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Icarus Week 165 Update | Hammerhead Slug World Boss

Welcome to Week 165.

Today, the Hammerhead Slug World Boss is introduced to the swamps of Icarus.

We also give a sneak peek into what is coming next week, allowing all bosses to be lootable when killed and a quality pass on their rewards.

If you want to fight the Hammerhead Slug, you will need to play on the Prometheus Map in the New Frontiers Expansion. It can be purchased here:

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

Notable Improvements:
  • Added additional Black Wolf spawn points to Olympus arctic areas, updated the Bestiary as the Black Wolf is in the Arctic on both Styx and Olympus
  • Shifted the Black Wolf boss spawn zones from the starting areas of Olympus
  • Various texture and material optimizations to reduce size and memory usage while playing

[hr][/hr]
This Week: Hammerhead Slug World Boss


The Hammerhead Slug is the first world boss we have added to Icarus in a long time, but it will not be the last.

The Hammerhead Slug spawns in all Swamp Regions of the Prometheus Map and has some rather unique abilities.

When the Hammerhead Slug takes enough damage, it will split, not once but twice, and prospectors will quickly find themselves fighting more than one creature. Prospectors will also need to be careful as these splits will attempt to combine back into their larger counterparts as time goes by.

[hr][/hr]
Next Week: All World Bosses Lootable


Next week, all world bosses will now be lootable when killed, and their drop pools will be rebalanced to reflect the difficulty of taking them down.

[hr][/hr][h2]Your support makes these updates possible.[/h2]

https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.40.132442


[h3]New Content[/h3]
[expand]
  • Adding NZ On Air Logo in the Credits Section
  • Updating the NZ On Air Logo in the Credits Section
  • Adding Entry for the Hammerhead Slug boss into the Bosses Json
  • Added new Boss icon for the Hammerhead Slug
  • Hammerhead Slug - Added 5 spawn points in prometheus for the slug spawn
  • Health bar now only appears once the boss fight has started
  • Fixed replication bug where the client wouldn't see the final slug/health bar cleaning up
  • Added valid check to prevent warnings on getting blackboard as slug dies
  • Hammerhead Slug - Slug will now return to anchor point if straying too far
  • Hammerhead Slug - Added missing isvalid checks
  • Hammerhead Slug - Changed how the slug manager was cleaning up
  • WorldBossSpawner override so slug doesnt bind on big slug death
  • Fixed bug where final slug would sometimes explode instead of curl into a ball
  • Hammerhead Slug - Slug carcass now highlights. Removed debug testing
  • Hammerhead Slug - Switched poison modifier to be -50% sprint speed instead of -5% movement speed to try reduce chance of not being able to move when having all debuffs added to you
  • Hammerhead Slug - Added 30 minute timer after the final slug dies for it to cleanup
  • Removed the 'reload dead boss' bool for the slug
  • Smaller slugs will spawn the slug manager if there is none present
  • Changed loot row table on slug to correct boss row
  • Hammerhead Slug - Removed Development flags
  • Removed space at end of hammerhead name
  • Hammerhead Slug - Slug will now respawn correctly when slugs tile is reloaded
  • Changed eqs such that the slug ignores itself when looking for targets that damaged it

[/expand]

[h3]Fixed[/h3]
[expand]
  • Project-wide asset optimization pass and cleanup
  • Obsidian Pick: Updated physics asset to capsules, added extra LOD, optimized textures, changed PM to metal
  • Project-wide asset optimization pass and cleanup
  • Fixed UVs on ITM_Sickle_Obsidian
  • Fix 130MB guide texture down to 300KB due to non-pow2 size and no compression

[/expand]

