made some needed tweaks and fixes this week to address a few bugs and balancing issues that crept through.

The Critical Hit Stat Calculation had a small issue in the formula, so we have fixed this, meaning damages should scale correctly and avoid any over or underwhelming performances.

Crossbows also deserved a buff, so we’ve added multiple innate features such as a ‘chance to slow’ perk and more firepower than their archery bow counterparts when hitting the hardened areas of foe. This should mean their punch is worth the higher cost, making them a viable option for players.

We’ve also addressed a range of weapon talents, giving critical damage stats increases to Soft Spot I, Soft Spot II, Deadly Thrust I, Deadly Thrust II and Deadly Stab so their purchase is worthwhile compared to other similar talents.



Changelog v1.2.12.100160


New Content
  • Creating Armor Attachment items, adding to datatables
  • Adding new Gameplay Tags for Different Armor Attachments
  • Added Armor Alteration item alteration stats, text and flavor text
  • Added new destructible mesh for T4 Alteration Bench with reduced tri count
  • Adding recipes and talents for armor attachments
  • Resaved talent editor to resolve data validation issue
  • Adding Tech for Armor, Ranged & Deployable Attachments
  • Setting up Armors to have Attachment slots
  • Adding Tag queries for individual armor attachment slots
  • Adding Various helper functions to retrieve attachment slots and if items can be attached to others
  • Added smoke to fireplace chimneys while the fireplace is active
  • Adding Stat for Pneumonia Resistance, which reduces the Afflication Chance from the Underground Modifiers
  • Hooked up new additional stats to armor alterations
  • Adding Virtual Stat Calculation for Pneumonia resistance
  • Fixing issue where attachments on armor pieces where not applying their stats to players correctly
  • Adding new UI to Attachment Item hovers that present styalised icons on what type of items they can be attached to
  • Added Armor attachment icons. They have not been added to the data table yet
  • Adding Alteration Icons and Attachment Icons for the Armor Attachments and Alterations
  • Added Item Icon Types under UI Icons folder
  • Adding Attachment Icons for Attachment popups
  • Fixed recipes for advanced armor alterations
  • Adding new UI to recipes so what items the attachment can be attached to is shown on both the recipe and item popup itself
  • Rebalanced talent changes for more streamlined decision making, with investments in the same talent being more worthwhile. - Changed crossbow innate effect to attacks cause slow, instead of pinning, this is a longer lasting effect that will provide a more consistent bonus
  • Adding Icons for Armor Alteration Tech Tree Packs
  • Adding in base datatable setup for the Bioled leather armor set, currently in the data tables as hard leather, entries are just a copy of the base leather set until we do a stat and recipe pass, missing dynamics on the chest piece which will be in the next pass
Fixed
  • Replaced a flammable check with verbose logging that was causing clients on dedicated server development builds to crash
  • Fix a couple of issues which were causing some dialogue audio and subtitles to play twice or more in a row for clients
  • Added an auth check to the base travel quest's overlap event, as previously this meant clients could trigger duplicate dialogue on themselves when they arrived at a quest destination
  • Removed NetMulticast from the TriggerPooledDialogue function, as this calls a second function which is also an RPC and could result in duplicated function calls on clients
  • Add new Durable entry for Target Dummy with 10x increase of hit points
  • Refactored dialogue ZEPHYR_002 to work with new subtitle timing system, subtitles should match closer with voice acting
  • Set Target Dummy and Target Bullseye to use new higher durability row
  • Fixed an issue with the fireplace chimney cap not generating smoke when placed above a chimney extension
  • Ensured chimney smoke is properly active when reloading prospects
  • Doubled Vapor Condensor inventory capacity to ensure rewards are not limited by inventory availability
  • Disabling unused Outpost/Map content from the game to reduce game size and build times
  • Added self valid check to FLODFISMComponent tick to try fix physics crashes while the player is travelling
  • Added a FLOD valid check to FlammableTarget to fix crashes related to fire spreading
  • Replaced a code verify with an ensure in FireInstanceBase to improve FLOD debugging while in the editor
  • Electric Extractor stays active after removal of the generator it is attached to after relog, ensure energy networks register correctly on reload, this prevents possible exploits with picking up the generator on an active network
  • Renaming CriticalStrongPointDamage Stat to be HardenedPointDamage
  • Adjusting Critical Hit Damage Calculation so the CriticalHit Stats are used as a Plus Percent instead of a Percent
  • Adjusting Player Critical Hit Base stat to be lowered from 400 -> 300 - Damage works out to be the same as previous, but each point from critical hits from talents / tools is now more impactful
