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Icarus Update Week 14 | Waterworks

This week's update adds an array of new technology and improvements to one of our core features, farming. The core principle of farming has been to provide a steady, self-sustaining food source for the harsher climates and to alleviate the time often invested into hunting. As we’ve fleshed this out, we’ve grown the scope for what it can become and this week we’re adding new technology such as water piping, which will allow for more automated solutions for watering crops along with other applications like sprinkler systems to protect your structures from fire. You’ll also see the addition of fertilizer and changes to the decaying mechanic for crops. To wrap up these changes for you, there is a new farming mission which incorporates all of these new features in its objectives.



[h2]Water Piping Improvements[/h2]

Water Piping takes farming from a strictly manual process to one with automation capabilities. With this come three tiers of crop plots: the standard wood, iron and hydroponic. Iron and Hydroponic plots add the option of water connections, providing improved growth rates for better efficiency in the late-game and on more daring missions. In addition to water inputs, the Hydroponics plot also takes power inputs to emulate the greenhouse buff, making it a powerful all-in-one unit. We’ve expanded the crop plot UI for this update so check it out for information on the plot’s connection status and modifier states to ensure the plot is setup to reap the full benefits.

Water Piping also offers other applications, one of the most helpful being to install sprinkler systems inside buildings for surprise fires caused by lightning or a careless prospector. We’re looking to add more applications for them in the future too, but this will give you a taste of how we plan to incorporate more automated, industrial features into Icarus' gameplay.

Originally posted by author
Farming is a great way for Prospectors to ensure long-term survivability and accessibility to resources which may otherwise be out of reach on any given mission. There is a fairly steep investment in order to maximize a farm's output, as it can involve things like water and power networks, green house buildings, fertilizer production and more, but there are also entry-level farming setups for the budding (pun intended) farmer. - Adam, Lead Game Designer




[h2]Farming Talent Improvements[/h2]

Alongside our new deployables and tiered crop plot system, we’ve added a range of new farming talents that incorporate these new systems - ideal for players who want to specialize in being the provider for their team. You can see the full list of new and updated talents in the detailed changelog below.




[h2]Farming Mission: Agriculture: Hydroponics[/h2]

This week's update comes with a new mission that introduces all these new features. Mission ‘Agriculture: Hydroponics’ requires you to set up an agricultural hub on the surface and grow a range of crops to be taken back up to the scientists onboard the HUB to test for any chemical differences to earth-grown variants. This will require a structured greenhouse setup with a proper water network, power supply and fertilizer.

[h2]Detailed Change Log:[/h2]

