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Icarus Week 151 Update | Reinforced Wood: Out. Beeswax Wood: In

Welcome to Week 151.

This week, we’re giving Reinforced Wood a makeover and a new name - Beeswax Wood. This will have the same stats, but a new look and design.

We’ve also added static boss health bars, something we discussed a while back and was important in preparation for some exciting, upcoming content.

Jump in and have a read.

Notable Improvements:
  • Fixed a timeout issue when hosting prospects if the loading took over 60 seconds
  • Fixed an issue that was causing long loading times due to array copying. This was causing unnaturally long load times when hosting or joining games
  • Removed the 180s session timeout that sends players back to the main menu if they took too long to load (was possible to see this on hosts / singleplayer)
  • Fixed a bug where the shield would block poison/miasma damage. Shield now specifically only blocks 'melee' and 'projectile' damage

[hr][/hr]
This Week: Beeswax Wood


Reinforced Wood has received a makeover.

Going forward, it’ll now be known as ‘Beeswax Wood’, with a new texture and shades that make it visually distinct from regular wood. We’ve previously done this with Reinforced Glass, and wanted to do the same for some of our other tiered building sets.

This should also help you find it in the tech tree and recipe lists, making it stand out from its wood counterparts.

Any existing Reinforced Wood buildings with the reinforced alteration will still exist in your prospects, but you’ll no longer be able to craft new pieces. You will not need to unlock any new blueprints to craft Beeswax Wood however, as these will use the same blueprint unlocks as before.


[hr][/hr]
This Week : Static Boss Health Bars


This week also introduces static boss health bars - something we’ve discussed in the past and was important to introduce before some upcoming content that is in the works.

These bars act like boss health bars in other games, being present at the top of the screen when actively engaging a boss creature, and should help you manage these encounters more efficiently.


[hr][/hr]
Next Week: New T3 Windmill


Next week we are introducing a new Tier 3 Windmill that aims to fill the gap between the Mortar and Pestle (Tier 2) and the Material Processor (Tier 4).

This will allow for faster and more efficient processing of recipes, and allow for a more suitable option as you level up.

The Windmill needs to be placed outside, and requires wind to generate mechanical energy for processing.

[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 v2.2.26.128817


[h3]New Content[/h3]
[expand]
  • Added SMPL3 quest rewards containing dirt for use in areas where you cannot get dirt naturally (notably non-forest outposts)
  • Added Kiwifruit SMPL3 quest reward
  • Added procurement info for Kiwifruit and Sugar Cane, advising they're available from SMPL3 quests
  • Enabled reskinned version of reinforced wood, now it's own tier of Beeswax Wood. Existing pieces unaffected
  • Enabled reinforced glass door and window
  • Added static, on-screen health bars for world bosses
  • Boss vision stats increased so the boss hp bar is persistent from a longer distance (nearly whole arena)
  • Updated blueprint name of Beeswax Wood set unlock

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fixed Field Guide not showing durabilities or spoil times
  • Fixed typo in Guano description
  • Adjustments to the chicken workshop item. Adding air hiss when spawned and then air release when interracted with. adjusting delay on chicken so it appears after opening
  • Adding appropriate deploy audio for the heavier workshop crates
  • Applying open air hiss and air release audio to all animal workshop crates
  • Fixed Mesh Clipping in Second Arctic Area Rebuilt, on Blue Quad, Prometheus
  • Flushed Grass Across All Quads on Prometheus
  • Updated many quest snap actors to ensure proper reloading, will now respawn the snap actor and set it to the correct state based on the mission progress, when the session is restarted (restarting game or dedicated server)
  • Updated the watermelon plant master shader with a tint value to reduce the brightness. This will make it stand out less in the environment
  • HEADSTONE: Fix final step retreival pod disappearing before quest is complete
  • Fixed a bug where shield would block poison/miasma damage. Shield now specifically only blocks 'melee' and 'projectile' damage
  • Fixed spacing on exotic sell button
  • Fixed Cave Lighting in Second Arctic Area Rebuilt, on Blue Quad, Prometheus
  • Lava Hunter's health bar no longer starts visible and only appears after a delay once it has emerged
  • Fixed bug where boss health bars weren't showing the correct amount of health until they were first damaged
  • Fixed bug where clients couldn't see current amount of armour on boss health bar
  • Fixed bug where 'armour' bar on boss health widget wasn't being hidden if boss didn't have any armour
  • Fixed in-world Creature Deterrant text being untranslatable
  • Fixed map selection translation for Requires text
  • COMPOSITION: Bravo objective now correctly respawns on reload
  • Fix slottable inventory containers list (as shown on oxidizers, purifiers and the skinning bench), now correctly updates to show the type of item required
  • Added workshop animal cryo cage icons in D_DeployableSetup
  • Removed the 60s network connection timeout that auto-kicks players from a server if they don't join in time. Can be added back in by adding 'bConnectionTimeoutEnabled=True' under the [OnlineSubsystemIcarus] heading in Engine.ini
  • Added Radar field guide set
  • Updated Radar description to mention exotic scanning, the results on map and the arc is an approximate direction
  • Added tooltips to map buttons to explain scanning more
  • Removed the 180s session timeout that send players back to main menu if they took too long to load (was possible to see this on hosts / singleplayer)

[/expand]