  • Adjusting Player HardenedPointDamage stat from 25 -> -75 to work with critical system changes, the values work out to be the same as before
  • Crossbows now all have the innate stat of AttacksCauseImmobilise_% with a value of 25
  • Adding Crossbow Innate Stats (AttacksCausePin & HardenedPointDamage)
  • Committing missing source files for Virtual Stats and Actor State which was breaking the build and the critical hit changes
  • Fixed typo in the Crushed Bone description
  • Updating Stats on Talents - Soft Spot I, Soft Spot II, Deadly Thrust I, Deadly Thrust II, and Deadly Stab to make them worthwhile
  • Fixed rifle rounds, incendiary rifle rounds, and pistol rounds using the wrong collision asset when fired; shots fired using these ammo types should now be significantly more accurate (this won't affect intentional weapon / movement inaccuracies)
  • Updating Target Range Mission to include an 'Essentials' Chest with Food / Oxygen / Water
  • Fixing locations of Essentials Chest on Target Range Mission, and updating contents
  • Update Tracker head attachment to grant +15% critical damage, instead of radar scanning speed
  • Removing Attachment Slots from Workshop Armor
Future Content
  • Duplicated SW cave floors for GL, added no moss material instances
  • Added 6 variations of small ivy assets for dressing the MegaTrees
  • Added 6 variations of large ivy assets for dressing the MegaTrees
  • Added 6 variations of hanging ivy assets for dressing the MegaTrees
  • Added 6 variations of medium ivy assets for dressing the MegaTrees
  • Submitting Predator bird, carcass and textures
  • Added an extra check to row handle generation for cases where the formatting on certain code files are incorrect
  • Clients on dedicated servers now have authority over the positioning of their deployable 'ghost' preview actor; Deployable preview meshes are no longer laggy for clients. Preview mesh positions for both Deployables and Cables are now interpolated for remote players, meaning that watching another player place a deployable/cable looks less choppy
  • Cliff pass in volcanic biome and landscape sculpting, Purple Quad, DLC
  • Swamp Cliff Pass, Blue Quad, Prometheus
  • Added Riverbank and Sculpted Landscape on Green Quad, DLC Map
  • Geothermal pools - added meshes for spline tool and lake floors
  • Added RiverBank Spline tool
  • Clients on dedicated servers are now authorative of their own building placement hologram. Rate limited several building placement server RPCs to reduce network traffic when clients are building. Interpolated building placement hologram positions for remote players, placement should appear a lot smoother now regardless of network connection quality
  • Added a blueprint containing the Ivy positioned on the Mangrove tree
  • BP Setup for Mangrove Var1
  • Updated verson2 of the Drop Ship destructible mesh with optimised material IDs
  • Added Blueprints for all 4 variants and all 4 colours of CF_Aspen
  • Geothermal banks - added additional internal rock meshes, plus variations of spline mesh. Tweaks to materials. LOD/Collision pass on all meshes
  • Added to project version 2 of the full Drop Ship static mesh with the legs in the correct orientation
  • Cliff pass in volcanic biome, cave placement and landscape sculpting, Purple Quad, DLC
  • Added Riverbank and Sculpted Landscape on Green Quad, DLC Map
  • Swamp Cliff Pass, Blue Quad, Prometheus
  • Adding first pass M creature footsteps and animation notifiers and data table entry
  • Added a WaterSetup row config to the River tool so we can create lava rivers
  • Geothermal Pools - 2 more variants, plus revision of first one to use same texture set as the bank meshes
  • Updates to the M creature footsteps, animation notifiers and test map
  • Added TU_TussockA with 3 variants
  • Reimported LavaRiverFlowB, rotated on Z axis
  • Added Lava MA and MI, Added Lava Flow Point BP and MA, Setup WT_River Spline for Lava
  • Geothermal banks - renamed spline meshes, added additional variants, tweaks to material. Added island mesh
  • Added option to use UV1 on secondary normals for rocks to reduce distortion
  • Cliff pass in volcanic biome, cave placement and landscape sculpting, Purple Quad, DLC
  • Added Riverbank and Sculpted Landscape on Green Quad, DLC Map
  • Swamp Cliff Pass, Blue Quad, Prometheus
  • Added baby moa base setup and assets for prototype implementation
  • Add missing Lava row to D_WaterSetup (placeholder) to fix river spline construction
  • geothermal banks - added 2nd UV channel to spline meshes and mesh08, adjusted detail normal settings in material
  • Added Riverbanks and Moved Macros on Green/Purple Quad, DLC Map
  • Updated the minimap images for Outpost 2/3/5 with clearer ingame renders
  • Grasslands Decals - added FT and materials for cliffs, erosion rock blend, stones light
  • Added option to hide arrow on WT_LavaFlow and tweaked variables for ease of use
  • Adding M Creature idle nip vocal movements
  • First implementation of creature taming mechanics
  • Tundra Decals - first pass on Transition and Moss
  • Swamp Cliff Pass, Blue Quad, Prometheus
  • Cliff pass in volcanic biome, lava river and flowpoints placement and landscape sculpting, Purple Quad, DLC
  • Added Riverbank and Sculpted Landscape on Green Quad, DLC Map
  • Added SW_Mangrove_FallenTrunk_Hollow_Var1 to 5 with CAC maps and normals

