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Icarus Week 172 Update | More Shadow Improvements and Six New Curtains

This weeks update features six new sets of Curtains, with Tier 2 ‘Fur‘, Tier 3 ‘Elegant’ and Tier 3 ‘Reinforced' options.

We’ve also made more improvements to shadows, particularly Skeletal Mesh and Thin Mesh Shadows, along with animated shadows, such as doors.

Finally, we have a breakdown for you on the three new Legendary Weapons coming with the Great Hunts Expansion, and all the other items and deployables you’ll unlock by defeating their respective bosses.

Notable Improvements:
  • Allow placement of doors, windows and curtains on all left and right doorway pieces.
  • Windows and Curtains can also all be placed on the same window frame
  • Electricity and Water tools now show in the players hand
  • Improved bee death animation
  • Further improvements to SuperStruct crash prevention

[hr][/hr]
This Week: New Selection of Curtains


This week, we’re adding six new sets of curtains to Icarus—one crafted from fur (Tier 2) and two from platinum weave (Elegant and Reinforced, Tier 3).

Base design has become a staple of Icarus, and curtains have often been requested to decorate your window fittings and add some color to your different rooms.

Each of the Fur, Elegant, and Reinforced designs come in both window and door options, giving you the choice of having all your entrances and windows match or vary if this is more your style.


[hr][/hr]
This Week: More Improvements to Shadows


Last week, we introduced sweeping changes to the way we render shadows from many of our Deployables. While we implemented the first iteration of these changes last week, this week, we’re fixing several known issues we hadn’t caught yet, including some raised by the community (thank you, everyone, for your reports!).

As discussed in last week's post, we were aware of some limitations with the Distance Field shadows, such as them not playing nicely with thin objects and not casting any shadows at all from Skeletal/Animated meshes. After much tinkering, we feel these issues have been addressed for the most part, but again, we welcome your feedback and reports of anything we may have missed.

Lets go through a few of the changes.

We now have shadows which cast from Skeletal Meshes, such as Storage Cupboards:



Thin meshes (such as the Iron Buildables you can see in the background) are now working much better, no longer covered in shadows or leaking light through:



We were also able to do a pretty neat trick with the doors to ensure that their Shadow Mesh rotates alongside the Skeletal Mesh:



Thanks again for all your feedback and reports, and we hope you enjoy these new performance and quality improvements in Icarus.


[hr][/hr]
Coming Soon: Great Hunts - Legendary Weapons


Two weeks ago, we covered all the new Legendary Weapons coming for free in our massive update, alongside the launch of Icarus: Great Hunts.

This week, we’re talking about the three new Legendary Weapons that are coming with the three new Bosses in the paid expansion that we introduced last week.

Defeating these bosses will earn you Biomass currency, unique to each foe:
  • Rimetusk Biomass
  • Garganutan Biomass
  • Quarrite Biomass


These currencies are necessary to purchase not only each respective weapon but also their attachments, which allow you to customize them however you wish.

[h3]Rimetusk:[/h3]
  • Legendary ‘Frostbreaker’ Rimetusk Sledgehammer


The Frostbreaker is a prototype Sledgehammer crafted from the Biomass of the legendary ‘Rimetusk’ Ice Mammoth. It is both a lethal weapon and a utility tool with repair and mining capabilities, with attachments such as ‘Fracturing Skull’, allowing you to smash and mine large chunks of ore or ‘Chilling Femur’ which gives you the chance to spawn Ice Spires on impact, just like Rimetusk does to you.

The Rimetusk also has new recipes for an Armor Set, Spear, Shield, Trap, Modules, Trophies and Frozen Wool.

[h3]Quarrite:[/h3]
  • Legendary ‘Slate Smasher’ Quarrite Gauntlet


The Slate Smasher is Norex’s first experimentation with Exo-skeletons, aiming to create a weapon that is deadly up close or can keep enemies at bay with ranged attacks, depending on how you personalize it. Experimentation on the Quarrite has unlocked technology to charge it by hitting rocks, storing kinetic energy that can be unleashed in devastating bursts. Attachments such as ‘Cannon Fist' allow you to turn it into a ranged weapon if you prefer keeping distance between you and your foe, with the ability to charge your attacks and release damage how you see fit.

The Quarrite also has new recipes for a Sledgehammer, Rock Golem Gun, Grenade Trap, Defensive Attachment, Protective Module and Trophies.

[h3]Garganutan:[/h3]
  • Legendary ‘Behemoth’ Garganutan Club


The Behemoth incorporates technology derived from experimentation on the Garganutan, particularly its impressive agility and strength. Attachments for this weapon incorporate stamina, speed, power, and strength boosts, but even some unique perks such as ‘Primal Blood’ which boosts carry capacity and reduces over-encumbrance penalties, and ‘Vampiric Blood’ which leeches health from its targets on impact.

The Garganutan also has new recipes for an Armor Set, Grenade, Tonic, Carrying Module and Trophies.


[hr][/hr]
Next Week: SMG (Finally)


Next week, we’ll introduce a new craftable SMG, as we talked about previously before they were delayed to undergo some more changes.

We appreciate your patience as we’ve worked through the changes to this new firearm.


[hr][/hr][h2]Your support makes these updates possible.[/h2]

https://store.steampowered.com/bundle/50440/Icarus_Spring_Sale_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog 2.2.47.134758-rel-Laika


[h3]New Content[/h3]
[expand]
  • Fixed SK weighting to allow proper split for PlatWeave and SilkWeave curtains
  • Update preview mesh for curtains
  • Implement new curtain BPs
  • Modified Skeleton and animations for PlatWeave Window curtain, as well as animations on the SilkWeave Window curtain
  • Updated curtain physics assets to have an open and closed version. Updated static mesh to be in correct oriewntation for placement. added a static mesh for the fur curtain
  • Added Curtain Icons
  • Extended bounds on the new curtain skeletal meshs to match the leather curtain setup
  • Reduce collision extents on curtains, to allow corner placement on stone walls
  • Allow placement of curtains on half windows and doors
  • Unlocked new curtain crafts and items
  • Hook up and slightly update collision setups for open and closed window curtains

[/expand]
[h3]Fixed[/h3]
[expand]
  • Improve LODs and Texture quality on various meshes. Delete unused assets. Clear out unused texture references from materials
  • Change Electricity/Water tools to hold in hand in FP better. DynamicRainDrops to various materials for meshes held in FP. Remove Focusable entries from ItemsStatic that don't need it. Add additional Focusable DT validation for ItemsStatic. Fix Proxy mesh setup for Glassworking Bench
  • WIP on MA_ITM cleanup pass
  • Updated carpentry bench with new proxy system. Added new textures without baked AO and indevidual asset meshs for the ranching station proxy update
  • Add Cold Steel Sledgehammer to Frozen Ore Field Guide page
  • Add Frozen Ore page to Field Guide
  • Resource crafting - Fixed a bug where if a resource is required to craft something, it didnt correctly drag the right amount of items across. Fixed a bug where if you tried to craft enough of an item that required more than 1 resource container it wouldnt allow you to
  • Resource crafting - Fixed a bug where the tooltip would be red when the item was craftable
  • Fixing spline tools clipping through the hand by adding own unique socket and rotated the socket to better fit the hand position
  • Allow fish mount tooltips to expand slightly to fit longer fish descriptions
  • Added Bees FX on death and updated the bees texture
  • Update radar missing text to mention resupply instead of collecting from dropship
  • FIELD TEST: Fix location of tooltip box on crash site
  • Resource Crafting - fixed dragging correct items dragging on water networks always thinking it had an active water connection
  • Improve reliability on CRYOGENIC snap points spawning, now tries to respawn each reload if there are any issues
  • Update Leather Breakdown talent to clarify that it allows to unlock the character talent
  • Resource Crafting - fixed dragging the correct amount of containers into the processing inventory among multiple recipes/queues. Fixed water always showing as craftable in recipes
  • Adding audio for when the player disconnects a spline node
  • Update Ape Attractor asset to new version
  • Reduce Rimetusk Sledgehammer slam max area, but increase area before damage falloff
  • Updated ape gfur to use the base mesh instead of a different fur mesh. this will remove the hairless patches. Added a second version of the fur mask to accomodate this. Tweaked the compensation settings to reduce the gfur thinning as you get closer to the mesh
  • Filter some recipes from stoves in the FieldGuide (frozen ores)
  • Updated the on death bees FX smoke fade smoother
  • Fix Reinforced and Glass Reinforced doors not animating their shadow meshes correctly
  • Adding audio for all new curtains types
  • Made a new version of the materials and textures for the fur window and door curtains with better resolution fur and less gore on the back of the curtain. Updated meshs and BP with new materials
  • Fix curtain talent icons
  • Fixed Thatch, Reinforced, Steel Barred and Interior Doors being allowed to be placed in right corner slots with another door placed adjacent
  • Re adding data table entry for splines to fix hand holding in correct position
  • DF shadow bias updates on various meshes
  • Fix quality of many DF mesh assets. Fixed some incorrectly referenced Deployable preview SMs. Assign many static DF meshes for SK shadow representation. Update Deployable/Buildings showcase levels and Deploy BPs