[h3]Future Content[/h3]
[expand]
  • Finished First Macro Pass Blockout on Yellow Quad, Elysium
  • Elysium plaecholder stage select image added
  • Added Milkcan and wheatsack proxy assets and added them to the BP, as well as placement proxies for windmill
  • Feature locked Felling Attachment that was showing in Field Guide, as this is not released. Will be reassesed for future release
  • DLC2 - additions to master rock material for better snow control, tundra variant materials for macros, replaced incorrect meshes and applied materials to snow/tundra macros in Blue, Green, Yellow quads
  • Standardized stage select working files. This will reduce resource size
  • Adding New Elysium Map Images and reimporting Oly / Styx / Prom Terrain Select Images
  • Adding Player Starts to Elysium Terrain
  • Setting up Terrain, Quests, Prospect List and Faction Missions for the Elysium Map
  • Adding an Open World and Mission Selection Screen for Elysium
  • Adding level boost to 30 for Elysium and new account flag to keep track of data
  • Setting up Elysium Visual Map (Basic)
  • Converting Elysium Map to use External Actors rather than a whole map checkout
  • First pass audio for assault rifle. Will need looping behavior setup to avoid frame drop audio drops
  • IMP Pass Blockout on Yellow Quad, Elysium
  • When attempted fertilization occurs cows now become 'hopeful', while 'hopeful' cows movement speed is reduced, food and water consumption increased, if they are over 65% in food and water periodically they will try to esculate to Pregnant with a 25% chance, if they become Pregnant the cows will sit down and need to be hand fed and watered, then prospectors can interact with them to help them give birth to calfs, no trait inheritance yet
  • Cows no longer produce milk while Hopeful or Pregnant
  • Cows will now lie down when pregnant
  • Player interaction for birthing cows has been fixed, the calf spawning will appear next to the mother
  • Commit item template for windmill blades
  • Added Windmill Blade item placeholders for future release
  • Added windmill proxy mesh setups for all materials
  • Updated windmill deployable mesh to use combined mesh
  • Further tweaks and fine tunes of the assault rifle volumes and balances
  • Work around UE4 shortcomings with RVT volumes when loading/unloading instanced levels
  • Added ITM_MilkBottle with materials and textures
  • Resaving GOAP datatable
  • DLC2 - new grass type for Tundra, associated meshes + materials, switches for enabling added to MA_LND3
  • Adding Missing Code Files for the modifier states, so you can specifiy custom conditions for when esculation occurs
  • Added a handle to the milkcan, with updated textures and meshes
  • Adjustments to assault rifle volumes and spacializer. Also tweaked cave and iinternal shot tails. Fixed directional EQ that wasn't reseting to 0 at no pan
  • Adjustments to the ice mammtoh projectile audio. Travelling and impacts are now adjusted depending on their speed
  • DLC2 - new landscape texture set for geothermal areas (using C_erosion layer)
  • Setup Egg Incubator and started work on upgradable chicken coop prototype
  • Fixed issue where the roosters where not tagged correctly and would try to fertilize animals other than chickens
  • Fixing Spelling mistake in asset name Ferilize -> Fertilize
  • Chickens now loose fertilized modifier after they lay an egg
  • Fixed issue where roosters / bulls / rams would gain food / water when fertilizing rather than losing it as intended
  • Swapped mesh in for great hunt device
  • Swapped mesh in for Assualt Rifle
  • Swapped in Milk Bottle Items / Can
  • Adding item Icons for Windmill, Great Hunt Device, Cow / Bull / Rooster Vestige, Milk Bottles, Assault Rifle and Rock Golem Grenade
  • Adding Talents and Recipes for Flamethrower and Assault Rifle
  • Chickens can now lay fertilized eggs, if the chicken has been fertilized by a rooster
  • Fertilized Eggs will display the Fertilized Alteraiton on their item hover, they can still be cooked / used in recipes like normal eggs
  • Roosters can now fertilize chickens
  • Rams can now fertilize sheep
  • Fertilization now has a cost of 30 food + 30 water per instance
  • Chicks now grow up into chickens or roosters
  • Adding Ram & Rooster Vestiges
  • Adding Ram & Rooster Trophies
  • Adjusting loot drops for Ram, Rooster, Chick, Calf, Sheep, Lamb
  • Lambs can grow up into Sheep or Rams
  • Setup of Rams / Rooster Trophies
  • Added DEP_Trophy_Golem_Statue and DEP_Trophy_Golem_Throne with destructibles
  • Added SK_GUN_Assault_Rifle_T4
  • Elysium - flushing grass cache
  • IMP Pass Blockout on Yellow Quad, Elysium
  • Adding audio for rock golem grenade ground traps landing. Also adding physical damage tear audio to Char Damage event to play appropriate audio when spikes are stood on. Adjustments to the close sound for the Ice Mammoth Trap
  • Added Inhalers for the rest of the world bosses
  • Updated Inhaler time to be 30m
  • Testing concepts for desert oasis
  • Fix instanced level mesh is not being setup for clients
  • Added Clay, Obsidian, Dirt and Scoria resource pack icons
  • Added valid checks to prevent null value bug
  • Adding animation and armor setup for the Golem Gauntlet POC including punch and idle animations for 3RD and idle anim state for 1ST persion, needs the charge animation hookup into charge functionatlity moved into left click so secondary attack can be added to right click but general implementation done
  • Added medium tank slug trophy item icon to Deployable setup datatable and hooked the other icon trophies up
  • Adding rock golem grenade explosion audio event and blueprint imp
  • Clean up some extraneous logs (Steam DLC file presence)
  • Added required sockets to T4 Assault Rifle, adjusted left hand attach point, ADS alignment, casing eject point
  • Clean up some extraneous logs (BP_DropShip again)
  • Add a test instanced level in Outpost_009 leading to the Rock Golem arena
  • Ice Mammoth Changes
  • Adjusted amounts of birds spawned (10 + 10 per player at a time)
  • bird spawn rate decreased
  • Changed ranged bat circle behavour to match the other bats
  • Bats will now destroy on boss defeat
  • Adding Chocolate / Coconut / Carrot Cakes, recipes and itemsetup as well as 'pieces'
  • Cakes are deployed where prospectors can interact to pick up a piece, the cakes themselves cannot be consumed, but the individual pieces can
  • Adding T3 windmill audio. Loop, scatter, event and BP data
  • Removed level bounds in Ice mammoth arena and exchanged for new instanced level bounds. This is to fix a crash for 'too many world objects'
  • Set up appropriate LODs for all windmill assets, as well as optimized most texture sizes. Also added DMs for windmill meshes
  • Prevent infinite building without stability checks in some caves
  • Adding Cheese Recipe, Item and Modifier when eaten
  • DLC2 - Added new geothermal terrace meshes, new decals for geothermal and LC transitions, material tests of geothermal cliffs, new ice material for cold swamp

[/expand]

Icarus Week 150 Update | 12+ fixes and improvements for Null Sector

Welcome to Week 150 - another milestone we’re proud to achieve with you all.

We released the Null Sector last Friday and, as we mentioned in the post, spent the start of this week at our company ‘Re-Orientation’. This has meant we’ve had less than three days this week to spend on the patch, so we have focused on fixes for the Null Sector and improvements from your feedback.

If you missed the post last week we do a full breakdown of the Null Sector here.

The Null Sector is a new hardcore region of the Prometheus Map which requires the New Frontiers Expansion to play.

https://store.steampowered.com/app/1648532/Icarus_New_Frontiers_Expansion/
[hr][/hr]
This Week: Notable Fixes
  • Fixed issues with the Northern Prometheus Arctic Regions as some meshes were not brought across in the merge. This meant there were large landscape meshes missing and areas in which you could fall through the map
  • Fixed an issue with Prometheus' prebuilt structures - where the resource networks were incorrectly using the same IDs as player-placed ones. This meant that networks would break when loading prospects
  • Added a details panel to the Escape Menu to show how many buildables, deployables and mounts are active in the level. This should help users identify potential issues with too many of 'X' objects active in their prospect and why performance may be suffering
  • Added the ability to change the ‘sell’ amount by tens in the workshop when selling exotics
  • Ensured that info text doesn't create a blank box in the quest UI
  • Fixed a bug where clicking ‘empty container’ on canteens that weren’t in the first storage slot in the character UI would cause it to not fill up until you moved it
  • Fixed dark-toned mount/tame preview images displaying incorrect iconography when bringing animals down from space via OEI (only applies to animals that are sent up to space after this fix)
  • Fixed a bunch of the scanners appearing upside down in third person view due to an incorrectly rotated prop bone in the scanner focusable. This has been fixed by creating a new anim with the correct rotation and offset for third person
  • HEADSTONE: Added additional cleanup steps to clear quest objects if the quest is abandoned or otherwise ends without the final completion cleanup
  • Updated the flow meter so when reloading prospects it will not initialize and work correctly again.
  • Fixed generators and the electric water pump not correctly displaying their relevant electricity and water consumptions/provisions

[hr][/hr]
Next Week: Updated Reinforced Wood


Next week, we’ll continue with any more fixes for Null Sector that crop up, and also add a new variation to the wood.

Reinforced Wood will have brand-new materials and require beeswax in its creation, so it is visually distinct from its regular wood counterparts. We previously did this with the Reinforced Glass tier, and now thought it was time to do the same with the wood.


[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 v2.2.25.128673


[h3]New Content[/h3]
[expand]
  • HEADSTONE: Added additional cleanup steps to clear quest objects if the quest is abandoned or otherwise ends without the final completion cleanup
  • Added the ability to change sell amount by 10s in the workshop selling exotic UI
  • Add details panel to Escape Menu to show how many Buildables, Deployables and Mounts are active in the level. This should help users identify potential issues with too many of X objects active in their prospect and why performance may be suffering
[/expand]