Version: 1.1.5.92602
  • Added several new talents and changed an existing one based around farming:
    • All-Nighter - Crafted crops in crop plots grow faster at night
    • Neat and Tidy - Crafted Crop Plots use less fertilizer
    • Shoot the Breeze - Grants the recipe to make gunpowder from the fertilizer on the Mortar and Pestle
    • Get off my Lawn- Grants the recipe to make the Rusty Shotgun on the Machining Bench
    • Speed-Gro - Crafted Crop Plots grow crops faster
    • Bumper Crop - Crafted Crop Plots yield more crops
    • Sturdy Stalks - Crafted Crops Plots crops spoil slower when harvested
    • Gathering Guru - Increased yield from harvesting by hand
    • Get Up and Go - Increase to base stamina
    • The Old One-Two - Increased melee damage
  • Fixed issue causing data corruption that could result in unexpected loss of items, talents or prospect data in offline mode.
  • Updated 'Fresh is Best' Talent - Grown Crops in Crafted Crop Plots do not Wither away after they have finished growing
  • Adding crafting speed modifiers to cement mixer, composters and kitchen bench when connected to water network.
  • Added sprinkler to the game, which provides passive fire protection when connected to a water source.
  • Added new UI for water connections & crop plots.
  • Added new hydroponic crop plot which uses water connections to increase growth speed.
  • Added new metal crop plot which has a higher durability than the standard plot and can be connected to water.
  • Added new wood composter which creates fertilizer from spoiled plants, and speeds up the spoiling of organic items placed in it.
  • Added new fertilizer assets and mechanic. Fertilizers can be crafted in the composter or chemistry bench and applied to crop plots to increase yield and growth speed.
  • Added new watered crop modifier.
  • Added new crop yield stat which increases the quantity of crops from farming.
  • Added spoiled item variants for all fruit and vegetable types.
  • Expanded greenhouse detection to require multiple glass building pieces to be in range.
  • Added growth stages and dead stage for Lily crops.
  • Increased by 100% the amount of time it takes before crops spoil and can no longer be harvested.
  • Updated the crop visuals for Corn, Lily, Berry Bush, Squash, Watermelon, Pumpkin, Cocoa, Coffee, Green Tea and Wild Tea.
  • Increased waterskin consumption from 15 units to 500 units when watering crops.
  • Adding new Stat for grown crops which differentiate them from harvested crops.
  • Added new farming crop plot UI to display modifiers and connection states on deployables including in-world tooltips.
  • Added new Farming: Stockpile Mission.
  • Added the ability to be able to connect a water connection to Cement Mixer, Kitchen Bench, Biofuel Composter & Electric Composter (not the Wooden Composter)
  • Added a new 'Wither' Stage to crops, where they are available for players to access, but if the players leave the crop in the planter, after a period of time they will wither and die, and turn into spoiled plants.
  • Added Ranks to talents in the Cooking/Farming & Firearms Tree.
  • Changed Empty Plot key to be hold X instead of hold F (volatile action)
  • Added consumable setup and tags for Beans so that they can be put in the Icebox and consumed like other vegetables.
  • Fixed crash that could occur when completing quest objectives.
  • Fixed crash that could occur when a player joined the game.
  • Fixed crash that could occur when travelling around the map and loading in new areas with a large quantity of mineable rocks/minerals.
  • Fixed crash that could occur when unloading areas/objects as players travel around the map.
  • Fixed crash that could occur when loading a game with a large amount of cable/pipe networks.
  • Fixed crash when attempting to apply ‘aura' buffs to objects around the player.
  • Fixed crash with operations locating items for quest and crafting.
  • Improved client side spline placement (for cables and pipes).
  • Fixed mission objective text not wrapping on Mission Briefing causing the window to stretch.
  • Fixed incorrectly calculated time it takes to craft Concrete.
  • Fixed case where incorrect stack sizes were being shown in the player’s inventory.
  • Fixed issue where the player could not sell exotics for currency in offline mode.
  • Fixed dropship inventory on planet still being 5 slots, now correctly 15 slots to match the Station.
  • Fixed instances of deployable UI not updating when looking between multiple UI’s fast.
  • Updated description and flavor text for Composter, Water Pump, Crop Plots, Spline Tools, Solar Panel and Deep Drills.
  • Increased Platinum and Titanium spear thrown projectile damage.
  • Disabled chance to mine voxel instantly on cave entrances (Lucky Strike talent).
  • Added ability to manually water crops with all containers that hold water by right-clicking the crop with a container in-hand.
  • Fixed issue where Shotgun sights were not correctly aligned.
  • Added more caves to the lower right arctic area of Olympus.
  • Fixed several instances where voxels were spawning above the ground.
  • Fixed issue where workshop items could fail to craft but still cost resources.
  • Added Fahrenheit option to temperature display.
  • Improved tree felling sounds of burnt trees.
  • Fixed issue where the sort inventory button was not always working correctly.
  • Fixed issue where multiplayer clients were not being able to climb ladders reliably.
  • Fixed several issues with the map, eg: holes in terrain, incorrectly placed objects & mountain collision.
  • Improved system that handles fire audio effects.
  • Fixed issue where the Elephant Boss in ‘Seven Pillars: Scan' mission was not always aggressive after the player goes out of range.
  • Updated the audio for the wood rag torch when placed in the light slot.
  • Fixed crosshair of the bow not using the crosshair visible setting.
  • Fixed a bug where swapping from the bow while playing the reload animation caused the arrow to disappear.
  • Fixed a bug where player swim stroke sounds were sometimes not playing correctly.
  • Fixed a bug where happy music would still be playing when your building is on fire.
  • Fixed a bug where the middle of a dropship could disappear when viewed from a certain angle.
  • Improved the sound when the player levels up.
  • Improved the layout of the solo talent tree.
  • Fixed an issue with the dropship appearance in the ‘Voyager’ mission.
  • Improved the audio of the metal pickaxe.
  • Fixed an issue where resolution changes in windowed mode would not revert after denying them in the confirmation window.
  • Fixed issue where prospect mission art would not match the mission correctly.
  • Improved visibility of map icons on the ‘Ice Storm: Expedition’ mission due to icons having similar colors to the map background.
  • Fixed an issue where wolves made no sound while swimming.
  • Fixed an issue where player marker colors were not displayed correctly for hosts.
  • Fixed issue where several items had the incorrect weight.
  • Fixed issue where clients changing ammo types would transfer the unloaded ammo to the hosts inventory.
  • Fixed issue that would cause crafted Knives, Axes, Spears to disappear when crafting due to unintended interaction with the Crafty Fletcher talent.
  • Fixed refined wood half pitch recipe incorrectly only creating refined walls.
  • Fixed a typo in a talent respec prompt.