Icarus Week Thirty-Six Update | Critical Hit | New hitbox design for animals

This week we have revamped our Critical Hit System to provide a more dynamic and authentic combat experience that requires you to refine your precision and timing.

The new Hit Areas System is more realistic, dramatically reducing the damage delivered on enemy’s protected and armored body parts (less critical areas) while also dealing more damage on their weak points (critical areas).

To help you become adept with this system, a new mission will place you in a target practice course. This will unlock unique blueprints to craft your own targets also, if you want to spend more time becoming a marksman with your weapon of choice.

To wrap up an update of all things accuracy, two new crossbows have been introduced to the Orbital Workshop with a new set of bolts with both speed and power options.



Hit Feedback System


We have revamped the Critical Hit and Hit Areas System in Icarus to provide more accurate and detailed combat. This will make hitting critical shots trickier but far more rewarding. Our game designers have been busy refining where these hit zones are and developing a tiered system for Hit Zones that provide different levels of impact. All together it makes it more imperative you consider your aim and accuracy when picking your targets.

These new Hit Zones are:
  • Extra Weak - Critical Hit Damage
  • Weak - Partial Critical Hit Damage
  • Hardened - Damage Reduced
  • Extra Hardened - Damaged Greatly Reduced
  • No Damage - 0 Damage




Each zone as seen and mentioned above will have a unique, associated icon displayed at impact to show you where your attack landed. This also means damage will scale, and blows landed to tougher parts of the foe will be dramatically less effective and put you in a compromising position.

This work also opens up the possibility of more non-earthlike creatures in future with their own unique anatomy…



Mission | POTSHOT: Training


To practice the new Critical Hit and Hit Areas System we’ve given you a target practice course on Olympus.

Players will get a weapon on arrival or can bring their own from the Orbital Workshop to use on various test dummies. Completion of the mission at a high enough score will unlock the blueprints to craft the Wooden Bear Target Dummy and the Bullseye Target, complete with the new hit zone feature for practice on your outposts or in missions.

Your mission briefing is as follows:

POTSHOT: Training

//OPERATOR: UDA
// BIOME: Forest
// BACKGROUND: The Operator has set up a testing area for Contractors to train and hone their skills.
// MISSION: Complete the test with a passing score.
//TERMS: Flat fee. A selection of weapons will be provided for testing purposes only.