[h3]Future Content[/h3]
[expand]
  • Adding legendary weapons items static audio data
  • Adding pickup legendary weapon crate audio and item audio table setup
  • Great Ape club attack only has a break chance for slams
  • Great Ape Fix a montage where the animation length has changed
  • Fix Rock Golem Op1 Analyze not showing complete at 100%
  • Fix Rock Golem Ape E water step requiring biofuel
  • Adding GH Mission Radio Icon
  • Balancing player damage taken from creatures to accomodate for heavy hits as well as small and medium impacts. Small adjustment to collision damage event because projectilces use this too
  • Great Hunts Cinematics Sequencer and BP Assets
  • Final pass on great hunt music
  • Added 'cave in' mesh/materials, tunnel cap mesh, tweaked Cliff_11_DLC2 to remove base
  • Added stats for some of the Rock Golem Gauntlet upgrades
  • Rock Golem alternate secondary attacks are now enabled when using relevant upgrades
  • Fixed some input logic bugs within Rock Golem Gauntlet attacks
  • Stormwall material and BP setup WIP
  • IMP pass blockout in the swamp on Orange Quad, Elysium
  • Swapped Tundra voxels to ridge variant, Foliage Pass and Cliff Pass, Green and Yellow Quads, Elysium
  • Fixing accidental change to FMOD preset instead of event volume that added ADSR to cave contect preset which caused everything to be broken that used that preset
  • Fix DT Whitespace validation. Again
  • Adjustments to new Great Hunt UI
  • Make GreatApe more immobilise and slow stat resistant
  • Great Ape make high rocks fall faster
  • Applied threat distance modifier curve to Ice mammoth boss, adjusted behavior tree to trigger music at more appropriate time during intro sequence
  • Adding ADSR to waterfalls to avoid harsh starts when entering ape arena. Also intensifying very heavy impact hits from creatures like club hits to make boss combat feel more weighty
  • Adding location markers and blockout for DH mission 3
  • Hammerhead Slug - Removed slug from ice arena and readded mammoth to the arena
  • Resave Ape Lab with correct position
  • Fixing music override bp on ape boss
  • Adding load spear into sandworm crossbow
  • Added separate action behaviours to Rock Golem Gauntlets and filtered them by upgrade type
  • Fixed Rock Golem Gauntlet third person montages not being on the right slot
  • Adding new Great Hunt UI
  • Add Garganutan Great Hunt steps to collect the Sonic device, for if the player has dropped it into a crate for example, so players will be able to collect the device before starting the mission
  • Slight increase in Great Hunt bossfight music volume
  • Shortening overly long tail events within the assault rifle that was taking up too many channels unnecessarily. Also fine tuning distance curve after multiplayer playtest
  • Fix many dialogue timings for Quarrite Great Hunt
  • Added border and hover border and UI tweaks
  • Adding sandfalls audio and BP imp. ALso adding heavier jump land to rock golem so its initial entrance is more dramatic
  • More nav blockers for Great Ape
  • Updated Sandfalls to respond better to light and hold CPD on begin play
  • Added destructible mesh asset for swamp ape club
  • Added spinning wheel art assets including skeletal mesh and animation
  • Add Rimetusk Great Hunt quest crafting recipes, final quest and remove many DNT entries
  • Dev lock future content releases
  • Fixed looking the wrong way when entering the Ice Mammoth Arena
  • Shortening overly long vocal event when taking generic low damage
  • Added Lamb sk meshes, materials and textures
  • Resave atmospheres datatable
  • Exported higher resolution source textures for the raptor creature
  • Named boss atmospheres correctly
  • reduction in volume of the ricochet hits
  • dummy changes to files within certain banks to try force fix errors
  • Slug Launcher - Add stats and effects for Backpack, Loader and Splash Guard components
  • Rock Golem rolling attack now pushes hit targets to the side instead of straight forward, reducing chances that players are hit successively
  • Rimetusk Great Hunt: Add additional craft step to O2 quest, add quest objectives to all missions
  • Voxel Polish Pass and Swapped FIR saplings with Aspen Saplings, Green and Yellow Quads, Elysium
  • Finished first macro pass blockout in the swamp on Orange Quad, Elysium
  • Fixing Atmosphere Datatable
  • Fixes to Ice Mammoth arena material after recent updates
  • Applied new meshes and material for stormwall
  • Adjustments to rock golem armor break audio. More audible over busy mix
  • Added splinter mesh for destructible ape club vfx
  • Removing mentions of thumper from dialogue. ALso increasing volume slightly of away from mic part so it is still audible over ambience
  • Multiple new kitbashed cliffs for Elysium volcanic
  • Adjustments to some legendary weapons. Smoother bolt load sound, gauntlet volume adjustments, data table update etc
  • Resubmitting audio files in banks to attempt to fix any issues part 2
  • Fixing Atmosphere & Equippable Datatable
  • Add tooltip to Swamp Arena exit
  • Fixing Atmosphere Datatable
  • Fixing Legendary Weapon GH button so it correctly only works on appropriate maps / with dlcs
  • Ensure RVT are refreshed when player dies in instanced level and respawns to main level
  • Adding Legendary Weapon Images for Viewing their info
  • Adding Legendary weapon view screen and ability to click on weapons when great hunts have been selected
  • Adjusted livingitemshopitem data to include backgrounds and weapon images
  • Cliff Pass on Trunda to Desert Transition, Green and Yellow Quads, Elysium
  • Elysium - New CAC maps and FTs for geothermal stalagmites, new lake added to geothermal area, red quad
  • Wire destructable mesh for Great Ape Log/Club
  • Set up gfur for lamb and added trophy mesh, material and BP
  • Added Emission channel masking to M_Creatures and setup emission on Ape
  • Sandfall Polish Pass In Golem Arena and Cliff Pass in Tundra, Green and Yellow Quads Elysium
