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Icarus Week One Hundred Update | The XENON Backpack is here for the hunters

Welcome to week 100, a century of Icarus weekly updates! This week brings the XENON backpack, a new hunting backpack with unique buffs and perks such as skinning speed boosts and reductions to knife wear.

We’re also one week away from Hypatia Part II, which will add Operations and Exotic Spawns in Olympus Open World games.

Notable Improvements
  • Chamios & Tusker Vestiges now drop as intended, and the Wooly Zebra trophy now looks like a Wooly Zebra
  • The Decorations Bench received a visual upgrade to reflect that it will be used for decorations other than just the basic rustic set
  • Fixed an issue where respawns could be limited while doing Operations in open world, this was only supposed to be active during Missions
  • Removed the Biolab button in the Orbital Workshop menu. It wasn’t supposed to be there yet
  • Added UI on Drills and Extractors to display ore per minute
  • Fixed a Fish spawn in the Pillars region of Prometheus, it was set to a rate of zero making it impossible to catch




This Week: The XENON Backpack


This week's new item is the XENON Backpack, the first in a series of new backpacks we’re working on with unique benefits and buffs for different play styles.

The XENON Backpack is for the hunter and taxidermist and allows you to be able to harvest vestiges from animals without needing to use a taxidermy knife.

Alongside this, it also gives you a 33% boost to skinning speed, 6 inventory slots, a -50% wear rate for knives when skinning and a +50% chance to find additional Rare Meat while skinning.

The XENON Backpack can be purchased from the Orbital Workshop after being researched, and we’ll have more backpacks in the future that’ll cover other areas of gameplay.



Next Week: Hypatia Part II: OLYMPUS OPERATIONS


Next week’s update is a big one, as we bring you Hypatia Part II: Olympus Operations.

We’ve been talking about the testing of this project over the last few weeks, and we’ve now reached the stage where we are getting final passes done for any bugs or blockers that have slipped through.

We’re also looking to release the Open World Exotic Respawning as part of this update, and this is also in the final phase of testing as we balance the numbers.

We are in the process of closed community testing and open community testing will be opened this weekend for players on the experimental branch.



Support our Project


Originally posted by author
[h3]If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.[/h3]


https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

Changelog v2.1.3.117372


New Content
[expand]
  • Unlocked the Xenon Backpack
  • Rebalanced Xenon Backpack bonuses and cost
  • Reorganized workshop tree for future backpacks
  • Updated hunters backpack skeletal mesh with correct skinning and increased the size and position slightly
  • Unlocking Hunters Backpack in the Workshop
  • Fixed Duplicate Xenon backpacks appearing in workshop

[/expand]

Fixed
[expand]
  • Added additional translatable text entries, pending translation by translation team: Destroying items, Orbital Exchange currency, Repair bench confirmation, sleep screen text
  • Fixed Pillars fish spawn zone having a fish with 0 weighting, being uncatchable
  • Committing uncommitted file
  • Fixed a bug where exotics/min were always 25. Now calculates and displays correct number/min
  • Fix returning to character select means players have no heads when rejoin
  • Add some non translated UI to string tables
  • Replaced boss map icons
  • Add pak meta check result to sentry reports
  • Fixed hitch caused by querying out of bounds texture
  • Fixed hitch caused by resetting radar scans
  • Fix an intermittent ensure in the shelter subsystem
  • Fixed incorrect visibility setting that caused Bio-Lab tab button to show up in the HAB
  • Fixing Snow Wolf and Hyena Vestige Item Icons
  • Fixed issue where respawns could be limited while doing operations
  • Fixed the Wooly Zebra Trophy incorrectly showing the Zebra Trophy instead, you will need to pick this up and place back down to fix
  • Fixed the Chamios not dropping vestiges when skinned with a taxidermy knife
  • Adjusting Stats to mention vestiges and not trophies
  • Fixing Tusker Vestiages not setup correctly to drop
  • Fixed issue with recent bounds caching change that caused some areas of the map be read as out of bounds
  • Fixing Pygmy Lopp Vestige being misnamed

[/expand]

Future Content
[expand]
  • Meteor VFX adjustments to match audio, adding in variable meteor speed
  • Adjustments and improvements to the meteor strikes. nested events to have max instances etc
  • Lots more distancing tweaks and fine tunes to the meteor audio events
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • T1 purifiers can now be placed without being in shelter. Ground variant only fills when its raining
  • More fine tunes and updates to the meteor audio
  • Added BOW_Crossbow_Sandworm living weapon with rigs and animations
  • Updated rotation on Cleaning Device T3
  • Added DEP_Bench_Decorations
  • Removing wind whoosh from meteor event. Just ended up clouding the sound. Added slightly more transient to distant kaboom. Small spacial adjustments and reduced side chain volume reduction for more control using the snapshot volumes
  • Added text for Brutalist furniture set
  • Added text for Hubble Boss items
  • Adding impact flashpoint post process to Meteor VFX. Various polish tweaks. Removed variable speed
  • Adding T3 cleaning device event and BP imp
  • Adding in working Arctic Bat character and soem additional setup for both bat types in D_AISetup
  • Submitting Spider Nest and textures
  • Adjustments and improvements to the cleaning device
  • Small adjustments to the arctic bat audio aggro spawn rates
  • Added fillable type dynamic data to the purifiers itemtemplate
  • Removing BP_Meteor Debug
  • Adding scorpion fishing rod cast and reel audio events and data table entries
  • Landscape Sculpting Pass, Cliff Pass and Inital Ground Cliff Pass, Red Quad, Prometheus
  • Fixed a bug where the scorpion rod wouldn't launch the lure.
  • Changed the mesh from static mesh to skeletal mesh to prevent invalid casts
  • Adding audio loop for meteor rumble pre bang
  • Added ITM_Sandworm_Tendon
  • Added ITM_IceMammoth_Frozen_Wool
  • Added ITM_Shield_BlackWolf
  • Replace and updating sounds used for T3 cleaning device. Various event improvements and updates for smoother playback
  • Improvements to the scorpion fishing rod audio
  • Added ITM_IcveMammoth_Armor_Fragment
  • Adjustments to shield impact. Setting up mammoth shield hit
  • Adding Frozen Wool, Sandworm Tendon & Ice Mammoth Armor Fragment Icons & Meshs
  • Adding Black Wolf Shield Item Setup / Blueprint and Stats
  • Added scorpion crossbow art assets and skeletal mesh
  • Beginning to separate out meteor events for initial impact, build up rumble and main impact
  • Adding meteor shockwave material - not currently used
  • Adding mammoth shield audiuo and event and data table entry
  • Fixed bug where Arctic Bat Nests weren't spawning correctly using the EQS.
  • Fixed bug where Autonomous spawners sometimes didn't initialise correctly.
  • Bat Nests are no longer recorded
  • Stopped logging error codes 28 and 62 to Sentry
  • Adding in new Decoration Bench Mesh, Icon and Destructible Setup
  • Submitting Slug (reskin) and its texture variations
  • Extending the audible range of the bat nest death audio
  • Tidy up for meteor FX
  • Landscape Sculpting Pass, Cliff Pass and Ground Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Building out New Cave Network, Ice Sheet Yellow Quad on Prometheus
  • Adding death sound for when bat nest is destroyed. Adding to BP. Small reduction to spacialiser settings for attack
  • Ensure that meteors spawn deposits with the world rotation of the parent spawners, rather than just using position
  • Adding metal variation of spear throw whoosh. Updates to both whoosh events to unify sounds and adding metal variation to all metal based spears in data table
  • Submitting Ice Mammoth and textures
  • Ground Cliff and Decal Pass on Red Quad, Ashlands, Prometheus
  • Building out New Cave Network, Ice Sheet Yellow Quad on Prometheus
  • Setting up Scorpion Crossbow Mesh / Item / Icon / Stats / Talent, featured locked to Hubble
  • Adding meteor close up ear ring audio. Also adjustments to main event to distancing explosions
  • Updated LODs on the scoprion venom sac static mesh
  • Added art assets for black wolf fur item
  • Added art assets for scoprion venom sac item
  • Ciffs in the ground pass and Decal pass, Ashlands, Prometheus
  • Building out New Cave Network, Ice Sheet Yellow Quad on Prometheus
  • Further work on VFX shockwave materials
  • Beginnings of function library helpers for field guide
  • Fixing ring nest event being too long causing the sound to play for much longer than needed
  • Fixes for meteor VFX to account for initial delay
  • Adding correct audio for deploying items made on the decorations bench. separating metal 'items' from standard wooden items
  • Adding Meshes for Black Wolf Fur & Venom Sac
  • Gate exotic respawn to open world only (not standalone missions), wire UI for event

