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Icarus Week 162 Update | Weapon Fix, Coconuts & Performance Improvements

Welcome to Week 162.

This week we go over a multiplayer weapon fix that has now been tested, and the performance improvements that come along with it.

We also feature the new Coconut Seeds, which will drop from wild coconuts and can be planted to grow your own crop back at your base. These can also be brought down from the Orbital Workshop.

We’ve also got a look ahead at what to expect next week.

Jump in and have a read.


[hr][/hr]
This Week: Weapon Fix & Performance Improvement


As mentioned previously we have had an experimental build up over the holiday period testing a fix for players connecting to a multiplayer game and being unable to fire weapons in some circumstances, particularly in older prospects.

Guns, bows and crossbows were unable to be fired by players in older prospects unless they were the server. These types of items have their own special inventory controlled by a container inventory manager. They differ from the the regular inventories on benches as they track ammo & attachments. This meant the game was not aware of ammo levels, as it was waiting for the information to be replicated from the server. The replication was not occurring because of the sheer number of these inventories that needed to be replicated. Other items that act in a similar way are the medical kit, seed pouches and anything that contains an attachment (so most T2 equipment and above).

There was a few different things that were causing the issue.
  • We were not always cleaning up old container inventories. These could come about by having items be created, used and discarded or destroyed, their inventories would still exist. We have now improved this so the inventories are now cleaned up appropriately, we have also added checked when a prospect starts up to clean up any unused inventories to cater for ones that should have been cleaned up but were not.
  • There was too much data to replicate to clients all at once. As prospects get older and people create new weapons, seed pouches and medical kits the amount of data to replicate becomes quite large. We have also modified the way this data is replicated to allow for targeted updates to prevent network flooding every time a single gun is fired and its inventory its updated.
These fixes provide a performance improvement by having less inventories to manage and keep updated for each player in the game. This also means that we are sending far less networked data which allows clients to be kept in a better up to date state and reduces the amount of unnecessary replicated data to process.

[hr][/hr]
This Week: Growable Coconuts


From this week on, when you harvest coconuts, you may get a coconut seed. Like all seeds, this seed can be used for crafting or planted to grow your very own coconut tree for harvesting.

In addition, there will be packs in the orbital workshop so you can bring seeds down to the surface. This will also mean you’ll be able to grow coconuts on maps where they aren’t found in the wild.

Coconuts have also received a small QoL as they are now stackable, their weights have been adjusted and they now yield more from wild harvests.

This was added to ensure that all food plants were now growable, regardless of location.

[hr][/hr]
Next Week: Bug Fixes and QoL


Next Week we are planning on addressing several bugs and issues found over the holiday period that have been reported and some other small QoL improvements before we start back up into the planned work for the year.


[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 v2.2.37.131606-rel-Laika
  • Enabling Coconut Seeds, Workshop Coconut Seed pack and Coconut Palm which is growable in crop plots
  • Coconuts now stack to 10
  • Coconuts weight Adjustment 200 -> 800
  • Upped Coconut yield when harvesting locally (1 to 2-3)
  • Doubled maximum partial network bunch size from 64kb -> 128kb
  • Added a fix for prospect files where clients couldn't use or reload various ranged weapons
  • Server host now cleans up orphaned inventory container component data on prospect load, this should prevent issue where clients weren't getting inventory containers (weapon mags, seed pouches, etc.) replicated to them because the initial replication packet was too large
  • Increased various default network connection timeouts from 3->6 minutes

Icarus Week 161 Update | New Platinum Shield craftable at Tier 4

Welcome to Week 161.

This week, we’re adding the new Platinum Shield, a Tier 4 option with a large blocking radius and unique design.

We’ve also got a sneak peek at next week's update and some new recipes coming with it.

Hop in and have a read.