[/expand]
[h3]Future Content[/h3]
[expand]
  • Blockout Eden Base Yollow Quad, Elysium
  • Great Hunt UI - Now shows the current maps great hunt and the missing hunts on the right of it. made sure to remove 'begin hunt' buttons when looking at a hunt that doesnt match with your map. Removed the locked screens on GH buttons
  • Cliff and Landscape Pass in Arctic, Green and Orange Quads, Elysium
  • Adding DM meshes for saplings and for Small Aspen Trees, including proper FLOD setup. Still in progress
  • Adjusted Sandworm Crossbow upgrade pin and slot locations. Added new Icons for Sandworm Crossbow
  • Added maximum spawn count to Faction Mission Spawners (juvenile ape, rock golem) to prevent them from indefinitely spawning. Value set at 6 initially
  • Add tooling and Editor-only function to Building Base to toggle between SHA geo mode and normal for debugging in Editor
  • Hid Rimetusk Carcass from Field Guide, as these don't have typical carcass interaction
  • Split Icy Mammoth Carcass to its own entry
  • Fix SlugLauncher visual effect disappearing early
  • Update ItemTemplate validation to check ItemTemplate isn't development locked on released content
  • Feature locked a development wire tool
  • Added Cavebat Loot rewards
  • Added Fortification Wall Window Icon
  • Updated DCO_Coushion me7shs with UVs oriented correctly to display the patterns
  • Update Alternate Fire wording
  • Added Desert Mammoth Carcass Icon
  • Update ADS reference to while aiming
  • Add tag query for Building.Wood, filtering ONLY Wood base building types
  • minor tweak to C_GT_RayleighColour (geothermal atmosphere sky color)
  • AlienRock_01 - revised mesh and textures
  • Shortening and tidying up any long audio events events that play unnecessarrily long
  • MA_ITM added blend unique normals with tiling texture option for cushion asset
  • Landscape Sculpting Pass, Cliff Pass and IMP Pass, Green and Orange Quads, Elysium
  • Blockout Eden Base Yollow Quad, Elysium
  • Improved look and usability of FLOD Debug overlay cheat. Add Cheat to destroy all Overflow bags and to toggle GFur visibility
  • Added version 2 of the carpentry bench with the tools removed for the new proxy setup. Added a new albedo texture without the AO from the tools. Added the tools as individual static meshs in the Item folder
  • Add IM_C2 location, fix some progression blockers and feedback
  • Added Cave Bat Head Icon and Trophy Icon
  • Weapon Rack - Added potential fix for weapons not showing for clients reloading. Added missing weapon transforms (shotgun/knives/shovels/fishing rods/ sickle/firewhackers)
  • Rescaled Scorpion Rifle bonuses to improve identity. Increased rate of fire
  • Revamped Sandworm Crossbow utility bonuses
  • added a check for proxy mesh on animal bench
  • Separating ape club audio from legendary sledge hammer. Removing success hits from rock etc. balancing whoosh and thumps. Setting up item audio data table
  • Fix Ice Mammoth Sledgehammer mining. Rock Golem Gauntlet now has some base mining rewards
  • Rename Ape Legendary modifiers based on the Legendary part names
  • Adding unique audio event for when you collect ammo from punching rocks. Adding BP behavior to play for server and client
  • Make the offset match the teleport placement disk visuals. Turn on recorders for contents of instanced levels
  • Fix IM_C2 quest not being marked as complete correctly
  • Weapon Rack - Added fix for client reload bug. Added missing transforms (hammer/grenades/lava flamethrower)
  • Tweak number and level of Juvenile apes called in by Great Ape for support
  • Finished DMs, BP setup and Data Table entries for all TU_Aspen Saplings and SML trees
  • Fix Ape projectiles being collision, now projectile damage
  • Fix an issue with the Juvenile Ape GOAP setup. Add jump anim for Juvenile Ape GOAP
  • Slug Axe increase durability and allow attachments
  • Great Hunt UI - Added missing changes to great hunt UI
  • Tidy up audio event and remove harshness from consuming hard food and speed up bult count consome tracking
  • Added DEP_Bench_GreatHunt_Crafting with rig, animation and destructible
  • Legendary Ice Mammoth Sledgehammmer attachment will now repair buildings/deployables
  • Cliff and Landscape Pass in Arctic, Green and Orange Quads, Elysium
  • Blockout Eden Base Yollow Quad, Elysium
  • Great Hunt UI - Added region locks message for when youre on a map and looking at a boss that is on a different map. Removed persisting widgets when hitting the back button
  • Adding unique block audio for gauntlet and sledgehammer. Audio, event and data table
  • Add test level with every deployable deployed, and tooling to re-deploy in the future
  • Update Ape O1 mission to have higher kill requirement but show the spawned den on the map
  • Add damage/destroyed sounds for Legendary Ice Mammoth Sledgehammmer (when blocking)
  • UI pass on Great Hunts Interface
  • Adding delay to the final line of mission dialogue when you kill all hte cave worms in the mission base as it was far too sudden before
  • Replaced ape dialogue line where narrator wasn't as convincing as he could be. Slight improvement to timing too
  • Elysium - testing alien rocks and sml aspens in tundra, green quad
  • Add snow FX to Ice Mammoth SledgeHammer Sweep and Slam impacts
  • Fixed Preservation mentioning Lions for loot, instead of Cougars
  • Removed debug logic from IcarusStateRecorderComponent
  • Fix IM_D explosions not appearing to clients
  • Update IM_D generator, again
  • Trying out new functions for resolving unloaded/missing BP classes on reload
  • Great hunt UI - Readded missing string table entry
  • Added swamp ape attractor v2 SM, SK, DM, materials and textures
  • Ice Mammoth Sledge Hammer Ranged attachment now requires/consumes ice ammo
  • Remove unused interactions for Great Hunt Device (no longer required with multiple benches)
  • Updated Great Hunt Assembler and Communicator to have unique icons and deployable looks, pending new meshes
  • Adjustments and fine tunes to the legendary ice mam sledge hammer impact
  • Save ELY heightmaps for LOD data
  • Permit sweep attack for Ice Mammoth Slege Hammer to damage multiple targets. Make Slam attack for Ice Mammoth Sledge Hammer more statisfying
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Updated base v02 mesh for the ranching station and the generic saddle mesh for the proxy
  • Adding additional ice mam sledge hammer impact snow debris audio. Adjustments to various layers of the sledgehammer for unique improvements
  • Added inital art assets and rig setup for the sand scuttle
  • Golem Gauntlet Hammerfist damage is now a % modifier applied to base melee damage of item
  • Golem Gauntlet Hammerfist and Projectile attack now prompt user to recharge by hitting rocks when out of charges
  • Increase Golem Gauntlet Hammerfist attack radius
  • Removed ability for Golem Gauntlet to harvest rocks into inventory
  • Slightly tweaked timing of Scorpion Rifle item reload animation
  • Update Great Hunt Assembler and Communicator meshes
  • Shift Great Hunt Communicator and Bench in the Great Hunt Blueprint Tree. Allow Great Hunt Radio to be crafted at machining bench, same as Communicator
  • Adjusted Spine attachment to not block the Sandworm Crossbow
  • Updated meshe and textures for DEP_Bench_GreatHunt_Crafting
  • updated mesh,textures, animations for DEP_Bench_GreatHunt_Comms
  • AlienRock_05 - 08 mesh, textures, materials added. Added color tinting functionality to cavity channel in MF_RockCurCav
  • Chemistry bench adjusted the lights and materials to be enabled when electricity tool is connected. Particles bubbles is enabled when crafting
  • fixed LOD material slot issue and updated SK and static mesh for ape attractor v2
  • Updated LODs on the DCO_Cushion assets
  • Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
  • Fix Legendary Ice Mammoth SledgeHammer is processing multiple hits (again)
  • Update projection location on Ape Attractor
  • Elysium - polishing tree placement, landscape textures, decals in Tundra, green quad
  • Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Added the Slinker art assets to the project including models, textures, and animations
  • Added art assets for the 4 Hornet models from trace, including animations
  • Added a box in the top corner that shows the outcomes of the great hunts the player has achieved so far
  • Elysium - polishing tree placement, landscape textures, decals in Tundra, green quad
  • Added a background under other regions. Changed other boss weapon icons according to the boss's weapons
  • Adjusted muzzle socket location on CHAC Repeater

