1. Icarus
  2. News

Icarus News

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

[/expand]

[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

[/expand]

Icarus Week 157 Update | Tame the new Shaggy Zebra Mount

Welcome to week 157.

This week, we are introducing a new juvenile variant of the Wooly Zebra that can be raised and nurtured into a new mount with Arctic specialties.

We also add some improvements to the AI in Icarus perception so they will be far less likely to detect players in various situations.

We’ve also got some news on next week's update, with even more firearms coming to your armory.

Jump in and have a read.

Notable Improvements:
  • Fixed the Biofuel Powered Drills and Extractors not turning themselves back on after reloading a prospect
  • Fixed a PhysX-related building replication crash that was occurring on larger prospects when join multiplayer games
  • Fixed a crash that could occur when supply pods take off if they are near buildings or deployables
  • Shifting Mission in Layout and Starting Position so that when you open the mission screen you are presented with the first missions rather than the middle of the tree
  • Add 'Raw' prefix to uncooked meats so that its not confused with cooked meats
  • STRANGE HARVEST: Increase size of Contaminated Bear, grant increased health, poison damage and chance to poison
  • Fixed an issue where crops would regen quality even if all the seeds were dead, when looking at the tooltip it could be confusing as the crop would be wilted but could still look alive
  • Drinks in the crafting menus now have their own icon to differentiate them (see the drinks in the campfire)

[hr][/hr]
This Week: Shaggy Zebra Mount


Shaggy Zebra’s present in the Arctic Zones of Prometheus will now have a chance of spawning with juveniles. As with all juveniles, you will be able to tame, raise, and nurture them once their parents have been disposed of. When this juvenile grows up, you will have your very own Shaggy Zebra mount.

These mounts thrive in arctic environments, and as with all our mounts, they have their own talent tree to progress through as they level up.


[hr][/hr]
This Week: AI Perception Improvements


A few of the big issues that have been brought up with Icarus over the years have been the AI perception. That being the assumption that AI can see through walls and players get attacked while in their bases while not being antagonistic. This week we have made some improvements to AI perception to prevent these cases from happening.

The first change is that AI must now be in their heightened state of aggression to be able to detect players if they have been seen recently. Previously, if a player was seen by an AI, they would continue to be 'seen' regardless of whether or not the AI had line-of-sight if player was within 3.5m of their last seen location. That distance hasn't changed, but the AI must now be fully alert to the player now before this behavior is enabled.

The second change is we have halved the player's footstep and jump noise range while sheltered, this will help to make creatures detect you far less while prospectors are inside buildings.

We aim to continue improving this system to provide a better experience so players suffer from less seemingly random attacks.


[hr][/hr]
Next Week: Advanced Pistol


Next week, we plan on introducing the Advanced Pistol, a Tier 4 option that will round out the sidearm class with options at all applicable tiers.


[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 v2.2.32.130789


[h3]New Content[/h3]
[expand]
  • Small improvements to Woolly Zebra Juvenile FGur setup and collider setup
  • Fixed Wooly Zebra feather material not being 2-sided
  • Duplicating wooly zebra idle inserts and adding more variations of the idle animations so they dont jump around you the whole time which becomes very annoying. Adding more to mounts versions also
  • Adding additional unique wooly zebra idle audio event and adding to mount idle with less vocalisations. Adding more idle variations to juvi for less repetitive jumping audio etc
  • Adding the correct wooly zebra juvi idle montage to the BP. Adjustments to a few juvi volumes and spacials. Consistency pass on a few long events and consistency between a few events reverbs
  • Unlocking Wooly Zebra and Juvenile
  • Added the remaining wooly zebra saddle skeletal meshs and updated saddle data table
  • Added water and coffee and cream drink recipe icons
  • Added Calf and Cow Carcass icons

[/expand]

[h3]Fixed[/h3]
[expand]
  • Delete old irrelevant Notes from Styx. Add new notes for current issues to be addressed
  • Floating object and buried voxel fixes for CF_MED_002 prefab cave
  • POTSHOT: When added as an operation in the future the provided items will not respawn
  • Flushed Grass across Blue and Yellow Quad on Styx
  • Flushed Grass on Green and Red Quads, Styx
  • Fixed a typo in stone cairn item description
  • Fixed placement of 2 Wolf Dens in Styx
  • Battery Light correctly turns off when out of battery now
  • Add Raw prefix to uncooked meats so that its not confused with cooked meats
  • Fix encumberance bar showing overlapping text when bag is full and overencumbered
  • Gate Dropship FP mesh logic behind RepNotify so FP arms aren't visible for other clients. Made Dropship mesh visibility unlimited during flight and apply limitations once landed
  • Add additional stack size (plus/minus 10) modifier buttons and new MIN button to reset count to 1 for Crafting UI to give more easily accessible input options when crafting
  • Add calf and cow carcass icons, just using the head icons for now
  • Water container Field Guide page now doesn't have a resource network attached, as it shows what is used to fill water containers in the other sections
  • STRANGE HARVEST: Increase size of Contaminated Bear, grant increased health, poison damage and chance to poison
  • Minor talent spacing
  • Setup custom icons for drink crafts
  • Added Drink recipe icons
  • Add min and x10 crafting buttons to processors
  • Add sort to player crafting window and bench/processor inventories
  • Fixed bug where deep mining drills would be automatically turned off when reloading a prospect save
  • Fixed cursor going invisible when clicking on title screen
  • Rewording Everygreen talent to mention that weather still can wilt crops if they are not protected
  • Also fixed an issue where crops would regen quaility even if all the seeds were dead which could have been causing confusion
  • Hooked up water and coffee with cream drink icons
  • When supply drop pods take off, they now damage a maximum of 30 walls/deployables around them instead of literally everything, this should hopefully fix rare issue where game freezes/crashes when a pod takes off from within a base or building
  • Supply drop pods now damage objects around them over time instead of simultaneously (one object per frame)
  • Shifting Mission in Layout and Starting Position so that when the screen opens you are presented with the first missions rather than the middle of the tree