Two new Crossbows




We’re adding not one but two new Crossbows to the Workshop to coincide with the theme of this update. Inaris have made available the ‘Rapid’ and ‘Heavy’ Crossbow variants in the Orbital Workshop.

The Rapid, as the name suggests, is built to send bolts down range at an unmatched pace. The Heavy, sacrifices speed for power, sporting a much heavier draw weight that deals a significant amount of increased damage.

The two crossbows with two different styles suit different situations on Icarus - choose one, take both, the choice is yours.

An additional piece of hardware available from the Workshop now is the Larkwell Bolt Set. A 25 pack of deadly bolts with unmatched damage output should make for a powerful combination with your new weapon of choice.



Dedicated Servers work


As part of our ongoing work with ‘data decentralization’, including dedicated servers, we have been tackling game flow issues such as how players connect to the game, what happens if players are offline when a mission completes and what happens to characters who have joined a prospect when the server is offline. We believe design-wise we have tackled the major considerations and are implementing the new character flow as we speak. We’ll reveal specifics closer to release, as when we introduce dedicated servers it will change how multiplayer sessions function.



Changelog v1.2.11.99931


As always, our Changelog includes some ‘future content’ updates. These aren’t available in this week’s update but they are things our devs are working on for future updates and chapters. These don’t have confirmed dates, haven’t been tested or balanced yet and may even be taken back to the drawing board - but we thought you might enjoy seeing behind-the-scenes.

