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Icarus Week 102 Update | Rare high tier Ores now found in Deep Ore Veins

Week 102 is here and features new Deep Ore Veins of Titanium, Platinum, Salt, Clay, Scoria and Obsidian for you to drill.

We’ve also enabled Exotic voxels in Open World caves which will replenish using the Meteor Shower event we debuted last week.

This week we’ve also released two new architectural DLC, an Industrial Furniture Set with 36 pieces and an Art Deco Furniture Set with 26 pieces for you to purchase and adorn your base with. These support our ongoing development of Icarus and are some of the most detailed and unique pieces we’ve released to date.

Jump in and have a read.

Notable Improvements
  • Exotic voxels will now spawn in Open World caves, these will replenish with Meteor Shower events
  • You can now place deployables on top of rugs which was previously blocked
  • Vapor Condenser rewards have been updated to include Enzymes in addition to Exotics when in its ‘active state’ which as of last week includes Open Worlds
  • Fixed Teenage Caveworm and Landshark dropping Caveworm loot rather than their respective loot table


This Week: New Deep Ore Veins


New Deep Ore Veins have been added to all three existing maps. The new resources available include Platinum, Titanium and Salt on Olympus, Styx and Prometheus - and Clay, Scoria and Obsidian exclusive to Prometheus.

This adds some of the higher tier ores as options for your set-and-forget drills, and make those longer Open World sessions where resources become more scarce, easier to manage.

A big reason for the addition of these new veins has been to introduce these resources earlier for players in their sessions. Salt for example offers value in food preservation, so it makes longer journeys more accessible earlier in the game.

The addition of Clay, Scoria, and Obsidian also makes the Lava biome more accessible earlier in Prometheus, and Obsidian weapons offer great advantages when venturing into the Arctic. These have also been added to the Deep Mining Ore Scanner's and the veins are locatable with this device.

A lot of these have come via community requests and suggestions, so keep these coming in Feature Upvote. We’ve added more veins in total also, so you won’t find other resources now more diluted in the overall available pool.

There’s also now a chance to find Exotic voxels in Open World caves on all three maps. These will replenish with Meteor Shower events we introduced last week.



Each Week: Performance


While it may not be mentioned in our weekly blog each week, performance is an ongoing part of our work, and those who dive into the detailed changelog below will notice some of the improvements we’re making week-on-week.

As part of the performance work, we have been looking at a way to reduce the impact of loading across the map which can cause stutters. This is mainly focusing on adjusting the way caves are spawned in, and we’ve had some early positive results, but this is still very much in the early stages of testing.

We have also been looking into what impact we can have in reducing the pack sizes of the game and therefore the download size. As some of you have mentioned before, the process of downloading and patching the updates can be lengthy, due to the stark differences in how Unreal Engine packages build and how Steam wants to unpack them. What we’re hoping is this work will improve the download speed, which will at least impact this positively. This will go through rigorous testing before being released, but if all goes well this should be out in the future.

Industrial & Art Deco Packs


https://store.steampowered.com/bundle/36462/Icarus_Architecture_Bundle/

We’re releasing two new Architectural DLC this week - the Industrial Furniture Pack and the Art Deco Furniture Pack.

[h2]Industrial Pack[/h2]

https://store.steampowered.com/app/2679990/Icarus_Industrial_Furniture_Pack/

The Industrial Furniture Pack comes with two sets of items in their own theme and design. These are Industrial and Brutalist.

The Industrial Set includes 18 items in dark tones of black marble and flecked silver. These have a rough and practical design with sharp edges and little in the way of excess material, creating a dark yet simple feel to any room they adorn.

The Brutalist Set includes 18 items also, with an even more simplistic concrete approach, but a tad more design flair in their craftsmanship. These pieces have a geometric flair that applies the concepts of minimalism and physics to create timeless yet simple pieces that can blend into any environment.

The Industrial Set is unlockable at level 10 and craftable at the Decorations Bench with Iron Ingots and Steel Screws. The Brutalist Set is unlockable at level 20 and also craftable on the Decorations Bench, with the added material of Concrete required.

