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Icarus Week Ninety Five Update | New Lounge Suites to decorate your base with

This week's update features the third batch of Carved Wood Decorations, adding a complete lounge suite to craft and decorate your base with.

We’ve also adjusted our building placement system, adding more options and variations to expand the creative options for builds. This will be an ongoing piece of work for us, so we’re looking for your feedback on it.

Finally, we’ve got an update on Hypatia and next week’s content.

Notable Improvements
  • Fishing traps and other water deployables no longer work in lava rivers, only real rivers
  • You can now right-click food buffs to remove them
  • Fixed a bug where sprinting while swimming in the water would not use stamina
  • Fixed a bug in Cactus and Everbank outposts where aluminum shells sometimes spawned over top of voxels


This Week: Carved Wood Decorations


This week's update features the third and final installment in the Carved Wood Decorations series, adding a lounge suite for players to craft and place around their bases.

This includes a Living Room Chair, Two-Seater Couch, Three-Seater Couch, Seated Bench, Stool, Bookshelf, and Coffee Table.

All of these items will be automatically unlocked as blueprints, and won’t require investing any new points if you already have the Decorations Bench.



This Week: Building Placement Adjustments


We’ve made some improvements and additions to the building placement system that give you more options for unique build designs.

Additions:
  • Half and Quarter floor pieces can now go in the gaps left by the other half and quarter pieces. This allows you to create split floors or narrow walkways around corners (L-shapes).
  • Angled Wall pieces can now go in the gaps left by other angled wall pieces, allowing a complete split wall.
  • Angled Wall pieces can now have diagonal beams placed on their center edge. With the above change, you can have two angled wall pieces and a beam in between, all in the same space as a single wall.
Coming next week:
  • Ramps built off of other ramps using the alternate rotation are now placed opposite the current ramp, allowing you to build a new ramp in the opposite direction. Previously these would be placed at a large offset and be unusable. Notably, this is pretty handy for creating paths up the side of buildings or mountains.

The building system is an ever-evolving element of the game, and if you’d like to see more tweaks or changes, feel free to leave them in the comments below or post them in Feature Upvote.

These are some of the most commonly requested features from our community, but we’re up for considering more. We’ll be interested to see how people use this week's changes in their bases.



Coming Soon: Hypatia


We have now completed converting 17 of the Styx Missions over to the new Operations system that is coming in Hypatia Part 1. This will let you play them in Open World mode without leaving the planet's surface. We’ll have even more converted by this Friday and potentially will be doing a closed testing phase with a few community members.

As mentioned last week, Hypatia will be split into two parts, with Styx missions being converted over first. If you haven’t got Styx yet, you can grab it on Steam and get accustomed to the new map and new creatures before Hypatia comes out.

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



Next Week: Bear Armor


Next week, we’re bringing a new armor set that may cause PTSD for some players: Bear Armor.

This will be positioned in Tier 2, and as a result, we’ll be reducing Bone Armor to Tier 1 and making some adjustments.



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 v2.0.5.116433


New Content
[expand]
  • Added ability to remove food buff modifiers when you right click on the icon in the inventory. Also added a bool to ModifierStates that will allow other modifiers to be opted into being removable
  • Rustic Decoration Bench had been renamed to Decorations Bench
  • Unlocking Remainder of the Carved Wood Decorations

[/expand]

Fixed
[expand]
  • Fix to volcanic rain and acid rain events lower velocities cutting off instantly. Added 8 second adsr fade out to account for weather event stopping quickly - smoother sounding audio. Also adding some scatter wind howls
  • Tonal adjustments to the lava scatter wind and adding a few more variations
  • Adding spot event for lava broodling so players know when they are being attacked by one (initially they were part of the lava boss so one wasn't assigned)
  • Add a map check helper utility for level builders to check ore locations
  • Small reduction in volume and spacial distance to broodling general movement sound. Was a bit too loud in comparison to its size and footsteps etc causing it to feel a touch out of place in open world
  • Adding slug aggro state event, data table entries.Adds More vocal nuances between attacks
  • Fixed a typo in Iron Ore resource supply pack
  • Improvements and adjustments to the event used by the normal horse when eating food from food trough. Better realism and slightly more subtle. Also tiny reduction to repair tool hitting thatch surface type to bring in line with other volumes
  • Removing mention of dropship in extraction mission. Adjusting dialogue data table
  • Fixed a bug where sprinting while in the water would not use stamina
  • Adding occlusion param tick to horse shake head notify and small spacial adjustments so its heard at a mroe believable distance (closer rather than far away). Helps prevent overuse of sound on anim
  • Replaced green dlc / talent 'owned' tick with easier to understand icons
  • CELEBRITY CHEF: Updated Fish Fillet Pie objective to use correct item name, Fish Pie
  • Adding outpost links so if unpurchased players can click and be directly linked to the store page
  • Added Pickupable Stones and Oxite to Tundra Region of Arcticus Outpost
  • Further collision sockets added for better fall impact triggering
  • Adding additional collision bones to horse and other creatures who aren't falling and causing impact sounds consistently or effectively
  • Updated crop plots to allow re-fertilization (resetting timer) when fertilizer has less than 5 minutes remaining
  • Added icon that represents inventory/bag open
  • Fixed lava rivers being valid placement locations for fishing traps and other water deployables
  • Swamp Bird mount now supports standard saddle, fixed Swamp Bird mount not playing jump montage correctly

[/expand]