  • Added depth fade and minor adjustment on mesh for stormwall
  • Adding World Boss Names to Great Hunt UI
  • Fading Weapon Images on GH & Boss enteries so they are only visible when hovering
  • Added missing socket to black wolf revolver, causing the left hand to be held in mid air instead of the gun
  • Polish Pass on Sandfalls and Made changes to Sandfall_03 Material
  • Changed materials on Hammerhead Cocoon and added a cocoon forming VFX
  • Tweaks to Sandfalls_03 Mesh UV to reduce streeching on sides
  • Adding Respawn Timers on the GH UI for world bosses
  • Fixed issues with World Boss Information so it displays number of potential spawns, as well as the number currently active
  • The GH Device now tracks and updates boss information and replicates it to clients for display on various UI's
  • Fix Garganutan Great Hunt progress tracking for wave defence missions. Clarified objectives in damage type missions
  • Added ability for main mission objective text to be hidden if it is blank, but helper text (blue) is still shown, updated resupply missions to be blue/info text
  • Decrease Sewing Machine RMA to 1k
  • Prevent biome transition when player dies and is a spectator inside a biome override
  • Added DCO_Cheese_A to F and DCO_Hanging_Meat_A to F
  • Changed Ape Boss Hide to use ITM shader. Increased texture resolution
  • Adding weight layer to ice mammoth and other sledge hammers
  • Adjusting Great Hunt Talent Trees so they fit within the space allocated on the UI
  • Added panning feature for main textures of MA_ITM. Set to disabled by default
  • Add Ice Mammoth Great Hunt O1 setup, notes and dressing
  • Updated Garganutan Decals to only clean up those specific decals, so if they are used in other missions they will still be cleaned
  • Added Wall_Candle_Holder_Wood, with textures, materials, and DMs. Also added a candle proxy mesh with materials for multiple colours
  • Added Cuckoo Clock with textures, materials, skeletal meshes, animations and DMs
  • Consolidating the Alpha Wolfs Name, as it was called Alpha & Black interchangeably, it is now called the 'Black Wolf' everywhere
  • Added Research Crate icon
  • Adjusting Great Hunt Talent Trees so an overview of the hunt is displayed before clicking on missions
  • Added Shield Ricochet icon
  • Small volume adjustments to various dialouge lines within the DLC to make sure the off mic parts are still audible. Increasing ducking amount on the music and ambience by a touch to help dialogue lines from being drowned out in storms or during combat or music events. Increase to sandfall volume and size and play amount
  • Update all Great Hunt quest names and titles to new format
  • Increase NOVA Station durability
  • Removed Thumper from Rock Golem E dialogue subtitles
  • Added tile texture and panning for MA_ITM
  • Elysium - more lakes, stalagmite and decal placement in geothermal, red quad
  • Fixed bug where Great Ape wasn't responding if players fired at it/attacked it from a great distance
  • Extended RecentDamageCausers EnvQueryGenerator to allow ignoring distance when generating valid targets
  • Added skeletal meshs for the homestead curtain variants. Updated roughness maps for the fabric variants and adjusted tiling on the the shaders
  • Update Respawn dropship seat camera offset logic, camera shake & FP mesh visibility handling to also work for clients
  • Fix client desync with mammoth trap due to bones not ticking on dedi server
  • Adjusting source audio file of GH cover mic effect for better clarity but still feeling worldized. Previously felt too muffled in the mix
  • Added catch all proxy mesh setup to windmill (uses dry recipe output by default)
  • Updated the spinning wheel rope texture and updated UV on the static and skeletal mesh to utilise the new tiling material feature
  • Resave terrains selection for translatable text
  • Add destuctable mesh to Great Ape thrown logs
  • Updated LOD screensizes on Biomass meshes
  • Decreased Obsidian Sickle textures from 2k to 1k
  • Rimetusk D Great Hunt, added helper text to craft explosives quest step
  • Fixed typo in Quarrite spawner quest name
  • Fixed Quarrite Great Hunt B worms stopping spawning if there are already too many spawned (will now automatically clean up spawns after a delay)
  • Adding Biomass rewards to bosses & adjusting boss material conversion rate
  • Garganutan Great Hunt O1 fix spawn locations not spawning
  • Adding rock golem juvi flinch and death audio, events and data table setup
  • Linked translatable text to Olympus terrain selection
  • Updated tundra to desert transition and added palm bushes to oasis on Yellow Quad, Elysium
  • Added prototype mesh for weapon rack for testing, material and textures
  • Added first pass SM for DCO_Giant_Ranch_Sign with materials and textures
  • Elysium - added temp FT for Kumara, foliage placement test in volcanic terrace area, red quad
  • Fix Biofuel Radar not being able to be toggled
  • Added missing EQS change from previous fix to Great Ape detection range
  • Duplicated most necessary anims for Juvenile Rock Golem and placed in own folder
  • Did a pass on Juvenile Rock Golem locomotion animations and speed
  • Added armour to Juvenile Rock Golem
  • Fixed Juvenile Rock Golem t-posing after death
  • Fixed Juvenile Rock Golem not playing correction animations for GOAP actions
  • Updating Biolab UI based on Concept
  • Adding Purchasing functionality to the Biolab Weapon information screen
  • Adding Images for the Biolab Legendary Weapons background
  • Landscape Sculpting Pass, Cliff Pass and Foliage Pass on Tundra, Green and Yellow Quads, Elysium
  • WIP proxy mesh system
  • Great Hunts Interface animation and UI tweaks. Replaced Norex logos
  • Added art assets for the Homestead curtain variants
  • Added art assets for the homestead shutters window variant
  • Added art assets for the homestead saloon style door including a texture variant for a whitewash look