[/expand]


Icarus Week 171 Update | Massive FPS improvements with Distance Field Shadows

Week 171 features a substantial performance improvement, with large changes to light sources, shadows and light radius.

These changes are described in detail below, along with examples, so you can jump in and learn how you can implement these changes into your game to get large FPS (frames per second) boosts (based on our testing).

We’ve also got a massive breakdown of the three new bosses coming with Great Hunts, including some lore, combat insights, and what you can expect when facing these goliaths.

Jump in and have a read.

Notable Improvements:
  • Added 40% elemental damage resistance to all tamed creatures; this ensures they take the same damage from physical and elemental damage
  • QuickMove now prioritizes Processor inventories, notably on the Electronic Food Trough Ctrl-Click will go where needed
  • All Pistol and Rifle ammunition icons redesigned

[hr][/hr]
This Week: FPS Improvements


[h3]What’s the TL;DR?[/h3]
  • 'Light Shadows' are now significantly cheaper to run
  • Lights have an increased radius

[h3]Light Shadows[/h3]
As many gamers will already be aware, rendering shadows can be frustratingly expensive, and lowering your Shadow Quality setting in most heavy-hitting games will likely net you a big performance increase. Icarus is no different in this aspect, but we’ve also tried since the very beginning not to take the simple route many other games take and just turn shadows off.

We want to continue to leave the power in the hands of our players as much as possible, while still being responsible game devs and knowing where/when to draw the line and ensure that all players are being given the best chance of a good experience when playing our games.

So, with that in mind, we’ve meticulously gone through over 100 of our light-emitting deployables (most of which cast shadows) and done a pass over the settings to ensure they’re as optimized as possible. One particular setting we’ve opted for is to use Distance Field Shadows instead of the traditional, more expensive, default shadows.

In this small test scene below (which has about six active shadow-casting lights), we can see a direct comparison between ‘Default Shadows’ on the left and ‘Distance Field Shadows’ on the right. Even with just six lights, there is very little visual difference but almost double the frame rate in this scene.



[h3]How Does It Work?[/h3]

Shadow Rendering cost is directly related to the number of triangles within the radius of the light, and many of Icarus' meshes contain a significant number of triangles to get to the high level of detail Icarus is known for.



The problem with this is that it makes rendering default shadows from lights extremely expensive for the GPU. Luckily for us, there is an alternative method of rendering shadows via a simplified version of the mesh that is automatically generated by Unreal, called a “Distance Field Mesh”. This is a simple approximation of the mesh, and while that may sound like a degradation of shadow quality, it is usually the opposite, with the mesh now casting much softer shadows. This lends itself to a more realistic representation of light as it bounces and scatters throughout a room.



[h3]Expectations[/h3]

To ensure we’re not setting up the wrong expectations, we want to be clear that this change will only affect you if you have your “Light Shadows” turned on in your settings. However, now might be a good time to turn it on and try it out to see how your performance fares with this latest change, if you haven’t been using it so far. Additionally, Light Shadows will only be visible if you have your “Shadows” quality set to High or Epic. It's also worth noting this is set to 'ON' by default, so it's worth checking out your settings when you load up.



[h3]Light Radius Increases[/h3]

In addition to FPS improvements for shadows, this week's update also includes another substantial improvement for most light-emitting sources: increases in light radius.

We initially kept this radius value very small in order to help with performance costs, to the point where some of the lights were actually pretty much useless. Now (with the significant cost reduction generated from our shadow changes), we’ve been able to increase this radius much larger to make the lights more usable and to affect a larger area.

You may find that your base is much brighter now, so it is also a chance to remove some light sources you no longer need, saving you power and giving you even more performance improvements.



[h3]Going Forward[/h3]

As with all things, this is a balance between costs and visuals. We do have some decent control over the visual quality by tweaking the “resolution” of the Distance Field Mesh; however, doing this increases the memory consumption of the mesh exponentially and will also increase the cost of shadow rendering. So, we’ll be keeping an eye out (and an ear out for your feedback) for egregious meshes that need an increase in quality. In general, we’re expecting the quality at present to be the baseline for this change to remain meaningful.

The final thing worth mentioning is we’re aware that Distance Field Shadows don’t cast shadows off skeletal meshes, so things like player characters, creatures/mounts/pets, and any animated Deployables won’t cast shadows. There are some things we can do here regarding using hidden dummy meshes and capsule shadows, which we’re investigating, but in the interest of getting this optimization out to players as quickly as possible, we’ve elected to skip this part for now and introduce further updates later on.


[hr][/hr]
Next Week: New SMG Craftable Firearm


Next week, we’ll introduce a new craftable SMG (Submachine Gun), as we talked about previously before they were delayed to undergo some more changes.

This week’s new bullet icons are a sneak peek of the style we will use for ammunition going forward. Next week, we’ll reveal more of the arsenal.


[hr][/hr]
Coming Soon: Meet the new Great Hunts Bosses


This week, we’re introducing you to the three new bosses you’ll be encountering in the Great Hunts Campaigns.

[previewyoutube][/previewyoutube]

https://store.steampowered.com/app/3315290/Icarus_Great_Hunts_Campaigns/

[h3]Rimetusk[/h3]



Rimetusks are incredibly strong, with thick ice-like armor covering their vulnerable areas. They live in harmony with Vespers and will often summon them to help in a fight. Their stomp is a powerful attack that should always be avoided if you want to walk away with your life. The Rimetusk is an example of what happens when the scientific protocol is ignored. An apprentice was tasked with researching chemical interactions with local flora and fauna within the Prometheus region. He instead chose to conduct his own enzyme research. This did not end well for him, or his team.

[h3]Garganutan[/h3]



Thanks to their chemically enlarged hippocampus, garganutans often use their surroundings to their advantage in a fight. Because of their enhanced intellect, most prospectors will abandon any conflict or interaction with these creatures out of fear for their safety. The Garganutan is the direct result of unsanctioned experimentation conducted on the surface of Icarus. Researchers were trying to gather data on the effect of exotics on the brain and whether it could increase the capability of some animals to learn faster or to a greater extent.

[h3]Quarrite[/h3]



Quarrites have a rather remarkable skill: They consume entire mineral deposits to strengthen and replenish their armor-like coating. They then use this armor to trample or roll over their prey to great effect. Believed to be native to Icarus, the Quarrite is a peculiar creature that, upon first glance, appears to be made of rocks. This is its armor, which must first be removed in order to damage the creature. It can often be found in arid, rocky terrain, which helps it to blend in with its surroundings.