Icarus Three Month Anniversary

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Here at RocketWerkz, we’re celebrating the three month anniversary of Icarus. We’ve been blown away by the reception, watching you build masterpieces, burn them down, explore the wilderness and risk it all on missions.

We had some teething issues to get through at launch and since then bug fixes, stability and optimization have been constant priorities for our weekly updates.

Since December we've been on the fast track to give you updates every week, so far totaling 12 updates and 11 hotfix patches over the last 3 months. Here’s a summary of the missions, content, tools, blueprints and gear in Icarus today.



We’ve also added and significant new systems and features to the game.

  • Character Respec. A hotly requested feature added this week, you can now retrain and improve your characters by spending Ren. And you can sell exotics to get more Ren.
  • Talents Rebalancing. We increased the level cap to 50, allowing players to unlock more Talent Points and gain enough Blueprint Points to unlock the entire Tech Tree. We rebalanced solo play and the Solo Talent tree is now separate.
  • New Missions. While we started with 35 missions, we now have over 60. They include a variety of survey missions, hunting missions, mining missions with many more to come.
  • Insured Drops and Hardcore Drops. Icarus' real-world time limit can be a daunting and harsh surprise the first time it happens to you. So we added Insured missions where your character is always rescued if you run out of time, and optional Hardcore missions where only other player can revive you on planet.
  • Farming. Planter boxes, sprinklers and greenhouses create a sustainable, long-term supply of food and resources for longer missions even in the toughest environments.
  • Backpacks, Light Slots and Inventory Sorting. We’ve made many quality of life improvements from backpacks with more storage, to a light slots so you can mine in the dark, to inventory sorting and stack splitting.


The Icarus Player Community


Our player community has spent millions of hours on Icarus. See some of your favorite highlights at the top of the page.

We see Icarus as an ever-evolving title, refining the game based on how the community are playing the game.

The direction we go in is often heavily inspired by what the community share with us. Whether it's screenshots of incredible bases encouraging us to expand our deployables and buildables, or balance complaints about recipes and resources, or new ideas for missions, we are listening and taking your feedback on board.

Make sure you put your most desired feedback in Feature Upvote and come chat with us in Discord.

We're excited about all of the things we still want to add to Icarus and to continue on this journey with you.



Thank you


The last thing we need to do, is express our gratitude to key members of our wider family.

Firstly, our content creators. All of you from hobby streamers, to video makers right through to career chasers, you’ve all been integral to getting Icarus spread far and wide, and given us many of our favorite moments as a team. We thank you for choosing us to showcase, and we hope you’ll enjoy what we bring you next.

Secondly, a massive thank you to our selfless, loyal and dedicated moderators across Discord and Reddit. The strength of our communities is built on these individuals who tirelessly work to create the fun and safe environments. While they’re active participants with you in the communities, the work they do behind the scenes is incredible and the countless times they’ve stepped in at the drop of a hat can’t go without acknowledgement. Next time you see them online, make sure you show them some love as they truly are one of a kind and we would be lost without them.

And lastly, a big thank you to you. Thank you for being fans, critics, supporters, creators, friends and gamers. Your feedback, ideas, solutions and critique has allowed us to shape the game, develop our direction and fuel our passion. The countless hours invested have meant the world to us, and we’re still blown away by what you’ve been able to create and achieve. We’re dedicated to making the next three months even better than the last, and we look forward to continuing to put you, the players, first.

- Dean Hall, Game Runner

Want to support our development further?


https://store.steampowered.com/app/1648531/Icarus_Supporters_Edition/

Crash Hotfix v1.1.4.92247

As part of Week Thirteen's update we released a new crash reporting tool. The community responded by providing us with excellent data, allowing us to find and solve five really serious crash issues. The three top reported crash issues have now been fixed.

We apologise in advance for the disruption caused by downloading the update, as verification can take some time due to how Unreal Engine packages our game files, and steam processes those. We are working with Epic and Valve to assess our approach, to see what we can do to alleviate this issue.