[h3]Fixed[/h3]
[expand]
  • Removed some unnecessary blueprint array copying that was causing infinite loops to trigger in editor
  • Added fix for existing spline/resource networks becoming broken or disconnected when starting some of the null sector missions; Spline networks that are loaded in at runtime via prebuilt mission structures now check for network ID collisions and will automatically adjust. Previously prebuilt structure networks would re-use their original IDs, meaning that if existing networks had matching IDs they would be overridden, resulting in incorrectly merged networks and splines being disconnected / deleted
  • Fixed generators and electric water pump not showing their electicity and water consumptions/provisions
  • Floor Torch mesh replaced with new combined mesh, shadow casting turned off to avoid visual noise
  • Adjusting deploy audio for animal crates
  • Added more weight to the large animal crate open audio
  • Adding large and medium cryogenic crate audio and events and notifys
  • Delete revisions file from Outpost001 folder that has been retired
  • Updated flow meter order of reloading network to prevent multiple settings of network type on restart
  • Rebuild Second Arctic Area, on Blue Quad, Prometheus
  • Moved Floating Macro Meshes Down on Blue Quad, Prometheus
  • Rebuild Arctic Area, on Blue Quad, Prometheus
  • Removing profilings from Nullsector audio testing
  • Adding base setup for the golem gauntlet and slug launcher legendary weapons to test out the new base poses for the weapon types, gauntlet needs some bespoke hookup as it is a different apporach to equipping weapons so just has a placeholder BP at the moment, respective anims etc added and hooked up
  • Fixed a bunch of the scanners appearing upside down in 3RD person due to incorrectly rotated prop bone in the scanner focusable, did this by creating a new anim with the correct rotation and offset for 3RD person
  • Fixed dark mount/tame preview images when bringing animals down from space via OEI (only applies to animals that are sent up to space after this fix)
  • Ensure info text doesn't create a blank box in quest UI
  • Optimised mining drill logic that would become significantly more expensive when drill was powered and inventory was full
  • Fixed a bug where if you scroll over empty slots it will stop allowing you to scroll
  • Fixed bug with new AtmosphereController settings where WeatherMan utility widget wasn't able to set time correctly. Fixed bug where nativised AtmosphereController wasn't correctly initialising some variables, leading to flashing sun colour
  • Nativised some more AtmosphereController update functions. Devs can now use the '-ForcedPlayerIndex=' command line parameter to reload a save as a different on-prospect character (development build only)
  • Fixed Lake Depth on Outpost 9, on Red Quad
  • LC Macro rocks - added moss, sand, snow material variants for DLC2 map
  • Add Cheats to destroy all/certain deployables, and all buildings for Prospect performance testing
  • Re-save level after file move
  • Remove empty obsolete sublevels from Olympus
  • Cleanup remaining Outpost001 file, moved to developer folder
  • Misc updates to Editor tools for profiling
  • Disable CPU access on Trees which shouldn't need it (no other trees do)
  • Fixed shield stats overwriting the main weapon stats. Incidentally fixed the bug where if you equip 1h item/shield then press the same 1h item slot it wont bring hands out (now correctly does)
  • Fixed Foliage RVT mask actor bounds not covering the level properly in Prometheus. Grass should now properly cull when buildings are placed on it
  • Icesheet Prefab cave with doublestacked ore Removed
  • Fixed second Ent to Volcano Cave on Outpost 9, on Red Quad
  • Added moss variant materials for LC cave floors
[/expand]

[h3]Future Content[/h3]
[expand]
  • Bulls now have a behaviour option to enable fertilization of nearby cows, when the option is set to fertilize they will now gain a modifier which will start the fertilization process
  • Adding audio for the ice mammoth trap. Set and catch. Also correcting the items static audio row and deploy audio
  • DLC2 - added biome heatmap/gameplay texture + source art, new row to D_Terrains for Jake to populate
  • Added function to quickly setup multiple proxy meshes with different item configurations
  • Fixed cases where you could skip proxy mesh states (eg if you put in more than required to go from no proxy to 2 proxies)
  • Moved temp navmesh blocker volumes to persistent level
  • DLC2 - Added NavArea_Null volumes to inactive quads to reduce unnecessary navmesh bloat while building map
  • DLC2 - disabling nav generation on new impassable and macros meshes, added imp versions of ledges, added tundra transition decal and adjusted settings on LC scree decal
  • Updating Bull Setup so it now has a vestiage, trophy and correct creature type information
  • Updated LODs on the rooster skeletal mesh. Updated rooster dead anim BP to remove the neck extension
  • Cows now accumulate milk over time and when milked will provide a certain number of liters, it may take multiple objects to milk a cow
  • Added Stats to cows for producing milk and adjusted mount tooltip to display milk amount
  • Adding Cow Vestige, Loot and Trophy
  • Adding Milk Bottle and Pail Blueprints and Recipes
  • Updated calf skeletal mesh position in the blueprint. Updated cow gfur splines and cleaned up the skinning on the belly
  • Updated Gfur in chick blueprint tweaked LODs on the chick skeletal mesh
  • Updated calf blueprint with scale reduced on the skektal mesh and gfur settings tweaked. Added the correct physical material on the cow, bull, and calf materials
  • Added Male and Female creature modifier icons
  • Fix spacing on context menu for repair, ensuring text fits in other languages
  • Decal and Cliff Placement, Green and Yellow Quads, Elysium
  • Adding Virtual Stats for Time Between Cow Milking, Resources To Produce Milk, Milk Production etc, all related to cows producing milk
  • Fix spacing on currency sell buttons in other languages
  • Inital Macro Pass, Temp Foliage placement and Flushed Grass on all quads, Elysium
  • Cows are now Milkable
  • Added placeholder proxy meshes to Windmill. Updated deployable and attached windmill blades
  • New impassables and cliffs for DLC2 map
  • Fixed workshop animal crate smoke FX not deactivating before crate is cleaned up
  • Black wolf trap implementation
  • Tweaked assault rifle fire rate, durability, required ammo, horizontal and vertical recoil values. Added ability for projectile weapons to define a horizontal and vertical recoil that is applied after firing. Dev range targets will now have markers fade out over time by default
  • Committing code change to IcarusTamingData so we can now specify multiple creatures that juveniles can grow up into, this is done via stats in the override column
  • Fixed a bug where pressing empty container on canteens not in the first slot would cause it to not fill up until you move it
  • Added DEP_Windmill with all textures, materials, animation and proxy meshes. Will still add further proxy meshes for output
  • Changing Cow / Bull / Calf / Ram / Chick / Lamb Base Classes
  • The Calf can not grow up into a Cow and Bull
  • Created a workshop item to purchase Calfs
  • Adding Sex Assignment of a Calf once it spawns in
  • Adding Milk as a resource, Milk Bottles and Milk Pales
  • Inital macro blockout and Landscape sculpting pass, Green and Red Quads, Elysium
  • Macro Pass Blockout on Yellow Quad, Elysium
  • DLC2 map setup - material variants for cave entrances and cliffs, WIP meshes and materials for new desert impassables
  • Fixed shadow geo mesh in Nullsec cave
  • Ice Mammoth Nest Trap implementation
  • Added Chemistry Bench FX Prototype
  • Fixed second Ent to Volcano Cave Water on Outpost 9, on Red Quad
  • Updated golem rock fragment physical material and added it to the meshable data table
  • Added BatWing Trails FXs for Cave and Snow Bats
  • New sand normal map for DC_incline layer
  • swapped textures in DC_incline layer of DLC2 map material
  • Optimised BP_AtmosphereController tick function
  • Optimised expensive tick function on T4 Omni animal feed trough
  • Added Cave_LC_MED_004_NoObsidian & Polished Second Ent to Volcano Cave on Outpost 9, on Red Quad
  • Added Golem Rock Fragment art assets to the project
  • Added impassable meshes and variant of Macro 01 from PHNX, new materials for impassable slopes
  • Removed floating rock in purple quad, Prometheus
  • Swapped cave floor meshes to moss variants, Outpost 11
  • Added moss variant materials for LC stalagmites
[/expand]

Icarus Week 149 Update | Welcome to the Null Sector

Welcome to Week 149 - The Null Sector.

This new, dangerous region will test the most seasoned players. Scarce resources, no map, dangerous biomes, and a new, immersive mission chain lie before you.

[h3]For the first time you will encounter NPC's on ICARUS, and you will receive extra talent points as a mission reward[/h3]

[previewyoutube][/previewyoutube]

The Null Sector is a new hardcore region of the Prometheus Map which requires the New Frontiers Expansion to play.

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

[hr][/hr]
Reworking the Game


Steam have started limiting character content in posts, so a detailed outline of our strategy and how we got here will be included by me (the CEO) as the first comment in the thread below. As an aside, I have asked Valve several times if they could remove this restriction and I have not received any reply. Which is a shame, as we think providing you as much information as possible is in the interests of everyone - and limited characters in these update posts is unnecessary. If you agree - please let Valve know maybe we can get this changed. - Dean "Rocket" Hall, CEO


[hr][/hr]
The Null Sector


The Null Sector region of the Prometheus Map is filled with unique challenges. It’s a considerably more difficult experience than the standard Icarus gameplay you have become familiar with. The environment, creatures, traversal, and general play all provide unique threats, so come prepared.