[hr][/hr][h2]Your support makes these updates possible.[/h2]

https://store.steampowered.com/bundle/50440/Icarus_Spring_Sale_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.46.134262


[h3]New Content[/h3]
[expand]
  • All shadow casting lights now use Distance Field which massively increases performance
  • Most lights receive radius increase due to performance increase from DF shadows
  • Add missing Fill lights where needed
  • 'Basic' lights temperature decreased 5k to 4k to differentiate them from the others
  • Added emissive texture for Brutalist lights
  • Fixed some incorrect DM references
  • Increased DFAO resolution for Wood Floors fixing heavy light leakage
  • Add cheat function to change radius of Deployable lights for testing
  • Update VFX for Sandworm trophy fires
  • Fixed incorrectly sized/positioned FireSettingCapsule on serveral deployables
  • Set Max ViewDistances for VFX to ensure they're being distance culled
  • Cleaned up BPs, removed dead/unnecessary logic
  • Matched each type of Geode light brightness closer to the other (color was influencing brightness heavily, so offset via Intensity)
  • Disabled Shadows on Candle lights because their radius/intensity isn't enough to justify the cost
  • Change BrutalistCandle2 to use correct 'B' mesh, was using 'C' / '3' mesh
  • Corrected some 'on/off' material swaps
  • Socketed Lights properly to Player Landing pad
  • Change Mobility on LightElectricBase class to be Movable to ensure no additional memory is allocated for Static/Stationary lighting
  • Add test level with every light-related Deployable placed and configured to 'on' state for visual inspection/comparison
  • Machining Bench cleanup. Removed duplicate material suggesting its emissive when its not. Clean out dud references in other materials
  • Tweaked Charging Station light materials to be less blown out. Delete unused textures
  • Additional check for Active Processor component before toggling on Active VFX on T4 Carpentry Bench and Electric Furnace, fixing undesired behaviour of effects toggling. Fixing bad logic on Kitchen Stove light active effects and distance culling on VFX
  • Add DTvalidation for items without icons to be flagged for setting to Development feature level. Additional DTvalidation for ItemsStatic rows set to Development where their ItemTemplate row doesn't match
  • Foundry updates: Fixed deployable not updating Active effects properly due to it being gated behind Enery flow being changed.
  • Updating timing on animation to better match impact with audio and added spark VFX to impact.
  • Don't play first loop of animation upon deployment.
  • Add Projection Widget locator to better suit the large mesh
  • Remove completely flat normal map from T4 Battery glass and more expensive refraction setup from material (doesn't work without normals). Delete unused textures.
  • Decreased emissive amount on Battery causing color blow out. Remove partially setup Emissive setup from Rack material

[/expand]
[h3]Fixed[/h3]
[expand]
  • Added 40% elemental damage resistance to all tamed creatures, this ensures they take the same damage from physical and elemental damage
  • Fixed existing assault rifles being unable to be repaired
  • Fix repairing of existing assault rifles mentioning it can be repaired on the 'no recipe set' bench
  • T4 Electronic Food Trough: Improve Texture quality, remove unncessary 6th LOD and adjusted screensize settings.
  • Modify Backpack QuickMove order to prioritize Processor inventories ahead of General inventories, meaning CTRL+Click will move food into the top inventory and begin processing instead of moving to the bottom storage inventory.
  • Remove unnecessary Sort and Fillable elements from Inventory UI.
  • Hooked up Take All button to take all content from the bottom storage inventory
  • Water no longer adds alterations on items with the 'item.fillable.water.nodrink' tag
  • Fixed Electronic Food Trough UMG after component was renamed and decided to become a scene component instead of a UMG component
  • Fix Fortification Spikes overlap box being too small and in some cases preventing hits from happening. Add/Fix ProjectionWidget location for all fortification pieces
  • Pet Water Bowls now automatically fill during rain storms when unsheltered
  • Increase Advanced Armor Bench durability from 500 to 1000. Increase Electric Armor Bench durability from 500 to 1500 to represent their increased tiers
  • Fixed bug where objectives wouldn't properly collapse in list when completed, leading to large empty spaces between remaining objective steps in UI
  • Fixed cake being able to go into food slot and be instantly consumed
  • Added an Item.Deployable.Food tag, for items like cake to not be eaten but still go into fridges for example
  • Change T4 Food Trough progress vars to be replicated so that Clients can see the Omni Feed progress bar update
  • Fixing issue where low level rain sounded too drippy with puddles for the intensity of the rain. Fixed a few UI volume discrepencies
  • Fixed a typo in LM armor text