Future Content
[expand]
  • Made light bulbs thicker to match the ceiling mounted light fixture
  • Changed icon size for bow class
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Added initial setup for new building pieces
  • Inaris Sickle - added SKs, materials and textures for default look + variations (SK_ITM_Sickle_Inaris)
  • Finishing Setup for New Animal trophies - currently feature locked out
  • Glass BLD rework - added APEX meshes for walls
  • Added ITM_Backpack_Hunter
  • Enabled category for new building pieces placement, initial setup of placement support
  • Adding set bonuses for Larkwell White & Black Armors
  • Adding Larkwell White & Black Armors, Feature Locked out for now
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added Ubis trophy assets to the project
  • Added Terrenus trophy assets to the project
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Added Stryder trophy assets to the project
  • Added text for shrouded lights and ceiling spotlight
  • Added text for Rustic signs and lamp items
  • Adding T3/T4 Smoker item setup, talents and processing, feature locked out for now
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Fixing up bad itemable merge
  • Added boar trophy assets to the project
  • Added Zebra trophy assets to the project
  • Added text for lava viscid corpse
  • Added text for new animal head trophies
  • Added text for animal vestiges
  • Adjusted GGHostLogo size to 512*512
  • Added text for new backpacks
  • Added text for Inaris canteen
  • Added text for bear armor
  • Added text for new LM armor sets
  • Added BPHV Inspector tool to Persistent Level and Removed Duplicated Voxels In Purple Quad and Green Quad, Prometheus
  • Glass BLD rework - added APEX meshes for floors, roofs, angled+halfpitch walls, beams
  • Adding Aura for Health Regen and Assigning to the Medic's Backpack
  • Adding Hunters backpack to workshop, feature locking out for now
  • Adding Cold Steel, Obsidian and Miasmic Shotgun Shells, Feature locked out for now
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Added missing buildable piece, BLD_Roof_Halfpitch_Glass, with all meshes and materials
  • Additional support for new building pieces placement
  • Adding item icons for terrenus, ubis, boar, zebra and stryder trophies
  • Adding New Biomass items, currency and new unique world boss associated drops for the biolab, feature locked out for now
  • Added new Hubble feature level
  • Glass BLD rework - added APEX mesh for HalfPitch roof
  • Adding smoker bench audio. Crafting is recipe based so no current assignments as the recipes also use the drying rack
  • Fixing Inaris Envirosuit first person mesh and 3rd person decals
  • Thatch BLD Rework - added APEX meshes for walls+ angled walls
  • Added IMP meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Added cliff meshes, blended them in & added cavve actorto caves in Ice Sheet Yellow Quad on Prometheus
  • Thatch BLD Rework - added APEX meshes for floors, roofs, ramps, beams, stairs
  • Added shaggy zebra trophy assets to the project
  • Updated experience row handle on Tusker NPC character. Added new AnimBP for Tusker. Added new D_Saddles row to enable support for standard saddle on Tusker
  • Fixing Seed Pouch Item so it has an inventory
  • Adding Seed Pouch in which you can store seeds, feature locked out for now
  • Swapped out cave floor meshes NAV enabled ones in Ice Sheet Yellow Quad on Prometheus
  • Added text for new smoker devices
  • Setup for Cave & Arctic Bat, Bestiary, Stats, Experience Events, Goap and Growth
  • Added text for new shotgun ammo
  • Updated naming for LM armor and backpacks
  • Adding Bestiary Entry, Loot Table, Spawn and Bestiary Stats and Experience Events for the Tusker
  • added navmesh enabled versions of GL cavefloor meshes (SM_ROCK_GL_CaveFloor_xx_NAV)
  • Submitting missing MRO texture for the Tusker that was skipped due to validation error
  • adjustments to player damage cue from creatures. Allowing gore to be played for lower level damage
  • Adjusted dreadwing trophy static mesh position
  • Added arctic scorpion trophy assets to the project
  • Added dreadwing trophy assets to the project
  • Added scorpion trophy assets to the project
  • Added setup for Tusker including mount and Juvie, all relavent DT entries apart from bestiary and growth is currently using bison values, bones missing correct texture which needs to be exported from Painter files, Physics asset needs tweak and a gfur groom to make it fluffier
  • Commit datatable to resolve build error
  • Additional support for new building pieces
  • Added support for building pieces to ignore blocking lines, currently only for new building pieces
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Adding Industrial Decoration Item Pack and All Items and Talents Associated, Feature locked out for now
  • Added Tusker trophy assets to the project
  • IcarusCharacters and IcarusPawns now implement IGameplayTagAssetInterface. Lava Slug slime trail now ignites player which cross it
  • Added IMP meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Adding in Lava Slug Slime Trail, Swamp Trail Mesh / Modifier and effects to use new particles, adding new NPC Tag
  • Updated Brutalist decorations fabric textures
  • Fixed a typo in the Pygmy Lop trophy text
  • Updated Arid Viscid naming to Ignari (carcass)
  • Updated Arid Viscid name to Ignari
  • Added text for Industrial decor set
  • Thatch BLD Rework - added APEX meshes for roofpeak cap, halfpitch walls
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Resave uasset file
  • Halfpiece floor halves and quarters can now be placed within the gaps left by each other, this allows you to make L shaped corners. Half piece floor pieces now focus the current tile when targetting the center of a floor piece, with the left rotating the piece 90 degrees and right placing in the same direction
  • Horizontal Beams can now be flipped 180 degrees by using the rotate key
  • Additional work for new building pieces
  • Tier 1 water purifier - Can place purifier in water and it will fill with water if charcoal is being used. Can craft if in crafting bench with 1 stick

[/expand]

Icarus Week Ninety Four Update | C0NT4CT device and improvements to patching

Week Ninety Four brings the new C0NT4CT device to Icarus, merging the Short Range Radio, Infrasonic Relay Device and Encrypted Satellite into a single device.

This is a big step towards our Hypatia update, where we’ll be adding Operations (missions you can complete from your Open World session) to both the Styx and Olympus maps so they can be activated from your Open World sessions, just like in our New Frontiers expansion.

We’ve also added a new pop up which will allow you to check your file state after each patch, which aims to reduce bugs or crashes caused by outdated and leftover files from Steam’s patching process.

Jump in and have a read.

Notable Improvements
  • A checksum file check has been added which shows a message on the title screen if you have mods installed or your pak files from the patch are in a bad state. This will be helpful in figuring out if Steam’s patching process has accidentally corrupted the project.
  • Fixed an issue where fully mined voxels would sometimes not respawn after being thumped with the Thumper
  • Fixed an issue where fully mined voxels would reappear and disappear when hit once, not providing resources
  • Fixed an issue where mission rewards weren't being given to players who hadn't completed the pre-requisite missions
  • Fixed missing Ren reward for the "Hidden Cache" SMPL3 mission types




This Week: C0NT4CT Device


With the new approach to Operations and Missions in the New Frontiers expansion, and upcoming changes to missions on Styx and Olympus, we’ve added a new mission device which replaces the trio of the Short Range Radio, Infrasonic Relay Device and Encrypted Satellite.