[h3]Scarce Resources[/h3]

The Null Sector is an expansive, barren, and resource-scarce area that requires detailed planning to survive. Logistics, resource management, and cooperation in team sessions will be the difference between survival and near-certain death. For a start, we recommend bringing portable water and fuel tanks, especially when setting up forward bases.



[h3]Trail Beacons and Map Limitations[/h3]

The most noticeable difference right away is the lack of a discoverable map. Even as you traverse the Null Sector, the area won’t be revealed to you, requiring you to navigate it without any familiarity to fall back on. A new type of technology - Trail Beacons - can be used instead to map out pathways through the area like a trail of breadcrumbs. The substantial atmospheric interference causing this map blackout also makes the Orbital Exchange Interface null and void, restricting you from being able to call down equipment or resources.



[h3]New Immersive Missions[/h3]

Missions within the Null Sector will also be a new experience for even seasoned Icarus players. These are narrative-driven and focus on immersion, with many twists and turns. You must strike a balance between survival and pushing forward into the unknown. These missions include new detailed locations, bespoke mission structures, refined quest mechanics, and new experimental elements that prioritize quality over quantity in their design. One of these new elements is the inclusion of interactable NPCs, which is something we want to expand even further upon in the future. There are 8 Missions in total, and these are all Operations, meaning they can be triggered from Open Worlds.

Originally posted by author
The New Mission NULLSECTOR: FINALITY Provides a new reward for players - three additional Character Talent Points. These points are gained upon first-time completion and are granted to every character on your account, current and future.




[h3]The Ashlands and The Ice Sheet[/h3]

There are two separate zones within the Null Sector. ‘The Ashlands' is a rocky volcanic maze with a unique biome modifier that drastically increases water consumption. 'The Icesheet’ is split into upper and lower tiers, with the lower being subject to intense whiteouts and bottomless crevasses, while the upper is less well known but is apparently home to a new, jaw-dropping creature. The Ice Sheet also has its own unique biome modifier, food takes longer to spoil when carried on your person with the caveat of increased food consumption while in this zone.



The Null Sector is a brand-new experience in its entirety. If it’s enjoyed and people feel it is a strong improvement on existing content, we’ll look to incorporate the learnings into our future expansions.

[hr][/hr]
Other Notable Improvements
  • New Updated Prometheus Visual Map with more detail - making it much better for traversal (excluding the Null Sector)
  • New Crates for Deploying Animals when purchased from the Orbital Workshop
  • Fixed the issue with the first mission on Olympus not granting 'baby steps' achievement
  • The T4 Water Trough now provides a new 'Filtered Trough Water' Modifier to Mounts / Tames that drink from it. This provides food/water consumption reduction and a stamina regen buff
  • Water troughs now consume water until full and no longer act as batteries. This fixes various issues, such as water tanks being unable to fill up water troughs
  • Workshop items now use a purple background in inventories to help them stand out
  • Fixed Interactable with Portable Biofuel Container so that when it is deployed, you can fill it up / remove biofuel with a jerry can in hand, the same way the portable water container works with canteens
Originally posted by author
Important Note
Due to us unlocking a new region of the Prometheus map, the map FLOD elements had to be regenerated, meaning old rocks, ores, trees, etc, will be refreshed on existing Prometheus maps.
[hr][/hr]
Next Week: Bug Fixes


Next week’s update is being kept open for any fixes required for the Null Sector. As usual, if there are any major bugs, we will push a hotfix as soon as it's ready.

The entire RocketWerkz team is also away for a couple of days next week as we go on our annual re-orientation. This is somewhat of a mini-conference internally where we share knowledge between our teams and projects and do some team building. We’ve had many new people join within the last year, so it’s also a chance for them to get to spend some time with their colleagues who they might not have got to work within their roles. This process really helps us to upskill and enhance all our current and future products and will bring some fresh ideas to Icarus going forward.