[/expand]
[h3]Future Content[/h3]
[expand]
  • Disabled asset-registry resolution of BP class names during recorder reload - should reduce occurrences of misc SuperStruct crashes
  • Pre-loaded DYN_Lost quest to reduce occurrences of Prebuilt_Base SuperStruct crashes
  • Removed debug code from SuperStruct crash work
  • More work tracking down SuperStruct crash
  • Added potential fix for 'missing SuperStruct' related crashes caused by RecorderComponents not loading BP parent classes
  • Removed interact from Bird Feeder
  • Updated Scorpion Rifle to use new reload animations
  • Update animations on Submachine Gun
  • Update recipe and repair costs of Submachine Gun and Assault Rifle, including Titanium Plate, repair now costs Titanium Plate but these have dramatically increased durability
  • Assault Rifle now uses Assault Rifle Rounds
  • Weapon Rack - Weapon rack now correctly works on clients
  • Add Assault Rifle Ammo, unlocked Assault Rifle
  • Update SMG to use Pistol talents and attachments
  • Added a slight fire rate penalty to the handcannon attachment for Pistol, this should be negligible on the pistol itself but bring the SMG in line when used with this
  • Sandworm Crossbow - Friendly sandworm now spawns for clients
  • Implement Submachine Gun assets and balanced slightly
  • Added option to lock Legendary Weapon purchasing behind DLC package flag row handle
  • Adding unique slug luancher grenade explosive event and BP addition
  • Fixed Ape_A mission not showing correct note progress to clients
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Cliff Pass, Landscape Sculpting Pass and Foliage Pass, Green and Yellow Quads, Elysium
  • Adding in reworked sandworm crossbow pieces to work better with 3RD person anim set, currently waiting on materiall pass and 2 of the arm pieces otherwise new anims etc all added and working
  • Fix DMs with invalid material setup
  • Added missing ST entry for Legendary Weapon 'Buy' button tooltip
  • Added Rayleigh Scatter curve color and adjusted Sun Intensity for Geothermal D_Atmosphere
  • Cliff Pass, Landscape Sculpting Pass and Foliage Pass, Green and Yellow Quads, Elysium
  • Adding friendly sandwomr pre spit unique event and anim notify update. Also adding emerge sound when friendly sandworm is spawned
  • Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
  • Added destructible meshs for the three retaining wall pieces
  • Tweaking fire animation on the SMG to hide the bullet for now until we move it to a particle based system
  • Added updated 1st-person fire / ADS fire anims for Submachine Gun
  • Cleanup Sandworm assets
  • Adding shell drop eject for scorpion rifle reload
  • Replacing all dialogue NPC test audio with better processing and balancing. Removed some vocalisations that werent as good. Adjusted priority of some vocals to be more seamless. Added adsr so any cutoff dialogue does so smoothly
  • Added art assets for the wood retaining walls
  • Add EDS Ammo icon, renamed EDS round to EDS Ammo to reflect that it is universal (like Crude Ammo)
  • Ice birds - Enabled avoidance so they will be less likely to clump together
  • Added a cap (currently 60) of birds that can be spawned at a time
  • Arena - Removed collision on all rocks that the player had no way of ever touching
  • Removed rocks entirely behind terrain that there was no way of seeing from any angle
  • Increase EDS modifier rewards
  • Stat pass on Sandworm Crossbow, significantly reduced its base damage but increased many of the upgrades. Reduce mobility and critical damage while using by default. Now has its own debuff area applying a seperate debuff
  • Reduced Slug Launcher ammo usage and tweaked bounciness stat
  • Add seperate cheese material for audio/effects for decorative cheeses
  • Added a heavy poison damage to slug grenade, adjusted initial damage
  • Reduced biomass coss of inhalers, changed Prometheus unlocks to cost Reds to unlock instead of normal exotics. Reorganized positions slightly
  • Separated wood logs mesh from the othe 2 fireplace meshes
  • Increase Icy Mammoth bestiary point requirement
  • Ice Birds - Increased the avoidance weight to make them move more
  • Added new textures for sandworm crossbow rework and added in extra ARMS meshes that were missing, still waiting on a couple textures otherwise all technically hooked up and working
  • Final balance pass checking all upgrades for the slug launcher. Audio seems good to go
  • Increase slug launcher slow
  • Add new Active effects (emissive material swaps, heat and smoke VFX, etc) for Generator
  • Fix IM_A base position, IM_B note position and prevent notes respawning indefinitely after being picked up
  • Friendly sandworm - Fixed bug where friendly sandworm wouldnt retread. Added new animations to allow sandworm animations with caveworm sounds
  • Final balance pass of legendary flame thrower audio. Subtle differences and reduction in intensity for first and third person for the fireball and AOE burst. Ticket is now done
  • Added missing BT for RockGolem
  • Removing behavior that causes the friendly sandworm to play combat music
  • Adding a more appropriate PM for the cheese so it doesn't seem like bloody cheese. Thats disgusting
  • Fix tree chop decal overlapping with foliage and updated tags from sickle to axe for the aspen trees
  • Updated RockGolem entry in D_GOAPSetup
  • Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
  • Cliff Pass, Landscape Sculpting Pass and Foliage Pass, Green and Yellow Quads, Elysium
  • Added wall mounted hitching post DM to the project
  • Updated ManualAISpawnPoint min/max spawn level param in RockGolem Arena
  • RockGolem now spawns at level 100 (has same health as previously)
  • RockGolem will now attempt to destroy walls or deployables blocking it's path when walking around
  • Fixed bug where RockGolem's heavy walking slam attack wasn't damaging targets more than once
  • Added art assets for the wall mounted hitching post
  • Adding test dynamic music audio and event setup for vibe checks
  • Added cheats to start / re-roll dynamic quests on test levels to make it easier to debug specific ones
  • Unlocked Submachine Gun row again, as this has been crafted with existing recipes
  • Increase durability on legendaries
  • Ape Club now uses Utility slot
  • Rebalanced Ape Club to attack slower but do much more damage. Reduced effectiveness of some modifiers granted by the club
  • Sandworm Crossbow - Fixed bug where buttstock would get in players face when jumping. Reenabled ADS now that the model is smaller
  • Added Bird feeder wall and sewing machine icons
  • Feature locked SMG, new Assault Rifle and Assault Rifle ammo
  • Fix Slug Launcher showing you can water plants and give mounts water with it
  • Adding rock golem punch rock collect ammo type sound to indicate that ammo or a charge is being collected when this action is done
  • Added TU_Aspen_SML trees with variants, as well as SMs for additional variants of the Aspen saplings, plus made some adjustments to the large Aspen trees, including adding and extra LOD. Still need to finish proper setup for these new trees
  • Updated textures for DEP_Bench_GreatHunt_Comms
  • Cliff Pass and Landscape Sculpting Pass, Green and Yellow Quads, Elysium
  • Blockout Eden Base Yollow Quad, Elysium
  • Added decorative cushion art asstes to the project
  • Hookup new icons for workshop ammunition
  • fixed vert count for ArtDeco_Railing mesh
  • Adjusted Black Wolf Revolver bonuses, reducing utility bonuses and increasing power of other bonuses. Shifted Fire damage bonus to Burn Chance, to make elemental bonus a less clear choice paired with that upgrade, and increased elemental bonus damage. Increased on-hit chances to 100%
  • Increased Black Wolf Revolver base damage and reduced cost of 2nd upgrade
  • Scorpion Rifle increased energy mechanic bonus, changed bonuses of different ammo capacity upgrades to have clearer pros and cons
  • Adding audio for when an ape spawner is spawned in world to help give directional feedback to the player to help assist with finding them in missions
  • Sandworm Crossbow no longer has a movement penalty, will adjust other utility options for movement plate upgrade
  • Lava Hunter Flamethrower increased fuel storage significantly, rescaled weight and wear upgrades, removed bonus damage from burn upgrade and increased range on range upgrade, and reworded many upgrades
  • Added DEP_Bench_GreatHunt_Comms with rig and animations
  • Updated flag and alteration for EDS Round to EDS Ammo
  • Fixed Icy Mammoth bestiary being tagged as boss, so granting additional kill points
  • Updated messhes and materials for sandworm Crossbow for new setup
  • Update icons of pistol, rifle and assault rifle ammo types
  • Blockout Eden Base Yollow Quad, Elysium
  • Add fence and wood logs to Art Deco fireplace after they were separated out. Tweak LODs on fence
  • Added destructible mesh for the roof mounted solar panels
  • Adjusting right shouldler for when using golem gauntlets which looked like the shoulder was missing. better realism for the animations
  • Added art assets for the roof mounted solar panels
  • Adjustment to shoulder while using the golem gauntlet in 3rd person while shooting to make the pose look more natural
  • Updated homestead item text
  • Blockout cliff pass in volcanic on Orange/Purple Quad, Elysium
  • Adjustments to rock golem gauntlet and adding damaged row in item audio. Investigating why these weapons aren't taking damage audio
  • Adding pre recorded audio assets and events for more convincing female character vocals for potential future use

[/expand]

Icarus Week 170 Update | Seven new Operations, and six new recipe alternatives

This week’s update completes the conversion of Operations in Open World mode and expands your cooking options by adding six new alternative resources for crafting ingredients used in high-tier recipes. This gives you options if certain key resources are scarce in your area.

This week also features a breakdown of all the free content coming with the massive free update alongside the Great Hunts DLC when it releases.

Jump in and have a read.

Notable Improvements:
  • Fixed Light Automatic Carbine being unable to be repaired
  • Added potential fix for 'BPQ_Travel_C SuperStruct' crash that sometimes occurs
  • Fixed killcams on Stryder causing players to be locked and the projectile not hitting.
  • Optimization and quality increase on water troughs

[hr][/hr]
This Week: More Olympus Operations


We’ve converted the final selection of Missions to Operations this week, so you can play them in Open World mode on Olympus using the CONT4ACT Device or Radio.

These include:
  • INFLUX
  • RESURGENCE
  • SANDY BRIDGES
  • FIRE WALK
  • PAYDAY
  • STATION TO STATION
  • DUST UP

BEACHHEAD and SPIRIT WALK weren’t included as they don’t suit Open World mode well, but they are recommended as tutorial Missions to help you learn the basics before diving into an Open World map.

This brings the total number of Operations up to 54 on Olympus, 24 on Styx, and 24 on Prometheus.


[hr][/hr]
This Week: New alternatives to common recipes


We’re adding a bunch of alternatives this week for commonly used consumables in high-tier recipes, giving you multiple ways to craft them if certain raw resources are limited in your region. These are:
  • Corn -> Flour
  • Potato -> Flour
  • Soy -> Vegetable Oil
  • Avocado -> Vegetable Oil
  • Kumara -> Sugar
  • Honey -> Sugar

We have also renamed Seed Oil to Vegetable Oil to more accurately reflect the resources used to craft it.

Keep giving us feedback on other recipe changes you might like in Feature Upvote.


[hr][/hr]
Coming Soon: Great Hunts Free Content


A massive free patch will be added to the Icarus base game alongside the upcoming Great Hunts Expansion. We thought we’d go into some more detail this week breaking down everything you’re going to get as part of this update.

All current World Bosses are going to get a substantial upgrade, with their own legendary weapons and new currency to earn.

These new currencies are:
  • Sandworm Biomass
  • Black Wolf Biomass
  • Scorpion Biomass
  • Lava Hunter Biomass
  • Hammerhead Slug Biomass


These will drop when the respective World Boss is slain, and can be used in the new Biolab to craft the new applicable Legendary Weapon and its numerous attachments.

[h3]Sandworm World Boss | Legendary ‘Sandslinger’ Sandworm Crossbow[/h3]

The ‘Sandslinger’ is a gigantic crossbow with an impressive four-second reload time and up to 81 combinations of attachments to the Jaw, Plate, Spine, Barb, and which fires Javelins instead of Bolts. This includes a spine attachment called ‘Pheremone Spine’, which grants a high chance to spawn a friendly Sandworm to fight alongside you.