[/expand]

Icarus Week Ninety Nine Update | New Vestiges and a rebalanced Bestiary

Week Ninety Nine’s update is here, and we’re focusing on the Bestiary this week, rebalancing how you earn points and how many points each unlock takes to achieve.

Our focus has been to reduce the grind for this feature and make it more enjoyable for players to complete.

We’ve also added new animal trophies, with all creatures now having their own craftable version. Alongside this, we’ve made ‘Vestiges’ a harvestable item from any kill.

Jump in and have a read.

Notable Improvements
  • Buildings will now burn and melt when placed in lava (Thatch & Wood destroy right away, stone, concrete, glass, aluminum, and brick will slowly burn and be destroyed, Scoria Brick & Scoria will be unaffected)
  • Add stats display to blueprint unlock tooltips for the building pieces
  • Added minimum distance culling to fur shader, brown bear armor fur strands should no longer obstruct vision when using a hunting rifle
  • Tuskers can now use the Wooden Cart and Cargo Saddle
  • Renamed Mammoths to ‘Woolly Mammoths’ (the ones with wool) & ‘Columbian Mammoths’ (the ones with no wool) for differentiation.
  • Fixed swamp vapor condensor event second wave, as Stryders do not attack, swapped to Komodo.


This Week: Bestiary Balance


We’ve given the Bestiary a balance pass this week, aiming to make this less ‘grindy’ for players and more enjoyable to complete.

This has been done by doubling all the points (if not more) that are gained in the bestiary, and balancing the point requirement by reducing the total points required for bestiary unlocks where necessary.

You can check out the table below to see the rebalanced points you’ll gain for specific activities completed:



Event

Old Points

New Points



Kill

1

3



Skin

1

2



Skin with Trophy Knife

2

4



Skin on Bench

2

4



Be killed by

2

4



Kill Boss

3

40



Craft Trophy

2

4



Scanned

3

6



Kill 'Epic' Variant

2

6





This Week: Creature Trophies & Vestiges


As of this week, every creature in Icarus now has a trophy you can craft of it. We’ve made some tweaks to the system also, adding ‘Vestiges’ which can be collected by using the taxidermy knife.

Heads have been renamed to Vestiges as a result, as this offers a more generic term for this part of the animal, and one more widely used amongst taxidermists.

The icons in your UI however, will still look the same, this is purely a text change.



Coming Soon: Hypatia Part II: OLYMPUS OPERATIONS


Olympus Operations are going well, and all phases of the project have moved into pure testing now, with improvements, changes and bug fixes the priority focus.

We’re also heavily testing the Open World Exotic respawning and a big focus here is still balancing. This requires quite a delicate touch, so we’re likely to be actively adjusting these numbers as we get more feedback in the future.



Next Week: New Backpack!


Next week’s update will feature a new backpack added to the orbital workshop for players to spend their hard-earned ren and exotics on. Keep an eye out for the unique perks and benefits, they may be suited to your playstyle.



Future: Batteries & Networks


Another ongoing project on the side is the process of reworking our resource networks (think power, water and fuel). The goal here is to provide a system that enables finer control for players along with batteries for storing generated power.

This is in the development phase, so don’t expect a working product soon, but it’s ongoing development will get more focus once we have released all of Hypatia, and we’ll aim to give you updates on this in the coming weeks.



Support our Project


Originally posted by author
[h3]If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.[/h3]


https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

Changelog v2.1.2.117241


New Content
[expand]
  • Added in Mission Trophies & Heads for Komodo & Tusker
  • Renamed Creature Heads to be Vestiages as it allows for more use than just head mounted trophies
  • Adjusted all trophy decription text to match so there is no discrepancy between the old and new
  • Unlocked all new trophies in the trophy bench
  • Added animal heads to loot tables so they can be aquired with a taxidermy knife
  • Rebalanced trophy recipes so they require refined wood rather than sticks and basic wood
  • Rebalanced trophy crafting times to smaller trophies take a short time and larger ones take longer
  • x2 all the points gained from all activities that contribute to the bestiary making progress twice as fast
  • Further increased bestiary points granted by killing bosses, 6.6x the increased value. This is to reward players more for killing the boss, rather than dying to the boss (now requires 10 deaths to equal a kill).
  • Increased Alpha Wolf boss requirements by 50%, as it was an outlier for the boss requirements.
  • Tweaked many creature bestiary point requirements to bring creature requirements closer to each other, details below.
  • Reduced Cave Worm bestiary point requirement by 45%.
  • Reduced Teenage Cave Worm bestiary point requirement by 55%.
  • Reduced Snow Stalker and Arid Striker bestiary point requirements by 55% and 60% respectively.
  • Reduced Ashen Drake bestiary point requirement by 40%.
  • Increased Terrenus bestiary point requirement by 30%.
  • Reduced many passive creature bestiary point requirements by 10-20%, exceptions listed below.
  • Increased Drifter bestiary point requirement by 60%.
  • Reduced Blueback and Redback bestiary point requirements by 40%.
  • Reduced Swamp Roat bestiary point requirement by 50%.
  • Reduced Pygmy Lop bestiary point requirement by 60%.
  • Increased Bestiary kill points by 1 (total of 3, compared to last patch's 1 point per kill).
  • Added support for Wooden Cart and Cargo Saddle to Tusker, renamed items. Increased size of Tusker's head blocker
  • Fixing Teenage Caveworm loot so it has a 25% chance to drop a teenage caveworm vestige
  • Fixing the zebra incorrectly giving the boar vestiage when skinning
  • Adding missing snow rabbit vestiage item icon & Fixing trophy name
  • Fixed Pygmy Lop & Tusker Vestiage reward items for harvesting with a taxidermy knife
  • Fixing Desert Mammoth Trophy name
  • Vestiges now stack to 5
  • Fixed Wolf being called Conifier wolf and fixing its vestige item icon
  • Added missing text for item descriptions for the Antelope Trophy
  • Renaming 'Desert Mammoth' -> 'Columbian Mammoth' and 'Mammoth' -> 'Woolly Mammoth'
  • Fixed Terrenus not hiding fur when skinned so you can see its skinned state
  • Fix making caveworm head trophies not awarding bestiary progress

[/expand]