[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 v2.2.24.128494


[h3]New Content[/h3]
[expand]
  • Added new Med / Lrg workshop animal crates, the various animals now use correct size of crate when deployed from workshop item
  • Merge from PrometheusPartII -> Trunk
  • Additions and tweaks to nullsector cave set dressing
  • Additions and tweaks to nullsector cave set dressing
  • Fixing up Floating Items in the Icesheet Outpost
  • Removing Duplicate enteries for the final nullsector mission
  • Adding Highlightable override to the interactable Notes table so it can be set when reloaded
  • Fixed Functions in the CollectableNoteRecorder Component and CollectableNoteInterface so they work correctly and set / save the information correctly when saving and reloading
  • Fixed issue where the dead prospectors in the icesheet mission where reverting to their old highlightable when reloaded
  • Adding Quest Markers and Quest Queries for the Last Nullsector Mission
  • Added Additional Quest Steps to help frame the last nullsector quest a bit more
  • Spawning in Narrative events for Last nullsector Mission
  • Fixing Icesheet Mission giving players 5 audio logs when there is only one needed for quest progression
  • Removing Ashlands Static Mesh Blocker which was preventing players from entering the ashlands
  • Allow CPU access for NPCTrail spline mesh as it was spamming log from Lava Slug in built out game
  • Temporarily removed 0.5s delay recently added to UMG_RadarMainScreen::UpdateMapIcons to fix various map icon related render issues, most notable being the trail beacon lines flashing
  • Redo of shadow geo to fix shadow artifacts in caves
  • Adding metal grate scatter audio around cave to play audio cues
  • Adjustment to audio location for cave metal grates ambient audio
  • Update handheld scanner widgets to improve visibility specifically in arctic areas
  • Adding FMOD ambient audio to the approved assets list to enable sounds to be placed and play in the environment
  • Adding audio for all mission blockers to be destroyed. To be double checked in game
  • Adjustments to ice breaker audio so it cannot be heard when within a cave
  • Adding Quest Steps and Triggers for the Final Nullsector mission, adding triggers, explosions, fixing dialogue triggers, removing lights from final cave room
  • DROVER: Update quest step to mention pylon instead of station
  • Adding explosion to NPC blocker sequence in Finality Mission
  • Adding unique explosion audio separate from first blocker explosion for better individuality between explosions
  • Adding new Prometheus Map Images
  • Adding VFX for finality NPC explosion, still needs to be hooked up to blocker
  • Added some more NPC animations
  • Adding running away footsteps and snapshots to nullsec dialogue lines to add more atmosphere to the event
  • Fix RVT issues in PRO after merge
  • Adding Extreme Chill to upper Ice Sheet Biome and added small food consumption increase while in the icesheets area (+50%)
  • Changes tot he final cave and mission lighting
  • Adding correct teddy audio to Deployable Setup table, also adding footstep notifys for NPCs
  • Adding pick up and place sounds for teddy bear
  • Adding VFX for Finality cave blocker destruction, adding simple VFX functionality to BP_Destructible_Blocker
  • PRO_D_Recovery: Update HEAL device quest step to mention collecting the device to trigger the quest
  • Adding more audio layers to the cave and balancing volumes of lava waterfalls and cave ambience
  • Adding more rockfalls and other cave ambient adjustments
  • Fixed bug where teddy bears couldnt be placed on any deployables. 'Max Restacking amount' on teddy bears is now 1 instead of 0
  • Converting Ashlands Story Prebuilt structure load to be a soft reference and use a blocking load before spawning
  • Adding a base class to the Rescue mission in the Ashlands, so the truck and camp spawn as intended
  • Updating final explosion to use new event. New audio to come. Adjustments to grate footstep blend layers. Reducing in volume
  • Removing Stonejaw quest step from the first ashlands missions as it is not working as intended and can prevent mission completion, this is due to the triggered spawners having a hard time with the rocky terrain of the ashlands
  • Adding new Table for Talent Modifiers so additional talent points can be granted per session/character/account flags
  • Adding new reward in the faction mission rewards so account flags can be rewarded
  • The final Null Sector mission will now grant 3 player talent points (account wide) when completed
  • Modifying mission UI to show that extra talent points are granted
  • Adding Description Strings for Account Flags so if they are granted via missions this information can be displayed
  • Modifying reward for the Nullsector Finality Mission, as it was way too high and no provides talent points as a one time reward
  • Adjusting the final explosion. Removing the stutter part of the scream. Fits better in context
  • Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Fixing Cliff Holes & Bugs on Outpost 9, on Red Quad
  • Lots of updates and tweaks to spacialisers and reverb amounts and added additional footsteps for final nullsec mission dialogue etc
  • Removed fake static fog from Prometheus, this is now built into the visual map
  • Added Missing Quest Marker which was preventing the last step of the Nullsector mission from completing correctly
  • DLC2 map - final map build and setup
  • Redone Neullsec top cave and removed bottom cave on Yellow Quad, Prometheus
  • Recipes requiring resource input will now drag containers into the crafting bench automatically if not connected to a water network
  • Fixing issue with Mission NPC modifers where not saving / reloading, making the CRISIS mission a lot easier than intended
  • Resaving NPC Prebuilt Camp so the guns / bows do not have bad inventory containers (guns could shoot arrows and bows shoot bullets)
  • Ashlands story mission: Fix Stonejaw spawn issues
  • Adding unique explosion audio for end of nullsec mission. Also increase to volume of the base nullsec ambience and scatter rock falls
  • Add FarShadowMeshes collection for improved tooling workflow
  • Delete Empty Vista/TilingTextures collections
  • Fixed p4ignore not allowing .collection files anymore
  • Generated Edge Splines on Lava Lakes Final Cave in Nullsec on Yellow Quad, Prometheus
  • Fix RVT aren't rebuilt for clients when leaving an instanced level
  • Update HEAL quest step to say pick up instead of collect (to not imply going out to collect them)
  • Updated mesh and textures for GUN_Flamethrower_SML
  • Flushed Grass on Outpost_003
  • Fixing Finality SMPL3 dialogue to match changes in scripted sequences
  • Reduced the bat nest's polycount to to 60%, including the broken version
  • Minor fixes to Outpost003, removing objects outside playable/visible space, fixing some dropship positions, fix FarShadow settings on Impassables
  • DLC2 map - texture weightmap fixes and polish, adjustments to river height in swamp
  • Fixed bug in prebuild structure system that caused linked inventories to be incorrectly initialised on load
  • Cleaning up NPC camp (the aluminium structure) for the NPC Ashland Missions, it was sticking around when it shouldn't have been
  • Updating NPC Prebuilt Camp - removing the trailbeacon as it tells you exactly where the camp is
  • Adding new Idle Animation for the Prospector at the end of the nullsector mission
  • Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Added rooster skeletal mesh, materials and textures
  • Cleaned Up Generated Edge Splines & Volcano Cave on Outpost 9, on Red Quad
  • Fixing Audio issues in final nulsec mission. Tweaks to first and second explosion audio. Adjustments to character dialogue
  • Fixing negative emissive values on Nulsector Explosions, adjusting trigger positions
  • Enabling Last NullSector Mission, adjusting nullsector missions required tech as it was incorrect
  • Turned Off Cave Entrance Voxel Blocker on Neullsec Final Cave on Yellow Quad, Prometheus
  • Lighting adjustments for BP_Nullsector_EndProspector - brought more in line with lighting leading up to final scene
  • Hiding the prospect in the flash prospector event in the nullsector final mission, the prospector still casts a shadow but the mesh cannot be seen by players
  • Removing placeholder cube mesh from propector flicker event blueprint in the last nullsector mission
  • Reducing reward for Nullsector: Finality as now players get a (one time) account talent buff
  • Added a missing subtitle line to the FINALITY mission dialogue
  • Initial adjustments to BP_Nullsector_Person_Flicker Lighting to match other cave lighting
  • Update shelter display to use translatable text
  • Additional 0.74 second delay on End Prospector Death for final mission scene, fixes timing with dialogue
  • Nullsector final mission - Altering placement of flicker event location, fixed lighting to account for new position, added light mesh to BP_Nullsector_Person_Flicker to give in world reason for light
  • Nullsector final mission tweaks - Switching flashlight material to on version, repositioning quest marker for flashlight spawn to fix lighting issues, added custom entry for flashlight in highlightable, removed redundant SMPL3 dialogue entries from quest table
  • Nullsector final mission - Adding in extra set dressing for note placement location. Re-order of notes for continuity, and small edits
  • Adding in folded version of the stasis bag, updated mesh to include more detail, oxygen tanks and control box, as well as hooked up 3RD person carry animations to hold the bag properly, switched up the focusable and added tags to force focus lock when carrying a full bag
  • Nullsector final mission - Added flicker light function, added version of Tripod_Light_On material with emissive flicker, hooked up on one of the lamps in nulsector final cave
  • Nulsector final mission - turning shadow castion off for placed spotlights
  • Nulsector final mission - switching all placed lights in final cave to be movable instead of static. To avoid any issues with baking
  • Updated creature health bars so epic creatures that do not have unique names will not show health bars or show as epic. This is used in NullSector specific creatures
  • Nullsector final mission - more explosion tweaks
  • Removed landing dialogue from NullSector NPC mission chain, changed STRANDED completion dialogue
  • Fixed Mining Truck Highlightable, added new Highlightable entry
  • DROVER: Ensure creature spawns each time and only one per session
  • Removing light hidden in geo, slight changes to some rock positions in final cave to help frame spotlight
  • Nullsector Final Mission - Adjustments to final sequence vfx
  • Floating Deep Ore Deposit in front of final cave & added new one on Yellow Quad, Prometheus
  • Fixing issues where the cave blockers are still present when kicking off Nullsector Missions, in Mission Mode - When kicking off these missions or reloading the blockers are removed
  • Fixed seee under rock outside Neullsec cave on Yellow Quad, Prometheus
  • Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Fixing Cliff Holes & Bugs on Outpost 9, on Red Quad
  • Nullsector Final Mission - Adding placeholder build up effect to final NPC speech
  • Allow sitting on the toilet
  • Nullsector Final Mission - Removing light hidden behind geo, removing lights no longer needed due to quest object lighting, moving ribcage geo as it was distracting from quest sequence
  • More tweaks to BP_Nullsector_EndProspector lighting
  • Nulsector final mission - More lighting adjustments for final scene, consistency color and intensity pass. Added alternate material instance for end prospector crystals with emmissive
  • Adding Whiteboard Variation & Setting up whiteboard in the Icesheet Mission
  • The Outpost now spawns in The Nullsector : Finality mission
  • Adding Notes to the Nullsector : Finality Mission
  • Clean up some extraneous logs (meta node spawning)
  • Increased tick rate of IcarusSplineNet during game initialisation
  • Clean up some extraneous logs (disaster controller lightning)
  • Objectives are now listed on NULL SECTOR : Finality
  • Fixed multiple cliff seams and removed foliage rocks with no collision
  • Adding new Icons / Images to show that talents and BP's are unlocked when completing certain mission in the Nullsector, adding new information to account flags so information can displayed where appropriate, adjusting RequiredTalentIcon to now pass in state to display the required information
  • Fixing NPC Camp having a mesh positioned incorrectly, it was poking through the side of the tent
  • Fixed Collectable notes in nullsector appearring in the wrong order
  • Fixed the final note position in the nullsector cave, it was distracting from the narritive climax
  • Adjusted the flashlight mission object so it no longer can be interacted with
  • Fixed the SMPL3 mission dialogue (intro & outro) from not triggerring on the final nullsector mission
  • Fixed No flow on Lava Falls in Final NullSec Cave
  • Fixing issue with Simmons being unable to be picked up in a stasis bag, was introduced when we forced focus on the bag when carrying as it was consuming the focused actor after focusing the bag - deleting the bad
  • ASHLANDS: Fixed final mission dialogue playing twice
  • Changed Nullsector Final Cave Ent to SM on Yellow Quad, Prometheus
  • Fixing issue with the Acocunt Flag for the H.E.A.L. Device unlock was not setup correct, it now grants the accout flag when starting the CRISIS mission as intended
  • Fixed Collectable notes in nullsector appearring in the wrong order
  • Fixed the final note position in the nullsector cave, it was distracting from the narritive climax
  • Adjusted the flashlight mission object so it no longer can be interacted with
  • Fixed the SMPL3 mission dialogue (intro & outro) from not triggerring on the final nullsector mission
  • Fixing NPC Camp having a mesh positioned incorrectly, it was poking through the side of the tent
  • Converting Static Meshes into Deployables in the Nullsector Mission Finality
  • Submitting auto-generated sublevels and navigation
  • Fixing issue with Nullsector : Finality where you can skip the first trigger in the cave softlocking the mission, this has been fixed