[/expand]

Hotfix Version: 2.2.39.132295

Contains the Following Fixes:
  • Fix invisible materials for various assets including the Fishing Bench and Creature Deterrent

Icarus Week 164 Update | Lava Hunter World Boss Spawning

Welcome to Week 164.

This week, we’ve enabled the Lava Hunter World Boss on Prometheus to spawn outside of its specific mission. This will allow you to fight it over and over again without having to start new prospects.

We’ve also done a quality-of-life pass on the rest of the world bosses' spawns to address their regularity so you can engage them more.

Jump in and have a read.

Notable Improvements:
  • Fixing the Cold Screen Space Effect, which was applying incorrectly on and persisted unintentionally
  • Fixing the Achievements ‘Styx & Stones’ & ‘Zero to Hero’ so they are correctly tallied and granted on Steam and in-game
  • Fixed Black Wolf Boss Spawners not begin present correctly in Olympus Open Worlds, the Black Wolf Bosses will now spawn correctly
  • Removed Textures and Materials that where not used resulting in a smaller client pack size
  • Texture Optimization which results in lower video memory and client pack size, will help on graphics cards with lower memory
  • Fixed an issue where world stats and difficulty stats where being removed on open worlds when loading into a game with an operation in progress
  • Fixed an issue where bunk-beds would unintentionally duplicate every time a prospect was loaded

[hr][/hr]
This Week: Lava Hunter Respawning


We have enabled the Lava Hunter World Boss on Prometheus to Spawn outside of the Mission.

Like other World Bosses, this can now be encountered randomly in the Volcanic Biome, and the timer for it to respawn will persist after you defeat it.

The Prometheus Mission 'FRACTURE' does not need to be completed for the Lava Hunter to spawn in open worlds.

This was mainly done so people could tackle the Lava Hunter outside specific missions which may be important in the coming weeks.

[hr][/hr]
This Week: World Boss QoL


World Bosses in Icarus are giant creatures that appear in open worlds and on missions when traversing Icarus. These large creatures can be quite tough to deal with if not properly prepared.

The current world bosses in Icarus are the Black Wolf, Sandworm, Giant Scorpion and now the Lava Hunter. Each map offers different word bosses that naturally spawn. There can also be mutiple world bosses of the same type present on the map at the same time, for example on an Olympus open world a maximum of three sandworms can be present at any one time.

World bosses can be tracked on the map via the 'World Boss Module' module purchasable from the orbital workshop. When equipped into your suit this will display map icons over every world boss currently active map wide.

This week, we have modified the way all world bosses naturally spawn as with the introduction of open worlds there where some side effects which meant they spawned far less often that originally intended.

In the past, every time you started or finished a operation in open world, the world boss timers would restart and not persist, meaning that world bosses would spawn far less often in the world. This has been corrected so that respawn timers now persist, so it will be far easier to encounter these creatures in the wild.

Let us know your feedback on this change and if you’re finding yourself encountering these foes more often in your Open World sessions.


[hr][/hr]
Next Week: Hammerhead Slug World Boss


We will be introducing a brand new world boss to Prometheus next week. This is the Hammerhead slug, found in the Swamp Biome and sporting a deadly splitting attack.


[hr][/hr][h2]Your support makes these updates possible.[/h2]

https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.39.132249


[h3]New Content[/h3]
[expand]
  • Lava Hunter now acts as a world boss and can respawn
  • World Bosses can now start on a respawn cooldown instead of immediately spawning on prospect begin
  • Added Lava Hunter spawn point to PROM
  • Lava Hunter mission now waits for player to get slightly closer to spawn location before boss emerges
  • Removed invalid world boss configs from PROM prospect list entry
  • Lava Hunter World Boss no longer starts on respawn cooldown
  • Existing prospects now update when new world bosses are added, fixes issue where people wouldn't have the new Lava Hunter World Boss in the existing PROM save games

[/expand]

[h3]Fixed[/h3]
[expand]
  • Project-wide asset optimization pass and cleanup
  • Project-wide asset optimization and cleanup
  • Bunk beds pending cleanup no longer attempt to spawn top bunk actor on begin play
  • Fixed bug where bunk beds were duplicating on prospect reload
  • Fixed a typo in bunk bed tooltip
  • Fixed bug where bunk bed couldn't be picked up after game was reloaded
  • Updated Skeletal meshes for SK_PIC_Obsidian and SK_ITM_Sickle
  • When rate limiting damage numbers, always emit the first damage number immediately if there are no other damage numbers currently being processed
  • Added a fix for recently introduced edge case where the hot/cold post-process screen effects would sometimes persist on screen even after player corrected their temperature
  • Fixed Attachment Slot availability not being shown on ranged weapons
  • Fixed issue where radars couldn't be activated
  • Fixed bug where prospect world/difficulty stats for dynamic missions (operations) were being cleared on reload
  • All prospects (open world and missions) should now have the same number of world bosses that spawn (with a few exceptions). Previously each mission and open world would individually specify the minimum and maximum number of world bosses that could spawn, now this is done on a per-map basis to reduce confusion
  • Fixing Mission Achievements, after the rework the total number of missions to complete was incorrect so they achievements could not be completed successfully
  • Fixed issue with the Mission Achievement Trackers as they where not counting the first mission in every tree - like they should have been
  • Fixing issue where the Exotic Item was not correctly tagged which means it could not be collected and added to the transport pods and sent to orbit