Fixed
[expand]
  • Adding ability to add alterations directly to crafting outputs
  • Low tier building pieces burn when placed in lava
  • Removed leaves from the bottom of DEP_RES_SML_Wood
  • Add stats display to blueprint talent unlock popups where the talent is a group of building types
  • Updating Encroachment mission/operation to no longer use a quest flag for completion and instead
  • Further increased the long load detection timer as it is still returning false positives
    use a quest variable
  • Fixed swamp vapor condensor event second wave, as Stryders do not attack, swapped to Komodo.
  • Added minimum distance culling to fur shader, brown bear armour fur strands should no longer obstruct vision when using a hunting rifle
  • Further increased the long load detection timer as it is still returning false positives
  • Fixed issue where frozen movement logging would be fired off for players on the server other than the local player

[/expand]

Future Content
[expand]
  • Added in initial functionality for tier 2 purifier. Oxidiser mesh that you can input waterskins and charcoal and it will fill water containers within it
  • Removed unused processor inventory slots from the purifier
  • Adding spawn ai bat as a variable and adding different version to spawn (Audio) for each different nest type. Adjustments to spacial for arctic bats
  • Fixing build error. Missing file
  • T1 Water purifier - added meshes, textures, materials for floating version (DEP_WaterPurifier_T1B)
  • Mesh, material, SSS texture for Ice tier Kit mesh, added to Mesh_Ice_Kit in D_meshable
  • Adding Brutalist Decoration Item Setup
  • Fixing Rustic Deployables so you can sit on the chairs / couches as intended
  • Fixed Metal Depoyables so you can sit on the chairs / couches as intended
  • Fixed Metal Deployables so you can interact with the ones that include storage
  • Adding missing 2D art item images to repositiory
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Adding sickle damage specific stat
  • Adding brutalist deploy audio and data table entrys
  • Updating brutalist deploy sound to have slightly more weight
  • Adding IceMammoth Shield, Item Setup, Icons, Talents and Recipe
  • Adding IceMammoth Spear & Javelin, Item Setup, Icons, Talents and Recipe
  • Adding Scorpion Fishing Rod, Item Setup, Icons, Talents and Recipe
  • Added animation for Meteor even UI element
  • Collapse UI on construct to temporarily fix a bug where UI would always be visible
  • Early stage implementation of Meteor VFX
  • Added ability to add alterations to water containers within the purifiers. Disconnected for future use
  • Added Caves, Ice Cliffs & Landscape Sculpting Pass, Ice Sheet - Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Re-saved D_ModifierStates
  • Initial pass for Living Item system
  • Freed up additional Linker Library Objects
  • Added DEP_Cleaning_Device_T3
  • Re-saved data tables to fix build validation
  • Pre setup for meteor. Adding event and current audio
  • Fix the build, static class member data table row handles crash during load in Game builds (internal dev only)
  • Adding proper crafting recipes, talents and available meshes for the T1/2/4 Water Purifiers
  • Adding Setup for Biofuel Cleaning Device, Mesh, Implementation, Icon, Recipes
  • Added second shield socket to be able to offset the larger shields in 3rd person to be away from the face during the active pose
  • Updated visuals for biolab
  • Resaving DTs to fix build validation error
  • Adding blueprint data for playing audio for meteor. Adjustments to spacial and balances for various distancings etc
  • Building out New Cave Network, Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Adding post-process blend to meteor event, scales based on time of day
  • Resaving FMOD session with repaired assets / reimported asset that got in a weird state due to crash
  • Lots of updates and additions to the meteor strike. distance finessing, explsion build, close, far, and very far
  • Second pass VFX for Meteor event
  • Adding meteor impact sounds and echos and event. To be adjusted to fit once visuals are in
  • First pass VFX for Meteor event
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Blocked Out the New Cave Network, Ice Sheet Yellow Quad on Prometheus

[/expand]

Icarus Week Ninety Eight Update | New powerful ‘Tusker’ Mount to tame

Week Ninety Eight brings our newest and most powerful mount to Icarus, the Tusker.

Found exclusively in the arctic regions of Styx for the time being, the Tusker has the highest health, regeneration, and carry capacity stats of any of our mounts so far, but trades its speed for these, making it slower but more durable.

We’ve also got an update on the next part of Hypatia which will see Olympus get Operations, and some fixes for bugs that arose in last week's update.

Jump in and have a read.

Notable Improvements
  • Fixed all stockpile missions as they would request another stockpile pod each new session and players would lose progress
  • Fixed WETWORK Olympus mission from being unclickable and thus unable to be started after the Olympus mission layout change last week
  • Fixed Bear Armor blocking some views in first-person
  • Adjustments to quest spawning and supply pod spawning to fix some issues with placement occurring on dedicated servers




This Week: The Tusker


This week brings our newest Mount to Icarus - the Tusker. This will be unique to the Arctic regions of Styx for now, so you’ll need to take some risk to come across one and tame it.

The Tusker is larger, with more health, more resistance, and stronger stamina regeneration. It also has a higher carry capacity but is slightly slower than its closest competitor, the Buffalo.

Being slower than the Buffalo does make it the slowest mount, but its survivability is by far the strongest with higher base stats.

The Tusker brings our number of mounts to four, and in the future we’ll be working on a system to be able to move mounts between different prospects so you don’t have to tame mounts on each individual one.



Coming Soon: Hypatia Part II: OLYMPUS OPERATIONS


As we mentioned last week, we’re working through testing and refining Open World Operations on the Olympus map. This includes cleaning up the VFX and trigger conditions for the Open World exotic respawning and playing with the balance to ensure this works correctly and doesn’t cause any game-flow disruptions.

There was one major bug that arose as a result of our work on Olympus Operations last week which you can see in the notable fixes above. We’ve fixed this and will keep working on ironing these out as we make these changes and hopefully bring you Olympus Operations in Hypatia Part II very soon.

So far we have added and tested Operations to our two DLC expansions, New Frontiers and Styx, but when we add Operations to Olympus they will part of the free Hypatia update for everyone with the Icarus base game.



Next Week: Bestiary Balance & Creature Trophies


Next week's update will focus on the Bestiary, as we’re adding a lot more creature trophies and a unique harvestable part of each animal that can be collected with the taxidermy knife.

We’ll also be granting more points per activity (i.e. kill, skin, crafted trophy, etc) so you can research creatures and unlock the perks faster.



Support our Project


Originally posted by author
[h3]If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.[/h3]


https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

Changelog v2.1.1.117032


New Content
[expand]
  • Adjusting Tusker Stats so it can carry more weight, take more damage and regen its stamina and health faster when compared to that of the buffalo
  • Adding Tusker Spawns to STYX arctic areas
  • Fixed Tusker Mount variant being spawned in hard arctic zones

[/expand]

Fixed
[expand]
  • HOMESTEAD: Update quest objective to mention Decoration Bench instead of Rustic Cosmetic Bench to avoid confusion
  • Allowed T3 and T4 C0NT4CT upgrade to upgrade C0NT4CT devices using left click
  • Added effectiveness of modifier explicitly to modifier descriptions
  • Enabled animation when upgrading building tiers using the hammer
  • Fixed typo in IRONCLAD mission description
  • Fixed dynamic mission rewards granting old crop plots, rather than updated versions
  • Fixed a bug that allowed deployables that can rotate to be placed ignoring steepness check
  • Updated and Modified two lava prefab caves, LC_SML_006 and LC_MED_006, Prometheus
  • Make selection of cargo drop pod landing points a volumetric sweep, rather than single ray. Add an additional final fallback if no drop point can be found
  • Add a require hit to transport pod EQS to work around potential DS streaming issues where there is a nav mesh present, but no meshes are loaded for a given tile
  • Fixed Bear armour fur sometimes being visible in first-person perspective
  • Fixed fur for third-person arms still being visible in first-person perspective
  • Fixed collision on most buildable beam assets, making it capsule collision instead of box
  • Fixing 'WET WORK' mission on Olympus from being unclickable
  • Fixing Styx Open World Selection to include Operations Icon
  • Fixed Outpost Selection to include SMPL3 Missions Icons
  • Fixing Claybrick Half Pitches variations where the images and BP's shown where not correct, all pieces are now accessible
  • Fixes for all stockpile missions, the underlying logic was changed meaning every time a player entered the area each session a new ship would drop down with its information trampled, this has been fixed now, should fix exisitng missions but in some cases where players have entered the area multiple times there will be lots of ships stacked which may mean the mission is uncompleteable, abandoning the missions will cause all ships to leave the map so they are not stuck on anyones open worlds