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fixed Interactable with Portable Biofuel Container so that when it is deployed you can fill it up / remove biofuel with a jerry can in hand, the same way the portable water container works with canteens etc
  • Fixed a bug where if you would right click on an item within a purifier and selected 'empty container' the physical representation attached to the purifier wouldnt update properly and would think the water is still full when highlighted
  • Flushed grass across all quads on Olympus
  • Flushed Grass across all quads, Green, Blue, Red and Yellow on Styx
  • Fix the build (control rig crash during cook)
  • Reimporting Bobblehead SK mesh to remove power cables
  • Workshop animals spawn vfx setup for SML,MED,LRG and optmization pass
  • Fix maximum health granted not being shown on food modifiers
  • Fixed flow meter not returning to previously selected flow meter on restart
  • Added shield automatically selecting if weapon allows it as long as its in the quickbar or utility slot. Removed unused nodes from old shield fixes. Added valid checks on null references in the message logs (reloading owning player/activate hotbar slot icarus character bp)
  • Fixed tutorial not granting 'baby steps' achievement. Mission was completing early and not reaching the grant achievement step
  • Adjusted collision channels used to determine safe exit point when getting out of beds, will hopefully reduces cases where players are spawned inside of the bed when exiting
  • Added a 'biofuel container' icon to composter recipes to show you need it to craft
  • Update crop plot tier text to wrap if required if longer than alloted space
  • Added BuildingBase asset validation, errors out if building pieces are added with empty material slots. Fixed issue where cracking concrete building pieces were causing log spam
  • Added generated LODs for all Bat Nest SMs, reducing LOD0 by 50 percent in the process
  • Prebuilt structure deployables that are destroyed when a player abandons an active mission are now cleaned up without spawning overflow bags if they contained items in their inventories
  • Fixed workshop radar not showing on back while being deployed
  • Remove Grass Disable Shadow CVar from Scalability groups as its not supported. Add option as a new graphics setting instead
  • Enable shadows on all Grass LGT assets
  • Disable Grass shadows on Low and Medium Shadow quality to afford some control over this change
  • Enable Volumetric Fog for Low/Medium spec shadows. This fixes underwater rendering being broken and creates better visual consistency across all specs for minimal performance cost
  • Fixed a few bestiary typos
  • Fix a slate ensure relating to nested invalidation boxes and 'stamina exhausted'
  • Fix a issue with new account flags delegate not firing
  • Fixed a bug where objects that are hidden on purifiers (e.g. portable watering can) wont fill itself. Added the tag to the watering can to not show it
  • Fix another intermittent terrain anchor crash reported in Sentry (again)
  • In a development build / PIE, you can now specify a player index override on BP_GameMode to resume a prospect json using a non-local character from that saved prospect
  • Temporarily disabled recent shield auto-equip functionality to fix bug where players couldn't mine, chop, or skin with their equipped weapon (stats weren't being correctly transferred to holder)
  • The T4 Water Trough now provides a new 'Filtered Trough Water' Modifier to Mounts / Tames that drink from it, it provides food / water consumption reduction and a stamina regen buff
  • Water troughs now consume water and no longer act as batteries, this fixes various issues such as water tanks being unable to full up water troughs
  • Clean up some extraneous logs (blocker interactables)
  • Update field guide to colorise workshop items
  • Improved hover colorization on field guide (reflects inventory colorizing now)
  • Clean up some extraneous logs (BP_DropShip)
  • Workshop items now use a purple background in inventories to help them standout
  • Clean up some extraneous logs (player ping)

[/expand]

[h3]Future Content[/h3]
[expand]
  • DLC2 map - Landscape texture weightmaps, path and impassable fixes
  • Updated bull gfur with splines and a better fur mask. Added control rig assets for the bull. Added cow skeletal mesh and textures. Created initial blueprints and gfur assets for the cow
  • Fix new attachment stats don't take reward stack multipliers into account for breakable rock
  • Cleaned up stone placement & Set Dressing Volcano Cave on Outpost 9, on Red Quad
  • Add exposure resistance stats for new atmospheres and new atmospheric stamina regeneration stats
  • Updated GUN_Flamethrower_SML and new textures
  • Added the cow and calf entries to the data tables
  • Update clay, scoria and obsidian reward multipliers to use new specific reward stats
  • Added Quarrite caltrops Grenade item. Throw like a grenade and it will explode leaving behind dozens of small spikes on the ground which persist for 1 hour, deal damage and slow. Fixed LODs on assets
  • Improve hail spawn rate at for high/epic
  • Improve fade in/out on hail, set effect to world space, fix collision problems
  • DLC2 map - testing biome lighting, adjusting texture weightmaps
  • Fix DTValidation for Meshable due to whitespace baddies from copy-paste
  • Add stats for Great Hunt boss attachments
  • Commit Trace Lighting Test level to depot
  • Updated cow gfur and physics asset. Added skeletal meshs for the cow and calf bones. added calf skeletal mesh, materials and textures
  • Added all boss attachment and alteration icons to itemable and alteration datatables
  • Fixed bug where hidden stats were being shown on items that granted those stats via a modifier
  • Set Dressing Volcano Cave on Outpost 9, on Red Quad
  • Made adjustments to spider physics assets. Spider no longer ragdolls on death, it plays a death animation. Added support adding spiders to caves (not spawning yet). Improved particle system for spider's ranged attack
  • DLC2 map - Extra terracing and crevasses for arctic zones
  • Fixed some outstanding widgets that still weren't filtering out hidden stats correctly. Added ability to show specific hidden stats on modifier descriptions. Reduced intensity of weather on development prospects
  • Added new ArtTest map
  • Allow CPU access for Spline meshes (water, fuel, electricity, etc) as is being requested in log files
  • Added Giant Cat armor sk meshes, materials and textures, updated D_Armour data table
  • Created anim blueprints for the cow and calf. Updated gfur on cow and calf. Updated calf physicas asset
  • Improve UX on DevInspectionTool by collapsing empty fields, drop shadow on text, remove unnecessary fractionals on Pos text and output level name
  • Fixing 3RD person anim states for Flame Thrower by hooking up existing flame thrower animation states with new curves to match our existing setup as well as adding in missing crouch states to fix blending between them, added in new focusable to better handle 1ST person anim states too
  • Cleanup empty StaticMesh actors from Olympus
  • DLC2 map - adjusted weightmaps for desert dirt and sand, increased impassable area in Arid Dead Lands
  • Fixed skinning and bleeding textures
  • Changed the referenced anim bp in the calf, cow, and bull characters bp back to the buffalo. slight tweak on the cow's fur splines to resolve crashing
  • Setup Nav Bounds on Outpost 9, on Red Quad
  • Generated Edge Splines on Outpost 9, on Red Quad
  • Fixed the scorpion boss hanging trophy not being able to be placed due to it colliding with the ground. Fixed all scorpion boss ui projection widget being hard to see due to being near the top of the model
  • Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Tweaks on the cow, bull and calf gfur. Updated the cow physics asset to reduce the deformation when ragdolling
  • Added DEP_Great_Hunt_Device with destructible
  • Added BLD_Floor_Diagonal_Concrete and BLD_Floor_Curved_Concrete, with all textures, materials and meshes. APEX DMs still need to be made
  • Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Further work on the cow, bull, and calf. Anim BPs created for each and corpse blueprints set up for skinning. More tweaks on the gfur
  • Set level in DataTable Editor, added BP_IcarusDropShipSpawn & BP_IcarusRespawnShipSpawn, Added Voxel to Volcano Voxels on Outpost 9, on Red Quad
  • Stop the (in house) EUW RVT Setup Tool from creating duplicate RVT bounds
  • Adding test FMOD event, evaluating FMOD bank build
  • Permit bake and destroy on WT_Lake (one time, one way)
  • Setting Up Assault Rifle, Item, Talent, Recipe and basic implementation
  • Adding Windmill Item, Deployable Setup, Blueprint, Recipe and Logic for running, ready for mesh, testing and iteration
  • Updated WEP_Flamethrower_SML_Glass
  • Updated new ITM_Shield_IceMammoth skeletal mesh and new textures
  • Added sledgehammer alteration icons and attachment icons
  • Hooking up SMPL3 intro and outro dialogue for final nulsector quest. Adding Norex to faction table. Assigning faction quest to Norex
  • Feature locked Ice building tier for future release (hides from Field Guide)
  • Fix prospect new tab angle being a different color to base tab, when missions have unlocks and require an upgraded contact device
  • DLC2 map setup - landscape material work, test materials for macros
  • Added second Ent to Volcano Cave on Outpost 9, on Red Quad
  • Fixing Feature Levels So Dangerous Horizons and Great Hunt are seperated
  • Added chick and rooster entries to the AI setup, AI creature type, Meshable, Itemable, and Item static data tables. Added control rig, blueprints and anim BP for the rooster
  • Added Rooster creature setup to the project including meshs and materials
  • Added chick creature setup to the project including blueprints, meshs, materials and gfur groom