[h2]Art Deco Pack[/h2]

https://store.steampowered.com/app/2686540/Icarus_Art_Deco_Furniture_Pack/

The Art Deco Furniture Pack is also available, and is by far our most lavish and luxurious set yet.

Including 26 items, this set includes pieces such as Chandeliers, Candlesticks, Safes, Vault style storage units and Rugs among other pieces, all adorned in lavish gold with gun metal grey highlights and a decadent, twirling design that brings a sense of class to any room you place them in.

Designed to celebrate the night sky above, the solar system theme can be found in every piece of the set, and the rich gold tones will shimmer in any light that bounces off it, be it from the Fireplace, Chandeliers or Candles.

The Art Deco Set is unlockable at level 20 and craftable on the Decorations Bench, and requires Gold Ingots, Platinum Weave and Steel to craft.

[h2]Support our work with these DLC[/h2]

After 102 weeks of free updates, you can imagine the amount of work we have poured into Icarus is substantial, nearing the two-year mark of dedicated work and new content being added to the game.

Making games such as Icarus is expensive, and while other studios might have the size to sustain it, we are a much smaller team than our compatriots that produce the other games you love.

All our DLC support the ongoing development of Icarus, and without them we’d have to ask questions about the project's sustainability.

DLC such as these are concepted, then modeled and rigged by our art team, before being added to the game by the designers and having the lore and narrative for them written by our writers, and any sound created and added by our audio engineers. They even go through our tech and testing teams who make sure their features work and they don’t negatively impact performance. Even the Steam page for them and this weekly blog talking about them is done by our Marketing team, so everyone in the studio has a hand in bringing them to life, just like every other feature we do, be it free content or paid.

It really helps us out when you guys get behind the smaller pieces of the game we put out, as it keeps us moving forward and being able to work on the content, improvements and patches we bring out in our free updates. Thank you to everyone who has already bought any of our DLC, and we hope these give you something else to add to your bases.



Next Week: New Animal Rugs


Next week’s update will bring two new Animal Rugs for you to craft and adorn your bases with. These are Bear and Polar Bear Rugs, the true sign of a dangerous hunter when adorning their home.

These will require vestiges, pelts, fur and leather, so if you want to craft these the moment they launch, start gathering your materials now.



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.

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

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

Changelog v2.1.5.117759


New Content
[expand]
  • Added deep ore deposits to all quads, Styx
  • Permit exotic voxels in open world, replenish exotic voxels as part of 'timed meteor replenish event'
  • Enabling salt, platinum, titanium deep ore nodes
  • Enabling spawning of clay, obsidian, scoria deep ore nodes on Prometheus

[/expand]


Fixed
[expand]
  • Fixed a few more instances of the word wooly being used in place of shaggy for the Shaggy Zebra
  • Fixed an issue where trophies were using the name wooly zebra instead of shaggy zebra
  • Added a tag you can add to items that will allow things to be stacked on it. 'Buildings.Stackable'
  • Added item classifications (recipe filters) for each decoration set, and statues
  • EL CAMINO: Fixed loot granting Health Paste instead of the new Health Enhancement Tonic

[/expand]