[/expand]

[h3]Future Content[/h3]
[expand]
  • Adjustments to the rock golem vocal reverb distance. Adjustment to snapshot reverb amount and adjustments to armor break
  • Updated textures and material for Assault_Rifle_T4
  • Recommit of DEP_Great_Hunt_Device destructible
  • Elysium - geothermal lake set dressing, red quad
  • Added SK_ITM_Club_Ape legendary weapon
  • Added DMs for all the Lab Equipment, plus added teh meshes for the stool
  • Destructable mesh added to Norex hunt deployable
  • Added item text for farm fencing
  • Added item text for animal traps
  • GH_RG_O1 is now fully playable
  • Add Rooster Talent Tree
  • Fix Chicken talent icons having many duplicates
  • Reduced severity of movement speed debuff attached to RockGolem's burrow attack
  • BTS_SweepBoneDamage should no longer incorrectly launch the attacking NPC
  • RockGolem now spawns CaveWorms during it's burrow attack (WIP)
  • Fixed RockGolem hit reacting twice during phase transitions
  • RockGolem burrow now lasts longer, and RockGolem is invulnerable whilst fully underground
  • Fixed RockGolem LookAt not being disabled when target was out of view angle
  • Disabled RockGolem IK when starting it's roll
  • Aded Slug Grenade Payload VFX
  • Fix deployable naming of bunker props
  • Elysium - toggled on use external actors and converted existing (lets try that again)
  • Elysium - toggled on use external actors and converted existing
  • Added DCO_Planter_Box_Wood_LRG
  • Updated SK_SPR_IceMammoth_Melee, rotated 180 degrees
  • Updated some mesh assets for the Swamp Ape Club Legendary weapon
  • Adding heavy attack for golem gauntlet split up for a charge attack, third and first person start loop and end animations
  • Outpost 13 - added atmosphere controller to persistent level
  • Added the first batch of saddles fitted to the wooly zebra mount
  • Elysium - geothermal lake set dressing, red quad
  • Heavy axe swing added in form of start loop and end animation to enable the axe attack to be charged up, still needs the charge functionality for melee weapons but anims are done
  • Adding first pass ape grenade audio
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Decal pass on scree slopes, Green Quad, Elysium
  • Updated Landscape geo
  • Added Bunker Prop Icons to D_deployableSetup
  • Setup Garganutan Lab to spawn at the start of the great hunt
  • GH_RG_O2 is now fully playable
  • Add lab chair setup
  • Adding gauntlet punch impact and whoosh event and removing audio from actionable component and adding to animation instead
  • Update DF shadow bias on LC rock meshes causing self-shadowing artifacts inside some caves
  • Added BP_Atmosphere to persistent lvl
  • Deleted BP_Atmosphere from Outpost 13
  • Adjustments to dialogue as per requested
  • GH_RG_FINAL mission is now fully playable
  • Reverting slug grenade to explode after 3 seconds as previous as this is a sticky grenade not an instant explosive
  • Added ECVF_Scalability flag to foliage.LODDistanceScale cvar
  • Removing pin pull from slug grenade and changing to detonate on impact which makes more sense with the audio and for the type of grenade it is
  • Adding slug grenade explode audio and overlap slug slime audio and BP imp
  • Added golem and juvie golem bestiary image to the project and updated atmosphere and bestiary data table with the new images
  • When Great Ape is hanging in a tree and targetted player runs behind, animate the 180 degree spin
  • Ape Grenade no longer has it's pin pulled during throw animation
  • Ape Grenade now persists on ground for a period of time before fading out after applying its effects
  • Added impassible terrain to outpost 13
  • Adding ape attractor constant loop audio as well as ape chest bulge thing pulse. Adding VFX to the right locations and activating and de activating them on power up - down. Adjusting behavior of audio to not turn on if not properly powered
  • GH_RG_FINAL adding quest steps and required mission items
  • Added animations for BW pistol Reloading 1ST and 3RD character animations, gun needs some mesh reimporting to make the reload working gun side but character animation in at the moment
  • Great Ape will now throw logs when hanging in tree
  • Made Swamp Ape grenade less bouncy
  • First implementation of Swamp Ape grenade functionality
  • Great Ape can now jump into trees (currently turned off as currently no way down)
  • Decal and Cliff Pass on Tundra in Green Quad, Elysium
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Adding ape attractor audio and BP. Not currently hooked up to play only when activated and powered - waiting BP updates
  • Garganutan Great Hunt: Assigned Dialogue to each mission
  • Added two new bat variant art assets for the ice mammoth fight. Added blue colour varation of the arctic bat material. Updated 2 of the bat BPs for the ice mammoth fight with the new art assets
  • Elysium - geothermal lake set dressing on red quad, new decals for geothermal landscape, material variants for a couple rocks
  • Fix Garganutan quest D objectives list
  • Garganutan Great Hunt: Setup final mission to activate entrance
  • Garganutan Great Hunt: Setup map markers for all missions
  • First implementation of WIP Lava Flyer Mine
  • Adding lava hunter flame thrower event and unique audio. Not currently hooked up
  • Setup health bar for Great Ape and put a spawner in the Swamp Arena. More tweaks and fixes for ape
  • Add foliage.LODDistanceScale to Foliage Quality scalability group so users can get higher quality foliage LODs than current default (High = Current, Epic = 1.5x, Low = 0.5x). Update settings menu description
  • Added lab stool item icon
  • Adjusting ape grenade audio based on updated gameplay functionality. Added grenade bounce impact and increased the intensity of the grenade audio to match VFX. Added audio to play off payload BP instead of data table
  • Adding lava hunter beep and mine explode audio and BP Imp
  • Adjusting Seismic Probe item description and flavour text
  • Added ITM_Mission_Radio
  • Updating animation for DEP_Mine_Lava_Hunter
  • Added SK for DEP_Mine_Lava_Hunter base with triggered aninmation
  • Added reload animation for Black wolf revolver, had to re work how the cylinders work and reimport all cylinders with new offset to work with the animation, but where the attached cylider isnt moving currently but all functionality is there for audio pass
  • Replaced VFX for Ice Mammoth IcePillars, Payload, Frost Spot and Ice Armo, also removed PixelDepth on Arena Ice Material to fix decal issues
  • Cliff and Decal pass on Green Quad, Elysium
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Elysium - crevasse and cliff placement, landscape sculpting in red quad
  • Adding additional slug grenade buildup sizzle and adjusted explosion to be less bomb like and more glass break goo splatter
  • Resave datatable
  • Adding revolver open, bullet, close and click audio and notifys
  • Added Yeti bones and carcass sk meshes, materials and textures, gfur
  • Modiyfing the Mission Radio Description
  • Adding Mission Radio Icon and Implementation
  • Adding in 1ST and 3RD anims for gauntlet block and ranged mode including pose and use animation
  • Added swamp ape bestiary images to the project and updated bestiary and atmosphere data tables
  • Elysium, Red quad - geothermal variants of AC crevasses, swapped out AC BPs to fix wrong material during build
  • Added Hammhead Slug bestiary images to the project
  • Added Ice Mammoth bestiary images to the project
  • Fixed a minor typo in RG quest description
  • Added poses for DEP_Mine_Lava_Hunter egg sack animation
  • Adding notifys to black wolf revolver reload
  • Adding rock golem bestiary audio and data table entry
  • Added Revovler reload anim montage 1st and 3rd person to revolver firearm data and hooked up revolver reload anim, identified the issue with the animation not playing due to attachment method of the static meshes of the living weapons
  • Update dialogue setup for Garganutan mission dialogue
  • Hooking up anims to the rock golem gun to work with new clip based reload and moved the focusable over to be 2handed rifle based instead of pistol based, gun ejecting clip incoming
  • Update Garganutan research lab and trail contents
  • Update note quests to trigger on reading notes
  • Adding mission device accept and deny audio and BP implementation
  • Updated rotation on SPR_IceMammoth_Melee
  • Adjustments to black wolf revolver pistol. changed notifys to player type so volume could be adjusted depending on perspective
  • Added Wall_Curved_Glass, Wall_Curved_AngleUp_Glass, and Wall_Curved_AngleUp_Glass will all variants, including mask textures, materials and DMs. APEX DMs still need to be made
  • Great Ape basic core loop (melee, throw rocks and sticks, retreat and climb tree). First pass, still needs plenty of balance. Still some jank in tree jump animations (more anim coming)
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Cliff and Decal Pass on Scree Slopes on Green Quad, Elysium
  • Fixed crash due to new Atmospheres being created with no Curves defined, feeding a nullptr to the atmosphere controller. Also fixed incorrect images being used for biomes