[/expand]


Future Content
[expand]
  • Undid UnrealGameSync change on Trunk
  • Updating seed pouch open audio
  • Adding cave bat bestiary audio event and data entry
  • Adding cavebat explode event and vocalisations
  • Adding a light on the bats to make them stand out a bit more flying around in caves
  • Adding a bit more intensity to bat attacks, replaced audio and added explode and death vocal into BP. Minor volume adjustments
  • WIP commit for '9 of Diamonds' tower shield variant (SK_ITM_Shield_Titanium_9Diamonds)
  • Adding aggro state BP behavior for bats. Aggro when flying. Chill when chilling
  • Added new caves to map and sculpted landscape for blending, Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Save/load,client replication and VFX event hooks for meteor showers
  • Texture revision #2 for '9 of Diamonds' tower shield variant (SK_ITM_Shield_Titanium_9Diamonds)
  • Texture revisions for '9 of Diamonds' tower shield variant (SK_ITM_Shield_Titanium_9Diamonds)
  • Updates to cave bat audio state data. Simplified setup to be Idle on event begin play and attacking when flying. No other states are used currently. Adjustments to vocal attack volume and notify
  • Adding in Basalt Valley in prometheus which replaces the right side of the previous lava flows area
  • Adding in Abyss, Ice Sheet, Ashlands and Lava Pool new biomes on the Prometheus map, area's currently inacessible
  • Adding Ice building tier to lookup table
  • Updated all _NoFoilage caves, Volumes, Void & Entrance
  • Adjusting Itempopup to show the effect of the ConsumedModifierEffectiveness & ConsumedModifierDuration stats on the consumed modifier
  • Implementation of Ice Building Tier items, no recipe or talent currently setup
  • Resaved datatable to resolve build error
  • Fixed Ice RoofPeak Cap material assignment
  • Fixed Cave Entrance, Moved hand placed cave volumes, Added Serac meshes to Ice Sheet, Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Added DCO_DeskLamp_Brutalist
  • adding ore hermit crab sk mesh, material and textures
  • Add basic UI for meteor shower, wire to 3 hour check for replenish timer, replenish is config locked and off (ExoticReplenishEnabled)
  • Fixed Olympus Open World Hard difficulty having double the spawn rate change and no creature health modification
  • Adding ice bld deploy and ice bld destroy events and data table entry
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Created new small lava prefab cave, CAVE_LC_SML_006, Prometheus
  • Added new currency icons
  • Added ITM_SeedBag
  • Fix Prospect datatable validation, pure whitespace change (internal dev only)
  • Bump the number of meta deposits to 10 for OLY, STYX, PRO PIE (internal dev only)
  • Added DCO_WallShelf_Brutalist_Var1, as well as fixed UV's on DCO_DeskLamp_Brutalist
  • Titanium Tower Shield - removed decal on back to differentiate base version from '9 of diamonds' version
  • T1 Water purifier - added meshes, textures, materials (DEP_WaterPurifier_T1A)
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Creating unique events for arctic bats idle and aggro for different spacial settings
  • Optimised developer cheats menu as the amount of content added over time has slowed it down considerably
  • Adding repair ice buildable sounds and adjustments to ice buildable volume and debris layers
  • Ice building reskin - fixed some material entries in D_BuildingSkins
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Ice BLD reskin - added material slot to SMs for stone roof pieces (main roof, half pitch, peak, corners) and added ice material override into D_BuildingSkins to fix incorrect fracture material
  • Reduced all buildable mask textures by half, from 2K to 1K, by setting them all to the medium texture group. Also increased the the brick tier kit textures to 4K from 2K
  • Small adjustment to cave bat wing volume and fixed small adsr issue with wall torch
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added Cliffs & Landscape Sculpting Pass, Ice Sheet - Yellow Quad on Prometheus
  • Ice Building Tier: Fixed lower half pitch wall material assignment in blueprint
  • Ice Building Tier: Removed destroyed at 0 from durable setup, as currently this instantly destroys buildings bypassing destruction effects
  • Added first pass art assets for the black wolf revolver living weapon
  • Adding events to the correct routing in FMOD
  • Fixing data table error due to file move
  • Adding arctic version of bat BP ready for nest BP to spawn instead of cave bat
  • More in progress developer assets for Exotic infused creatures
  • In progress developer assets for Exotic Infused Creatures
  • Added meteor event HUD
  • Preparing BP_Meteor for VFX pass, removing collision from Meteor asset
  • Added DCO_CandleHolder_Brutalist_A, DCO_CandleHolder_Brutalist_B, and DCO_CandleHolder_Brutalist_C
  • Added Caves, Cliffs & Landscape Sculpting Pass, Ice Sheet - Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Adding Arctic version of the bat to use with the arctic nest, tweaked attack behavior and chances, gave chance to roll a second attack immediately after the first one, tweaked spawning VFX on the nest

[/expand]

Icarus Hypatia: Part I Update | 19 new Operations in Styx Open World to play

[h3]The first part of our Hypatia Update is here adding Operations ('Open World Missions') to the Styx Expansion[/h3]

These have proven really popular in the Prometheus map of our New Frontiers expansion, so we’re excited to bring these to Styx - a map rich with challenging geography, unique missions and violent fauna.

Styx was released back in 2022 and has since undergone a major transformation, with 27 missions, unique fauna, fish species, SMPL3 quests, and more. If you’ve enjoyed New Frontiers, or even Olympus (the original Icarus map), then Styx provides a new challenge for you to sink your teeth into.

Notable Improvements
  • Mesh and Texture adjustments to most building tiers which will provide some performance benefits and allows us to cosmetically skin these in future
  • Fixed Longbow being unable to be crafted or repaired on the forge or foundry as it was supposed to be
  • Fixed some collision issues present on the Arcticus Outpost
  • General cleanup of many Styx and Olympus missions using new technology and replacing the tech from 2 years ago to provide a better mission experience


This Week: Hypatia: STYX OPERATIONS


Styx has now been completely overhauled adding Operations ('Open World Missions') to the Styx expansion. This updated functionality is free for everyone who already owns Styx.



[previewyoutube][/previewyoutube]

https://store.steampowered.com/app/1995690/Icarus_Styx_Map__Missions_Pack/

These have proven really popular in the Prometheus map of our New Frontiers expansion and will be coming in the next few weeks to the Olympus map.

We’ve converted 19 Missions over to ‘Operations’, meaning they can now be launched and played from your Open World sessions rather than a session that resets itself. This really changes how you play and engage with Icarus.

Styx is a paid expansion, and if you already own it you don’t have to purchase it again to play the Operations. This included people who received Styx for free back when it was initially released.

While we have converted 19 Missions into Operations, we haven’t converted all of them. Some Missions, such as pure exploration ones or time-limit ones, are still best suited to a session-based experience. You can also still play all the Operations in their original Missions format if you prefer.