This device is called the ‘C0NT4CT Device’ and acts as a base item with upgrade slots for two parts to replace the Infrasonic Relay Device and Encrypted Satellite that unlocked encoded and encrypted Operations.

The C0NT4CT Device is craftable at Tier 2 on the crafting bench, and will be the primary source for SMPL3 Quests and Operations while you are on the surface in Open World games and Outposts.

This comes with changes to the UI, such as when you are looking at the mission screen for a prospect, Operations are now shown with an Operation UI element and separated into colors for normal, encoded or encrypted Operations.

Any existing mission devices you may have on an active Open World game or Outpost will be converted into a C0NT4CT device with this update, and for either the Infrasonic Relay or Encrypted Satellite, they’ll come with their respective upgrade pre-installed.

The New Frontiers Operations have been updated also, to reduce some of the grind that was caused by the multiple device requirements. Instead, these will provide the upgrade parts for the C0N4CT device as part of your objectives.

The C0NT4CT device not only streamlines objective selection while on planet, it also provides a transition to the new system coming with Hypatia, which should be simpler for people to understand and use.



This week: Patching checksum


Sometimes our frequent weekly updates cause issues for how Steam updates games, so we’ve added a tool to help you check for any issues.

Some players have figured out (thanks our Discord community) that after some updates, Steam doesn’t always delete files that are no longer needed. For example, this can lead to out-of-date .pak files containing game data that conflicts with the latest version of the game. This can often explain weird behaviour and crashes.

So, we have added a message on the title screen to tell you if you have mods installed or your .pak files from the patch are in a bad state. This will be helpful when troubleshooting crashes or to see if Steam’s patching process has caused conflicts.

If you want to switch this message off, we have added two command line arguments

-NoCheckSumPopup

Suppresses the popup notification of the checksum but still shows the status on the title screen. This will also detect any mods.

-NoCheckSum

Suppresses both the popup and title screen message



Coming Soon: Hypatia


Hypatia is making leaps and bounds, and we know you’re keen for more Operations (missions you can complete from Open World mode). So we’ve made the decision to split it into two parts and bring the upgraded Operations mission systems to Styx first, and then Olympus a little later.

There is no ETA on when these will both be ready, but by splitting this into two, you can expect we will have Hypatia Part 1: Styx Operations out sooner than originally planned.

For those of you who are new and haven’t yet purchased Styx, you can jump in and play 27 missions now, along with the 64sqkm map and several unique animals. Many of these Missions will be adapted to become Operations, playable in Styx Open World world, when the Hypatia update drops.



Next Week: Carved Wood Decorations


Next week's work is split into two parts internally, with the core of the game design team working on the Hypatia Operations changes, while the art team are bringing the remainder of the carved wood decorations set that they have been working on. This will complete the entire set, with 20 items in total across all 3 bundles, not including their variations.



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 v2.0.4.116269


New Content

[expand]
  • Adding Simple Collision to T2Communication Device Mesh
  • Added a modifier to corpses that indicate other creatures will be attracted to it
  • Added a new icon that better resembles creatures are going to be attracted to the corpses
  • Added T4 Communication Device with animations
  • Missions requiring the 'Infrasonic Relay Upgrade' are 'Encoded', missions requiring the 'Encrypted Sattelite Upgrade' are 'Encrypted' the UI has been updated to reflect these stats with icons / colours / descriptions and error messages
  • Tweaked mission device UI visuals
  • Adding new Upgradable Mission Device 'C0NT4CT Device' and Meshes
  • Adding new UI for Upgradable Mission Device
  • Current T2/3/4 Mission Communicators will be converted to the new device on load
  • Converting T3/T4 Mission Communicators to be upgrade items and not deployables
  • Converting ProStory1 quest to require a 'C0NT4CT Device'
  • Converting ProStory2 quest to provide a 'Infrasonic Relay Upgrade' and adjusted quest steps to place the item in the upgrade slot in the 'C0NT4CT Device'
  • Converting ProStory3 quest to provide a 'Encrypted Sattelite Upgrade' and adjusted quest steps to place the item in the upgrade slot in the 'C0NT4CT Device'
  • Adding audio to mission device BP
  • Dialogue adjustments to fix any conflict with the new communicator upgrade path
  • Fix upgradeable communicator state changes by binding to events on the correct inventory ID
  • Adding low mechanical rumble of large T4 communicator device. Adding in upgrade click in sound to each upgrade when slotted. Spacial adjustments for better in world realism. Minor volume tweaks
  • Fixing issue where previous mission devices where not upgrades correctly and disappearred instead of swapping to new device
  • Fixing issue where as part of the mission device upgrade process the mission device upgrades where not placed in the correct inventory
  • Fixing UI for C0NT4CT device as it was incorrectly labelling missions and not available and setting the wrong mission availability status
  • Updated SMPL3 Quest Dynamic Queries to use the new Upgradable Mission Device as the query context
  • Updated visuals for communication Upgrade UI
  • Fixed UI which was blocking interaction on Upgradable mission device
  • Adding error text to take into account having a T4 upgrade but not a T3 for the upgradable mission device
  • Add a command line arg -NoCheckSumPopup to suppress pak file meta check popups (only), add a copy to clipboard button for pak file meta detail
  • Problems identified in pak file meta checks are now a popup on the title screen, mod users can elect to suppress with the command line arg -NoCheckSum

[/expand]

Fixed

[expand]
  • Small adjustments to the distance curve of dead prospectors beeping so it can be audible at a longer distance but not too loud
  • Adding pick up canteen to be used for inaris and all other canteens. Also added pick up jerrycan item audio and events and data table entry
  • Added Terrenus bestiary traits
  • Adjustment to a specific storm in the volcanic biome that uses a small amount of acid rain. The acid rain visuals did not match the audio at all
  • Update Frozen Ore yield stat description to match new effect, scaling off of resources gained
  • Change Cold Steel frozen ore reward behaviour to round rewards up
  • Fixed issue with fully mined voxels reappearing after reloading prospect twice. Voxels that reappeared would disappear after being hit as they are still counted as being mined out
  • Fixed issue with fully mined voxels not respawning after being thumped
  • Fixed issue where mission rewards weren't being given to players who hadn't completed the pre-requisite missions
  • Fixed missing Ren reward for Cache SMPL3 mission types
  • Add basic pak file meta checks, present any issue to users on title screen, log for dedi servers
  • Fixed a crash when leaving a prospect
  • Fix exotic plants are not reloading correctly
  • Fix a rare crash reported in Sentry related to race conditions when joining server
  • Fix a rare crash reported in sentry relating to AI targeting