[/expand]

Icarus Week 156 Update | 3 years of Icarus, and cake!

This week, we’re celebrating Icarus' third anniversary.

Now a toddler, Icarus has grown a lot over the last 156 weeks. We thought we’d do a quick look back and then celebrate with some cake and a full-day livestream and a bunch of giveaways.

Hop in, have a read, and then get baking.

Originally posted by Lead
Thank you for all of your support over the last few years as we have endeavored to shape Icarus into the game we know it can be. A truly immersive survival game. We want to keep working on it, making it better, fixing bugs, improving performance and adding new content. As long as people are playing we will keep developing.

Leave a review to show your support, it really helps us out.

Jake Dodunski - Project Lead
Notable Improvements:
  • Improved Weather Culling inside buildings after improvements from a few weeks ago
  • Fixed the Dropship scorch setup, it was so tiny it couldn't be seen and dropships where not culling foliage when they should.
  • Fire Extinguisher and Flamethrower can now be repaired with the right click context menu

[hr][/hr]
This Week: 3 Years of Icarus


After 3 years of Icarus, where we have released a free update every week for 156 weeks and counting, we’re taking a moment to look back and celebrate how far we’ve come.

We released Icarus with the intent for it to be a live-service-like game with a unique take on the survival genre. Our vision was for a fresh session every mission, providing bite-sized, tense, and challenging survival experiences.

We think everyone, including us, would agree it was a rocky launch. The game wasn’t in the state we needed it to be, so we committed ourselves to improving the game bit by bit until it could become what we wanted and the players deserved. This is how the weekly patches were born.

While the mission-based game concept was unique and many people liked it, the demand for persistent drops was overwhelming and we decided to shift focus and provide the core survival game experience that people were craving and Open World mode was born.

With Open World becoming our most popular game mode, we still wanted to provide people with the mission experience we had created as we felt people were missing out on a lot of content, and thus, SMPL3 quests were born. These small dynamic quests could be completed for small amounts of Ren, and have become a staple of the Icarus experience.

To take it one step further, we started converting over our missions and, with the release of New Frontiers, allowed full-length missions (called Operations) to be playable in a persistent Open World. This was then rolled out for free on the other maps of Olympus and Styx.

As we end our 3rd year, we have so many awesome new things on the horizon, with an unannounced expansion (more to come), new epic quest lines that result in persistent changes to your world that culminate in a boss fight, a biolab with a range of upgradeable weapons to craft and use and finally, the Dangerous Horizons expansion, where you will explore a brand new map with new flora and fauna and possibly even NPCs.


[hr][/hr]
This Week: 3 Years Breakdown


As with every anniversary, we thought we’d share some numbers to symbolize the incredible transformation Icarus has gone under since its launch.

Well, we’ve come a wee way since then.

There are now 57 total Operations + Missions after launching with 35. We also have 10 maps, including 7 Outposts, totaling 199 square kilometers of the playable area.

Back in 2021, we launched with 140+ craftable items. That number now stands at 1763, an 11.6x increase, averaging 11.3 new items a week!

Finally, let’s look at some numbers from our players.

In total, you have played 75,227,886 hours of Icarus (as of today).

That’s 3,134,495 and a half days.