[/expand]

[h3]Future Content[/h3]
[expand]
  • IMP pass blockout in the swamp on Orange/Purple Quad, Elysium
  • Implemented Homestead Cabinets
  • Implementing Alternate Fire on the Legendary Flamethrower and Stat which govens if the alternate fire occurs
  • Lava Hunter Flamethrower has 2 Alternate Fires now (Fireball & Flame Burst)
  • Cliff Pass in Arctic, Green Quad, Elysium
  • Adjustments to ape gas cloud timing and adding wave whoosh
  • Hammerhead slug - fixed niagara effects only playing on cocoon start and not end. Lowered base slug hp. Removed tusks from the ice mammoth
  • Foliage pass in Tundra and Cliff Pass in Arctic, Green and Yellow Quads, Elysium
  • IMP pass blockout in the swamp on Orange/Purple Quad, Elysium
  • adjusted light source on flamethrower
  • Adding short roar and volume adjustments and crit hit timing adjustment for better audible notify
  • updating GH mission images to source
  • Deleted tree meshes under developer folder
  • Adding in riccochet hit indicator event for new hit zone for the Rock Golem. Data table setup
  • Critical hit areas can now conditionally apply for only some damage types
  • Ricochet area now only applies to projectile damage
  • Pickaxes now do 5x damage to golem armour instead of 10x
  • Adding rock golem roar audio, event and notify
  • Added new 'long jump' montage for RockGolem that has the Golem in air for longer
  • Added new quick variant of RockGolem roar montage
  • RockGolem now waits for player to get near enough into cave before jumping out and roaring to start the boss fight
  • RockGolem's face plate armour now always ricochets incoming projectiles
  • additional slope rocks, tweaks to PFS_LC_Slope_Rocks, 2 new cliffs + textures/materials
  • Added anim BP, control rig, NPC BP and mount BP for the Raptor creature. added entries in the AI setup data table
  • Added art assets for the Raptor creature
  • Adding unique legendary flamethrower audio to child actionable. Added flamethrower actionable to the data table to point to correct item
  • Added new ballistic mechanic that allows projectiles to ricochet off certain strong points
  • RockGolem in final phase now attacks at least once after each jumping attack
  • Increased minimum time between separate collision damage events on RockGolem roll, less chance to be double-hit
  • Hits on rockgolem armour plating now ricochet bullets, dealing no damage
  • Add DT validation for ItemTemplate entries that don't point to an ItemsStatic. Remove 2 entries
  • Added DEP_Bird_House_Standing_Wood and DEP_Brid_House_WallMount_Wood with materials, textures and DMs
  • Adding completely new fire audio for the glob gun which turned out to be more of a grenade slug goo launcher than a goo gun. data table setups, audio and events
  • adding GH mission images to source
  • Adding Missing Lava Hunter Biomass
  • Initial Pass for Boss Resource Drops
  • Initial Pass for Boss Resource -> Biomass Conversion
  • Initial Pass of Legendary Weapon Costs
  • Resized boss currency icons and added slight gradient to them
  • Updated Wet materials for DCO_Planter_Box Wood
  • Re-hide weight of items stat (as this is shown in item tooltips)
  • Updated slime creature, materials, textures and static meshes
  • Reparent BP_InstancedCaveEntrance mesh, so scaling the mesh doesn't scale the teleport placement disc
  • Fix Processor Recipe for Condensed Exotic pointing to wrong meta resource entry (was testing)
  • Added Elysium additional Ridges voxel pools for all biomes
  • Fixes for EDS rounds
  • Fix Ice Mammoth Great Hunt O2 steps
  • Fixes for ape bossfight music, with additional cleanup on RockGolem and Ice_Mammoth
  • Adding Orka vocals attack and spot events and vocalisation table setup. Also adding V2 pistol muzzle shot for testing - possible use and adjusted shotgun V2 to be slightly less
  • Further break up the screams when Great Ape is throwing rocks
  • Fixes for ice mammoth bossfight music
  • Great Ape now performs different screams when throwing rocks
  • Adding intro briefing to the dialogue data table
  • Optimized Raptor textures. Fixed missing Physical Material defines. Added 4th LOD. Delete StaticMesh
  • Fixes for rock golem bossfight music
  • Fixed wrong cave ID in ape and golm Great Hunt Instanced Levels
  • Resaved data table with moved muzzle flash location into correct folder
  • Resaving FMOD to try and fix banks breaking
  • Adding test VFX smoke with reduced size, opacity and time for potential use
  • Added art assets for the weather vane
  • Fixed the material for the wet version of the planter box
  • Hammerhead Slug - Fixed slugs not being spawned at the correct % hp after recombining then dying again
  • Adding impact audio for slug grenade ballistic
  • Project-wide asset optimization pass and cleanup
  • IMP pass blockout in the swamp on Orange/Purple Quad, Elysium
  • Adding fireball audio for flamethrower. Explosion, and travel audio
  • Hammerhead Slug - Fixed incorrect scaling of slugs. Fixed slug manager cleaning up after all slugs are dead
  • Many Rock Golem Great Hunt Fixes: Weakness poison tracking fix and add damage leeway, final hunt travel step location set, rebuilding biofuel mission assignment fixed, prototype progress clamped, mission selection lockout fixed, elimination mission numbers and tracking fixed
  • Fixed Great Hunt device objectives list not clearing on reset
  • Adding quest markers, location markers and blockout for DH mission 1
  • Split RPC calls to show damage numbers over mutitlple reps rather than flooding in one frame (clients and buckshot)
  • Adding quest markers, location markers and blockout for DH intro mission
  • Dummy prospect adjustment to see if it fixes FMODs error
  • Replaced crystal mesh to black plain in Great Hunt Instanced Levels
  • Commit to try fix FMOD
  • Adjustments to volumes and spacial of ricochet hits on rock golem
  • Remove an empty section form JuvenileApe_Attack_Montage
  • Point the Juvenile GOAP anim actions to JuvenileApe_Idle_Montage
  • Fixed issue where ballistic ricochets weren't using the correct logic to spawn damage numbers, meaning audio wasn't played correctly
  • SpawnFloatingDamageNumbers no longer fires off a reliable multicast containing damage information for debugging purposes unless verbose damage logging is enabled on server