[/expand]

Future Content

[expand]
  • Ice Building Tier prototyping - adjustments to high poly mesh and normal map for Kit_A
  • Submitting in progress developer assets
  • Adding the setup for Oxite, Salt, Stone, Titanium, Platinum, Clay, Scoria, Obsidian deep ore viens, currently not set up to spawn
  • Added larkwell armor reskins - white, materials and sk meshes. Also updated larkwell 3rd person envirosuit to match with other envirosuits
  • Added larkwell armor reskins - black, materials and sk meshes
  • Added ashen drake trophy assets to the project
  • Added kea trophy assets to the project
  • Added teenage caveworm trophy assets to the project
  • Added elephant trophy assets to the project
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Adding newly recorded foley sounds for larkwell armor set. Also has been applied to composite and carbone armor to greatly improve existing one high velocity one shots
  • Updated backpack skeletons
  • Added On state material for DEP_Wall_Light_Shroud, called M_DEP_Wall_Light_Shroud_On
  • Setting up Shroud Ceiling and wall lights, Spotlight tripod, and Ceiling spotlight, feature locked out for now
  • Volume adjustments to the larkwell armor set
  • Adjusted colour and intensity of ON material to more closely match the cieling version of this light
  • color changes for larkwell armor reskins- black
  • Initial stat pass on new backpacks, pending new stat additions
  • Added 'BaseLavaSlugExtraDamage_+%' and 'BaseLavaSlugExtraDamageResistance_+%' progressive stats to the lava slug
  • Added redback trophy assets to the project
  • Adding All Animal Head / Vestiges for new items collected with the taxidermy knife, feature locked out for now
  • Added lava viscid trophy assets to the project
  • Added swamp viscid trophy assets to the project
  • Added stats to Brown Bear Armor and rebalanced Larkwell Armor, for future release
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Added lava hunter broodling trophy asset to the project
  • Added rabbit, arctic rabbit, and pygmy lop trophies to the project
  • Added needler trophy assets to the project
  • Added moa trophy assets to the project
  • Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
  • Small adjustments to PB armor to accomodate for BB armor
  • adding shroud light unique on off audio events and adding to BP
  • Adding generic desk lamp on / off event and to BP. Adjustments to industrial type lamp on / off for shroud and spotlights and tripod lights etc
  • Added electroshock icons to bestiary modifier icons
  • Fixed internal spelling of Pygmy Lop trophy and vestiges
  • Added placeholder trophy to fix build
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Partial Setup for 35+ new Animal Trophies, Feature locked out for now
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus

[/expand]



ICARUS DLSS 3 Update Available Now

Icarus has always been a good-looking but deadly environment, but now it will kill you faster.

Working with our friends at NVIDIA we have upgraded Icarus to support DLSS 3.0. The result was a 2.6X on average increase in performance enabling max setting, ray-traced gameplay on many GeForce RTX 40 Series systems.

If you are running Icarus in Direct X 12 mode and have a GeForce RTX 40 Series GPU, turn on Frame Generation in the Graphics Settings to take advantage of the improved frame rate.



Benchmarking in NVIDIA’s labs found a that DLSS 3 boosted Icarus’ performance by 2.6X on average.


When we were developing ICARUS we reached out to many publishers, manufacturers, and platform owners but were unable to really get any traction with nearly everyone... except NVIDIA.

Despite being a massive company, every time we have wanted to meet or discuss with them - they have met us. They also let us try out new technology and take the time to run our game through their profiling to make it work the best it can.

I can't stress enough how important it is for game developers for card manufacturers for driver support and so that is why I am thrilled NVIDIA continue to support us directly, and often. Before our launch we entered into our beta weekends as the first game to support RTX Global Illumination, and then onto DLSS 2 and now DLSS 3.

I hope people realize that for developers - one thing that matters most to us is good relationships. I'm proud to say that NVIDIA have never made us feel tiny, despite the massive differences in size. As consumers - make sure game technology companies are supporting your favorite developers! And if you are an NVIDIA customer check out the DLSS 3 technology in NVIDIA's post below:
-Dean Hall, Game runner


To find our more about DLSS visit https://www.nvidia.com/en-sg/geforce/news/dlss-3-icarus-dlss-2-ad-infinitum/

Icarus Week Ninety Three Update | Outpost: Resource Packs, SMPL3 Quests & Shield

This week’s update sees some love for Outpost mode, although these new features (such as Shields and Resource Packs) are also useful in every game mode.

Notable Improvements
  • Added a fix to prevent prospectors falling through the terrain around crevasses in arctic biomes
  • Exotic Resource spawning has changed. Now at least one Red Exotic Vein is always guaranteed on Prometheus
  • Fixed an issue which was causing giant or tiny prospectors after interacting with the Terrenus mount
  • SMPL3 Quests now grant some Ren as a reward
  • SMPL3 Quests are now triggerable on Outposts


This Week: Outpost SMPL3 Quests & Ren Rewards

One part of the launch of our Icarus: New Frontiers expansion we’ve been pleasantly surprised about is the popularity of Outposts. Outposts are smaller custom maps with fewer threats and regenerating resources that are ideal for building bases in or simply a more chilled game experience. We added several new Outpost maps when we launched New Frontiers and are adding a new one, Arcticus, today.

To give you even more to do on Outposts, you can now do SMPL3 Quests from the Outpost game mode. As always, you can do them in Open World mode too.

Furthermore, SMPL3 Quests now provide anyone online at the time of completion a Ren reward, to spend in the orbital workshop. Prospectors will receive 10 Ren for easy, 20 Ren for medium and 30 Ren for hard quests.