Or more impressively, 8,567.66 YEARS.

If we look back at planet Earth that many years ago, the world was in the Neolithic period and most communities were still hunter/gatherers. There were roughly 5 million people on Earth, and humans were yet to invent agriculture or even the pottery wheel.

But what about 8567 light years away from Earth? Well… The Hubble telescope has found a habitable ‘super-earth’ roughly 8000 light years away, orbiting a pair of stars. Sounds like somewhere that could do with some terraforming for human habitation…


[hr][/hr]
This Week: New Mission UI


This week, we updated the mission selection UI. The old one had become quite cluttered as we added things over the years. So, we’ve cleaned this up and also tidied the mission trees to provide a better experience going forward.

One of the big changes is the layout of the STYX mission tree. We have adjusted this so it reflects more of a left-to-right style like the Olympus and Prometheus trees.

We have also removed many of the Exploration Missions. These missions were superfluous after the inclusion of Open World mode, which provided a better experience where you can do Exotic Extraction, Missions, Operations, and SMPL3 quests. Exploration missions were used mainly for exotic extraction, but after talking with the community, we have decided to keep the SPIRIT WALK mission at the end of the OLYMPUS tree; as we know, this has been a popular one for some players.

You may also notice that many of the mission suffixes have been removed. When we first added these, they accurately reflected the type of mission that it was. As time has gone on, our missions have become more complicated and incorporate many of the types. So, in lieu of the suffixes, we have now icons in the mission UI which you can hover over to see what is involved in the mission.


[hr][/hr]
This Week: Cake


In the words of Marie-Antoinette, ‘Let them eat cake.’

In celebration of 3 years of Icarus, we’re adding a new cake recipe. The cake is unique because it is meant to be shared. Once crafted, you can place it on a surface like a deployable and then pick up the pieces individually so they can be eaten.

We currently have three types: Chocolate, Coconut, and Carrot. These can all be crafted on the Electric Stove and require sugar, flour, eggs, oil, milk, and water, as well as their respective unique ingredients.

Their modifiers boast a large boost to max health and stamina and their regeneration, as well as an experience boost.

We hope you bake some cake and celebrate with us!


[hr][/hr]
This Week: Twitch Livestream


Alongside Cake, we’re also doing a full-day live stream from the studio, featuring people from all our different teams.

Come join the developers on Twitch as we answer questions, play Icarus, and do some spot giveaways, including keys for Icarus, the New Frontiers expansion, and our Pet Companions DLC.


[hr][/hr]
This Week: Icarus Suit in Stationeers


This week, another one of the games in the Rocketwerkz family has added an Icarus suit which you will get access to for free if you own both Icarus and Stationeers.

https://store.steampowered.com/app/544550/Stationeers/


[hr][/hr]
Next Week: Shaggy Zebra Mounts


Next week, we are adding a new Mount to the game for players to find and tame in Prometheus Arctic Regions. As always, these juveniles will be aggressively protected by their parents, so don’t pat unless you’ve dealt with the threat first.


[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 v2.2.31.130582


[h3]New Content[/h3]
[expand]
  • Adding New UI for Prospect Select
  • Adding Mission Types, their images and new table to define, removed icon from faction missions table as they are no longer used, adjusted mission tree some more and fixed some BP errors
  • Fixing issue where the Mission selection would become inactive and unable to be clicked because of the new UI
  • More small changes to Mission UI
  • Add new mission type categories and categorized all prospects
  • Reorganized Prospect tree slightly
  • Changed default mission widget so default is the collapsed widget
  • Update tooltips and open/close functionality on Prospect UI
  • Fix typo in Infrasonic Relay Upgrade string
  • Unlocking Cake & Recipes
  • Added a mid section to Mission widget so that animation doesn't cause texture to stretch when hovered over
  • Added Boss, Fishing and Exotic Mission Icons
  • Tidying UI for New Mission Widget
  • Removing subtitles from mission names
  • Removing all exploration missions except for Spirit Walk

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fixing the Calf Head Loot as it was currently scaling allowing 2 heads from one calf when skinning
  • Initialize WeatherCulling setup differently (same as RVTBlocker) to hopefully fix issues some players are seeing with different connection combinations
  • Remove dismount text from dropship seats
  • Prevent punching when seated
  • Fixing an issue where when using two different resource types for one recipe (in this case milk and water) it would cause a crash
  • Fix Dropship scorch setup being barely visible (more opacity + larger). Tweak scorch texture to be centered and more opaque at centre. Add RVT blocker to simulate burnt away foliage. Timeout and actor removal after 2 mins
  • Add 'indestructible' tag to player fists so that Dropship doesn't attempt to destroy them
  • Allow Fire Extinguisher and Flamethrower to be repaired with right click menu
  • Prevent Fire Extinguisher and Flamethrower from being destroyed when reaching 0 durability
  • Increased damage that Fire Extinguisher and Flamethrower take slightly
  • Increased Fire Extinguisher hit range by 50%
  • Refactor building weather culling to be another simple mesh instead of dynamically created one, due to transform accuracy limitations causing the system to fail on angled pieces.
  • Update transform on all major base pieces to suit. Automatically update for different damage states. Add cheat to visualize mesh for debugging
  • Reversed order of prospect type icons
  • Fix flamethrower light being toggled by opening/closing inventory (inherited SetVisibility from playerchar) by gating with local WantOn variable
  • Fixed bug where naturally spawning juveniles (moa, buffalo, etc) could be tamed without dealing with their parent first
  • Add MetaData to Rifle Equip anim which is expecting this data and produces a warning without (does have a default fallback which was being used)
  • Changed String linking for mission difficulty text to not require multiple strings that are the same
  • Add translatable text to mission difficulty and modifiers title on load screen
  • Update Splint displayed recipe in blueprint tree
  • COMPOSITION: Fixed Aerosol Emitter Highlight being incorrect string
  • Updated scaling on Orbital Exchange mounts window, to ensure longer strings fit in the same area
  • Shrink thickness of Building Ramp weather culling mesh to hopefully help with weather leaking
  • Reducing the amount of times you hear the wolves howl as it can become excessive during long playthroughs. This needed to be done by reducing the amount the animation is played because the audio is linked to it