[h3]Extra Detail: Styx as a stepping stone in our development[/h3]
[expand]The initial intention was for Styx to be a brand new map introducing new creatures and to provide more missions and to present a high quality map to players for free at the time as an apology for the poor quality of Icarus at launch. This was put out as we worked our way towards a more alien environment which we brought with New Frontiers. We learnt a lot in the development of Olympus and were able to implement a lot of these learnings to Styx which made it a much better map for gameplay and in a design sense.

Not only does it employ far better landscape design and points of interest it also broke up a lot of the linear pathing established with Olympus presenting a much more beautiful and interesting map that people wanted to explore. With the inclusion of operations Styx is now a fully formed expansion allowing for the persistent open world experience it was always meant to have.

- Dean Hall, CEO
[/expand]

Originally posted by author
[h3]Due to the conversion process of some Missions to Operations some existing prospect saves on Missions for Olympus & Styx may not be able to be completed in their old state. So we have provided a branch on steam that will keep the current build on before this week's patch so you can complete your Missions before switching over. Icarus[pre-hypatia] You can find the full details below. [/h3]
Icarus[pre-hypatia] branch information



This Week: PERFORMANCE IMPROVEMENTS - Buildings


A couple of weeks ago, we made some improvements to the building system and asked for feedback, along with more suggestions of what you’d like to see. This week, we’re implementing many of those suggestions, which also lead to performance improvements.
  • Roof Corner pieces now allow placement of other Roof Corner pieces in the same location. This allows you to create your own roofing with two different materials in a V shape.
  • Half walls now have an upper half variation which can be placed in the same location as the lower half wall, allowing you to make walls from two materials with a horizontal split. Notably, you can make large windows by using glass half walls.

To improve the performance of buildings we’ve converted all building tiers to the kit-based asset system, similar to Stone and Brick tiers. This kit system means each building tier shares a base set of textures, with each piece being created from a kit of pieces that use those textures. This results in much lower graphical memory usage for building within the game.

As an example, the wood building tier has 26 assets with unique textures, that’s a total of 78 textures at 4k resolution. Each piece uses the base kit of 9 textures, plus some individual smaller textures, resulting in 17.25 textures, compared to the original 78.

These kit-based assets provide the best of both worlds - allowing us to use high-resolution textures while keeping the memory usage low. You’ll also be able to see some more of our upcoming building improvements in the future updates section of the patch notes!



Coming Soon: Hypatia Part II: OLYMPUS OPERATIONS


Hypatia Part II will focus on bringing Operations to the original Olympus map. This is making steady progress and we are in the phase of doing detailed testing on mission flow, player interactions and bug sweeping.

This update will also bring Open World Resource Respawning, and we are currently testing this feature. We’ll have more news on when to expect Hypatia Part II: Olympus Operations very soon.



Next Week: Tusker - New Styx Mount


Next week's update will bring a new mount, that will be exclusive to the Arctic region of Styx for now.

This is the Tusker, which is a large, formidable beast with a much higher resistance and health total. It also has a faster stamina regeneration and the highest carry capacity of any mount but is slightly slower compared to the buffalo.



Support our Project


Originally posted by author
[h3]If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.[/h3]


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

https://store.steampowered.com/bundle/33813/Icarus_Complete_the_Set/

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

Changelog v2.1.0.116866


New Content/Hypatia
[expand]
  • Glass BLD rework - added assets to BPs and fixed DM material slot assignments, fixed materials on APEX meshes for Wall_HalfPitch_R upper and lower
  • Implimented all Iron Buildable asset meshes and materials for the Buildable rework
  • Concrete BLD rework - added assets to BPs and fixed material assignments, revised APEX mesh for roof piece (added more chunks)
  • Implimented all meshes for Wood Buildable Rework, as well as removed metalic mask parameter that wasn't needed for wood, scoria and stone buildable materials
  • Interior Wood BLD rework - Added assets to BPs, added missing support DM for Solid Wall
  • BLD concrete rework - fixed Roof piece destruction (set damage threshold to 0.1 in DM editor)
  • Hypatia Stream Merge
  • Unlocking Styx Operations
  • Initial branch of files from Trunk to HypatiaMissions
  • Fixed an issue where t3 and 4 communicators use only prometheus missions
  • Removed old map icon actor and replaced it with IcarusMapIconComponent.
  • Removed old drop pod and replaced it with Recieve Transport Pod
  • Transport ships now stop recording once theyve taken off as a sanity check.
  • Map icon now stays removed after reloading back into a mission with a deactivated icon.
  • Transport pod now doesnt stay if you relog while the trasnport ship is taking off
  • Removed the return to dropship mission on stockpile missions
  • Removed the mission 'travel to dropship' on Agriculture: stockpile mission
  • Big shot stockpile mission now cleans up wolf dens once the quest is completed
  • Removed the final travel mission from 'Preservation: Stockpile'
  • Removed the final travel mission from the remainder of the stockpile missions.
  • When the spawn crate quest is ended a 5 minute lifetime is set on the object to clean it up and the recording is stopped
  • Pay out on quest completion, removing the requirement to return to dropship for CONCEALMENT: Recovery
  • Payout on quest completion for CLEAN UP: Extermination
  • Set a 5 minute life time for the supply box and the laser on quest completion for 'Avalanche: Expedition'
  • Quest automatic clean up CARAPACE: Research
  • Cleanup quest DEEP VEIN: Extraction
  • Cleanup quest DRY RUN: Expedition
  • Changed the search area to be a component on 'Big Shot: Stockpile' mission
  • OMPHALOS: Expedition is now an Operation
  • OMPHALOS: Expedition - Cleaned up AI Spawners on mission end, players now collect beacons from a supply pod instead of their dropships, swapped out search area blueprints so the quest now uses the search area components
  • Fixing up some binaries that couldn't be automerged in the trunk merge
  • ZEPHYR: Expedition is now an Operation
  • Updating ZEPHYR: Expedition so the AI spawners cleanup, swapped out search area and map marker BP's for components, replaced dropship collection with supply pods
  • You can now request resupplies in ZEPHYR: Expedition
  • You can now request resupplies in OMPHALOS: Expedition
  • VERTIGO: Expedition is now an operation
  • VERTIGO: Expedition swapped out search area and map marker BP's for components, replaced dropship collection with supply pods, added resupply, adjusted map markers
  • OMPHALOS: Expedition added map icons to beacon deploy
  • RICOCHET: Expedition is now an operation
  • RICOCHET: Expedition swapped out search area and map marker BP's for components, replaced dropship collection with supply pods, added resupply, adjusted map markers, adjusted quest steps to be more decriptive
  • ALCAZAR: Construction is now an operation
  • ALCAZAR: Construction, Swapped over map icons and search areas to use components
  • HIGHRISE: Construction is now an operation
  • HIGHRISE: Construction, Swapped over map icons and search areas to use components
  • BALLISTIC: Extermination is now an operation
  • BALLISTIC: Extermination, Swapped over map icons and search areas to use components, stockpile ship is now a sinotai retrieval pod, supply ship is also a sinotai pod
  • ENCROACHMENT: Extermination is now an operation
  • ENCROACHMENT: Exterminationn, Swapped over map icons to new component
  • LUPINE: Extermination is now an operation
  • LUPINE: Extermination, A Supply pod now comes down instead of collection from dropship
  • Replaced the map marker with icarusMapIcon. All stockpile missions have replaced cargopods with transport pods
  • HALCYON: Extermination is now an operation
  • HALCYON: Extermination, swapped to use map icon components and removed boss spawner after mission complete
  • Replaced map markers with icarus map markers. Added 200 second lifespan to quest droppods when mission is completed
  • Adding in new map icons for plaving beacons
  • Added a resupply mission and changed setting lifespan to destroying actors
  • GOSSAMER: Research -On quest completion all nests are destroyed, map markers are now icarus map icons. Added new resupply mission
  • IRONCLAD: Research- 9 snap actors clean up after a delay
  • Opulence: Stockpile -Changed polar bear pelts name to Arctic Pelts in quest description
  • Crecendo:Surver -Added resupply. Changed search areas to be new bpq search areas. Deleted sandworm on mission completed
  • Removing return to dropship step from LUPINE
  • MAELSTROM is now an expedition
  • HUSK is now an expedition
  • OASIS: Angler is now an operation
  • OMPHALOS: Removing search area's and adding map marker instead
  • GOSSAMER: Fixed Map Marker not showing in the (explore the cave step), also adjusted the mission to it calls down a sinotai pod instead of requiring a dropship
  • GOSSAMER: Adjusted quest steps to make more sence
  • OMPHALOS: Fixing Resupply to provide beacons and not radars
  • Adjusting Olympus Prospect Tree so it works with Hypatia Open World
  • LIVEWIRE: Terrain Scan- Changed map marker to icarus map icons for all bpq_scan missions. Changed drop pod to new supply pod mission. Added resupply for radar
  • HOMESTEAD: Construction - Changed search area to new search area type
  • LIVE WIRE: Construction - Search area changed to new search type
  • Dry run: Expedition - Added resupply mission
  • ICESTORM: Expedition. - Added optional resupply mission
  • Crecendo: Survey. -Changed purple search area to use the beacon icon
  • HALCYON is now an Operation
  • Adjusted Bloodclaw spawning location in ANGLER and adjusted fishing icon size
  • Converting Search area in ZEPHYR to a map Icon
  • Flatline:Research - Fixed bug where drop pods wouldnt delete on quest complete
  • Waterfall: Expedition -Changed 3 map icons to be the new icarus map icons. Blockers now are destroyed on quest complete. Added Resupply (Portable_Beacon)
  • EL Camino: Expedition - All search areas switched to new search areas. Cleaned up debis. Cleaned up containers
  • Spirit Level: Survey - Removed return to dropship mission. Added resupply. Changed map markers to be new icarus map icons. Changed glacier mission resupply name to match the other missions
  • Migrating Sands: Survey - Sandworm cleanup on death. Map icon changed to new icarus map icons. Added resupply
  • Nightfall: Survey - 3 boss icons/SurveyDevice/Crystal have been changed to icarus map icons. Cleaned up 3 wolf dens/Scorpion arena/SurveyDevice/Crystal on mission complete (5 min timer). Sandworm/Scorpion Arena cleanup on death
  • Fieldtest: Recovery- Changed search area to be new search area. Cleaned up satellites on mission complete. Added resupply
  • Broken Arrow: Recovery - Cleaned up 3 satelites on quest complete (5 min delay). Removed return to dropship quest
  • MERIDIAN: Extraction - Added resupply optional mission
  • WETWORK: Extermination - Changed Search Areas to be new search area types. Removed return to dropship mission. Changed map icons to be icarus map icons. Destroy footprints clue on quest ended
  • UNEARTHED: Research - Clean up analyser on complete, Changed map icon to new icarus map icon
  • Kill list: Extermination: - Wolf dens/Clues clean up after 3 min. Switched search areas to be new search areas. Switched map icons to be new map icons
  • STRANGE HARVEST: Bio Research - Changed collect from dropship to supply pod pickup.Cleaned up flower/satelite/supply pod.changed search areas to be new search areas.Changed map icons to new icarus map icons