  • Adding flamethrower fireball fire audio and event, data table setup
  • Implemented Bird Feeders
  • Fix instanced cave entrance assets after parent class modified
  • Added DEP_Bird_Bath_Iron, DEP_Bird_Bath_Gold and DEP_Bird_Bath_Water, as well as their Materials, Textures, and DM's
  • Adjustment to volume of crit hit hit volume adjustment from rock golem
  • Removed cave entrance from BP_CavePrefab25 and Replaced with static mesh. Green Quad, Olympus
  • Adding air release audio to eds canister and deploy audio
  • Adding GH Radio Device / Talents / Recipes etc
  • Voxel Pass, Green Quad, Elysium
  • Modifying QM locations for the RG Great Hunts as they were in the wrong locations
  • Applying distance scaling to ape audio threat override
  • Applying distance scaling to ice mammoth audio threat override
  • Fix Rock Golem A Great Hunt, quest initialization was unhooked for testing
  • Applying distance scaling to rock golem audio threat override
  • Adding Forbidden Talents so that missions are locked out when choices are made for the Ice Mammoth Great Hunts
  • Feature Locking the Ice Mammoth Great Hunt Mission Talents
  • Adding Great Hunt Images to the Project and Setup as part of the Missions
  • Enabled Ice Mammoth Missions so they can be played
  • Added missing DT changes to fix build
  • Stormwall material WIP
  • Added first implementation actionable behaviours for various RockGolem gauntlet actions
  • Living weapons can now specify multiple default meshes instead of just one per slot
  • Added a function to query if given living weapon has a particular upgrade
  • IMP pass blockout in the swamp on Orange/Purple Quad, Elysium
  • Foliage and Landscape Painting Pass on Tundra, Green Quad, Elysium
  • Ape Great Ape D2 fixed mission descriptions
  • Adding orca flinch vocalisation, event and data table setup
  • Added new alien tunnel meshes, textures, material
  • Garganutan A Great Hunt now grants craftable lab equipment account wide
  • Fixed Garganutan B Great Hunt map marker and steps description to clarify
  • Dummy dialogue adjustment to try fix dialogue lookup bs
  • Hammerhead slug - Fixed physical damageon slug spit
  • Hammerhead Slug - Reduced duration of slime. Reduced poison damage and increased physical damage
  • Adjustments to orka vocal levels and adding to data tables
  • Updated ITM_Ape_Hide textures to a better quality version
  • Hammerhead Slug - Added missing bool from proj component and reenabled health override on slug projection components
  • Deleting profiling session that was committed. Also adding missing cave context eq to some of the dropship layers causing some layers to not be muffled
  • Fix missing translation entries in orbital exchange and damaged ship mission interface
  • Allowing WorldTalentManager to always be relevant and replicate to clients, this enables clients to interact with the great hunt device
  • Fixing Mission Cheat to Allow for Correct Setup of World Stats, Weather, Boss Spawning and other Dynamic Properties
  • Adding snapshot to reduce volume of ambience when big boss music is playing. Helps declutter busy mixes. also slight reduction in other players assault rifle volumes and reloading
  • Add Intro when first interacting with NOVA station
  • Fixed feature lock on EDS Canister
  • Added some cheats to debug inventory subcontainers
  • Hammerhead Slug - Added projection health bar to each version of the hammerhead slug. Added override to allow any creature a health bar with a checkbox. Slugs will no longer try to merge with other slugs that are in a cocoon state
  • Fix EDS Canister (mission item) physical material and client side effects
  • Garganutan Great Hunt: Added audio triggers to wave defense mission objectives
  • Fixed waterfall swimming and looking the wrong way when entering the ape arena in Great Hunt Instanced Level
  • Update Garganutan Great Hunt kill progress missions to show progress percentage, O1 to have a progress stage indicator, mission E to have resupply, fix EDS Rounds typo
  • Fix Drill Arrow and T3 Cleaning Device material opacity being 100%
  • Splitting dialogue into two events as requested. Adding events to dialogue table
  • Deployable Decals (dev facing) are now swapped with world objects on load to improve performance
  • Updated Garganutan Great Hunt prebuilt lab to reduce deployable count
  • Ensured Bunk Bed top bunks are cleaned up if their lower bunk is cleaned up
  • The Sandworm Crossbow now fires Spears as intended
  • Adding Norex Weapon Crate Mesh for the Legendary Weapons, so when they are dropped they appear as the box and not their core pieces
  • Further increase the chance that Great Ape will produce noxious gas when low on health
  • Fixed waterfall not showing up in ape arena Great Hunt Instanced Levels
  • Changed colour scheme on NOREX Great Hunts Radio
  • Updating the ape fx to not use its own unique one rather than scorpion burrow. Adjusted values for better visibility and to be more appropriate
  • Fixed phys material on base meshes of Great Ape den entrance
  • Project-wide asset optimization pass and cleanup
  • Added Great Hunts Interface Assets
  • Redone oasis at the start of desert on Yellow Quad, Elysium
  • Voxel Pass in Tundra, Green Quad, Elysium
  • Garganutan Great Hunt Black Market mission: Revamped to require construction
  • Balance pass over lots of the legendary - boss weapons. Reducing some third person volumes and volumes etc
  • Added ITM_GreatHunt_Radio, with new materials and textures
  • Added ITM_WeaponCrate_Norex
  • multiple new cliffs kitbashed from existing assets, new alien tunnel segments + entrance
  • Hammerhead Slug - Slug now stops aggro when 100 meters away and no one else close
  • Further reduction in volume of the ambience when big boss fight music is playing. Also faded the snapshot with the music fade param
  • Added Sandfalls to Rock Golem Arena, Rotated player entrance and added a cliff to block a seam
  • Toggle GreatHunts EntrancePlane blocker + PP volume based on existing actor visibility logic
  • Fixing issue with the Rock Golem and Ice Mammoth Missions referencing the wrong Terrain and thus spawn group making arctic animals spawn in the desert on Olympus
  • Add text wrapping to bonus rewards from missions