[/expand]

[h3]Future Content[/h3]
[expand]
  • Adding item icon for the pitchfork
  • Rock golem spawner - added more mesh to close undersides in case it is exposed when placed
  • Adding Brutalist Square Lamp Setup, Icon and Recipe
  • Clean up pass on Ice Mammoth dialogue FMOD events
  • Fix the navmesh for the Swamp Ape Arena
  • Fixed issue with Radio Communication device so it does not shift the players view to the connected device when interacted with
  • Lots of updates and additions to the swamp ape. Unique travel and impact audio events, unique pickup rock and throw rock audio, volal adjustments and spacial adjustments
  • Add initial implementation data for Pitchfork
  • Fixing Cave lighting issue, using origional atmosphere curves
  • Updated DC Cave Prefab Switchback
  • Commiting updates for some Biomass materials
  • Added textures and Materials for Rock_Golem Gauntlet
  • Added in 3RD person armor setup for the gauntlet and all the individual SM pieces for attaching, 1ST person and DT hookup into new weapon setup to follow
  • New cave type biome added for Great Hunts
  • Workaround some issues with using FLOD actors in instanced levels
  • Cliff Pass and Decal Pass on Scree slopes, Green and Yellow Quads, Elysium
  • Lots more ape notifiers and tweaks to events. Better start of rock flying audio etc
  • second pass on Ape spawners (desert and forest versions)
  • Removed Random Pillar in Great Ape Arena
  • Adjusted the materials and textures of the ice mammoth spears to match those of the ice mammoth armor and shield
  • Unique Ballistic/Payload setup for Slug Grenade
  • Updated chocolate cake BP so all pieces have the correct material asssigned
  • Adding dialogue entries for Ape and Mammoth quests
  • Lots more ape additions. Shorter roar for attacks, adding ape idle scratch sniff and adjustments to timings of notifys etc
  • Adding Ice Mammoth Great Hunt Mission Setup
  • Explicitly destroy any actors with FLOD components when leaving an instanced level
  • Changed colours for Creature currencies under Meta Currency datatable
  • Added subtitles for Quarrite GH tree
  • Added assets for new mission UI
  • Adding Dialogue Row to Interactable notes table so when the notes are read if there is associated audio it can play
  • Added a collectable notes subsystem which binds to events when notes are picked up or read
  • Fixing issue where notes where off by one, displaying text and header of the wrong note
  • Clean up Ape mission dialogue events
  • first pass on great ape desert spawner
  • Adding Chick Head & Trophy Items
  • Fixed Garganutan E mission objective list
  • Rework of crystal column material, increased DF shadow bias on column SMs
  • reimported biomass container textures at 2K, set to large texture group
  • Update Garganutan E mission to not require crafting the device
  • Lots of additions and fine tunes to the ape audio. Adding additional vocalisation scream
  • Setup Lab Desk deployable
  • Added subtitles for Rimetusk GH tree
  • Fix recipe for Brutalist Square Lamp
  • Fix Brutalist Square Lamp material assignment
  • Setup Research Equipment blueprints
  • Submitting Biomes and Atmos file for Golem Arena
  • Fix the build (WITH_EDITOR) round three
  • Fix the build (WITH_EDITOR defines) - for realsies this time
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Fix the build (WITH_EDITOR defines)
  • Updated Nav Blocked on Outpost 9, on Red Quad
  • Added explosion VFX for Slug Grenade
  • Ice Mammoth - Removed chance for ranged attacks (will now always try)
  • fixed bug where mammoth would fly into the sky because of bat attacks
  • added scaling health/armor stats the same as the rock golem
  • Removed crit spot while the ice armor is on
  • Reduced the amount of damage a crit does
  • Bird swarm (each bird will attack a random player for more distribution)
  • Ice kick while in the regeneration phase will now target a random player rather than its target
  • Added a 0.5+/- delay to the ice pillar rising
  • Added godmode to the mammoth when it starts until its ready to attack and during its regeneration phase
  • Elysium - geothermal lake set dressing, testing of volumetric fog in red quad
  • Cliff Pass, Scree Slope Pass on Green and Yellow Quads, Elysium
  • Great Ape now breaks Ponga trees and spawns logs. Tidy up idle loco animation. Change when rocks are spawned during animation to stop Ape damaging itself
  • Adding flask rattle and microscope audio for the lab items
  • Updated Lighting in the Rock Golem Arena
  • Fix Ashlands first note playing audio when collected
  • Added entry for the note in Rimetusk OPT1 mission
  • Fixed a small typo in the name of one of our Rimetusk missions
  • Added subtitles for Garganutan GH tree
  • Replace cascade FXs with niagara systems on Frag and Smoke grenade, improve particle spawning on smoke grenade and performance pass on systems
  • Adding centrifuge spin and lid audio and notify
  • Poison Spot - Remove prototype mesh and decal with wrong projection angle to fix POM artefacts
  • Setup Garganutan mission C
  • Create unique actionable data for Pitchfork so anims work better
  • Updates and fine tunes to ape notifiers for audio
  • Update Slug Grenade payload to spawn a goo puddle near explosion site
  • Added the various additional RockGolem armour skins
  • RockGolem now changes it's armour skin after eating rocks, also applies relevant modifier and enables trail when rolling
  • Re-enabled RockGolem IK
  • RockGolem IK is now correctly disabled when walking and has a shorter trace distance when active
  • Renamed NPCTrailComponent_Slug to NPCTrailComponent_OverlapModifier and made some changes to make it more generic
  • Removed debug skeleton/rifle from RockGolem arena map
  • Updated Shovel skeletons
  • Remove RVT and atmosphere controller from Swamp Ape arena
  • Updated Crystal Not showing in the Rock Golem Arena again
  • Add Farm railings
  • Increased Unique Associated Members from 50 -> 60 for prospects
  • Added Ape Research Equipment icons
  • Updated physics for Tactical Shovel
  • Reverting Golem Arena biome affliction
  • Adjusting DEV prospects mission tree to fit with new style
  • Tidying OLY, STYX, PROM Mission Tree Layouts
  • Updated Crystal Not showing in the Rock Golem Arena
  • Fixed a typo in the GH dialogue
  • Updated collisions forBiomass items
  • Remove fuel from Great Hunt Device
  • Fixing NOVA Station Name so it can be translated