[/expand]

Fixed
[expand]
  • Fixed a typo in the health regen modifier
  • Fixed Thatch Inverted Right building pieces not being available to build
  • Adding unique events for scorpion large (arctic) for footsteps and vocals. Duplicating montage to be used for war cry so unique war cry can be used. Increase in volume and pitch to compensate for size
  • Adding alt surfaces to scorpion arctic footstep events to accomodate for snow etc
  • ABYSS: Fixed description text of the biome progress step to correctly show the biome name and percentage
  • Fix Thatch inverted wall right classification
  • Thatch BLD rework - added assets to BPs and fixed material slots, fixed some APEX and static mesh materials, adjusted rotation/offset of inverted triangle walls as they now use unique meshes
  • Adding surface check and adjustments to arctic scorpion and adding unique events for warcry vocal and attack and idle snip
  • Fixed no collision on Arcticus Outpost
  • Adding cooldown to take satellite inventory sound that plays on caches to avoid multiple sounds playing at once with large caches
  • Adding sound for when a mission type is selected in the communicator board
  • Delay the resolving of quest audio music condition changes. Attempts to fix situations where quest music can stop suddenly if quest logic is temporarily waiting between active subquests which contain quest music conditions, which was notably affecting the final music cue of Story6 mission
  • DEEP VEIN: Re-added dialogue to bonus quest objective, now updated to not mention returning exotics in the dropship
  • Fixed Ember Gar fishing journal icon
  • Fixed Clay Brick Beams having Clay Brick Frame durability, this will result in a slight loss of stability
  • Fixed Longbow being unable to be crafted or repaired on the forge or foundry
  • Added several extra validation points during Quest initialisation to help prevent cases where Quests may be getting setup before their relevant soft classes have been loaded
  • Fixed bug where building skin materials were being reverted when building pieces were damaged without 'cracking' beforehand (due to weight)

[/expand]