We will work as fast as we can

Pushing an update is extremely disruptive for players and we don't do this lightly, but as part of our commitment to address launch issues and give you the game you deserve, we wanted to get these fixes out without delay.

Crash and Stability Fixes




If you experience a crash, don’t ignore the window that can popup. Please do “Send and Close.”

Please write a message to us about what you were doing right before you crashed, whether you were the host or client, if you were playing offline, and whether or not you’ve experienced this crash before. Then, Send and Close.

Using the Unreal Engine crash reporter is really useful and will help our developers better pinpoint the cause of the crash and fix it faster.

Detailed Changelog v1.1.4.92247
  • Fixed a crash that would occur when attempting to craft recipes
  • Fixed a crash that would occur when items where linked to inventories where initialized, when spawning and item in the players hand, placing an item on their backs, light slot
  • Fixed a crash related to voxel replication where voxels would crash upon setting their material (This is a big one, our largest crash numbers by far)
  • Fixed a crash which could occur during dropship descent that was cause by player initialization timing
  • Fixed a mission bug where the Wet Work: Extermination where the boss would not emerge from the Den and would not respawn when players leave the area and come back

Icarus Week Thirteen Update | Talent Respec

It’s been a while coming, but your patience has paid off. Our Week 13 Update introduces the much-requested Character Respec system. With this feature you will be able to undo Talent Point assignments and spend those points on other Talents.
Stability and Crash fixes. This update includes some significant crash fixes. This is a top priority for the team and will continue to be. These will be rolled into every weekly update as we fix them> See below for details about how you can automatically submit a crash report.

Our original intent was for players to create multiple characters to explore and specialize in each of the branches of the talent tree, while not developing any single over-powered character. We did this by having some limits on the number of talents and blueprints you could have. Last week we rebalanced this by increasing the effective level cap to 50, allowing you to keep on earning Blueprint points beyond level 50, increasing the amount of Talent Points you could gain and introducing Solo Talent Points.

However, we’ve also seen that you love your characters and are often more invested in developing them rather than creating new ones. This has lead to requests for a way to redistribute Talent Points so you can keep growing and experimenting with your characters.

We know some of you have been disappointed we didn't provide a more stable and balanced game at launch, but hopefully these continued weekly updates show you we are working hard to address your concerns. Please consider leaving a review to support us, and if we have addressed your issues in your negative review - we'd love you to consider changing it to support the team. It makes a big difference for our teams morale.



How to Respec your Character


You can change your character’s Talents by buying Respec Points in the orbital station. They cost 150 Ren each.

To introduce this new feature, this week we’re giving every player account 30 free Respec Points, plus introducing a way to earn even more Ren by trading exotics.
Originally posted by Designer)
We aimed to make the cost of respeccing accessible to those who play the game to its fullest extent (by mining or completing the longer missions), but still cheap enough for casual players to tinker in small doses.
- Adam (Lead Designer)
  • To respec a talent, visit the Talents screen of one of your characters in the station.
  • On the Talents screen you'll see a "Respec Points" button in the top left. Clicking that button will let you choose how many Respec Points you wish to purchase with your available Ren.
  • In order to use your Respec Points, just right click on the Talent you wish to remove and you'll see a confirmation box asking if you wish to spend 1 Respec Point.
  • You’ll then gain 1 Talent Point back to spend.
  • Respec Points can be spent on any of your characters.
  • You can also respec Solo Talent Points, which we introduced in last week’s patch when rebalancing the game for solo players.




Earn more Ren by selling Exotics


Want more Ren to fund your respecs? In addition to the respec, we're introducing a currency conversion system to convert Exotics into Ren at a 1:5 ratio, meaning selling 1 Exotic will net you 5 Ren. On the Workshop screen look for the new "Sell Exotics" button. This allows players to manage their currencies more freely and makes mining Exotics even more lucrative.

With many missions containing two or even three Exotic Deposits, there’s the potential to earn over 1000 Exotics from just one mission. That equates to around 5000 to 6000 Ren - enough to respec more than half of a level 50 character. We feel this is a pretty fair initial approach to expanding the economy in Icarus and we have plans to introduce more currencies, conversions, and ways to get rich in the future.

We'd love to hear your feedback on these new systems so make sure you visit Feature Upvote and chat with us on Discord.