[/expand]

Hotfix Version: 2.2.23.128261-rel-Laika

Contains the Following Fixes:
  • Adjusted the quest information text (blue text) which was trying to lookup and get keybinds on dedicated servers (where keybinds don't exist). This was causing as crash when the dedicated server attempted to process the information.

Icarus Week 148 Update | QoL improvements, 1 week before Null Sector

Welcome to Week 148.

This week is the penultimate update before the release of the Null Sector, so we’ve focused on a bunch of QoL improvements and bug fixes in advance of this releasing. These include some recommendations from our community through Feature Upvote.

We’ve also got a bit more insight into what to expect with next week’s Null Sector release, and some details on how you can jump in and test it now on a temporary branch, if you want to help us find any outstanding issues.

Jump in and have a read.


[hr][/hr]
This Week: Quality-of-Life (QoL) Improvements


This week, we’ve focused on a range of QoL improvements and bug fixes as a lead-in to our planned release of Null Sector next week. We generally don’t release a major feature/content in subsequent weeks, and with the size of Null Sector, we wanted to dedicate more time to testing and refining it.

As is the case with most of our QoL updates, many of them have come from community submissions on our Feature Upvote, the most effective way for you, the players, to highlight to us what you would like to see included in the game.
  • We’ve added flat variants of the wooden crates craftable at tier 1 for easier stacking. These are variants of the existing slanted-style crates, which you can select using 'R' when placing them
  • All the Modules purchasable from the workshop now have their own unique icons, rather than varying colors of the stock icon they’ve had since release
  • We have also fixed a few bugs and done a balance pass on the mission RELOCATED: Recovery - The Zebra Recovery Mission on Styx. The Zebra now have more health, and we have fixed some cases where the mission could get into a locked state, unable to be completed
  • We have fixed an issue introduced recently with a big resource network refactor that meant you could no longer disconnect workstations from networks by R-clicking them with Water/Electricity tools

[hr][/hr]
This Week: Null Sector Beta


With the Null Sector planned for release in one week, we will be releasing a temporary branch on Steam later today for players to test. This branch will be updated frequently as we commit fixes and changes. So their maybe downloads every day, and some prospects may be put in a bad state.

Please report any bugs in the experimental channel. Keep in mind that there may still be issues and bugs that we are fixing and that this will not be as stable as the core game branch you’re used to playing on.

[expand]
[h3]How to switch branches on Steam:[/h3]
  1. Right clicking on Icarus in Steam
  2. Selecting Properties, this will open a window
  3. Select Beta's
  4. Use the drop down box to select the branch you want - in this case it is nullsector
If the branch does not appear you may need to restart steam.
[/expand]


[hr][/hr]
Next Week: Null Sector


As stated in the past, we are trying something different with the Null Sector, specifically regarding the environment and resource scarcity.

There is no map for guidance, the biomes have unique effects on prospectors, and there are very few natural resources, with some of the new missions focusing on logistics. We have also aimed to provide some more narrative than we have before with more set dressing, more interesting prebuilt structures, and the inclusion of some interactable NPCs.

Due to the new systems and complexities included, the Null Sector has taken some time to release. We wanted to spend a decent chunk of time testing it internally, not only for bugs but also for the feeling of the game within the new area and during the missions.

It is a very difficult region, and we have taken this opportunity to experiment with new features and approaches to all aspects of the game experience. If the systems work well, we'll consider using them as a template or baseline for future narrative content and expansions.


[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 v2.2.23.128142


[h3]New Content[/h3]
[expand]
  • Added Flat variants of medium and small wooden crates, also included versions with signs and corresponding open and close animations
  • Adding Flat wood crates as default wood crates, the old ones can be selected by holding 'R' when deploying the wooden crates, new icons have been added for these as well

[/expand]

[h3]Fixed[/h3]
[expand]
  • Removed terminal interaction step that was auto-completing from RELOCATED: Recovery.
  • Fixed bug in RELOCATED: Recovery where Zebras weren't getting their 'Quest Creature' flag removed correctly upon quest completion.
  • Fixed bug in RELOCATED: Recovery where the mission could become blocked if Zebras were cleaned up for whatever reason without dying.
  • Zebras in RELOCATED: Recovery now have additional health on easier prospect difficulties (+100% on easy, +50% on medium).
  • Fixed BP IsValid error inside BPQ_Travel
  • Fix exotic respiratory debuff mentioning increase food usage rather than increase oxygen usage
  • Fix another intermittent terrain anchor crash reported in Sentry
  • Fixed panini issue on Larkwell first person arms
  • Mounts/Tames will now pause for a brief period after being reloaded before executing normal AI logic, this should prevent some cases where NPCs move outside of their enclosures before buildings/navigation has finished loading
  • Added icons for Reinforced glass and window
  • Fixed a compass widget related crash that occured when disconnecting from a server
  • Adding audio to flat crates. Open and close
  • Fixed a bug where the containers on purifier/electric oxite dissolver wouldnt update with the correct fillable amount on hover
  • Added a curve to the pistol and rifle anims to ignore upper addtitive animations to help with the hand behaviour while swimming, better blend between top and bottom half would be good but for now 3RD person usability of both guns underwater has been improved
  • Fixed a bunch of small things about how water is crafted.
  • Crafting a water recipe will drag in the correct amount of thermos into the crafting inventory. When crafting is completed it will avoid placing it in an item that already has a crafted drink
  • Field Guide: Hid Noxious Crust individual items, created an encoumpasing item that shows all the possible Noxious Crust types
  • Added a tag to ignore validation on item static rows, for uses such as field guide pages that won't have full item setups
  • Field Guide: Improved performance of resource network pages
  • T4 Anvil - fixed collision on input proxy meshes
  • Field Guide: Allow some items that are otherwise hidden to link to other items for inventory right click context menu (eg. pyritic crust ore variants)
  • Fixed an issue where crafting tea would place the item in the wrong thermos because 'cooling' and 'warming' modifiers counted as crafted alterations. Now added a bool to ignore certain alterations when checking for priority
  • Set MaxViewDistance for all PrimitiveComponents in DeployableBase to 1km to match client Icarus.Deployable replication distance. This should give a performance improvement for servers by no longer rendering Deployables beyond 1km
  • Remove CullingDistance setting on Underwater mesh for Lakes. Turns out this is based on the centre point for the mesh so on larger lakes it stops rendering as you get further from the centre
  • Fix decorative paintings using Unlit material causing them to glow in dark areas
  • Field Guide: Setup a specific page for water containers, indicating all drinks you can fill them with and linking to them from items that make drinks
  • Feature locked some very old items that aren't available in-game at all
  • Updated Honey Tea alteration to the same Contains Honey Tea format as the others
  • Field Guide: Linked Noxious Crust context menu to Noxious Crust entry
  • Improve map performance for OLY and STYX for some hardware with larger prospects
  • Added helper text to the initial open world quest to guide players to the field guide
  • Field Guide: Updated water container page to list all water containers
  • Field Guide: Improved feedback on which elements are clickable