This applies in both Open World and Outpost modes.

This Week: UDA Resource Supply Drops

Want to get a head start on resource gathering?

The UDA have added UDA Resource Supply Drops to the Workshop, so you can buy a pack of resources with Ren and bring them down to the planet in your loadout with you or call them down using the Orbital Exchange Interface.

They’re perfect for getting resources sooner on Outposts, but are available in any game mode. Wood, Stone, Oxite, Sulfur, Silica, Platinum, Titanium and Coal Resource Supply Drops are available. They may be pricey, but provide quick access to resources if you have the Ren.

New Content: The ARCTICUS Outpost

One of our Outposts we released wasn't ready in time for the New Frontiers launch but it has been finished and added this week, this time featuring the Tundra biome introduced in the Prometheus map.

https://store.steampowered.com/app/2536390/Icarus_Arcticus_Outpost/

The Arcticus Outpost is a handcrafted 1x1km tundra map with lots of great spots for a base. Its scenic landscape of slopes gently downward into a large valley with deep crevasses and lightly snow-dusted forests. Looking up, you'll find an imposing mountain that overlooks the spacious valley below which is home to an impressive number of caves.

You can buy it as DLC separately or as part of the Outposts Bundle.

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

This Week: Two New Shields

Higher tier shields that protect you during more challenging encounters are here.

The Carbon Fiber shield, available at Tier 3, is strong but agile. Its strength blocks up to 90% of enemy damage while still having a decent block radius (90%).

The large Composite Tactical Shield, available at Tier 4, has a wide block radius (200%) and the same strength as the Steel Shield (a 75% block percentage).

Coming Soon: Hypatia

Some of this week’s changes prepare things for our next big free update, named Hypatia.

Hypatia will let you trigger Operations on Open World mode in every map. Operations in Prometheus' Open World mode have proven very popular, so we’re adding them to the Olympus and Styx maps. This is a big step that essentially combines the focus and rewards of Icarus' Missions with an Open World where you can keep your base permanently.

This week’s changes to the SMPL3 Quests being able to earn Ren and be triggered from any game mode allow us to start implementing Operations on every map.

Next Week: One Upgradable Mission Device (C0NT4CT)


We will soon have SMPL3 Quests, Operations and Missions available for every map. To keep things simple we’re introducing a single device (C0NT4CT) that you can upgrade to access each of them. As you upgrade C0NT4CT, it will become your one-stop shop for Operations and Quests and to access Missions from the surface too. You’ll only need one mission device instead of three.

Support our Project


[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/

Changelog v2.0.3.116006


New Content
[expand]
  • Adding new UDA Resource Supply Packs in the workshop
  • Adding ability to do SMPL3 Quests on Outposts
  • Updated recipes and stats for all new shields, unlocked Composite and Carbon Fiber shields
  • Update durability on new shields
  • SMPL3 Missions can now reward Ren
  • Added new SMPL3 Mission Complete popup that tells you how much Experience and Ren were earnt by completing the mission
  • Set SMPL3 mission Ren rewards to 10/20/30 for easy/normal/hard difficulties
  • Adjusting the Names and Weights on the UDA Resource Packs
  • Added mission completion exp icon
  • Adding Ren Reward UI element to the Dynamic Quest Selection Display
  • SMPL3 Quests are triggerable on Outposts & Open Worlds but not Mission Mode
  • Fixed SMPL3 mission Ren reward being scaled by mission difficulty twice
[/expand]

Fixed
[expand]
  • Adjusted Drac carry animation to better line up with the players hands, needs investigation as to why the legs no longer move with locomotion anims while being carried
  • Adding saddle creak clink audio for riding saddled mount. Audio and event, no current implementation
  • Update the current storm weather warning to show the current storm tier icon
  • Added time on prospect to inventory screen, so players on persistant prospects can know their time on that prospect. Works for all game modes
  • Fix creature vocalisations not playing for clients if AISetup row hasn't been set to a default in the creature character blueprint. Tweaked AIVocalisationComponent initialisation flow so that it works more reliably for both server and clients
  • Fixed fishing in prometheus arctic (Adjusted the spawn config colour json to match the actual colours in the heightmap for prometheus arctic biome)
  • Added Salt based Gunpowder recipe, requiring 1 salt, 1 charcoal and 1 spoiled plant
  • Added refund for Inert Volatile Substance to grant 1 salt
  • Added RefundOnly recipe set to be used to allow refunds but no crafts
  • Applied correct textures for Acidic Gland material
  • Fixed Frozen Ore using Fiber drop mesh
  • Update names of Obsidian, Cold Steel and Miasmic Throwing Spears to be correctly named Javelin
  • Added half pitch icons to clay brick half item icons
  • Added data table validation function to throw a warning when colors in the spawn map are mismatched with the spawn zones colors
  • Added Platinum and Titanium Deep Mining Ore Materials and Textures
  • Adding biome specific grasslands rain event which automates based on intensity giving a better feel for storms and more appropriate for the biome
  • Fix Caves Not Listed In Prometheus Bestiary
  • Lowered Miasmic Arrow break chance to 10% from 20%
  • Fixed Obsidian and Cold Steel Arrows break chance from 90% to 15/10%
  • Added attachment slots to all Sledgehammers
  • Quests now only call the event 'QuestAbandoned' when actually abandoned instead of also when quest ends normally.
  • Mission 6 clean up (Both traitors, 3 cave icons, G15 device, 5 blood clues) all get deleted when their parent quest gets deleted.
  • G15 camp and base now persist after mission is completed but destroy after you abandon the quest
  • Level clean up of painted foliage ore (developer purple)
  • Removed duplicate lava voxels from cave in Purple dev quad. Added new utility widget to aid in tracking down foliage instances that are placed in the same world location
  • Removed more duplicate voxel foliage from Developer quads Blue, Green, Purple
  • Fixed mounts not eating from food troughs with only Animal Feed in them
  • Exotic node spawn locations no longer have to be authored in each D_ProspectList row; an absence of defined spawns will mean that all in-bounds meta spawn locations are selected from. In the case where all meta spawns are valid, at least one red exotic is guaranteed on Prometheus terrain
  • Fix an editor utility that has broken the build
  • Fix an issue where players would grow after mounting a horse
  • Swapped Left and Right window icons for new building pieces, as they were flipped
  • Fixed Larkwell Ballistic Bolt having 0 break chance
  • Fixed Miasmic Throwing Knife showing as Titanium Throwing Knife
  • Fixed a crash case when leaving a prospect via dropship
  • Prevented voxel rebuilds of fully mined voxels during loading of map tiles
  • Stone voxels that are fully mined are no longer saved as they can't be regenerated by a Thumper later
  • Prevented retaining recorders triggering an async flush due to renaming
  • Removed invalid pins in W_EditorUtility_QuickSelect to fix build validation
  • Fixed issue with nav jump links for crevasses causing contained level to never get properly garbage collected
  • Moved level garbage collection check from game state to game instance
  • Temporarily disabled jump links on crevasses as it was causing the map tile to not be able to be garbage collected after unloading. This was then causing map tiles with cravasses to not be able to stream back in correctly if returned to, resulting instead in only the LoD for that map tile being shown (which has no collision)
  • Adjusting Costs for UDA Resource Packs
  • Adding new WorldStat IsOutpost for quick lookup
  • Un-flipped weather icon of current weather event. Icon now correctly shows the same orientation as expected
  • Prometheus: Fixed Exploration missions using Beachday weather pattern, now correctly use MidPeak to have varied weather
  • PRO_Story_1: Updated weather to use MostlyMild, slightly more varied than Beachday (adds an extra +1 tier storm)
  • PRO_Story_2: Updated weather to MidPeak instead of Beachday, to bridge the gap between mission 1 and 3
  • MAGMATIC: Updated weather to Suprise_Mild, notably this adds a +2 tier storm
[/expand]