Originally posted by (Gamerunner)
We had long ago intended to ship with Respec, and many were unhappy we didn't ship with it. We realized quickly that we needed to get it in, but we also needed to do it right. It touches on a lot of complex systems, so unfortunately it has taken longer than we liked. But better late than never, so here it is. We will be closely working with the community to balance and develop this further, as with the rest of the game.
- Dean Hall (Gamerunner)


Crash and Stability Fixes




Fixing crashes that prevent you from even playing the game is our highest priority and this week’s update includes several crash fixes. We’ve also improved our crash reporting tools, which have already helped nail several nasty bugs and crashes.

If you experience a crash, don’t ignore the window that can popup. Please do “Send and Close.”

Please write a message to us about what you were doing right before you crashed, whether you were the host or client, if you were playing offline, and whether or not you’ve experienced this crash before. Then, Send and Close.

Using the Unreal Engine crash reporter is really useful and will help our developers better pinpoint the cause of the crash and fix it faster.



Changes to Dropship Inventory and Meta Workshop


One key change you’ll find in the below patch notes, is a change to Meta Workshop Items, where you’ll no longer be able to stack these in your inventory. We’ve therefore, also increased the Dropship Inventory capacity from 10 to 15 slots to give you the ability to still take a sufficient amount of technology to and from the surface with you. While only a minor change, we wanted to address this as it’s likely notice on your first drop since the update.

Detailed Changelog
  • Added Respec Points for talents
  • Gifted all players 30 Respec points. All new players will receive 30 respect points on the first time they play the game
  • Implemented Respec points in offline play
  • Increased Dropship inventory slot count from 10 to 15 to allow more workshop items to be transported to/from planet
  • Removed Stacking from Meta Workshop Items. This is to fix an issue where returning to the station with stacked items destroyed all but 1 of the items
  • Buffed Plyometrics stats
  • Removed first stage of Naturally Preserved to overall buff the talent vs cost
  • Added Weight Capacity talent to Exploration tree
  • Added Increased Damage for Crafted Arrows talent. Increased craft time for bulk ammo, added Pistol Bulk ammo crafting talent and recipe
  • Added Increased Stamina Regen talent to Repairing tree
  • Increased yield on Wheat Crops by 4x
  • Changed Pumpkin Bread to use Bread Decayable, increasing its spoil time from 800s to 3600s to match the other Bread items
  • Fixed Dense Packing I and II names
  • Removed decay setup on Pickled Carrots
  • Fixed level cap on level up popup displaying incorrectly
  • Fixed level cap displaying incorrectly on prospect selection UI
  • Fixed level cap on ‘Delete Character’ prompt
  • Fixed visual gap on Crafting Recipe UI
  • [CRASH] Added safety check to hopefully prevent crashes with shelter subsystem during shutdown
  • Fixed flags being unset when assigning stat bonuses due to Talents
  • Fixed spline collision for power cables
  • Added workshop tree padding to fix clipping issues and adjusting starting scroll position
  • Added helper text on sleep screen
  • Added additional feedback UI to purchasing respec points and selling exotics
  • [CRASH] Fixed possible crash in Talent interface
  • [CRASH] Fixed possible voxel material crash
  • Respec removes the ability to craft armor or items that require a flag if the if the talent retrained relied that on that flag
  • Added can now refund multi-level talents even if they have dependent talents unlocked (up until a rank of 1)
  • Added can no longer refund a Talent if it would invalidate the Talent rank requirement
  • Added can no longer right-click to retrain Talents while on a prospect
  • Adjusted parent/child relations to better suit Talents accessibility
  • Updated names/icons for new talents
  • Fixed losing prospect data in offine play
  • Add second stage to Field Medic
  • Reverted FLOD FISM optimizations to fix rock collisions
  • Fixed armor not attaching to the player correctly after retrieving it from a loot bag
  • [CRASH] Fixed a voxel material crash bug
  • [CRASH] Fixed occasional crash in the shelter system
  • Fixed issue where weapons would unload zero ammo back to players inventory
  • Fixing talent tree progress bar disappearing on max rank
  • Switched Leather Curtain Window asset to new revision. Add LODs
  • Added automating fire audio spacializer based on intensity of blaze
  • Adjusted fire audio intensity and balance
  • Fixed not being able to remove player waypoint by double clicking. Fixed issue where players could have more than one waypoint
  • Fixed waypoint markers not being given the correct colour
  • Fixed map icons not removing widget from parent once component was destroyed
  • Added a cliff pass and landscape sculpting on Iceholm,
  • Scaled up water pipe spline and node meshes by 2x
  • Added sitting animation in dropship
  • Added all lying in bed animations
  • Added new destructible meshes to Wood Railings
  • Added audio to several events where it was missing
  • [CRASH] Fixed client-only crash in FLOD system due to FISM optimization
  • Fixed tooltip on shelter icon
  • Re-enabled new map icon functionality for GOAP creatures
  • Fixed durability bar overlapping L slot hotkey
  • Fine-tuned the fire event audio with more low level bush sounds and audio volumes
  • Adjusted textures for handheld cables to match spline node color scheme
  • Added new node meshes and textures for electrical and water spline system