The Sandworm also has new recipes for Trophies, Attachments, Modules, and even a Building Tier.



[h3]Black Wolf World Boss | Legendary ‘Bloodmoon’ Black Wolf Pistol[/h3]

The ‘Bloodmoon' is a snub-nosed revolver that packs a powerful punch with an extra +15% weak point damage as its base bonus. There are 81 combinations of attachments including one called ‘Lupin’s Fang,' which grants you dramatically increased reload speed, allowing you to shoot so fast that your bullets catch fire and deal extra fire damage.

The Black Wolf also has new recipes for an Armor Set, Shield, Modules, Traps, Attachments, and Trophies.



[h3]Scorpion World Boss | Legendary ‘Clawfire’ Scorpion Rifle[/h3]

The ‘Clawfire’ is a curve-stocked prototype rifle with multiple ways to personalize it, including attachments that allow for multiple spread projectiles, ricocheting projectiles, and even homing projectiles. There are 81 combinations of attachments, including ‘Replenishing Stinger, ’ which allows for self-sustaining electric damage to be added to the projectiles that recharge while in use.

The Scorpion also has new recipes for a Fishing Rod, Modules, Attachments, and Trophies.



[h3]Lava Hunter World Boss | Legendary ‘Magma Surge’ Lava Hunter Flamethrower[/h3]

The ‘Magma Surge’ is a prototype Flamethrower with a lethal 25 fire damage dealt at 140 bursts a minute with a blink-and-you’ll-miss-it 0.9 second reload speed. With 81 combinations of attachments, you can personalize this arsonist dream to your heart's delight including ‘Persistent Cocoon,’ which creates lava puddles when you fire it at the ground.

The Lava Hunter also has new recipes for Mines, Turrets, a Backpack, a Sickle, a Fuel Source, Modules, Attachments, and Trophies.



[h3]Hammerhead Slug World Boss | Legendary ‘Slugger’ Hammerhead Slug Grenade Launcher[/h3]

The ‘Slugger’ is a modified Grenade Launcher that shoots toxic slime projectiles with devastating impacts on your foe. With 81 combinations, this can be upgraded to launch corrosive slime puddles, projectiles that slow and poison your foes, or impact explosives to quickly dispatch groups of enemies. For group play, the ‘Rejuvenating Cephalon’ instead heals on impact and leaves healing zones for you and your teammates.

The Hammerhead Slug also has new recipes for Grenades, Epoxy, Axes, Attachments, Modules, and Trophies.


[hr][/hr]
Next Week: Massive FPS improvement on light deployables


Next week, we’re implementing a sweeping change to over 100 deployable items that either directly emit light or have a light source as part of their design.

In some cases, this has led to 2x FPS improvements, thanks to DistanceField shadows.

We’ll have many more details next week, but this should improve the frame rate for most players in large bases with multiple deployable items.


[hr][/hr][h2]Your support makes these updates possible.[/h2]

https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.45.134012


[h3]New Content[/h3]
[expand]
  • Unlocked remaining Olympus missions for Open World
  • Add alternate recipes for Flour, Oil and Sugar
  • Renamed Seed Oil to Vegetable Oil

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fixed a number of typos
  • Added fix for Steam overlay friends list 'Join Game' / 'Invite to Game' buttons not working
  • Removed most DMs, Materials and Textures in the Root BLD folder
  • Created base class for Water Troughs instead of everything inheriting from Small water trough
  • Changed Luxury Fountain PM to Concrete instead of Gravel, Increased Normals to 4k, Add scaled preview mesh to match BP scale
  • Add Water plane setup for Luxury fountain and removed second LOD (LOD0 is 85 triangles)
  • Removed BP logic changing position of waterplane in Troughs which didn't work with all setups
  • Remove unused/unreferenced AudioOcclusion1 scene node
  • Fixed troughs automatically receiving 250ml of water upon deployment
  • Increased opacity of Stone Water trough
  • Converted all troughs to use WaterPlane setup instead of mesh swapping to decrease bloat
  • Delete unused water materials and textures from Troughs
  • Removed the last of the SMs from the root BLD folder, on to materials and texture removal
  • Slightly reducing teh chance of moa idle audio playing, and also slight adjustment to reduce volume over distance for the far layers as they felt a touch too loud in world
  • Fixed issue where stryder could sometimes get a killcam but the arrow not hit and it would float between the eyes. Increased the hitbox of eyes in physics asset. Added top most bones to a blacklist so it tries to not target it. Thanks to Funreaver from the steam forums for providing the amazing clip!
  • Replaced DC Storm Debris VFX
  • Coconut now decays into spoiled plants
  • Removed another large list of old assets from the root BLD folder
  • Existing LAC can now be repaired and scrapped, these are now legacy items, any newly crafted LAC will be converted to Sub Machineguns
  • Added potential fix for 'BPQ_Travel_C SuperStruct' crash that sometimes occurs
  • Reduced sizemap of BPQC_AnimalSwarm
  • Disabled PRO_Story5_EnterOutpost's animal swarm spawner as it was never spawning a valid AI type
  • Relocked BEACHEAD, as this mission doesn't work well in an Open World environment

[/expand]