[/expand]

Hotfix Version: 2.2.38.131942

Contains the Following Fixes:
  • Fixed issue where radars and scanners couldn't be activated which could block both exotic scanning and various mission progress.

Icarus Week 163 Update | New Year Bug Fixes & QoL Improvements

Welcome to Week 163.

This week's theme is bug fixes and QoL. Thanks to feedback over the holiday period, we have addressed a number of issues. We have also fixed an issue that was limiting client performance.

We also have some details on what is to come next week involving the Lava Hunter present on Prometheus.

Jump in and have a read.

Notable Improvements:
  • Coconut Trees grown in crop plots now provide Wood when harvested
  • C0NT4CT Radio will now find the most upgraded C0NT4CT device to connect to, rather than the closest
  • Modifiers (Buffs / Debuffs / Auras) have been optimized so they will not perform updates every frame
  • Fixed various issues with Crop Plots as they would sometimes take damage when sheltered, but not in greenhouses
  • Made adjustments to SMPL3 quest rewards not to include outdated items as rewards, and added new items where applicable
  • Did a balance pass on all fillable objects (Canteens / Water Troughs etc). In general, they have received a greater maximum capacity

[hr][/hr]
This Week: Bug Fixes


This week, we are releasing a number of smaller bug fixes and some small quality-of-life improvements that have been requested in the past. With the new year, we thought we would take the time to address some of these issues.


[hr][/hr]
This Week: Client Performance Improvements


In the past, we have spoken about ‘occlusion optimizations’ regarding buildings (week 153). Recently, we performed the same treatment on deployables (benches / trophies / decorations, etc) and came away with some performance improvements.

When we pushed this live a few weeks ago, we made a mistake: it was only active on servers or single-player, so players connecting to others or a server would not receive any of the improvements. This has now been enabled so that all players will receive the improvements.


[hr][/hr]
Next Week: Lava Hunter Respawning


Next week, we will enable the Lava Hunter to Respawn on Open Worlds so that it can be fought again once the operations have been completed.


[hr][/hr][h2]Your support makes these updates possible.[/h2]

https://store.steampowered.com/bundle/49493/Icarus_Weekend_Deal_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.38.131742