Future Content
[expand]
  • Added text for Art Deco set
  • Added deep ore deposits to all quads, Olympus
  • Adding Art Deco Items, Talents, Icons Etc
  • Adding Packflags for Industrial & Art Deco Packs
  • Adding new cheat to spawn item sets based off itemtemplate prefix
  • Adding first pass molotov VFX and Materials. Added new effects to BP_Payload_Molotov
  • Adding correct socket to axe attack whoosh animations to fix whoosh not following the hand. Small adjustment to spacial to balance against now moving whooshes
  • Added chimney caps for the art deco fireplace
  • Resaving the data table with the inhaler audio so its pointing to the right data row
  • Added emissive element to art deco wall light
  • Added destructible meshes + material for Art Deco Fireplace (base, mid, extension) and Vase
  • Added deep ore deposits to all quads, Prometheus
  • Added destructable meshs for art deco assets
  • Added missing DM for DCO_BedSingle_ArtDeco
  • Ice Mammoth - CAC maps and material setup for ice pieces
  • Yellow Quad on Prometheus
  • Added final Art deco assets to the project. Nightstand, bookshelf, and vault
  • Added most remaining Art Deco furniture items, as well as assgned proper PMs to all Art Deco materials
  • Manual Cave Pass, Foliage Pass and Placement of Obsidion and Scoria, Ashlands, Prometheus
  • Added Voxels & Set Dressing Pass, Ice Sheet Yellow Quad on Prometheus
  • Scorpion Rifle - added remaining textures/materials, set up mesh LODs, collision, physics assets
  • Submitting Mini Hippo and textures
  • Added recipes for the Brutalist furniture set
  • Fixed recipes for the Industrialist furniture set
  • Adding biolab inhaler audio, event and data table entries
  • Added art assets for art deco wardrobe, safe, dresser and chandelier
  • Added Several more assets for the Art Deco Furniture set
  • Added Voxels & Set Dressing Pass, Ice Sheet Yellow Quad on Prometheus
  • Voxel pass and cliff polish pass, ashlands, prometheus
  • Shortening more overly long audio files
  • WIP commit of materials and textures for Scorpion Rifle
  • Small balance adjustment to the scorpion crossbow
  • Round 2 of adjusting any long files (over 50 seconds) to shorter versions for better efficiency
  • Field Guide resources and tools first pass
  • More work on molotov VFX, Fire effect now rotates to impact normal
  • Reducing excessively long audio event so not too many instances play at once
  • Adjusted LODs on art deco safe
  • Field Guide clickable navigation on icons (between categories)
  • Adding deploy gold deco sound to all gold decorations
  • Adding Gold decorations deploy audio and event
  • Adding Destructible Meshes for the remaining Art Deco Set
  • Removing unused talent and renaming gold -> art deco
  • Adding Art Deco in world droppable mesh
  • Adding in Art Deco Fireplace & Caps
  • Freed up additional linked objects from the IcarusActor header file
  • Freed up additional linked objects
  • Field Guide - fix the build again (missing WITH_EDITOR guards)
  • destructible meshes for chimney caps, added logs to Fireplace DM
  • Added logs to art deco fireplace
  • Enabled weather events in new Prometheus biomes
  • Added Art deco decoration kit assets
  • Field Guide display multiple recipes when an item has more than one way to craft
  • Field Guide fix the build
  • Decal pass and Manual caves in Red and Purple Quad, Ashlands, Prometheus
  • Field Guide localized sort of displayed search results
  • Field Guide add a widget switcher to prevent view rebuild when changing from search to category list
  • Removed Cave Worms, Added to Cave Network and Set dressed Area, Ice Sheet Yellow Quad on Prometheus
  • Manual Cave Pass and Decal Pass, Ashlands, Prometheus
  • Field Guide add a 'catch all' category for any itemables not in another category
  • Adding small wood broken event and to data table
  • Adding small wood deployable item audio and applying to items
  • Field Guide add search option for items
  • Creating additional destruction sounds. Adding audio and event and data table. Dense metal
  • Added One extra Cave Deep ore Deposit to all Styx and Oly Prefab Caves
  • Updated Art Deco Chandelier to correctly be a light
  • Added One extra Cave Deep ore Deposit to all Styx and Oly Prefab Caves
  • Fixed recipe list search bar not allowing clicking across the entire bar
  • Added recipes for Art Deco Decorations set
  • Fixed fire and smoke effect on Art Deco Fireplace
  • Initial setup for decoration classifications (pending icons)
  • Field Guide add an overview page for the items view
  • Cliff Pass on open areas in the Ashlands and Decal Pass, Prometheus
  • Added Cave Worm Spawns to New Cave Network & Placed Deep Ore / Super Cooled Ice, Ice Sheet Yellow Quad on Prometheus
  • Adding correct data tabel entry to all gold items in itemstatic
  • Adjusting destruction sound for gold decorations. Adding cooldowns
  • Field Guide create a custom index and page view for armor
  • Field Guide show 'no icon' for no icon, conditionally hide some fields
  • Fixed several asset startup warnings
  • SK, physicsAsset, material, textures added for T3 Platinum shovel (SK_ITM_Shovel_T3)
  • Field Guide Tidy up overlap on index screen
  • SK, physicsAsset, material, textures added for T4 Titanium shovel (SK_ITM_Shovel_T4)
  • Cleaned up startup warning for some assets
  • Adding Basic Setup for Beehives using new deployable logic
  • Adding Queen Bee, Beehive, Beehive Expansions, honey, honeycomb, beeswax and other related items, basic setup
  • Set Dressing New Cave Network with Stalagmite, Ice Sheet Yellow Quad on Prometheus
  • Decal pass and Landscape Sculpting, Ashlands, Prometheus