New Content
  • Transitioned to new area-based critical hit system. Added target dummy deployable. Critical hit zones will now be cleaner and clearer, we can now add armored, partial critical and no damage zones very easily
  • Committing Missed Gamestate file which fixes floating damage numbers and enables the new visual aspect of critical hit zones
  • Added helper function to use when appending new critical hit areas in BP child classes
  • DEP_Target_Dummy mesh, material and textures
  • Dummy Target Mission: Adding in base flow for the target dummy and bullseye target mission, intent is a sort of course involving the targets with a score to achieve based on difficulty, various weapons will be provided and the course will be replayable as a sort of minigame, all first pass quest BP's added and relevant datatables added for the quest
  • Adding Wooden Bear and Bullseye Target Dummy Items
  • Adding Recipes and a Character Flag for the Target Dummy and Bullseye
  • Added critical hit zones for worm type creatures
  • Adding a Target Range Controller, Target, Trigger and Scoreboard, Setting up Basic Logic in Mission for Quick Testing
  • Base Implementation of Target Range System, includes both a Timer and Scoring
  • Removing Semicolon which was preventing a property from being marked as BlueprintAssignable and failing build Validation
  • Fixing Inventory Container Acess Crash that could occur when retrieving item stats
  • Progress on the Target Range system so Targets and Triggers Register on a Controller and Scoreboards Register Controllers
  • Fixing up issues so scores, time and triggers can be called by clients to enact changes on the server
  • Target Range and Scores now replicate
  • Adding Reload Components to cache high scores for the target range
  • Creating Highscore Scoreboard
  • Target Range Targets change their texture when hit and revert to the normal texture when reset
  • Exposing Functions so Targets know when a round is active, this means they can move around, shift their scoring zones and play animations
  • Exposing Reset functions to tarts can retuirn to their default state when the round completes
  • Removing a semicolon which was casuing an issue with build validation as it was preventing a UPROPERTY defination from being read
  • Adding in world widget for Range Scoreboard
  • Updating Player Names to use Character Names on Range Scoreboard
  • Adding Various Movements to Bear Targets making them harder to hit
  • Fixing Error in last commit where player names where not being stored correctly in the TargetRangeController, Players will now be able to see their names and scores on the scoreboard
  • Added Strong Points on Creature Horns/Tusks for Critical Hit Areas. This means when hitting a Creature in the Horn/Tusk, the player will deal less damage
  • Update critical hit audio system to handle new critical hit area types, allowing us to give different types of audio feedback for different types of critical damage
  • Adding in base layout for Forest Course for the Dummy Target mission, quest markers placed currently just spawn the stationary target, moving targets and layout tweaks to follow, also made some material switches to make the targets more visible and easier to see a successful hit
  • Adding first pass of strong point hit zone audio and data table entries. Audio to be tweaked and worked with feedback
  • DEP_Target_Dummy_Bullseye mesh, textures and material
  • Add Inaris Crossbow A and B variants to the Workshop. A is a faster paced weapon while the B variant is slow and hits harder
  • Update Crossbow icons and add missing Meta tags
  • Update hit audio systems for both melee and ballistics to force hit success parameters to false if the local player lands a hit within defined types of critical hit area. This will allow us to dial back some of the positive feedback on impact sounds if the hit was weakened due to hitting a creature's 'strong point' etc
  • Charging Bear Targets now Run and Collapse at their specified distance
  • Run Across Bear Targets can now be given a distance to run rather than use a static value
  • Added Critical Hit Zone Icons to UMG_FloatingDamageNumbers
  • Dummy Target Mission: Swapped out a few of the standard bear dummies for the moving ones, added in scoring scaling per prospect difficulty, added in different scoring based on damage dealt to targets with a multiplier to critical zones where the damage was dealt, fixed an issue where the live scoreboard wasn't tied to the controller
  • Fixed Inaris crossbow not being able to reload properly as the reload montage was blending out too quickly
  • Adding the logic to display the new critical damage icons to the damage numbers
  • Adding Bullseye Target Dummy Deployable Setup and Blueprint Assets
  • Added Target Dummy Icon to D_Itemable
  • Added Bullseye Target Icon to D_Itemable
  • Updating Forest Range Quest Flow to include simplified quest steps and a timer
  • All weapons in provided in the forest range quest are now tagged as quest items and are replenished every 30 seconds
  • Updating Mission Range Crate Mesh and BP
  • Dummy Target Mission: Increasing the timer for the course and tweaking the required score to reflect the scoring system