  • Great Ape can now find and pickup logs to fight with (different loco and attacks). He currently can't put the log back down
  • Adjustments to hammerhead slug boss slime volumes, spacializer settings and max instances to account for a million slime balls to stop all audio channels being used up
  • Ice Mammoth - Removed debug logging
  • Added a missing word to the Rimetusk bestiary entry lore
  • Small adjustments to volume and spacializer settings for the lab items
  • Add correct burnt tree R_T1 mesh for AspenVar1, fixing crash in Ely
  • Fix T021 Developer level setup (was uncategorized) and level BP setup (bools should be true)
  • Elysium - geothermal lake set dressing,cliff and macro placement in red quad
  • Enabled distant field shadows, and light source shape changes to Great Hunt Deployable
  • Initial lighting added for Great Hunt Deployable
  • Tweaks and improvements to final RockGolem phase
  • Fixed RockGolem not immediately transitioning to final phase after reaching health threshold
  • RockGolem now becomes temporarily invulnerable at the beginning of each new combat phase
  • Shortened duration of RockGolem heavy hit react montage
  • Made Visual Tweaks to Mission UI. Added Gradient, scanlines, typography changes and alignment
  • Scree Slope Decal pass and Decal pass on cliffs in the ground, Green Quad, Elysium
  • Initial implementation of Barn Doors
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Adding Cheat for spawning AI Spawners to help test the Rock Golem Dens
  • Added WIP first implementation of final RockGolem fight phase
  • Swapped out RockGolem voxel rocks to use new material/mesh
  • Removed RVT volumes from level
  • Added new IcarusAnimNotify_PlayerCharacterMontageNotify which calls delegate on owning IcarusCharacter when fired
  • Re-worked the way BT_Basic_JumpTo works, now relies on new BP_JumpLerpComponent instead of functionality existing in Mount_Base BP
  • Added new BT_Basic_JumpTo_Attack, which is similar to it's parent with an added notify-based attack event
  • Updated RockGolem arena navigation
  • Disabled static lighting support in RockGolem arena
  • 3rd pass on Ape spawners (desert and forest versions)
  • Fixing infinite loop in Rock Golem Spawner when spawning juveniles
  • Ice Mammoth - Ice pillars now only apply aura modifier when finished coming out of the ground
  • Aura no longer escalates but now has 2x the damage (10 +/- 5 every 1 sec instead of 2)
  • Arena blizzard now starts on level startup
  • Added Farm Railing and Farm Gate icons
  • Adding in full setup for golem gauntlet including 1st person and 3rd person armor based mesh setups and relavent sockets, some tweaks needed to combine the bracket parts of the meshes and offset probelms being addressed
  • Great Ape jump attack
  • Adding audio to the farm fence gates animations
  • Show damage numbers when Great Ape knocks over Ponga
  • Update Great Hunt widget visuals on NOVA device
  • Great Ape hit reactions
  • When great ape has found and is carrying a log, there is now a chance the log will break on heavy melee (club) attacks
  • Added light animations and vfx to Great Hunt Device
  • Update pin (changed in 2022...) for AISetup struct in AutomationTestAISpawner BP which started randomly complaining when playing in Oly
  • Adding ape grab tree audio event and notify and tree whoosh audio and event
  • Tweak rocks and trees for Great Ape (and a bit of a refactor). Begin climbing anim loco
  • Adding in setup for Sandworm crossbow including new character socket to sit the crossbow properly and lining up the reload for the crossbow with our existing one, one or two minor bugs related to showing the bolt etc and javelin hookup still pending but weapon working otherwise
  • Elysium - geothermal lake set dressing,cliff and macro placement in red quad
  • Adjustments to rock golem armor break off audio event
  • Moved lights to outlook and points of interest, added ambient light
  • When Great Ape is using a tree as a club, ensure it breaks on the fourth hit (with random chance of break on each hit)
  • Cliff Pass, Decal Pass on Scree Slopes and Added new Foliage Spawner, Green and Yellow Quads, Elysium
  • Did a pass on Woolly Zebra movement speed (mount, juvie, regular)
  • Fixed bug where Woolly Zebra juvie couldn't be tamed
  • Improvements to Woolly Zebra locomotion blend space(s)
  • Update Great Hunt widget visuals on NOVA device
  • First Scree Slope Pass Done & Cliff Pass Blockout on Yellow Quad, Elysium
  • Great Hunt Boss portraits added to Great Hunt Bench UI
  • Added dynamic light material to RockGolem arena geode point lights
  • Increased intensity, length, and duration of RockGolem trail
  • RockGolem trail is now coloured based on current armour modifier
  • Limit draw distance on WorldObject meshes. 500m as some of these can be quite large
  • Splines now scale 100-200m draw distance. Also apply to IcarusSplineMesh
  • Remove debug logging from plots
  • Elysium - geothermal lake set dressing, red quad
  • More ape additions. Adjustments to notifys, adding heavy slam audiuo event etc
  • Updated Textures and glass material on Great Hunt Device
  • Added lights to RockGolem trail particle
  • RockGolem health is now set to 50% directly when beginning last phase (instead of adding x health)
  • Added a new cut down version of RockGolem heavy hit react to play when getting stunned out of it's rolling attack
  • Removing profiling sessions. Fix to ambience weather layers that did not randomize start location of playback of file causing oddities. Setting up ready for Hail weather. Subtler internal rain with high tier building to better match progression and assets
  • Setup Garganutan base. Decals now have the functionality to expire with a small chance in weather
  • Upped Door albedo texture resolution to 2k for most doors (decreased from 4k for Brick version) for texel consistency/quality
  • Remove debug log from WeatherEventTimeline that shouldn't have remained
  • Hide RecommendedObjects UMG widget from Escape Menu while in Space as there are no on-planet objects to display. Same method used as hiding the Party widget
  • Added rooster talent icon
  • Elysium - geothermal lake set dressing, red quad
  • Outpost 13 - Initial map and WorldData setup
  • Adding Account Flag for Drill arrows and hooking up blueprint and recipe
  • Adding hail individual scatter plops and hail loop. Adding to ambiences
  • Decal pass on scree slopes, Green Quad, Elysium
  • Cliff Pass Blockout on Yellow Quad, Elysium