Future Content
[expand]
  • Added lava hunter stone statue material, textures and static mesh
  • Rotated a Cave in C1 to prevent players being stuck in the underwater animation and Fixed a Seam between the landscape and a Cave, Tecton
  • Updated Equix trophy with mesh masks and improved Gfur LODs
  • Updated blueback trophy with mesh masks and improved Gfur LODs
  • Added art assets and blueprint for Drac trophy
  • Added art assets and blueprint for Stonejaw trophy
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass and Fixed a Seam between cliffs and landscape, Purple Quad and Red Quad, Prometheus
  • Small improvements and adjustments to spear and arrow impacts after velocity removal. Created generic throw event to be used if necessary to improve throw intensity. Not currently in use
  • LC Macros - tweaks to snow materials, added mesh variants of macros with snow materials
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass and Fixed a Seam between cliffs and landscape, Purple Quad and Red Quad, Prometheus
  • Adding non-voxel versions of SML and MED LC rocks for Phase 3 prototyping and testing
  • Added chala trophy to the project
  • Added chamois trophy to the project
  • Added roat trophy to the project
  • Added cave worm trophy to the project
  • Added pronghorn trophy to the project
  • Ice Building Tier prototyping - added MA_BLD_ICE, WIP replacement textures for stone wall kit
  • Submitting in progress developer assets
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Log a hash of pak file detail on the title screen
  • Updated naming of the proghorn trophy shaders to correct naming
  • Change the way hashing is generated for meta pak details (use UTF-8 string encoding)
  • Submitting in progress developer assets
  • Added arid striker trophy to the project
  • Added snow striker trophy to the project
  • Added crocodile trophy to the project
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass, Added New NOVOX PFS, Adjusted The Rock Values and Cliff Pass, Red Quad, Prometheus
  • Setting up and Adding Larkwell Armor Alpha (current stat setup is fall damage mitigation, stamina regen and overencumbrance penalty reduction, subject to change), feature locked out
  • Adding Item Icons for the Larkwell Alpha Armor Set and adjusting talents
  • Added DEP_T2_Communication_Device with animations
  • Adding Workshop 'MXC Cot' adjusting stats and adding workshop talent and price, feature locked for now
  • Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
  • Adding Rustic / Raw Wood Lamp
  • Adding Rustic Signs and their 3 variations, feature locked out for now
  • Added brutalist living chair to the project
  • added brown bear armor, BP for gfur, 1st and 3rd peson sk meshes, materials and textures
  • Added Brutalist bed and brutalist base materials and textures to the project
  • Adding Brown Bear Armor, Feature locking out for now
  • Replaced brown bear armor 1st person arms with correct rig
  • Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
  • Adding Inaris Canteen, feature locking out
  • Adding Chefs Backpack, Farmers Backpack, Explorers Backpack, Icebox Backpack, Medic Backpack and Tech Backpack Items and Workshop Talents, Feature Locking out
  • Added Deep Mining Ore materials and textures for Oxite, Salt, Stone, Clay, Scoria, and Obsidian
[/expand]



Icarus Week Ninety Two Update | New Mount, Bone Armor & Fixes

Week Ninety Two is here and brings the Terrenus mount to Icarus. Slotting in between the existing mounts (Moa and Buffalo) in terms of utility, the Terrenus can be found across all three maps and tamed just like its predecessors.

We’ve also released the Bone Armor Set. This was originally set aside for a Twitch Drops campaign, but we decided to let everyone have it rather than keep it in reserve. We’ve also added DLSS 3 support for those playing with DX12.

On top of this, we have updates on Hypatia, some changes to modules and a performance improvement that was supposed to be included last week.

See the full details below.

Notable Improvements
  • The Dynamic Nav Mesh was re-enabled. The lack of this was causing poor creature pathing and preventing Creature Deterrents from working.
  • Fixed a case where players would not get mission rewards if they weren't present for the start of a mission after they had previously completed one on the same prospect (i.e. open world).
  • Wind turbines can now be placed closer together
  • Prospectors are now prevented getting sprains or broken legs from falling if their fall resistance is capped
  • Improved the mission complete popup to include the name of the mission that the reward is for, whether the mission is the current one or a previous one, and are now showing the actual reward



Bonus Content: Bone Armor Released


We had hoped to run a Twitch Drops campaign alongside the release of New Frontiers in which we were going to provide the Bone Armor Set you may have seen devs playing with on streams. Unfortunately, we ran into some issues with timely approvals so have decided we would release this week to everyone for free as a way to say thanks for the New Frontiers reception and support.