[h3]Fixed[/h3]
[expand]
  • Hot and cold post-processing effect blending is no longer done via multicast, it is now entirely client-side
  • Damage number spawning is no longer a reliable multicast
  • Hot and cold post-processing effects are now gradually eased in and out when applied, should fix bug where effects would pop in and out if player moved quickly between cold/normal/hot areas
  • Tooling to detect buried voxel brushable actors so they can be adjusted. Added actor transform manipulation tools
  • Add overlapping/duplicate actor detection to Prefab tool
  • Update Crocodile crit setup to be more accurate and provide more predictable hit-reactions
  • Significantly increase weight of rifles and shotguns. Rescaled pistol weight (T3 reduced, T4 increased).
  • Reduced weight of pistol rounds, increased weight of shotgun shells.
  • This will better differentiate firearms and have weights be more reflective of the weapon size
  • Fixed a typo in the kiwi mission
  • Fix crops taking damage when sheltered but not inside a glasshouse
  • Shrink thickness of Floor weather culling mesh to prevent weather leakage when jumping into the piece from below
  • Adding updated destructibles for Turrets
  • Fixed mission explosive (used in Zephyr and new missions) using an unessecary skeletal mesh instead of static mesh
  • Updated Turret destructibles
  • Tweaked Light Assault Carbine gunplay to be a little more tame (animation, screenshake), improved muzzle VFX
  • Modifying the Contact Radio logic so that it always finds the most upgraded closest mission device, this will mean it always finds the most upgraded mission device rather than just the closest
  • Adding IM_A prebuilt structure
  • Moved Seed to the Resources section of the Field Guide so it shows the recipes it is used in
  • Fixed Turret Stand DM material. Add logic for spawning additional turret DM pieces upon destruction
  • Rename actors in Olympus from StaticMeshActorXXX to actual mesh name for readability/organization
  • Remove HLOD texture/material setups for underwater rocks causing additional texture loads, no MIP biasing and poor visuals for no performance gain. Upped DFAO bias to remove artifacts
  • Fixed Medic Cabinet collision to ensure shelter is correct when the cabinet is inside
  • OLY: further level actor cleanup
  • STYX: Remove empty mesh actors, clean up Outliner folder structure
  • Increased Rope albedo resolution to 1k and fix missing phys mat define
  • Removing final(tm) traces of unncessary materials from levels
  • removed 'GT' from Geothermal atmosphere as it is missing from MPC_BiomeTransition and causing errors
  • Clear usage of unwated materials in levels, prepping for deletion
  • Set BloomKernel texture to 512px, saving about 30MB of VRAM, matching later engine update optimization
  • Remove Outpost002 as the map entry for Space row in D_Terrains, causing fishing data to be incorrect on Arcwood. Add DT Validation to catch this
  • Fixup redirectors across project
  • Fake change to Prom to trigger worldgen
  • Remove unnecessary material overrides in Cave Prefabs
  • PROM: Cleanup Outliner structure, delete empty SM actors
  • Add utility for viewing all processors & generator/transmutable times
  • Fixed Arctic Vesper trophy crafting not granting bestiary points
  • Add Max Stack size text to Field Guide
  • Fixed Beeswax Advanced Set being called Base set in the tech tree
  • Clean up Fillable data (removed unused & combined duplicates), removed related & obsolete Item data
  • Fix Deployable Highlightable and View Distance initialization being server-only. Now Deployables with custom highlightable setups (single mesh highlighting for multi-mesh setups) will work on Clients and so will the recent view distance optimizations
  • Fix Wood Cupboard being uncraftable on Maching Bench and Fabricator
  • Updated DTs and Validation: Ignore validation on certain bespoke items. Disable Meshable root bone rotation checks because they're being ignored and slow validation. Remove duplicate Decayable rows, genercise names and update previously used defines. Update DeployableSetups as per navigation validation requests
  • GFur settings pass & optimization across entire project. Updated tooling to find incorrect settings
  • Update Gfur settings on Cold Steel items for improved physical response to movement (looks less like underwater). Removed GFur from Axe/Pickaxe/Sickle as its not visible in FP making it a wasted performance cost
  • Disable Light Functions on Medium shadow quality (not just Low) for a potential performance boost without needing to disable shadows entirely
  • Updated SMPL3 quest rewards, adding Brambles and Coconuts, and their seeds
  • Removed Thermos drinks from SMPL3 quest rewards as they were for the old drink system
  • Increased Enzymes reward count for SMPL3 quests to 2-5
  • Grants a small amount of XP when harvesting bones
  • Cleaned up usage of Fillable data by genericising row names, deleting duplicates and reassigning.
  • Add DTValidation to pick up on duplicate Fillable rows.
  • Balance tweaks include increasing Large Water Trough from 15L to 30L, increasing Filtered Water Trough from 30L to 60L, decreasing Water Barrel from 300L to 150L, increasing Watering Can from 5L to 10L and Watering Cart from 300L to 250L
  • Fixed Biofuel Radar not playing deploy animation by gating tick logic off the deploy animation being completed
  • Fixed Biofuel Radar screen visuals by adding a black screen behind UI widget
  • Prevent Radars from being interactable before deploy animation has finished
  • Tidied Base class blueprint for readability
  • Add Socket to Biofuel Radar mesh so that the widget is properly connected to a bone
  • Fixed Highlightable on Meta Radar with separate Head mesh
  • Fixed RMA on Biofuel Radar being wrong preset resulting in it looking wet
  • Fixed Radar materials not having Physical Materials set
  • Rename MA_DEP_Radar (which is a unique shader that is not required) so it can be deleted and MA_ITM used instead
  • Fix low resolution textures on Biofuel and Electric radar meshes
  • Fixed NOMAD progress breaking if players disconnect while the starting dialogue is playing. Ensured Tomato grow properly skips to next step

[/expand]