[/expand]

Icarus Week 155 Update | Go big with the new 20-round Light Automatic Carbine

Welcome to Week 155.

This week is all things firepower as we add the first automatic weapon to Icarus, the Light Automatic Carbine.

This packs a punch with a 20-round magazine, using small caliber (pistol) ammo.

We’ve also got some details about our 3-year anniversary celebrations next week and how you can share some virtual cake with us.

Jump in and have a read.

Notable Improvements:
  • Allow basic fertilizer to be crafted on the chemistry bench
  • Updated Ashlands sidequests so the NPCs and Trucks will attempt to spawn on reload if they've accidentally been removed as part of the quest cleanup steps
  • Doubled the range at which chickens look for a nearby coop to automatically place eggs after laying (from 10m -> 20m)
  • Removed Ice Mammoth Great Hunt Arena Entrance from Prometheus (Congrats to those who found it)

[hr][/hr]
This Week: Light Automatic Carbine


The odds have been flipped. The Light Automatic Carbine has been added to Icarus and is unlockable and craftable at T4 on the Fabricator. This automatic firearm has a mag consisting of 20 rounds and uses small caliber ammo (pistol ammo). Because it’s automatic, however, plan to carry more reserves than you would for a single-fire pistol.

As stated last week, this is the second in a series of new weapon types (the first being the flamethrower) that we are introducing before adding some new unique foes and events that will require the extra punch.

Originally posted by author
As you would have seen last week we mentioned that this week we were going to be releasing an assault rifle. When we first designed this weapon it was going to be that, an automatic rifle. During the testing phase we found that using the rifle ammo made this weapon way too powerful, even for where it sat in T4 and we decided to test with the pistol small caliber ammo. It felt a lot better, still providing the damage to sit at T4, but much more in line of where we wanted it to be. So we decided to commit to this and to help avoid confusion we renamed the weapon the Light Automatic Carbine, removing rifle from the name and having the description state that is uses pistol ammo. This leaves room for a true assault rifle in future too.

Jake Dodunski - Project Lead



[hr][/hr]
Next Week: Icarus 3 Year Anniversary


Next week, we are celebrating Icarus' third Anniversary, a milestone we are absolutely chuffed to reach with you all. It's been a long journey, and we have fixed, altered, adjusted, and added a lot over the years. We will be doing a full-day live stream with a bunch of different developers from all the different teams starting at 10 a.m. NZT

We will also be adding cake to the game so you can eat and be merry with us, even if we can’t send you a slice of the real one.


[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 v2.2.30.130308


[h3]New Content[/h3]
[expand]
  • Renaming Assault Rifle to be Light Automatic Carbine
  • Unlocking the Assault Rifle
  • Fixed out of sync hands and gun during 1st-person assault rifle reload animation
  • Added remainder of Lab Equipment Meshes, along with animations
  • Firearm camera-shake intensity is now halved in third person
  • Slightly increased ADS camera-shake when firing assault rifle

[/expand]

[h3]Fixed[/h3]
[expand]
  • Allow basic fertilizer to be crafted on the chemistry bench
  • Update animal carrying stat to just say carrying. Update talent for animal carcass carrying to correctly say carcasses
  • Update Ashlands sidequests so the NPCs and Trucks will attempt to spawn on reload if they've somehow despawned, and tidy up after they've been rescued
  • Fixed build failure
  • Fixed bug where mount icons wouldn't display the correct image when choosing which tames to bring down from orbit
  • Added Wall Torch to the Machining and Fabricator (this was already on higher tier carpentry benches, but is a popular request)
  • Doubled range at which chickens look for nearby coop to automatically place eggs after laying (from 10m -> 20m)
  • Removed the 'Unreachable' modifier that was automatically applied to chicken coops when placed off navigable terrain (not as necessary anymore that chickens don't have to walk into coops to lay, was confusing, chickens will still walk into coops if a path exists)
  • Fixed a few typos in item descriptions
  • Don't hide the version number UserInterface element in Editor as it now contains other relevant info

[/expand]