[h3]Future Content[/h3]
[expand]
  • Add DT Validation for missing Audio entries in ItemsStatic for Focusable items
  • Adding Fireball AOE audio for flamethrower upgrade. Audio event and BP Imp
  • Updated the component class of the aspen sapling foliage type assets
  • Updated text for homestead decor items
  • Reduce amount of explosions in IM_D
  • Fix IM_C loot populating in wrong killed creature
  • Update BlackWolfRevolver core mesh Physics Asset to better encapsulate entire weapon. This fixes the weapon flickering due to occlusion culling (by the hand) when ADS
  • Reduce IM_B search area
  • Move statue and flip bed in IM_A base
  • Legendary weapon upgrades now correctly attach to their socket, instead of only having their initial location set
  • Increased cooldown length between Golem Gauntlet special attacks
  • Adding sub machine gun audio. Fire close, mech, tail, event and data table setup
  • Clear out lingering reference to redirector from Ramp2x1x1 base class
  • Adding additional idle audio to end of ape scream idle event to lengthen the sounds to better match the animation
  • Updated the comoponent class of the tundra aspin saplings, edited FLOD data table
  • New stat to cap number of projectile bounces (used by Slug Launcher)
  • New stat for multiple projectiles (used by Slug Launcher)
  • Legendary Flamethrower toned down vfx and added rotation on lava mesh based on landscape
  • Elysium - cliff placement + decal and foliage painting in volcanic area surrounding geothermal, red quad
  • Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
  • Cliff Pass, Landscape Sculpting Pass and Foliage Pass, Green and Yellow Quads, Elysium
  • Added tundra aspen saplings to the project
  • Removed more assets from the BLD root folder
  • Statify projectile payloads for Legendary Slug Launcher
  • Elysium - fixed material complexity inconsistency in Tundra grass (removed terrain blending from some materials)
  • Added unique wolf spawn ability to Black Wolf Legendary Weapon
  • Custom rotation socket added for unique spears, Ice mammoth spear melee rotated
  • fixed rotation for SM_ DCO_Knitting_Decor
  • Ice Mammoth Arena - Moved spawn closer to get rid of unfinished cave. Added a mountain range to hide prom map from the sky. Moved ice around in the map to cover holes that could trap the player
  • Added five decorative wildflower art assets to the project
  • Elysium -Removed temp biome override volume in geothermal. Cliff placement + decal and foliage painting in volcanic area surrounding geothermal, red quad
  • Tweaks to slug launcher (stat names, direct heal stat)
  • Adjusted FogTint, MoonIntensity, and SkyLight curves for Geothermal atmosphere - reduced fog and night time brightness
  • Update M_Liquid shader to be usable with Niagara as requested by ChemistryBench VFX
  • Elysium - revised slope rock meshes - packed into single texture set, custom LODs
  • Elysium - revised biome heat map, updated gametexture
  • Hide mission specific generator from Field Guide
  • Added ITM_Lantern_Antique, including materials and textures
  • updated rotation for SK_GRE_Swamp_Ape_Grenade
  • Updated DEP_Hanging_Pots_Copper
  • Updated mesh and destructibles for BLD_Wall_HalfPitch_Upper_Brick_R
  • Adding the sound of the black wolf revolver pistol spawning a wolf by adding a louder more intentional growl when spawned. Audio event and BP
  • AlienRock_02 - 04 mesh, textures, materials added
  • VASE deploy auduio and check over jam jars
  • Rocking chair deploy audio
  • Fixed an issue where EQS was spawning cave worms indoors. Changed mining platform collision to be 'landscape' instead of 'building' so the eqs works as intended
  • deploy setup for coffee grinder audio
  • Adding sewing machine foot pedal and loop audio for when crafting on the sewing machine. Audio and BP Imp
  • Fixed issue with Black Wolf corpses not being ragdolled correctly for clients joining game after Wolf was killed
  • Ice Mammoth Trap now has it's own modifier
  • Added Vintage Jars, Honeypot and Birdfeeder icon
  • Allow slug launcher to be filled in water devices. Increase water usage and storage, and improved wording of fillable consumption stats
  • Separated wood logs from SM_DEP_Fireplace_Interior
  • Fixed workshop unlocks for biomass not showing correct icon. Added currency to Norex workshop page, shifted Norex consumables to correct spacing
  • Added Rayleigh Scattering Color to D_Atmospheres
  • Add first pass of slug launcher projectile coloring
  • Added a bunch of Homestead Item Icons
  • Update balance of Slug Launcher
  • Update Legendary Weapon cheat to only show upgrades for current weapon (dev)
  • Update poison spots and slug grenade modifiers to only play audio on initial modifier addition
  • Increased melee attack range on Rock Golem Gauntlets
  • Tweaked Rock Golem Gauntlet action cooldowns
  • Made Rock Golem Gauntlet's slam attack happen slightly earlier during animation
  • Adding audio trigger for lava hunter mine turret. Audio, event and anim notify
  • Fix bestiary progress visual tracker multiplying if gained in a short period
  • Adding more appropriate ballistic data entry for the friendly sandworm. Adjustment to movement sounds to make them more subtle. Added pre vomit, fixed melee attack vocal being caveworm. adjustment to ballistic impact intensity. Removing profilers
  • Updated Cave Bat Nest in LC & SW Cave Templates
  • Small adjustment to sandworm idle friendly move audio
  • Updated Cave Bat Nest in DC & GL Cave Templates
  • Sandworm crossbow - added new idle anim/animbp for friendly sandworm so we can have different sounds than the larger one
  • First few adjustments getting friendly baby suzie ready for sandworm crossbow audio. ANIM BP needs duplicating and animation swapping for audio
  • Cliff Pass, Landscape Sculpting Pass and Foliage Pass, Green and Yellow Quads, Elysium
  • Update Sewing Machine to use Skeletal Mesh which animates when crafting. Updated DM to be correct mesh
  • Fixed LODs swapping to wrong materials
  • Updated Cave Bat Nest in CF Cave Templates
  • Sandworm crossbow - Fixed a bug where friendly sandworm wouldnt attack. added new animations to match the new sandworm mesh
  • Updated Cave Bat Nest in AC Cave Templates
  • Give players more info about ammo types required when the run out and try to reload (short press reload)
  • Added SK_GUN_Sub_Machine with reload and fire animations
  • Fixed bug with Legendary Weapons where only the base SK mesh was correctly occluding outline shaders
  • Hammerhead Slug Axe - Fixed client issue where the charge would always do 100% of damage regardless of charge %
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Foliage Pass, Green and Yellow Quads, Elysium
  • Added Lava Hunter Mine BP changes missing from earlier commit
  • Updated Lava Hunter Mine to use new SK mesh / egg assets
  • Increased texture group quality for Lava Hunter Mine materials
  • AlienRock_01 - texture and material tweaks
  • Shortening some long fmod events and adding adsr to stop vocalisation cutting out abruptly
  • Weapon/Tool display rack prototype
  • Slight reduction in the legendary ice mammoth sledgehammer reverb send
  • Adjustments to the distancing of the projectile of the ice mam sledgehammer to better match the distance. adding correct items stat audio row and item audio row
  • Updated physical material for the honey pot meshes
  • Adjusted lighting on the Rimetusk Chandelier to highlight vfx and add more light around around the ice shards
  • Added snow VFX to the Rimetusk Trophy, adjusted lighting
  • WIP AlienRock_01
  • Adding corrosive sizzle overlap audio for slug slime gun, also healing overlap sound
  • Added separate mesh for DEP_Trough_Luxury_Water
  • Added snow flakes VFX to Ice Mammoth Chandelier
  • Fix rocking chair seating positions
  • Fix Ape_C2 progress percentage showing decimal
  • Tweaking socket on the hunting rifle skeleton used by the scorpion rifle legendary weapon to be able to animate the gun based reload anim, adding gun based reload anim to work with custom 1ST and 3RD person reloads for the scorpion rifle
  • You can no longer trigger killcam against targets with armour, should fix issues where killcam was getting stuck after shooting Juvenile Rock Golems
  • Killcam now correctly takes strong-point and weak-point damage into account when determining whether or not the shot was going to be a killing blow, was previously treating all hits against strong-points as headshots
  • Shifted critical hit damage multiplier code into funtion library so it can be queried elsewhere
  • Added Deep Ore Deposits to Small Caves and Foliage Pass, Green and Yellow Quads, Elysium
  • Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
  • Swapping ape juvi bite for a different event with more impact
  • AlienRock_01 mesh, textures, material (WIP)
  • Elysium - cliff placement + decal and foliage painting in volcanic area surrounding geothermal, red quad
  • Removed debug prospect join logic from PlayerControllerSpace
  • Updated buildable mesh references in Dev level
  • Shortening some overly long audio events taking up channels. Set some boss vocalisations to presets for tidy ups and easier adjustments

[/expand]





Icarus Week 169 Update | Tree Regrowth and free Great Hunts content

Welcome to Week 169.

This week we have added a long-awaited feature: Tree Regrowth. This comes with the new Localized Terraforming Device which activates regrowth in a radius around it.

We’re also taking a deep dive into the massive free patch that will debut alongside the Great Hunts. This patch will offer a ton of new content for all players, regardless of whether they purchase this new DLC or not.

But first, we’re excited to debut the full-length trailer for Icarus: Great Hunts.

[previewyoutube][/previewyoutube]
[hr][/hr]
Notable Improvements:
  • Fixed issue where non-boss versions of the Black Wolf that spawn as part of the enzyme geyser were not counting towards geyser progress
  • Fixed an issue where the Sand Worm's health bar wasn't initializing correctly for clients
  • Fixed Durability on railings to match their buildable scaling: Reinforced increased 500->750, Clay Brick increased 500->1000, Concrete increased 750->1500
  • Updated textures of the German Shepherd for higher quality
  • Re-imported the Titanium Crossbow mesh with correct vertex normal settings
  • Update Wood, Interior Wood, Reinforced Wood, Clay Brick and Concrete Railings to have more accurate collision so projectiles can be shot through them

[hr][/hr]
This Week: The Localized Terraforming Device


We have added a tree regrowth system to Icarus.

The Localized Terraforming Device operates in the same vein as the Thumper, but instead of replenishing ore it replenishes trees in the surrounding area.

The device needs to be powered and it consumes Condensed or Synthetic Enzymes to charge. When interacted with, the Device will fire a burst of terraforming enzymes into the air that trigger tree regrowth in a surrounding area.

Condensed Enzymes can be obtained by placing Vapor Condensors on top of Geysers, which condenses the vapor into exotics and condensed enzymes.

Synthetic Enzymes can be obtained by unlocking and crafting them on the Chemistry Bench. They can all be purchased in a workshop pack via the Orbital Exchange Interface.