Originally posted by author
[h3]Known Issue - Clients Unable to Fire Weapons[/h3]
We have discovered an issue to do with ranged weapons not firing for clients when players are connecting to a friend who is hosting or a dedicated server. This only seems to be occurring on older prospects with existing weapons, crafting new weapons works until you rejoin the session. As we cannot completely test this as it is during out holiday period we have set up a build on the Experimental Branch with a potential fix.

Warning this is not fully tested and will includes some content which will be released in future weeks.


[hr][/hr]
This Week: Platinum Shield


This week, we’re adding the Platinum Shield to Icarus, which rounds out the shield collection with a Tier 4 option. This shield is craftable on the Foundry and provides more blocking radius than its steel and titanium counterparts but less damage blocked than titanium.

As always, shields can be crafted and used in the offhand with any one-handed weapons and, when held, can block incoming damage. They can also be placed in your ‘Utility Slot’ so they appear on your back as you walk around and provide a bit of damage mitigation when attacked from behind.


[hr][/hr]
Next Week: Growable Coconut Tree


Next week, we are adding coconut seeds that can be planted to grow your own coconut trees. This should make accumulating coconuts a lot easier than having to traverse the map to find wild ones. In addition, we will be adding some new recipes including the freshly grown fruit.


[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 v2.2.36.131002-rel-Laika
  • Adding and unlocking platinum shield, blueprint, recipe and functionality

Icarus Week 160 Update | More Olympus Operations converted to Operations

Happy New Year gamers!

This week, we converted more of the Olympus missions over to operations so they can be played in Open World.

This continues the Olympus Operations project, with more applicable missions converted over.

Hop in and have a read.

Originally posted by author
[h3]Known Issue - Clients Unable to Fire Weapons[/h3]
We have discovered an issue to do with ranged weapons not firing for clients when players are connecting to a friend who is hosting or a dedicated server. This only seems to be occurring on older prospects with existing weapons, crafting new weapons works until you rejoin the session. As we cannot completely test this as it is during out holiday period we have set up a build on the Experimental Branch with a potential fix.

Warning this is not fully tested and will includes some content which will be released in future weeks.



[hr][/hr]
This Week: Olympus Operations II


This week, we are releasing a brand new set of Olympus operations, just in time for the New Year's break. These have been converted from the remaining original missions available on Olympus. The new ones that have been converted are as follows:
  • FORSAKEN
  • ACCUMULATION
  • POTSHOT
  • ARGICULTURE
  • PRESERVATION
  • INCURSION
  • SEVEN PILLARS
  • SANDBOX
  • CRYOGENIC

Converting these over should allow some of the newer players who have exclusively played Open World to experience some of the original content that came out at launch (with a few tweaks to make them better).

[hr][/hr]
Next Week: T4 Platinum Shield


Next week, we plan on adding another shield at T4 called the Platinum Shield, with a unique design.


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

https://store.steampowered.com/app/2923820/Icarus_Pet_Companions_Pack/

https://store.steampowered.com/bundle/48597/Icarus_Winter_Sale_Bundle/

[hr][/hr]
Changelog v2.2.35.130989-rel-Laika
  • Unlocked and Converted Over Olympus Missions into Operations

Icarus Week 159 Update | Launch Operations on the go with the C0NT4CT Radio

Originally posted by Dodunski
[h3]Holiday Period[/h3]
As it is the holiday period, our next few updates may seem smaller than usual and missing the usual bug fixes. This is due to most of our staff being on holiday, but don’t worry; we still have weekly patches planned that will continue through this period. Their changelogs will just be a bit shorter than usual.

This week, we’re introducing the new ‘C0NT4CT Radio’, which allows you to launch SMPL3 missions and Operations remotely. This should be a large QoL improvement, removing the need to trek back to base between different steps on narrative quest lines.

We also have a small preview of the next batch of Olympus operations, which are planned to be released next week.

Originally posted by author
[h3]Known Issue - Clients Unable to Fire Weapons[/h3]
We have discovered an issue to do with ranged weapons not firing for clients when players are connecting to a friend who is hosting or a dedicated server. This only seems to be occurring on older prospects with existing weapons, crafting new weapons works until you rejoin the session. As we cannot completely test this as it is during out holiday period we have set up a build on the Experimental Branch with a potential fix.