  • Updating Range Targets so they reload their delays and movement distances so we don't have to set up each time upon reload, refreshing BP nodes so everything compiles and removing old un-used variables
  • Updating Forest Range In World Widgets for the Scoreboard, High Score and Weapons
  • Dummy Target Mission:Adding in better course flow for the mission, moved around layout and reduced overall course length with a better path towards the exit, adding a version of the wood railing with better collision for the course and adding in a Dressing BP to spawn on course start to frame the course
  • Dummy Target Mission: Fixing Quest Marker rotation for the set dressing for the course being off on spawn
  • Dummy Target Mission:Removing Course dressing BP from Quest marker preview setup
  • Improve accuracy of Bear target dummy collision. Fix mesh only having 4 LODs (66k LOD0)
  • Small balance tweak for CURRENT crit hit and null crit hit points
  • Fixed missing string table entry for the shooting range time sub-quest
  • Adding new Stat for Rendering Vapour Condensers Inert, Adding Stat to Target Range Mission
  • Add replicated events to target range controller for score updates and new high score, and replicate existing round ended event. Allows more feedback to be added to target range BPs
  • Update Target Dummy to use new optimized Mesh, fixing the material swapping bug at the same time
  • Fix collision on BerryBush meshes and disable collision in BP components
  • Added a server check to BP_FLODCull incase clients were trying to call server functions
  • Fixed the target range using incorrect data to show player scores, now uses the character name instead of the internal Steam ID
  • Updating Replication and Reload Functionality of All Target Range Blueprints
  • Adding and Updating quest text so it makes more sence
  • Added on-screen UI to show time and score while using the target range
  • Add Larkwell Standard Bolt item to Meta Workshop
  • Updated name and text for two new crossbows by Inaris
  • Completed name and description for this week's training mission
  • Dummy Range Mission: Reverting scoring system back to not factor in damage scaling and rely on critical zone hits, reduced mission scoring requirement to reflect, now has a min of 100 and max of 250 for score required
  • Fixed Target Range Bear Target Popup/RunAcross variants occasionally getting stuck on their movement paths
  • Adding BP implimentation for round start in target range
  • Adding in events for score board and round begin. Sounds for round will be updated once created. Adding blueprint behavior
  • Adding unique round end sound for the target range to differentiate it between mission update
  • Potshot: Training, moving bullseye targets temporarily to shift them out of the foliage until we get the cull volume working, adding character talent as mission reward for the target dummies to show the recipe unlock on the prospect select screen
  • Ranged bear targets now project their rails to WorldStatic instead of to landscape. Fixed BaseMeleeDamageResistance_Percent stat not being used. Fixed floating damage numbers sometimes showing two critical hit icons at once. BP_TargetRange_Bullseye no longer takes melee damage
  • Fixing issues where clients could not see quest steps and scores on the target range - there where some variables that were not being replicated correctly
  • Updates to spacialization of the points increase sound at the target range
  • Fixed bear target rails not projecting to landscape. Updated rails mesh material
  • Fixed an issue causing the Repair Speed Attachment (and it's Advanced equivelant) to give slower action speed, instead of faster speed
  • Fixed target range bear movement & death state not being replicated correctly to clients
  • Updarting Replication of Target Range Controller and Target Range Target to allow for client synced movements
  • Fixed bear rotation acting erratically at low frame rates. Fixed bears collapsing at wrong yaw rotation when reversing along rails
  • Potshot Mission: Adding in new prospect images for the mission select and prospect tree view
  • Potshot Mission: Adding in the new board meshes for the score and high score models, switching out the static mesh collision for cubes on the Bullseye targets for more accurate hit detection in the critical zones
  • Fixed bear target dummies trying to rotate after being collapsed
  • Bear target dummies now generate a spline track that they move along. Bear target dummies now smoothly rotate when they reach the end of their track
  • Update to the target range start sound
Fixed
  • Re-commit Building Upgrade Tool A Wood
  • Adjustment to reverb send on geysers to accomodate for being inside built structures nearby. Volume and reverb drops in volume so its not too loud. Also made similar adjustments to wolfpack
  • Fix Extractors and drills generate at login but aren't considered active after reload/restart, ensure that any generator traits are restarted when biofuel drills are reloaded, this means that biofuel drills continue to consume fuel correctly after save/load
  • Fix T4 and Meta extractors extracting exotics faster after reload/restart, ensure that BP_Extractor::UpdateMiningRateFromResourceType correctly applies multipler from ore deposit for extraction speed, this means that extractors always run at the correct rate after save/load