[/expand]

Hypatia Part II | Olympus Operations and respawning Exotics

Hypatia Part II is here.

You can now play 21 Operations that have been transitioned over from Missions in your Olympus Open Worlds. These Operations have been hand-selected with a range of challenges to choose from.

We’ve also added Exotic respawning in Open World, with the new Meteor Shower event occurring every 3 hours and spawning new nodes, veins, voxels and exotic plants.

Jump in and have a read.

Notable Improvements
  • Open World Selection Screen now shows Operations for Olympus and exotics for all 3 maps
  • Fixing Desert Mammoth Trophy not being the Desert Mammoth Trophy when placed
  • Fixed Tusker Trophy deploying as Komodo Trophy
  • Fixed Viscid only granting Wolf kill experience by accident
  • Encroachment: Extermination - Fixed clients seeing incorrect kill requirements for The Great River, showing the objective as complete when it wasn’t
  • Meridian: Extraction - Added supply drop to deposit ingredients into rather than the same box to fix a bug where the box would clean up too fast. Changed the mission text to match
  • Improvements and fixes for Strange Harvest: Research and Strange Harvest: Bio Research




This Week: Olympus Operations


Hypatia Part II is here, and as promised, it features Olympus Operations.

21 missions have been added as playable Operations in your Open World prospects on our original map, Olympus. These 21 missions have been hand-selected as missions that best suit the Operations model and Open World play. They provide unique challenges that suit a more established prospect where you often start with higher-tier gear.

We also recently reorganized the Olympus Missions, allowing for a smoother progression through Operations and allowing you to do more Missions without having to repeat every ‘scan’ Mission. When you’ve completed all the Operations, this will also fully unlock all of the Olympus Missions as individual prospects to play the traditional way.



This Week: Exotic Respawning & Meteor Showers


Hypatia Part II also brings the long-awaited Exotic Respawning and Open World Exotics to Icarus.

This means Exotics can now be extracted from your Open World prospects through exotic deposits, earned along side enzymes in Horde Mode, or farmed from plants on Prometheus. Next week, we’ll also add Exotic Voxels to mine.

Exotics now respawn in Open World games through the new Meteor Shower event.

Every 3 hours there will be a map-wide Meteor Shower that will only trigger if you have fully extracted an exotic deposit during that time period. This causes up to three new exotic veins to spawn across the map. On Open Worlds currently only three exotic veins can be 'active' at any one time.

This also resets your Radar scans, allowing you to rescan and find new veins in their new locations.

Regardless of whether the Meteor Shower happens or not, every three hours Exotic Plants on Prometheus prospects have a chance to spawn, and Geysers have their completion numbers reset, allowing you to gather exotics again.



Coming Soon: Batteries


Our Batteries project is making progress, and we wanted to give you an update on where this is at.

Our recent work includes adjusting outward network flows locally to allow for brownouts and modifiers to be applied when the power output isn’t high enough. We have also allowed for variable flow rates and crafting to still occur even when you’re lacking adequate power supply, but at a reduced rate of speed.