Warning this is not fully tested and will includes some content which will be released in future weeks.

[hr][/hr]
This Week: C0NT4CT Radio


This week, we are adding a brand new ‘C0NT4CT Radio’ that can be unlocked and craftable at the fabricator. When used, this device will look for the closest C0NT4CT device and establish a link allowing players to kick off SMPL3 missions and Operations while on the go away from base.

With the introduction of new linked narrative missions, we thought it was time to cut out some of the traveling players need to do to kick off a mission. This way, people can do multiple missions if they choose to without heading back to back between each one. This is a big QoL that we hope people will enjoy.


[hr][/hr]
Next Week: Olympus Operations II


Next week, we are releasing a brand new set of Olympus Operations to supplement the existing pool.

This will complete our Olympus Operations project, with all applicable missions now converted over.


[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 v2.2.34.130982-rel-Laika
  • Adding Contact Radio, Blueprints, Recipe and Functionality

Icarus Week 158 Update | New 8-round Tier 4 Pistol with mods

This week we are introducing a new Tier 4 pistol with an 8-round magazine to complete the basic sidearm set. This is also modifiable at the alterations bench, making it competitive with the Orbital Workshop pistol that, up until now, has been head and shoulders above the rest.

We also look at next week's patch, the C0NT4CT Radio, which will allow missions to be accepted and kicked off on the go.

Notable Improvements:
  • Increase all Mount swim speed while sprinting by 25%, this means when you sprint while swimming on a mount it moves faster through the water while using stamina.
  • Add 'Show Only My Damage Numbers' setting to Gameplay options, disabled by default, so players can hide damage numbers from other players
  • Removing '.' from between acroymns on for item names, adjust account flag text to also reflect this change
  • Quest classes are now blocking loaded instead of async loaded to reduce instances of SuperStruct-related crashes.
  • Optimized replication calls for generator components on deployable so networks will be no longer be flooded with replication data on loading into prospects, fixes some client crashes on loading into a prospect.

[hr][/hr]
This Week: The Advanced Pistol


This week, we are introducing a T4 Pistol, which is crafted on the Fabricator. This provides an upgrade to the T3 pistol with an 8-round magazine, a higher damage output, and the ability to be modded via the alteration benches.

We wanted to add this pistol to help round out the existing weapons before we launch into adding brand-new advanced upgradeable weapons. The game also needed a high-tier basic pistol that could be modified in the alteration bench to compete with the workshop pistol.


[hr][/hr]
Next Week: C0NT4CT Radio


Next week, we plan on introducing a brand new handheld C0NT4CT Radio, a portable device which which will allow you to contact a placed C0NT4CT Device and kick off missions on the go.


[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 v2.2.33.130975-rel-Laika

[h3]New Content[/h3]
[expand]
  • Adding Stats for the Advanced Pistol
  • Unlocking Advanced Pistol, fixing recipe so it is only on the fabricator, unlocking and enabling talent