Future Content
[expand]
  • Added Tusker lore to the bestiary
  • Added text for the Seed Pouch and Tusker carcasses
  • adding addition bat animations to assist with spawning from the nest, idle animation and flight from idle
  • Adding seed pouch audio for opening seed pouch. Not currently hooked up in BP
  • Add hooks for exotic deposit replenshing (gated/not called in game right now)
  • Add hooks for exotic deposit replenshing (gated/not called in game right now)
  • Added scorpion boss trophy asssets to the project
  • Added Tusker Bestiary traits and rewards
  • Added Bat Bestiary traits and rewards
  • Rebalanced Pronghorn and Chala Bestiary traits: Both give Collision resistance, Pronghorn now gives 5% at rank 1 (was 10%) and Chala now gives 10% at rank 2 (was 5%)
  • Added small sandworm trophy assets and adjusted position of large sandworm trophy
  • Updated collision on scorpion boss trophy
  • More debug hooks for open world exotics replenish (internal dev only)
  • Placed cliff meshes & painted deacls, Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Added SMs, Materails and textures for Brutalist Bookshelf, Coffee Table, and BedSingle
  • Creating bestiary input for tusk and juvi tusk. Adding event, audio and data table entry
  • Added attack animations for the Bat to choose when attacking the player
  • Adding bat nest cave and snow variants for spawning the bats, including material and textures
  • Added IMP & ice cliff meshes then blended in meshes, painted decals, Ice Sheet Yellow Quad on Prometheus
  • Added fixed placement rules for new building type
  • Added the remainder of the furniture pieces for the Brutalist Decorative set, including all SMs, textures and materials. DMs still need to be added after a Houdini pass by Ben
  • Fixed some skewed UV's for DCO_NightStand_Brutalist
  • Added tusker bestiary image and added it to the bestiary data table
  • Adding Missing Heads & Trophy Items
  • Resave child class
  • Additional placement rules for new building types
  • Added first implementation of bat nest and cave bat behaviour
  • Reimport of Bat Nest for the snow to include the base mesh underneath
  • Adding in missing D_Tames entry for the Juvie Tusker to make taming possible
  • Clean previous radar scans from map when replenishing world exotics
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Disabled the automatic replacement of placement markers swapping to the single dot when using block like placement type
  • Additional building progress on new pieces
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added Cave_AC_SML_006_NoFoilage, Cave_AC_SML_009_NoFoilage
  • Adding in Tusker Juvie variant texture and mesh, tweaked fur length and physics asset base pass, still need juvie specific bones and general bone texture for both variants
  • Adding seed pouch open logic and sound to BP. Audio to be adjusted
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added new functions and cheats to manually spawn World Bosses of type, Regenerate all World Bosses with given Prospect data, destroy all existing World Bosses
  • Added CAVE_AC_SML_011_NoFoilage, Cave_AC_MED_006_NoFoilage, Cave_AC_MED_009_NoFoilage, Cave_AC_MED_010_NoFoilage & Cave_AC_MED_011_NoFoilage for Ice Sheet
  • Adding unqiue cave bat wing audio
  • Modified conditions for logging Preparing Geometry issue as it was receiving a LOT of false positives
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added Cave_AC_MED_007_NoFoliage, Cave_AC_MED_011_NoFoilage, Cave_AC_MED_012_NoFoliage for Ice Sheet
  • Adjustments to cave bat audio, added disembark from wall / nest, adjustments to reverb, updated flying notifys and BP logic to play in Idle state right away
  • Added the Exotic Meteor art asset to the project
  • Adding cave bat idle audio, events and data table entries
  • Improvements to Tusker mount behaviour and setup. Increased size of Tusker mount to match naturally occuring NPC.
  • Added charge attack to Tusker (currently bound to right click).
  • Updated fur setup on Tusker Mount and Juvenile.
  • Tweaked health, damage, weight, mining radius of Tusker Mount/Juvenile.
  • Tusker now has a high chance to apply Bleeding debuff on attack
  • Removed unused and incomplete Iron Frame blueprint and related assets
  • Added Aluminium building tier durability setup, still uses the same settings but avoids any incorrect adjustment of other tiers in the future
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Submitting in progress developer assets
  • New building pieces: Addition of the rest of the base classes and stone tier pieces
  • Added Interior Wood building tier durability setup, still uses the same settings but avoids any incorrect adjustment of other tiers in the future
  • Initial blueprint and datatable setup for new frames, pillars, angled frames, roof peak connectors, and roof peak caps
  • Added cooking related stats to Chef's Backpack, future content
  • Adding attack voc notifys, reverb and spacial adjustments and fine tunes. general finessing of cave bats
  • Submitting Slug (reskin) with its texture
  • Added APEX meshes for Concrete/Brutalist furniture set
  • Added Half Wall Uppers
  • Added the ability to place Half Wall Lower and Half Wall Upper in the same position
  • Added the ability to place Roof Corners in the same location where applicable
  • Adding cave bat audio event and data table entry
  • Adding Tusker bone textures and hooking up to SK meshes for Tusker and Juvie
  • Fixed bug where Autonomous Spawn Behaviours were getting spawned more than once per type
  • Added Cave_AC_MED_008_NoFoliage, Cave_AC_MED_013_NoFoliage for Ice Sheet
  • Adding cave bat death and explode audio events
  • Added arctic bat nest.
  • Enabled autonomous spawning of arctic bat nests in several arctic zones.
  • Bats now return to nest if they travel too far away.
  • Autonomous spawners can now spawn IcarusActors instead of NPCs.
  • Improved async loading of autonomous spawners and their relevant behaviour / spawn classes.
  • Removed debug printing from BTTask_RandomFlight
  • Adding in bat insta gib when dying
  • Added SPR_IceMammoth_Melee and SPR_IceMammoth_Throwing
  • Added ITM_FishingRod_Scorpion
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added new function to reset World Bosses back to prospect default (for use with Operations on Open World Prospects). When World Bosses want to be cleaned up, they are no longer destroyed immediately, instead they wait until tile has been unloaded first (or prospect is reloaded)
  • Fixed bug where building skin materials were being reverted when building pieces were damaged without 'cracking' beforehand (due to weight)
  • Adjusting World Boss Spawns to match the prospect data for operations

[/expand]

Icarus Week Ninety Six Update | New Brown Bear Armor Set

Week Ninety-Six brings the Brown Bear Armor to Icarus, a new Tier 2 set crafted from the pelts of your favorite Icarus foe.

We’ve also got an update on Hypatia, and some news around our planned release for Part 1 - Styx Operations.

Thank you everyone for their feedback last week on the building system improvements, we’ve taken your ideas on board for future updates.

Jump in and have a read.

Notable Improvements
  • Increased Ashen Drake spawns in Lava Areas and added additional Spawn Zones
  • Small improvements to building placement logic to make it more intuitive
  • Orbital Exchange Pods when launched grant exotics to your account immediately rather than waiting till the end of the launch sequence
  • Adjustments to the Lava Hunter Broodling Creature so it targets correctly with its leap attack and reduced damage to take into account its burn modifier application




This Week: Brown Bear Armor


This week, we’ve added the new Brown Bear Armor at Tier 2 which is a ‘Berserker Set’ - meaning when all five items are used at once, players receive a Set Bonus of Attack Speed and Melee Resistance buffs.

This Armor Set requires you to hunt bears for their fur and leather. If you want to don the all-important headpiece you will need to use a taxidermy knife on a defeated bear to collect its head for crafting.

To balance the armor tiers with this new addition at Tier 2, the Bone Armor has been slightly adjusted and dropped to a Tier 1 Armor set which is craftable on the player, rather than requiring a bench.

The Obsidian & Heavy Obsidian Armors have had some adjustments lowering some stats but increasing others. While the Leather, Cured Leather and Composite armors have received health and stamina regeneration buffs. Changes can be seen in the patch notes below.



Coming Soon: Hypatia


Our work on the Hypatia is making substantial progress, and we’ve shifted our focus to refining, testing, and fine-tuning the balancing of add Operations to Styx. Meanwhile, the rest of the team is helping the team working on Olympus Operations and adding spawning exotics in Open World.

This is a large change and requires a considerable amount of game design input, so while simple in theory, we’re taking our time and care with implementing it to not break the balance and flow of the game loop.



Next Week: Hypatia Part 1: STYX OPERATIONS


We are currently on track to release Hypatia Part 1: Styx Operations next week, barring any large bugs or blockers. We’ll be deep in testing out all the different experiences, ensuring players can easily access the new UI and quest steps.

Our plan is to release Hypatia in a few parts, aiming to get the Styx Operations out first and then moving into Olympus Operations and exotic spawns in open world.