  • Balance tweaks to the crossbow audio to make sure the Inaris crossbow doesn't feel much louder than the standard crossbow
  • Fixing up passing world context to nodes for item stat calucations to make it easier to access item stats and information in blueprint
  • Converted interaction hold time to a variable
  • Passing transient creature vocals through to canyon delay system, Adds slapback delay to specific creature vocals in situations defined by terrain zone audio heatmap
  • Fixed a bug where leaving the prospect via dropship would give you a grace period then immediately remove all modifiers including the grace period within the same frame. This caused players to be vulnerable to damage while extracting and potentially lose their items
  • ITM Attachment mesh, materials and textures added. 4 color variations for different attachment types
  • Update several deployables Thermal component settings to better represent the assets and scale across all deployables nicely
  • Additional +-5 degrees added to Heater and Cooler T4 deployables
  • Changed colour of debug text when visualing Thermal Component affect from red -> yellow, and added drop shadow
  • Sending Pickaxe and Axe impacts to canyon delays. Gives a more accurate representation of space when using these tools outdoors
  • Update the dialogue system to give us more options for fine tuning subtitle timing, and added a few other improvements: Can override the display length of individual dialogue lines, can override the dialogue speaker per-line, nativised some of the functions previously done in UMG_Dialogue into a subtitle queue manager, improved how the dialogue UI system handles dialogue interruptions added dev functions to make dialogue testing easier
  • Fix extractors and drills don't currently stay activated (dev build), fix an issue with C++ compiler optimisations that only affects development builds, not release builds
  • Prototype of a system which would allow us to author subtitle markers within FMOD dialogue event timelines, which could potentially be used in the future to fine-tune subtitle timing to audio
  • Fixed destruction effects on the Dry Run blocking mesh
  • Fixed a bug where in an inventory if you right click and hit "deploy" on an item (e.g. Crafting Bench) it would show both the inventory and the placing ghost. Now the inventory automatically closes on button press
  • Improve grass allowing for billboards to appear better. Fix SM LOD distances do they swap out sooner to improve perf
  • Fixing issue where Deep Mining Ore Deposits where not showing the correct highlightable on clients, players connected as clients can now see the specific ore type in the in world popup
  • Fix adding cloud brighten up Caves by reducing light dissipation on overcast for cave biome
  • Updated Credits. Added Trace Studio and Entangled to UMG_CreditsPage
  • Fixed issue where drinking to put of fires would make players immune to fire and cause the 'Burning' modifier to fail when attempting to set the player on fire, when this failed the flammable instance would still be applied and never be removed due to the loss of linkage from the modifier. Adding fallback cases and preventing the flammable instance from being added in the first place if the modifer could not be applied
  • The 'Wet' modifier gained after being submerged in water no longer makes you immune to fire, but now reduces the chance you will catch on fire
  • Seperating out 'Wet' and 'InWater' gameplay tags
  • Adding 'OnFire' gameplaytag
  • Adding toolbox mesh for Melee Attachments, it now has its own unique mesh rather than the same one as the modules
  • Clear out Cloud Map variable on instance of Atmosphere Controller in Olympus, pointing to a texture which doesn't exist, causing a warning on startup
  • Update Alteration Bench and Advanced Alteration Bench descriptions to better communicate the multi-purpose nature of the benches. - Updated Alteration Bench collision to be more accurate
  • Fixed bad LOD settings on Polarbear Carcass causing it to LOD too early
  • Removed unobtainable CanHarvestPolarBearTrophy stat from Polarbear Trophy/Head item reward
  • Removed never used Generic_Tree_Leaf item reward entry
  • The buff provided by drinking now longer grants fire immunity (Players can still 'drink' to remove the fire debuff, 3 modifiers are granted, 1 extinguishes the fire and last a second, 1 provides the cooling and lasts longer)
  • Simplified gameplay tags for extingushing fires, it now relies on one tag rather than the 3 it was based on
  • Fixed an issue causing the Seared Mushroom (campfire) appearing as the Mushroom Soup (potbelly stove)
  • Delete unused Alteration Bench T3 and T4 V1 revisions (too similar to be repurposed to something else)
  • Update BPs/data to use V2 revision of T3 Alteration Bench
  • Recreated merged version of Alteration Bench T4 meshes without unwanted elements from BP
  • Delete Alteration Bench T4 Destructible Mesh created from BP merged mesh containing unwanted elements and being 200k verts, fixed filenames of T4 Alteration Bench meshes, fixed Deployable mesh components not using the Deployable collision profile, fixed T3 Alteration Bench collision being auto convex instead of simplified boxes, fixed LOD settings on T3 and T4 Alteration Bench meshes, fixup redirectors