[h3]Future Content[/h3]
[expand]
  • Do not record base level teleports that are instanced to link arenas
  • Add a temporary Swamp Ape Arena to Outpost_009 for instanced level testing
  • Added SM_BLD_Farm_Fence_Wood and SK_BLD_Farm_Gate_Wood, with all materials, textures, DMs and animations
  • Use a concrete class when spawing teleport links in instanced levels
  • Outpost 009 now uses correct den entrances instead of the test ones
  • Tidying the Rock Golem Den Entrance
  • Added RockGolem IK
  • Added/tweaked some existing RockGolem attack montages
  • Reduced intensity of RockGolem earthquake screenshake
  • Adding Cake & Piece icons and images, fixing cake modifier images, fixing issue where player could get unlimited cake pieces after deploying a cake
  • Fixing Rock Golem Den Entrance, its collisions where bad not allowing players in to interact with it and thus transition into the next area
  • Fixing Rock Golem Den Entract Position in world as it was slightly too high to walk into nicely
  • Updated physics asset for the ape juvenile. Updated carcass BP and created Carcass anim BP. Updated Meshable and Item static data tables with new Juvenile assets. Added LODs to the skeletal meshs and Gfur
  • Setup Ape Great Hunt quest markers
  • Fix Ice Serac collision accuracy (is now also cheaper) remove unnecessary LODs and optimized a few other settings
  • Ice Mammoth - Adjusted weather event to be less foggy/windy. Added isvalid check on destroying ice pillar
  • Ice Mammoth - Adjusted damage on ice pool damage (half damage)
  • Added VFX to Rock Golem Stomp and make FXs more visible on Light Attacks
  • Adding in extra animations for Ape boss behaviour, various attacks and movement state changes
  • Rock golem den entrance - replaced geothermal BPs with their base mesh components and added steam particle FX
  • Fixing material load errors on Bat DM
  • Modifier states validation now checks for '_?' instead of 'Is' when determining if a stat should be treated as a boolean
  • RockGolem now has it's initial health/armour scaled based on number of players & difficulty level
  • RockGolem is now resistant to damage when it has armour
  • RockGolem takes 10x damage from pickaxes while armour is active
  • Armour damage is now dealt after applying critical hit area modifiers
  • Adjust the capsule size and critical hit areas for the Great Ape
  • Ice mammoth - Ice pillars now get destroyed when attacked by ice projectile. DoT on a bunch of the ice effects
  • First implimentation pass of the Swamp Ape Juvenile. Added skeletal meshes. Set up materials and textures. updated BP with gfur and new assets
  • Cliff, Foliage Pass and Added new PFS, Green Quad, Elysium
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Adding Rock Golem Den Entrance to Olympus Map
  • Adding ability to Show / Hide Boss Dens and added cheat for the same thing
  • Adjusting Great Hunt Dens so they have their meshes as child component from a scene component so we can adjust visbility etc
  • Elysium - geothermal lakes, additional macro placement in red quad
  • Scaled the Great Ape down and reworked the locomotion animations. Added basic BT attacks
  • Adding Ape Spawner Blueprint
  • Setting up DLC Package Data for Outpost_009 - Frostfall - a volcanic / arctic / tundra hybrid outpost
  • Ice Mammoth - Playtest 2 changes. Modifier changes,more health, more armor, more hp scaling, rotating and scaling ice pillars randomly, more ice kicks/ice pillars
  • Fixing Rock Golem Den Entrance Teleport Spots
  • Made changes to which attacks occur in specific phases of RockGolem fight
  • Added new heavy slam attack to RockGolem
  • RockGolem should now correctly use navmesh when navigating towards barrier walls
  • Added some extra screen shake to RockGolem_Burrow_Montage
  • Added 'Earthquake' aura modifier that is applied when RockGolem is performing it's burrow attack
  • Stop transport pods from damaging buildings when they're on landing pads, greatly reduced knockback and damage to players
  • Added initial functionality for player pod to not damage while landing on landing pads
  • Tweaked RockGolem heavy attack montage notifies
  • Placing the Ape Den in The Styx Map
  • Remove float from location coords button as we don't need sub-CM positioning. Unified cheats + tooling to all work with this setup
  • Hooking Up Developer Outpost
  • Added developer outpost (Outpost_DEV)
  • Update Outpost009 generated images. Fixed filenames. Updated Lava minimap mat to be closer representation of original
  • Cliff, Foliage Pass and Added new PFS, Green Quad, Elysium
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Adding take a piece of cake audio and BP imp
  • Remaining boss character health bars should now also take priority on screen
  • Fixed bug where boss health bars would temporarily become hidden if there were too many projection widgets on the screen at once, boss health bars should now always be visible
  • Upped maximum projection widgets visible on screen from 20 -> 50
  • RockGolem can no longer be sneak attacked or killcam-ed
  • first pass on Rock Golem Juvenile Spawners
  • Adding all mission dialogue for Ape, Rock-G and Ice Mam. Audio and events
  • Added bestiary lore entries for the Garganutan, Rimetusk, Quarrite, and Hammerhead
  • Fix padding on great hunt mission UI close button
  • Fix deployment of great hunt device, so it now folds out correctly
  • Restricted great hunt selection by terrain
  • Removed old includes from SavedMountFunctionLibrary.cpp
  • Added Special Resource, Super Cooled Ice, Geysers, Wood Veins, Obsidian, Scoria and Adjusted Nav Voloumes, Removed Dens from level on Outpost 9, on Red Quad
  • 3rd pass on elemental rock golem spawner
  • Fixed missing texture in material for Great Ape den entrance
  • Added textures, materials and meshes for Lab Equipment mission props. Still have additional meshes to add
  • Add basic rock throws and roll attack for great ape
  • Cliff Pass Blockout on Yellow Quad, Elysium
  • Landscape Sculpting Pass, Cliff and Macro Pass on Green Quad, Elysium
  • rough first pass of Ape spawner
  • second pass on Rock Golem spawner
  • Increasing distance and volume of rock golem final death call
  • Fixed respawn pod allowing you to leave midair
  • Adding dialogue entries and FMOD events for Rock Golem missions
  • Adding appropriate audio cues for homestead items deployables and tiny adjustment to timing of great hunts deploy audio
  • Adding swamp liquid to ape ambient event
  • Rock golem dialogue cleanup pass
  • Fix assignment for Outpost_009 biome map
  • Update Outpost_009 Volcano area spawn options
  • Setup dev setups for prospects for Outpost_009 and Elysium to ensure play in editor spawns work correctly
  • Update Outpost weather in-dev to be less extreme
  • Setup Outpost_009 fish spawn map
  • Initial setup for Outpost_009 biome and spawn maps
  • Setting up Silo item for Homestead, it allows food / plants to be placed in side, crafted at masonary bench
  • Setting up Quilted Bed item for Homestead, crafted at carpentry bench
  • Adjustments to rock golem arena audio and break armor event to be less dramatic if breaking multiple times quickly
  • Setup Great Ape Corpse and rewards
  • Update OP009 minimap images again after den removal

[/expand]