For those of you who don’t have Styx, you can get this on Steam and check out the new map, creatures and missions in advance of this update if you want to get familiar with the new landscape.

https://store.steampowered.com/app/1995690/Icarus_Styx_Map__Missions_Pack/

Support our Project


Originally posted by author
[h3]If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.[/h3]


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

https://store.steampowered.com/bundle/33813/Icarus_Complete_the_Set/

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

Changelog v2.0.6.116557


New Content
[expand]
  • Unlocked Brown Bear Armor crafting recipes
  • Moved Bone Armor to Tier 1. It now has lower base stats but is unlocked earlier and crafted on your character, so can be repaired on character
  • Unlocked Brown Bear Armor. This armor is Tier 2, grants attack speed and melee damage resistance. Functionally it serves a similar purpose to the previous power level of Bone Armor
  • Heavy Obsidian Armor: Increased cold and heat resistance, lowered exposure resistance
  • Obsidian Armor: Lowered cold resistance, added generic exposure resistance, lowered volcanic exposure resistance set bonus (still more overall exposure resist in the volcanic region)
  • Leather, Cured Leather and Composite armor: Doubled the health and stamina regeneration provided by these set bonuses, as these are now a general all-rounder armor, with Bone and Brown Bear armor fulfilling the pure melee combat role
  • Removed New Frontiers feature level from Bone Armor, as it is accessible everywhere and has no relevance to the expansion

[/expand]

Fixed
[expand]
  • Increased number of spawn areas that contain Ashen Drake
  • Orbital exchange pods now grant their contents instantly when launched rather than waiting to reach high altitude. This fixes the issue with closing the game after launching the pod but before the rewards would have been given, resulting in never receiving the pod contents
  • Adding a more appropriate deploy sound for the rain reservoire
  • Added support for GFur on equipped armour pieces. Setup fur components for BrownBear armour
  • Added new map location icons
  • Fixed bug where WorldSpawn Lava Broodlings would try to leap attack from too far away, always missing target. Reduced WorldSpawn Lava Broodling melee damage by 50% to better represent their physical size and to reduce threat when paired with existing burn modifier
  • Update Patcher module descriptions to match the current increased inventory slot count
  • Fix for Coco Palm tree split logs meshes - removed splitting from segments, added new data table entry for unsplit trunk segment with 4x wood rewards
  • Fixing ambient creatures being audible through reverb send while in a cave. Also fixed Idle creatures being audible when in a cave. Additions to Tusk creature and Juvi
  • Fixed unusable placement offset when building a ramp off of another ramp using the alternate rotation. Now allows you to build a ramp in the opposite direction
  • Fixed bug where mounts weren't able to drink from swamp lakes in Prometheus. Slightly increased range at which mounts will automatically seek out nearby water bodies. Fixed bug where mounts would navigate to centre point of water bodies to drink instead of nearest point on water's edge

[/expand]

Future
[expand]
  • Placed cliff meshes & painted deacls, Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added landshark trophy assets to the project
  • Added new building piece greybox and placement rules
  • Added sandworm trophy assets to the project
  • Added new beam types to support new building pieces, pending placement rules of objects on these new beams
  • Fixed Stone Half Wall Angle Left Inverted not being able to be placed along side other half walls and beams
  • Ice BLDs - changes to MA_BLC_ICE and submaster materials to completely mask out supports
  • Added the concept of Bags. These are objects that have their own inventory that can be stored in the players pack
  • Inventories can now have a parent inventory. This is used to bubble up inventory changed events and weight updates
  • Bags now correctly propogate their weight to the parent inventory
  • Bags can now calculate their weight without needing a parent stat container
  • Added auto-pickup to Bag if an item is added to an inventory containing the appropriate Bag type
  • Added BagPriority table. This is used for dictating what items types should be sent to what Bag
  • Quick Move is now compatible with Bags
  • Repurposed the stack size display on inventory tiles containing Bags to instead show the number of items stored in the Bag (capped at 999)
  • Modified GetDynamicWidgetInventory to instead return a list of inventories that belong to the widget to prevent it from being locked to needing an InventoryComponent which isn't used by Bags (they use the InventoryContainers system). Also renamed the function to GetDynamicWidgetInventories for clarity
  • Updated variuous trophies' physical material and texture groups. Added all to the correct collection
  • New building pieces: Setup connector rotation, needs bypass blocking rules setup
  • Added attachment slots to Cloth armor pieces
  • Added textures, mats, FTs for decals derived from LC Cliffs, for use in Prometheus phase 3 area
  • Added IMP & ice cliff meshes then blended in meshes, Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added small deer trophy assets to the project
  • Create new base classes for additional building pieces
  • Fix center rotation to avoid weird placement in the center of new building pieces
  • Added small desert deer trophy assets to the project
  • Added large desert deer trophy assets to the project
  • Added crafting rate ui for drill display
  • Allow rotation of new building types, additional placement rules when placing existing buildings on new types
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Placed cliff meshes & Deacls, Ice Sheet Yellow Quad on Prometheus
  • Ice Building Tier - added meshes + materials for ice reskin of stone BLDs. Added emissive color tinting to master material and set emissive to be zero in caves
  • Committed missing GameplayTag edit
  • Updated polar bear trophy assets to match current model
  • Updated grizzly bear trophy assets
  • Updated Buffalo Trophy assets to match current model
  • Adding generic stomp audio to tusk and buffalo attacks and jump land. Also small spacial updates to stomps so they aren't as audible at very long distances
  • Cleaned up new persistent blocker logic
  • Adding heavy land audio and event to be used for various creatures moves including tusk. Removed reverbs from wrong places or added cave context to various creatures to stop random sounds in caves
  • Persistent blockers can now be respawned in OW if an Operation depends on them being active
  • Switch off Chromium Embedded Framework compile time option in Unreal
  • Setting correct vocal priority for death vocal on juvi tusk. Also spawn rate adjustments to idle
  • Fixup of formatting to fully exclude the ticket ID, as well as trailing whitespace
  • Adjusting the generated jira message that gets added on P4 Submit
  • Updated desert wolf trophy to match the current creature model
  • Adding base bat assets and anims, also a temp BP implementation on insta gib on death, waiting for a couple more anims to come through for full implementation, AI setup to follow
  • Assigning Tusker in AI setup
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added new mission icons
  • Added Sand bank meshes to cover up Mesh holes, Greens Quad on Prometheus
  • regeneration of sublevel and heightmap LODs for phase3 area, Prometheus (all done for now)
  • Additional placement rules for new building pieces
  • Adding tusk juvi flinch and death audio and idle and relax events and data table entries
  • Added IMP & ice cliff meshes then blended in meshes, Ice Sheet Yellow Quad on Prometheus
  • Added mesh variants and foliage types of LC Cliffs for use as ground cover in phase 3, Prometheus
  • Adding fur splines for Tusker and Juvie + Corpses, just need hookup to Mount BP when its free
  • WIP regeneration of sublevel LODs for phase3 area, Prometheus (x4_y2 - x5_y2)
  • Regeneration of heightmap LODs for phase3 area, Prometheus
  • Updated arctic mammoth trophy assets to correct size and matched Gfur to the creature asset
  • Added desert mammoth trophy assets to the project
  • Investigative prototype of rail snapping behaviour for dev testing
  • WIP regeneration of sublevel LODs for phase3 area, Prometheus (x0_y0 - x3_y2) (part 2)
  • WIP regeneration of sublevel LODs for phase3 area, Prometheus (x0_y0 - x3_y2)
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added Lava hunter trophy assets to the project
  • Added Komodo trophy assets to project
  • Added IMP & cliff meshes then blended in meshes, Ice Sheet Yellow Quad on Prometheus
  • Updates to tusk volume and spacial and teenager tuskallo
  • Adding prototype developer assets
  • Expose CookedFoodModifierEffectiveness/Duration player stats and associated ConsumedModifierEffectiveness/Duration stats for food items
  • Initial setup of new future ramp type, pending implementation of placement rules
  • Flinch and death audio for tusker
  • Seeds within the seed pouch now show the correct icon in the widget
  • Adding more Tusker vocals, attack and aggro events and adjustments to attack whoosh spacial and general attack notify improvements
  • Adding Tusk Idle and Relax event, data table entry etc
  • Removed datatable refrences to no longer required new building pieces

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