  • Update T4 Alteration Bench to use new Destructible Mesh asset
  • Fix Extractors and drills generate at login but aren't considered active after reload/restart, refactor drill and extractor blueprints using the IcarusBeginPlayEvent to perform final checks, ensure that any generator traits are restarted when biofuel drills/extractors are reloaded, ensure that any energy traits are restarted when battery powered drills/extractors are reloaded, ensure that should auto restart is correctly flagged, this means that biofuel drills continue to consume fuel/battery power correctly after multiple save/load
  • Fix T4 and Meta extractors extracting exotics faster after reload/restart, ensure that BP_Extractor::UpdateMiningRateFromResourceType correctly applies multipler from ore deposit for extraction speed, rebalance extractor speed to what it was prior to fix, this means that extractors always run at the correct rate after save/load
Future Content
  • Fixed temperature and minimap usage on Terrain 019 caused by missing config in world data
  • Lake and river placement, landsacape sculpting and painting, transition area in Blue and Green Quad, DLC
  • Added editor tools for manually authoring lake audio in cases where automatic generation is not possible
  • Fixed a swamp cave template that couldn't correctly generate lake audio
  • Added Macro Cliffs, Water Bodies and Caves in Tundra on Blue/Green Quad, DLC Map
  • Impassable and Macro Cliff Pass, Purple Quad, Prometheus
  • Macro Cliff Pass, Landscape sculpting and water body placement in Green/Yellow Quad, DLC
  • Migrated several expensive building-related functions from BP -> native C++, comes with some fairly significant performance increases when adding building pieces to large structures, as well as a crash fix related to a recursive BP function
  • Added no RVT variants of SW Rivercliff materials
  • Added New Cave_GL_SML_001 & added Water Bodies and Caves in Swamp on Blue Quad, DLC Map
  • Water Body Pass, Macro Cliff Pass and Transition Cave Blockout, Purple Quad, Prometheus
  • Lake and river placement, landsacape sculpting and painting, Green Quad, DLC
  • Cave Pass from Swamp to Tundra transition cave on Blue Quad, DLC Map
  • Created GL_Cave_Med_01 and 02 template, created cave template assets for cave levels
  • Landscape sculpting, Water Bodies placement & Caves added, Swamp on Green/Blue Quad on DLC Map
  • Macro Cliff Pass and Transition Cave Blockout, Purple Quad, Prometheus
  • Added new Datatable for mount related data. Reworked BP_Mount_Base to support multiple mounts with data retrieved from D_Mounts. Added control rig for Moa
  • Lake and river placement, underground river cave, landsacape sculpting and painting, Green Quad, DLC
  • Added Macro to blockoff Swamp to Con-Alt, Added cliff to Blend caves in Macro & Set dress transition cave on Blue Quad, DLC Map
  • Macro Cliff Pass and Transition Cave Blockout, Purple Quad, Prometheus
  • Extended mount system to support generic, data table driven action montages. Separated out LookAt and IK control rigs for mounts. Added new control rig to drive procedural player riding animations when mounted. Consolidated mount LookAt functionality with existing IcarusCreatureAnimInstance LookAt
  • Icicle meshes x10 for Tundra/Artic biomes
  • Removed Atmosphere Controller Component From BP_SW_Cliffs_SML_03
  • Setup Swamp and Lava Biomes on Weatherman, added their options on the controllers and fixed in-game weatherman not controlling fog settings
  • Added remaining 3 variations for CF_Aspen along with 4 colour variations for each
  • Fixed repair hammer not working for clients connected to a dedicated server
  • Added Riverbank and Sculpted Landscape on Green Quad, DLC Map
  • First cliff pass in vulcanic biome, added caves and edited cave volumes in cave blueprints, Purple Quad, DLC
  • Swamp Cliff Pass, Blue Quad, Prometheus
  • Prototype meshes for geothermal pools
  • Fixed the map icon not appearing correctly for mounts. Can now specify a D_MapIcons entry for each D_Mounts row. Did a pass on shifting externally accessed mount functions into C++ instead of creating BP hard references. Mount highlight is now disabled when mount is being rode
  • Add missing MapIcon member to FIcarusMount to fix compile error - this can be tidied up further if required
  • Resave D_Mounts to fix DT validation error due to previous fix
  • Committed missing IcarusMount.h
  • Resave D_Mounts to fix DT validation error due to previous fix
  • Fixed issue with the upcoming HIGHRISE mission area requirements for particular objectives
  • Added Sulfur Pool Water MI setup with Clearness on Flow point
  • First pass on geothermal pool 01, instanced Water_SulfurPool material with tweaks to depth and colour
  • PlayerID->Colour pairings are now serialised, meaning players re-joining a server will keep their previous colour. Fixed issue where if too many unique players joined a session, their colour and map icon would remain white and uninitialised. Player colours are now managed in the GameState instead of GameMode
  • Cliff pass in vulcanic biome, created three new cliff LC stamps, Purple Quad, DLC
  • Swamp Cliff Pass, Blue Quad, Prometheus
  • Added Riverbank and Sculpted Landscape on Green Quad, DLC Map