We are still in the testing phase of all of these adjustments, so they may change considerably from the current forms. To make sure this is effective and player-friendly, we’re doing a QoL pass at the same time as we play with these features.

We’re also looking to include a system which allows players to debug networks in-game, either using tools in-world or having a unique UI.



Each Week: Performance


While it may not be mentioned in our weekly blog each week, performance is an ongoing part of our work, and those who dive into the detailed changelog below will notice some of the improvements we’re making week-on-week.

As part of the performance work, we have been looking at a way to reduce the impact of loading across the map which can cause stutters. This is mainly focusing on adjusting the way caves are spawned in, and we’ve had some early positive results, but this is still very much in the early stages of testing.

We have also been looking into what impact we can have in reducing the pack sizes of the game and therefore the download size. As some of you have mentioned before, the process of downloading and patching the updates can be lengthy, due to the stark differences in how Unreal Engine packages build and how Steam wants to unpack them. What we’re hoping is this work will improve the download speed, which will at least impact this positively. This will go through rigorous testing before being released, but if all goes well this should be out in the future.



Next Week: New Deep Ore Vein Types


Next week we’ll be adding new Deep Ore Veins to all maps, increasing the possible resources that can be collected from them and the number of Deep Ore Veins available. In the past, this was limited to lower-tier resources the majority of the time. Next week we’ll be releasing the full list of all the new resources that can be gathered.

As part of this patch, we’ll be adjusting the way resources are set up which may cause the respawning of some voxels, trees and plants in various areas of the map. If there are any issues, make sure to report them here in feature upvote.



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.

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

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

Changelog v2.1.4.117586


New Content
[expand]
  • Hypatia Merge
  • Enabling Operations on Open World & Allowing Exotic Respawning on Open World
  • When exotic deposit resources are exhausted they will no longer show up on any future radar scans

[/expand]

Fixed
[expand]
  • Strange Harvest: Bio Research - Changed final pod to a transport pod. Removed double up of icarus map icons on satelite
  • Open World Selection Screen now shows operations for olympus and exotics for all 3 maps
  • Adding pickup weapon sound for guns and crossbows
  • Strange Harvest: Reserach - Decreased the search area radius' to more accurately represent the travel quest. Removed a description override within the first drop pod quest so it displays the proper mission text
  • Adding bow pick up audio and balancing against other pick up sounds. Removed spacializer. Saved pickup spacializer as a preset and added to all pickups so they are consistent. Data table entry
  • Change food modifiers from 'stack, max 1' to 'replace' and make datatable validation more explicit
  • Adding pickaxe / axe pickup sound
  • Fixed Corn (uncooked) not giving the raw food modifier
  • Meridian: Extraction - Added supply drop to deposit ingredients into rather than the same box to fix a bug where the box would clean up too fast and changed the mission text to match
  • Shortening pickup axe audio event to have less shing
  • Small adjustment to axe pickup sound. Slightly reduced the fade to allow a tiny bit more tail
  • Updated Trace and Entangle credits section
  • Linked up player talent Unlock text to translatable text entry
  • Added translatable text entries for sneak attack, bestiary open option and drill UI
  • Tweaked the 1ST Cha shoulder in the gun aim animation to fix being able to see through the shoulder in 1st person while aiming
  • Adding knife pickup audio event and data table entry
  • Meridian: Extraction - Fixed a bug where on reload the drop pod would respawn
  • Fixed Viscid granted Wolf kill experience
  • Doing a pass on shortening all excessively long audio events (over 50 seconds). Sometimes splitting into multiple, sometimes just shortening
  • Fixing Desert Mammoth Trophy not being the Desert Mammoth Trophy when placed
  • Fixed Tusker Trophy deploying as Komodo Trophy
  • Increase range when checking if a depleted deposit is occupied by an extractor, before clean up
  • Prevent late joining clients on multiplayer from seeing UI for past exotic replenish events
  • ENCROACHMENT: Fixed a bug causing clients to see an incorrect count for the The Great River kill objective, indicating that that step was complete when it is not
  • Unlock Beachhead by default, allowing players to jump straight into Olympus Operations
  • Enabled exotic rewards on open world from Vapor Condenser event
  • Removed lock on exotic voxel spawning, and related flag on DEEP VEIN
  • Removed obsolite unlock marker on MERIDIAN and PAYDAY
  • Doubled Exotic Voxel spawn rate, as it was still not frequent enough for players to find
  • Fixed Arctic Scoprion trophy incorrectly deploying as Scorpion trophy
  • Do not clear radar scans on replenish event if no deposits have been depleted
  • ENCROACHMENT: Fixed a bug causing clients to see an incorrect count for the The Great River kill objective, indicating that that step was complete when it is not.