Icarus Week Twelve Update | Solo Talent Tree

For this update we wanted to start laying the foundation for some big upcoming changes to the talents system, including adding a respec feature next week.

One of the biggest requests we've had since launch was for more Talent Points. We've approached this in two ways:

  1. We have straight up increased the Talent Points cap from level 40 to level 50, giving each character an extra 12 Talent Points. You can now gain 60 Talent Points, up from the previous limit of 48.
  2. We've also split Solo Talent Tree Points into their own group which means you're no longer spending your main Talent Points on Solo Talents.

We're hoping this should alleviate concerns about not being able to unlock enough talents for a single character, whilst still encouraging you to create specialized characters and avoiding any one character being all-powerful.

[h2]More Levels and Blueprint Points[/h2]



A significant change we've introduced is the concept of an ‘infinite levelling system’.

Before we had a hard-cap of level 99 which allowed you to unlock just over 300 Blueprint Points. So that you can access everything added to the Tech Tree now and in future, you can now level up past the soft level cap of 50 and keep earning infinite XP and infinite Blueprint Points. The Tech Tree will continue to grow and expand and we want seasoned prospectors to be able to access all of it.

Originally posted by author
For existing characters, depending on your level, you should now see up to an additional 12 Talent Points available when you next login.


[h2]Dedicated Solo Talent Points[/h2]



In addition to earning more general Talent Points, based on community feedback, we have also separated Solo Talent Tree Points into their own group. This gives players the freedom of spending points for Solo play without the fear of "wasting" their points if in the event they start playing with friends.

Characters will now earn 1 Solo Talent Point every second level, to a maximum of 25 Solo Talent Points. To retain some player choice, we've also expanded the Solo Talent Tree with more talents and enhanced existing talents to make solo characters even stronger - but you will still need to make choices about where those strengths lie.

As a reminder, the Solo Talent tree is only in effect during solo play. As soon as another player joins your game the Solo Talents disengage and those buffs are disabled. If you find yourself alone on the planet again, those Solo Talents will re-engage and the buffs become active once again.

[h2]Next Week: Talent Point Respec[/h2]



Originally posted by author
We wanted to ensure that we implemented a fair and balanced system when it came to respecing but to also make sure players had to make a choice when it came to deciding whether to do a large character respec or create a new character to specialize in different skills. The approach we've gone with is players will use their in-game currency, ‘Ren’, to purchase "Retraining Points". You will then be able to use this Retraining Point to undo a talent accumulation and earn a Talent Point back to spend elsewhere.

We'll go into more detail about the costs of respecing in next week's update, but we wanted to let you know ahead of time that we will also be offering a bunch of free Retraining Points as part of the next update to get you underway.

-Dean Hall, GameRunner


[h2]Patch Notes[/h2]

Version: 1.1.3.91832
  • Changed level 99 cap to an infinite leveling system which repeats once you reach level 50 to infinitely rewards blueprint points.
  • Increased Talent point soft cap from stopping at level 40 with 48 total spendable talent points, to continue to level 50, with 60 total spendable talent points.
  • Added solo talent points. The solo talent tree now uses its own talent points for progression, these are not shared with the other more general talent trees.
  • Added several new talents to the solo tree, and adjusted the layout of existing talents.
  • Added new sleep interface.
  • Added graphics setting option for contact shadows - an inexpensive way of rendering shadows
  • Fixed issue where distant mountains in outposts were not casting shadows correctly.
  • Fixed issue with visual artifacts in the distance.
  • Fixed not being able to remove the player waypoint by double clicking
  • Fixed issue where player could have more than one waypoint
  • Fixed waypoint markers not being given the correct colour
  • Fixed further instances of some water bodies (especially rivers) missing fish.
  • Improved the description of the hunting rifle to clarify that it is semi-automatic