[/expand]

[h3]Future Content[/h3]
[expand]
  • Adding ice mammoth attack vocalisation, data table entry and duplicates of montages and attack animations
  • Added Wall_CurvedAngle_Down and Wall_CurvedAngle_Up for Concrete tier, including materials, textures and meshes. APEX DMs still need to be done
  • Adding all ice mammoth montages to ice mammoth behavior trees - replacing mammoth montages. Separating these out so unique audio can be added for each one
  • More updates and additions to ice mammoth audio and animation duplicates etc
  • Adding first pass dialogue events for Final Nulsec mission
  • DLC2 map - adding detail and overall slopes
  • Added a third Icesheet cave note to the DT
  • Fixed a few typos
  • Fixed Ice Mammoth first person arms floating mesh and replaced the ice shader with MA_ITM
  • Fixed Ice Mammoth first person arms floating mesh and replaced the ice shader with MA_ITM
  • Added some general resources and removed some foilage on Outpost 9, on Red Quad
  • Adding waterfall base audio to ice mammoth boss waterfalls. FMOD event, and BP imp
  • Collision and LOD setups for new mission military props, filename fixups and texture setup
  • List of characters in character selection menu is now ordered by last play time (applicable once existing characters have each been selected at least once)
  • DLC2 map - added rivers, crevasses and hills, smoothed out impassable edges
  • Adding ice mammoth armor break audio and BP implimentation
  • Increase min distance and distortion amount for ice mammoth death to increase notification to player of its death
  • Fixed a bug where lava roat didnt have animations. Added missing anim bp
  • Cliff Placement Pass and Riverbank Pass, Outpost 11
  • Base deployable and DT setup for fire extinguisher wall mount, inventory and ability to store fire extinguisher to follow
  • Adding correct ice mammoth montage to bird swarm BT
  • More ice mammoth layers. Ice mammoth roar, notifys, adjusting speed to fit with animation etc
  • Adding in extinguisher wallmount base assets and proxy mesh, deployable setup to follow
  • Adding basic VFX to note items for testing
  • Adjusting Nullsector final mission so you can destroy the blocker and progress through the cave
  • Adding Dialogue Briefing / intro / outro to final nullsector mission
  • Updating Icesheet Outpost prebuilt structure, note and body positions
  • Update MapCreatorUtility widget to improve workflow and usability
  • Adding ice mammoth death audio, event and data table setup
  • Added subtitles for ABYSS quest dialogue
  • Adding icemammoth flinch audio, evenet and data table entry
  • Two people can sleep in a bunk bed now
  • Adding New Nullsector story mission and steps, talents, quests, descriptions
  • Adding New Military Tent and Fold out chair props
  • Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  • More audio for the ice mammoth. Dig, kick adjustments and ai data table setup
  • Added hornet saddle art assets including static mesh, three skeletal meshs, materials and textures to the project
  • DLC2 map - refining shape of waterbodies
  • Adding PG version of thank god youre here line which removes the vomit
  • Adding more icemammoth layers and missing BT montages and adding kick audio event
  • Adding first pass nulsec final mission dialogue entries to table
  • Adjusting the flesh surface type to be carpet so it doesnt sound like dirt when walking on bodies. Carpet is more dull and more appropriate most of the time
  • Adding metal grate PM and footstep events and data table setups. To play more appropriate audio when walking or jumping on
  • Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Fix an issue with trait component initialization in instanced level components
  • Added BLD_Roof_CurvedAngle_Down_Concrete and BLD_Roof_CurvedAngle_Up_Concrete with Left, Right and Inverted variants, with all materials, textures and meshes. APEX DMs still need to be made
  • DLC2 map - Adding noise, softening block out details
  • Cleaned up Interactable Note UI
  • Hooking up animation to spin the Heavy aircon blades when device has been turned on in the deployables BP
  • Reverted removing of extra icon on crafting container, as this was used in other widget
  • Reverting PM change which fixes creatures looking like feathers when hit
  • Adding Flamethrower, it relies on biofuel to fire, deals fire damage at a constant rate, is midrange, does not set trees / buildables on fire
  • Fix Test level play
  • Bat Flying trail prototype
  • Fire Extinguishers now require water to function, they can be filled up the same way as any other water vessel
  • Adding Fire Extinguisher deployable item, in which you can interact with to add or retrieve a fire extinguisher
  • Adding Straps to water / fuel portable tanks so they fit more with the world and make sense while carrying
  • Added new module icons
  • Added some general resources and removed some foilage on Outpost 9, on Red Quad
  • Cliff Placement Pass and Riverbank Pass, Outpost 11
  • Move actors out of Prometheus persistent level that shouldnt be there, cleanup root folder
  • Add support for XYZ copy string pasting for Location input in WorldManager tool
  • Removed IDetailTreeNode from ProcessingComponent include list
  • Adding VFX for Nulsec Icesheet cliff face
  • Fixed large heater and coolers affecting environmental temperature without being powered on
  • Fixed a handful of typos
  • Added a number of Concrete Beam assets, including their textures, materials and meshes. APEX DMs still need to be made
  • Fix the build (private include)
  • Fix an issue where unloading a level that was dynamically instanced and contains RVT volumes that point to RVT textures used in the main level messes up the virtual texture cache
  • Setting up Narrative Lighting and Effects for the final nullsector cave
  • NPC's Dialogue now replicated when people talk to them
  • Added Cryo Spawn FX systems for pets
  • Added bull art assets and blueprints to the project
  • Added Some Meta Resources and Voxels on Outpost 9, on Red Quad
  • Cliff Placement Pass and Riverbank Pass, Outpost 11
  • DLC2 map - scree slopes and erosion
  • Delete duplicate flamethrow SKitem BP. Improved flamethrow glass material and delete unused textures. Update existing flamethrower to have idle VFX based on having fuel. Added panini to candle material. Cleaned up redirectors
  • DLC2 map - adjustments to path widths and impassable heights, removed some desert landscape features
  • Added Bull entries to the data tables added skinned bull bones asset
  • Remove generated tags from some actors in developer levels (busted worldgen script for Outpost_009)
  • Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Updating NPC Prebuilt Camp
  • Fixing issue with the camp where the lanterns and lights where not inside the tent as intended
  • First pass of gauntlet weapon prototype
  • Adjusting NPC Camp so it is more filled out and appropriate for what it is, adding an additional teddy
  • Added switch to MA_ITM for using secondary UVs for detail normals
  • Cleaned up military tent asset geometry and updated texture to have more resolution
  • Tag new items related to Null Sector quests as quest items
  • Setup sledgehammer attachments
  • Display 'Scan Area Unavailable' on map when inside an instanced level
  • Ice mammoth boss - Ice projectile no longer breaks on impact but will bounce a few times. Spawned ice birds now follow two seperate circles to make it look more authentic
  • Added BLD_Roof_Diagonal_Concrete and BLD_Roof_Diagonal_Concrete_inverted, with all textures, materials and meshes. APEX DMs still need to be made
  • Added some extra status effects to gauntlet charge attack. Added knockback to gauntlet charge attack.
  • Reduced Gauntlet attack cooldown.
  • Gauntlet charge is now always right hand, light attack is left.
  • Added some temporary sounds to gauntlet to get a feel for hit feedback

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