If you have been enjoying Icarus and New Frontiers please consider leaving a review on Steam, you can leave a review on the base game and any DLC separately. It really does make a massive difference and helps the studio out.



This Week: A Brand New Mount


This week's biggest feature is our new mount, the Terrenus. This is a horse-like creature that spawns on all three maps, Olympus, Styx and Prometheus in the forest or grasslands biomes. This is the first of several new mounts which will make their way into the game.

This mount slots in between the Moa and the Buffalo in terms of utility. It has 10% more speed than the Moa currently has, so as a result we have increased the Moa movement speed by 38%. The Buffalo’s speed has also been increased by 8% to balance out the changes.

The Terrenus can be equipped with a standard saddle, and just like the Moa and Buffalo, requires you to nurture a foal and raise it for you to be able to use it as a mount.


Modules Buffs & Diminishing Returns


Last week's update included a change with the module system, which now grant diminishing returns when stacked in your envirosuit. This was supposed to be paired with a buff to some modules but this was accidentally left out. We’re now including those buffs this week.

Modules aim to massively increase the diversity of builds, but not provide a way to get buffs which break the game's balance. Buffing modules without diminishing returns would cause these game breaking numbers, but implementing diminishing returns without the buffs would cause what happened in the last week, a massive nerf that many players noticed.

We have now buffed the modules to their correct values to match the diminishing returns. Here are a couple of examples:
Movement Speed Module Stacking


Old modules, with flat stacking

5%

10%

15%

20%



New modules, with diminishing returns

10%

15%

18%

20%

Fall resistance Module Stacking


Old modules, with flat stacking

25%

50%

75%



New modules, with diminishing returns

40%

60%

70%


This will mean that modules will provide better rewards for less investments in modules, but these will slowly become less valuable as you stack more and more. However, you are still able to get close to the old level if you wish in most cases.


DLSS 3.0 Support

Working with our friends at NVIDIA we have added support for DLSS 3.0. Powered by AI rendering technology and dedicated Tensor Core AI processors on GeForce RTX GPUs, DLSS speeds up frame rates while still providing image quality similar to native resolution. If you are running Icarus in Direct X 12 mode and have an RTX enabled NVIDIA card, turn on Frame Generation in the Graphics Settings to take advantage of the performance boost.


Coming Soon: Hypatia

Now that we’ve completed New Frontiers and have addressed some of the larger bugs and balance fixes that players have requested, we’re jumping back into putting the majority of our effort towards the free Hypatia update.

We’ve already selected the base set of missions we are planning on converting to operations, and work is beginning next week on these. You can see us testing the initial converted operations in our Twitch streams over the coming weeks.

We are also working on adjusting the mission requirements for some of the Prometheus missions and adjusting the mission flow. This will include centralizing all the mission launch interactions with one device that you upgrade, rather than three separate devices for each tier of operation. More information on this next week.
Next Week: UDA Resource Supply Packs

Next week for sale in the workshop will be a collection of UDA Resource Supply Packs. These can be unlocked for Ren and will allow for the delivery of some planetary resources directly to you thanks to the Orbital Exchange Interface.

In addition SMPL3 missions will be available on Outposts and will also grant you a small amount of Ren upon completion.

Support our Project


[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 v2.0.2.115842


New Content
[expand]
  • Adjusting Default Terranus Names
  • fixing weighting of the Horse saddle to better follow spine bones
  • Matching horse gravel footsteps with moa and buffalo. Added more texture to vary surfaces
  • Adding Horse and Juvenile Spawning On Oly, Styx and Pro
  • Adding audio for mounting saddled creatures
  • Added text for the Terranus to bestiary, itemable
  • Fixing normal horse being resized in two different places which caused it to be a different size to the horse mount
  • Set up for remaining mount footstep VFX
  • Fixing Horse audio not replicating to clients by adding the horse to the behavior dropdown in the NPC BP
  • Adding Terranus name to Experience Events and Stats, removing feature level lock from bestiary data
  • Adding in variant mesh for the Horse Juvenile creature to further provide visual difference between the two
  • Duplicating Horse Idle anims and montages so unique vocalisations can be added for Horse and Juvi
  • Updates to Horse, Horse Mount, and Horse Juvenile locomotion BSs to mitigate foot sliding.
  • Fixed Horse GOAP not being able to move.
  • Switched Horse BPs over to new bespoke idle montage.
  • Horse GOAP can now attack forward and backwards.
  • Fixed Horse juvenile / mount never completing their eating action.
  • Horse no longer immediately halts when completing it's move order (unless attacking).
  • Reduced Horse Mount's turn rate.
  • Horse Juvenile now uses updated mesh
  • Unlocking Bone Armor for all players to have as the twitch drop's campaign fell through
  • Fixed build validation by removing old anim ref.
  • Reduced attack range of horse mount, shifted attack source location forwards.
  • Fixed incorrectly positioned head blocking collider on horse mount
  • Fixed Mount Horse inventory preview character not copying owner's skin.
  • Slowed down juvenile horse.
  • Horse mounts can now attack
  • Tidy up of BP for audio when mounting saddles
  • Renamed Terrenus
  • Added Bestiary trait to Terrenus
  • Adjusted collider size on horse mount to allow moving through doorframes.
  • Horse/Horse Mount mesh is now scaled to preferred size instead of default root scale
  • Increased Horse Mount's damage, gave it its own damage curve asset
  • Increased Terrenus Max Stamina (300 -> 350)
  • Increased Terrenus Weight Capacity (100 -> 200)
  • Adding horse attack sounds, aggro event, stomp and anim notifys and data table entrys
  • Lots of small improvements and adjustments to the horse mount audio.
  • Adjusted attack volume and stomp volume.
  • Vocal spacial to be more directional and added jump whoosh to animation, less nieghs in jump idle animation so it doesn't become annoying
  • Lots of small improvements and adjustments to the horse mount audio. Adjusted attack volume and stomp volume.
  • Merging in changes from NvidiaDLSS branch, adding support for DLSS3 / Frame Generation
  • Renaming 'Terranus' -> 'Terrenus'
  • Added terranus bestiary image
  • DLSS-G should no longer activate until settings UI has been closed when enabling on prospect
  • Reduced aggression range of Horse. Attacking while mounted on horse should now play correct attack montage (forward attack instead of rear). Increased Horse health, mass, and melee damage. Increased follow speed of juvenile horses. Adjusted location of Horse's head blocker collider
  • Fixed misname in Terrenus Bestiary and Carcass items
  • Fixed bug where horse would flicker between swimming and not swimming when submerged in water, causing glitchy looking swimming animations. Disabled overlaps on BP_Mount_Base's head collider. Fixed bug where FloatableComponent wasn't correctly keeping track of multiple overlaps with the same WaterBody
  • Removed some DLSS-related dlls from gitdependencies xml as version in p4 depot is newer
  • Disabled r.ShaderDevelopmentMode by default
  • Shaved Juvenile Horses legs
  • Disabled debug traces on seatbase
  • Added a small offset to seat exit collision checking to hopefully fix issue where players on dedicated servers can't dismount when standing on building floors
  • Adjusting vocalisation attack notify timing for horse on main attack
  • Hooked up new horse/zebra idle and turn-in-place montages
[/expand]