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[h3]Fixed[/h3]
[expand]
  • Adding BlueprintReadWrite to variable so it can be accessed in the unreal editor for blueprints
  • Increase resolution on stalagmite 003 textures
  • Update Prefabs tooling, add button to get Cave template asset, notify if issue is detected, output stats of Prefabs
  • Fix various issues in prefab caves, floating assets, buried voxels/foliage/meshes, etc. Over 1000 buried meshes removed, over 200 buried voxels removed throwing balance out of alignment
  • Add 'Show Only My Damage Numbers' setting to Gameplay options, disabled by default, so players can hide damage numbers from other players
  • Removing '.' from between acroymns on for item names, adjust account flag text to also reflect this change
  • F.I.S.H. is now FISH
  • H.E.A.L. is now HEAL in quest steps
  • Update IcarusGameState to support hiding other players damage numbers setting
  • Tweaked error code text added in previous commit to be more readable against main menu background
  • Reimported Drink icons to be more consistent and added working file
  • Quest classes are now blocking loaded instead of async loaded to hopefully reduce instances of SuperStruct-related crashes
  • Sentry reporting now correctly tags release version number along with engine mode, target type, and configuration
  • Added extra information to popup window shown during some situations where player is disconnected from server
  • Sanity pass on Voxel texture settings to alleviate blurry textures and excessive memory consumption
  • Add Reload cancel to other throwable items I missed in the first pass
  • Fix Calf carcass being half set to Large and Medium triggering DT validation. Tidy of DT validation BP for readability
  • Increase all Mount swim speed sprint/run multiplier from 1.0x to 1.25x. Add some basic tooling to get info overview
  • Added new CLParam to ignore reliable RPC buffer overflow errors during connection
  • Made BP_IcarusPlayerState::Server_UpdateHealthValue unreliable to reduce number of reliable RPCs and hopefully reduce instances of 'Connection Rejected - 62' errors when attempting to join servers
  • Added new CLParam to optionally allow resizing of UNetConnection send buffer
  • Made UGeneratorComponent::GeneratorOutOfFuel unreliable to reduce number of reliable RPCs and hopefully reduce instances of 'Connection Rejected - 62' errors when attempting to join servers

[/expand]