[/expand]

Future Content
[expand]
  • Fixing Light emitter on NS_Meteor_Impact, alpha values dipped below zero causing issues when using epic settings
  • Adding scorpion crossbow data table entry
  • Decal Pass, Red and Purple Quads, Ashlands, Prometheus
  • Set Dressing New Cave Network, Ice Sheet Yellow Quad on Prometheus
  • Adding unique scorpion crossbow audio and data table entries
  • Submitting new/modified Spider Nest mesh and textures
  • Adding screenshake to meteor impact
  • Temporarily fixed build validation error by reverting NPC slow rotation update
  • Implementing Meteor shockwave and distortion on impact system
  • Fixed issue where AI-controlled mount movement speed was being overridden on tick.
  • Added ability for mounts to rotate smoothly towards target direction
  • Lots of adjustments and improvements to the meteor impact so it feels slightly less abrupt at very long distances. Balanced the close ear ring and added impact snapshot etc
  • Added new icon for mount wander movement mode
  • Added new voxel types for new areas of Prometheus
  • Re Saving Dev Test 002 prospect list details to default
  • Final adjustments to meteor event. Very small reduction to some low end to reduce low end build up
  • Removed navigation data from LC_Cliff_14_ground (ground cover foliage cliff for phase 3) to reduce navmesh issues
  • Adding scorpion crossbow fire audio, adjustments to other CB parts levels etc. Small adjustments to meteor impact ducking
  • Changed crevasse nav modifier volume startup to try to prevent the modifiers body setup from evading the garbage collector
  • Added 7 assets for the Art Deco Furniture set, all chairs and tables
  • Adding sandworm tendon audio. Also added to meat and other items that feel similar for pick up sounds
  • Decal Pass and Landscape Sculpting Pass in the Ashlands, Prometheus
  • Set Dressing New Cave Network with Stalagmite, Ice Sheet Yellow Quad on Prometheus
  • Nesting events within meteor impact with limitations to playback to prevent excessive amounts of boombastics
  • Added text for biolab weapon components and weapons
  • Small EQ adjustment to meat / tendon pickup audio
  • Additional tweaking of Prometheus section 2 voxel reward weighting, pending final voxel placement
  • When meteor showers occur, do not clean up exhausted meta deposits that still have an extractor attached
  • Scorpion Rifle - added meshes for all components (WEP/GUN_ScorpionRifle)
  • Submitting in progress developer assets
  • Added art assets for art deco fireplace
  • Added new Biolab attachments
  • Cliff Decal pass on cliffs in the ground and Cliff pass, Ashlands, Prometheus
  • Set Dressing New Cave Network with Stalagmite, Ice Sheet Yellow Quad on Prometheus
  • Decal pass and Manual caves in Red and Purple Quad, Ashlands, Prometheus
  • Added Item.Meta tag on biolab attachments so they will correctly return to the station when returned
  • Set Dressing New Cave Network with Stalagmite, Ice Sheet Yellow Quad on Prometheus
  • Added new Biolab Inhalers
  • Adding in destruction states for bats nests, both cave and arctic versions

[/expand]

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]