Fixed
[expand]
  • Added a small offset to seat exit collision checking to hopefully fix issue where players on dedicated servers can't dismount when standing on building floors
  • Fixed a bug where when missions cleanup it calls abandon on every quest and subquest. Now only calls if you press the abandon button
  • DLSS Frame Generation no longer shows 'ON' in settings menu if it was turned on previously and is no longer supported
  • Adding GL biome option to Niagara Dynamic Input Script, pass over Niagara systems effected by this change
  • Fixing assets, related to change 115406
  • Fixed fallback selection for localized animal swarms in volcanic areas selecting Hyena ocassionally
  • Fixed typo in Miasma modifier
  • Adding unique audio for picking up arrows. Adding event, audio and data table entrys
  • Fixed a bug where if you had more than 6 ingredients in a recipe, the UI would overflow onto the 'craft' button
  • Adding new metal spear impact event and removing unused velocity behavior from arrows and spears and fine tuning events to be appropriate without unused volume automation curves.
  • Added correct spear impacts to ballistic impact events etc
  • Initial refactor for mount movement VFX propagation, Effects now play off appropriate socket location. Requires setup in mount BP and footstep notify. Initial Setup for Buffalo, Moa, Swamp_Bird and Swamp_Bird
  • Processors now attempt to stack items on inventory overflow (prevents composters from causing performance issues)
  • Mounts no longer attempt to drink from lava lakes. Mounts no longer navigate to middle of water bodies when drinking
  • Module Stacking is now set to Ceil instead of round, favouring the player, this means that a dimishing return value of 1.2 rounds up to 2
  • Buffed Movement Speed Module (5% -> 10%) making it achieve the same if not higher values when stacked with diminishing returns
  • Buffed Fall Damage Module (25% -> 40%) taking into account dimishing returns on stacking
  • Buffed Consumption Module (10% -> 15%)
  • Buffed Inventory Slot Increase Modules (2 -> 3), (5 ->6). These do not have diminishing returns when stacking
  • Buffed Carry Weight Module (5% -> 15%) taking into account dimishing returns on stacking
  • Debuffed Fishing Module (25% -> 10%) as the Fish Caught Quality was too high, chance to catch unique was unchanged at 200%
  • Debuffed Taming Module (Stamina 100% -> 50%) speed was unchanged
  • Agent bodies and communicator in Prometh mission 4 now clean up once mission is completed
  • Updating Equippable Data so the Diminishing Returns on Modules etc is off by default
  • MAGMATIC: Updated rewards to grant red exotics instead of purple exotics
  • SHADOWED: Rebalanced spawn rates of creatures, notably first and third zones have reduced creature count
  • DISPATCH: Reduced difficulty of creatures in the defense phase
  • Hid log spam about invalid voxels being skipped during level streaming
  • Removed unecessary voxel warning message during build cooking
  • Removed error message from dedicated server lobby start up caused by trying to resolve active prospect while in lobby
  • Fixed a case where players would not get mission rewards if they weren't present for the start of a mission after they had previously completed one on the same prospect (i.e. open world)
  • Improved the mission complete popup to include the name of the mission that the reward is for, whether the mission is the current one or a previous one, and are now showing the actual awarded resource values as they were previously calculated separately
  • Reducing the Wind Turbine Collision Range to be 2 tiles instead of 4
  • When highlighting the wind turbine all collision areas will show from all turbines
  • The Icebox, Refrigirator and Deep Freeze can now store Ice
  • The Arctic Head Armor not longer requires Arctic Pelts but instead requires one Polar Bear Head
  • Fixed Navmesh not being active in game.
  • Removed invalid loading screen video
  • At capped Fall damage resistance, prevented prospectors from getting sprains or broken legs from falling
  • Fixing Blueprint / Workshop Talent trees from unintentially displaying 1% for all their item stats
  • Reducing the Wind Turbine Collision Range to be be slightly smaller again
  • Fixed issue that was preventing voxels from finding their save data quickly. Has now been changed to cache by the voxels location as the names were still unstable
  • Removed recorder fast paths for GUID and actor name path due to stability issues
  • Updated Obsidian Pickaxe to enable gathering of all ores
  • Updated Obsidian tools to use Obsidian rather than Shaped Obsidian
  • Obsidian tools now correctly use shaped obsidian again
  • Heavy Obsidian armor now uses raw obsidian to repair as intended
  • Refridgerator can now store Ice as intended
  • Potential fix for voxel material streaming crash
  • Fix an issue with partially mined breakable rocks on save/load
[/expand]

Future Content
[expand]
  • Adding Niagara system for testing creature footstep VFX
  • Added cliff meshes & blended in cave entrances in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Ashlands, Red Quad, Prometheus
  • Added equix trophy art assets and blueprint to the project
  • Added blueback trophy art assets and blueprint to the project
  • Added cliff meshes & blended in cave entrances in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass and Fixed a Seam in Macro Impassable, Purple Quad and Red Quad, Prometheus
[/expand]