[h3]Future Content[/h3]
[expand]
  • Adding more weight layers to ape also reducing distance filtering that was removing low end
  • Moar Great Ape balance
  • Elysium, red quad - decal and landscape painting, cliff placement
  • Adjusted resistances of RockGolem, made it immune to electroshock, increased building damage, slightly increased melee damage
  • Adding more weight layers to ape also reducing distance filtering that was removing low end
  • Adjusted RockGolem burrow attack to prevent bug where it could get stuck underground. Also increased number of worm spawns and rock spawns during this attack
  • Added pine trees to PFS, Adjusted Multiple Foliage Values and Manual Foliage Pass, Green Quad, Elysium
  • Eden Blockout on Yellow Quad, Elysium
  • Added Cave version of GeothermalFog VFX to reduce brightness of card when lit by flashlight
  • Updating slug grenade audio falloff to better match the damage falloff of the slug grenade
  • Removed cosmetic clip previously attached to debug reload anim
  • Updating slug grenade audio falloff to better match the damage falloff of the slug grenade
  • Adding unique ape wood log impact audio, adjustments to a few notifys and also adding in ape smash through small tree audio, event and BP Imp
  • Rebuild navmesh for SwampApe arena
  • Add cannot start great hunt to UI if operation already in progress
  • Changed color of Slug grenade Liquid to match Hammerhead Slime Color
  • Adjusting Platinum Shield Stats
  • Fix an issue where Great Ape can get into an invalid state. More critical hit areas for Great Ape
  • Fixing sounds for the mission radio so they play on clients
  • Adjusting Recipes to use the mature coconut and adjusting the number of coconuts granted from a crop when grown
  • Updating the great hunt interface so that you can abandon missions and see missions in progress
  • Tied the great hunt interface so it has proper title, border and menu flow
  • Initial setup of underground lab
  • Setup Garganutan Optional mission 1 spawning mid-hunt
  • Setup Garganutan C2 mission creature spawns
  • Slight visual changes to Great Hunt Mission UI
  • Reworking sandworm crossbow player animation to work for reloading the javelines, lined up crossbow weapon anims to include an auto load section which draws the string after the player places the bolt
  • Adding Prototype GreatHunt Radio
  • Fix DFAO bias on LC Ledge meshes
  • Fixed positions of Garganutan quest locations, added Autonomous spawn setups
  • Fixed Garganutan Great Hunt Tree
  • Committing new object for light testing, basic item setup based on floor torch
  • Open World starter mission now completes if you deploy a NOVA station to start Great Hunts
  • Fixed collision on SML basalt columns
  • GH Spawners now can be spawned dynamically as part of the automous spawns based on world stats, they will auto activate and not record
  • Garganutan Jr Lairs appear on map with particular world stat, granted during an optional mission
  • Garganutan Great Hunt Optional 1 now requires less kills
  • Garganutan Great Hunt F now spawns Garganutan Jr correctly
  • Added lake spline to the Ape Arena, resized some character meshes
  • Fixed not enough resources available tooltip
  • Fixed a typo in a collectable note
  • Added DCO_Swing_Chair
  • RockGolem rolling now has a chance to cause a 10s sprain
  • RockGolem now deals more damage while rolling
  • Added light hit reacts to RockGolem
  • Fixed bug where RockGolem wouldn't damage players if rolling to reach next voxel cluster
  • Adjustments to Great Hunt Mission UI so the reprocussions can be seen and is tidy and timer is removed
  • Back Layer IMP Pass Blockout on Yellow/Blue Quad, Elysium
  • Basalt columns in RockGolem arena now support buildings
  • Updated the description text for the Ape Grenade and increased Slug grenade stack size to 5
  • Elysium, red quad - cliff placement, decal and landscape painting. Added material override function to
  • BP_GeothermalTerraces, added variant materials
  • Setup Garganutan E quest location and tweaked difficulty
  • Re-added the ability to cancel throwing weapons with Reload input
  • GH_RG_A - Fixing travel collidier for quest step so its further away so it triggers as you enter the Mining Outpost and not when right at the center
  • GH_RG_A - Adding text for the 3 Collectable Notes so they can be read and do not present blank text
  • Adjustments to the AI Spawner Cheat so that all ape spawns can now be spawed
  • Fixed spawner reference after rename
  • Lots of additions to the rock golem gun. Fixed third person aim, added montages and unique animations so new audio could be used for reloading. updated fire audio etc
  • Great Hunt Garganutan: Changed where prospect world stats are being granted to enable spawning for mission
  • Lots of additions to the rock golem gun. Fixed third person aim, added montages and unique animations so new audio could be used for reloading. updated fire audio etc
  • Foilage Pass on Yellow/Purple Quad, Elysium
  • Great Hunt Talents now apply World Stats based on completed Great Hunts to the session correctly
  • Elysium, red quad - decal and landscape painting, cliff placement
  • Fixing World Talents not saving and reloading correctly, adding functions to quickly retrieve world talents
  • Adding first apss assets for rock golem gun. Close, mech, empty, medium distance, tail and internal layers, event and balance pass
  • Adding new rock golem gun data table
  • Adding first apss assets for rock golem gun. Close, mech, empty, medium distance, tail and internal layers, event and balance pass
  • Elysium, red quad - decal and landscape painting, cliff placement
  • Fix Garganutan Great Hunt: A description, B cleanup, C quest steps and timer
  • Added spacing betweeen Great Hunt Selection buttons
  • Added clip socket to the gun rig and setup animbp to play firing and reloading anims on the gun to line up with the new character anims
  • Updated sizes for DCO_Planter_Box_Wood LRG and DCO_Planter_Box_Wood_SML
  • Added DCO_Sofa_Single and DCO_Sofa_2Seater
  • New MA_DEC_Spline material for RVT splines to fix usage warning
  • Added Orka art assets to the project. Added retargeted bear animations for the Orka. Added BP and initial creature setup for the Orka
  • Swapped mineable stone with LC variant and Foliage Pass, Green Quad, Elysium
  • Back Layer IMP Pass Blockout on Yellow/Purple Quad, Elysium
  • Elysium, red quad - decal and landscape painting, new textures/materials + tweaked WT_RVTSpline for geothermal flow patterns
  • Add icon to sonic device (Garganutan mission item)
  • Cable cleanup pass on the seismic probe, condensed into single mesh and placed into blueprint, havent cleaned up the old ones so it doesnt break any references

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