[hr][/hr]
This Week: Tree Regrowth


Icarus was designed initially as a session-based survival game in which players drop-down, complete a Mission, and extract from the planet. Over the last few years, due to your feedback, we added the Open World game mode which allows operations and missions to be completed in a persistent world. With time-limited Missions there was less need for a tree regrowth system, so it wasn’t in our original plans. Tree regrowth required us to rework some of our existing systems to implement, hence the amount of time it’s taken.

We decided to introduce a Device for tree regrowth, rather than a system where players plant their own trees, as it was less complex and would help optimize performance.


[hr][/hr]
Coming Soon: Great Hunts


Last week we announced the Great Hunts Campaigns DLC.

If you haven’t seen the full length trailer, it’s at the top of this page.

The Great Hunts are three separate campaigns included in the expansion, each containing branching missions that affect your persistent open world sessions. You’ll be able to launch and play these Great Hunts from the surface, each culminating in a brand new boss encounter.

Alongside the three Great Hunt Campaigns included in the paid expansion, we’ll also be dropping a massive free update with even more content. All existing world bosses will receive their own unique legendary weapon which can be upgraded multiple times, with up to 81 combinations of attachments. There will also be an assortment of brand new items to craft on planet, including vestiges and armor sets.

For a look at the lengendary weapons (paid and free), and how the biolab works, check out this video from our weekly Twitch stream, below:

[previewyoutube][/previewyoutube]
[hr][/hr]
Next Week: More Olympus Missions


Next week, we'll be converting more Olympus missions to Operations, which can be played in Open World, as part of our larger project to convert as many over as possible.

More details next week.


[hr][/hr][h2]Your support makes these updates possible.[/h2]

https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.44.133793


New Content
[expand]
  • Adding Animations to Enzyme Cannon
  • Adjusting Enzyme Cannon so it uses a state rather than a bunch of booleans
  • Adjuisting Enzyme Cannon so it has interactions for both charge and trigger events when charged rather than happening automatically
  • Adding animation audio for enzyme machine. Also separating audio events to make more sense with a charge up - release type behavior. To add to BP when free
  • Fixed atmosphereic fog sphere on Enzyme Cannon being set to 20x scale by default before machine was activated
  • Did a pass on Enzyme Cannon to clean up replication-related issues, fix IsCannonCharged race condition, and fix serialization of charged state progress
  • Adding Synthetic Enzymes Items that can be crafted at the Chemistry Bench or Purchased from Orbit in a Resource Pack
  • Adding BP's for Localised Terraforming Device and Synthetic Enzymes
  • Setting up workshop pack and items, as well as item icons and fuel sources for the synthetic enzymes and packs
  • Balancing the Localised Terraforming device to use 5 Condensed Enzymes or 50 synthetic enzymes for triggering a tree regrowth process
  • Adding BP behavior for triggering charge loop and discharge behavior for enzyme cannon. May require further fine tuning and tweaks
  • Unlocking Enzyme Cannon, adding recipe, talent, description and item setup
  • Set Enzyme Cannon to require 30mins charge time and require
  • Enzyme Cannon updates: Console will now go orange while charging and green when charged. Charged event has more localized VFX (lightning sparks, smoke/clouds). Discharge event now has over-head huge VFX. WIP VolFog assets (not used). Adjusted Power socket location
  • Fixed bug where BPQC_HordeMode wasn't detecting when spawned NPCs died, only when their actors were destroyed. This will fix issue with Enzyme Condenser not progressing in forest biomes

[/expand]

[h3]Fixed[/h3]
[expand]
  • Update Wood, Interior Wood, Reinforced Wood, ClayBrick and Concrete Railings to have more accurate collision so projectiles can be shot through them. Delete unused SHA assets. Remove now-redundant Wood Custom Collision railing mesh
  • Updated meshes and destructibles for BLD_Wall_HalfPitch_Upper_L and BLD_Wall_HalfPitch_Upper_R
  • Fixing the cave light on - off switch not playing for clients. Also removed unnecessary flame extinguish sound from BP
  • Fixed Display name of Cured Leather Head Armor
  • Adding carpet impact and dirt impact to the repair hammer events to account for buildables that can be fixed that are those physical materials
  • Fixed Durability on railings to match their buildable scaling: Reinforced inreased 500->750, ClayBrick increased 500->1000, Concrete increased 750->1500
  • Removed Collision and LODs from Dirt buildable SHA geo. Fixed self-shadow artifacts from DF
  • Fix Icy Mammoth Corpse has no icicles
  • Fixed T1 Water Purifier Water mesh not synching position correctly on clients, use correct water material, tidy blueprint. Simplified collision. Improved LODs. Optimized Textures
  • Disable Shadow Casting on Dirt Mounds to alleviate floating shadow uglies. Change materials to use ITM shader instead of more expensive RVT Decal shader
  • Update GL_SML_001 cave prefab to improve some buried voxels. Add ability to get current camera location to WorldManager tool
  • Masonry Benches polish pass: Fix stone position for T3 proxy mesh. Remove Resource row from T2 Masonry Bench causing it to be a toggleable device for no purpose. Reduced Durability of T3 Masonry Bench to 1000 which puts it between T2 (500) and T4 (1500). Increased weight of T4 Masonry Bench from 20kg to 35 and reduced weight of T3 Masonry Bench from 35kg to 25kg to better represent their physical size. Add DT Validation for D_Resources checking if no data has been defined and removed unused Masonry Bench entry
  • Fixed bug where items spawned in via the field guide cheat couldn't be consumed (bandages, elixirs, food etc)
  • Fixed issue where Sand Worm's health bar wasn't initialising correctly for clients
  • Disable Box Projection for Ice Reflection causing lighting uglies, especially inside Caves
  • Updated textures of the German Shepherd for higher quality ones
  • Fixed Spelling 'Localised' -> 'Localized'
  • Added bestiary image for the icy mammoth. Added image to the source art folder. Updated bestiary data table with the new image
  • Re-imported Titanium Crossbow mesh with correct vertex normal settings

[/expand]

[h3]Future Content[/h3]
[expand]
  • Fixed the rotation of SM_DEP_Weapon_Rack and changed PM to wood
  • Updated animations for Scorpion Rifle and Rock Golem Gauntlets
  • Halved fuel consumption on T3_Cleanser
  • Sandworm Legendary Launcher now includes that it launches Javelins in the descriptions
  • Fixed recipe set name for Nova Station (now Great Hunt Assembler)
  • Update Great Hunt Radio to refer to Great Hunt Communicator (split from Nova Station)
  • Fixed Great Hunt Assembler and Communicator being uncraftable
  • Updates to the crit hit indicator ricochet audio event so its not heard when shooting the sky or things too far away
  • Updated meshes for Sandworm trophies and added destructibles for each
  • Adding new rock golem fire audio. Adding new audio to scorpion rifle reload thats more apprpriate. Updating gauntlet punch impact sound
  • Added DEP_Hanging_Pots_Copper_A, B, C and D with destructibles
  • Updating max instances of several events to help prioritize explosions in mission
  • Adjustments to priority and max instances to help stop explosions from cutting out during mission where the base explodes
  • Commit datatable after fixing validation issues
  • Update slug launcher payload spawning, including AoE affecting the final splash area. Update healing / damage and modifier application. Increase initial projectile speed and reduce bonus from projectile speed upgrade. Clarify some stats
  • Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
  • Permit sledgehammers to damage buildings
  • Added DEP_Fridge_Enamel with SK, SM and DM, as well as textures and material
  • Delaying dialogue line after killing ice mammoth to give a brief break before the Ai jumps in to chat
  • Fix Rimetusk Sledgehammer does multiple damage each hit
  • Added variant of AspenLeaves decal for use on snow
  • Update Asset Validation to include more information about verts
  • Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
  • Update slug launcher effects, WIP modifiers. Decal now tints based on upgrade effect
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
  • Adjustments to ice mammoth distant explosive building audio and limitations on building tick damage sounds for how many can play at once to reduce taking up too many channels unnecessarily
  • Allow Generators to be rotated during placement. Set Navigation on Dog Trophies based on validation requests
  • Improve billboard material for Aspen trees and decreave pixel size for billboard LOD on Fir and Pine trees
  • Set Buttercups to culll as grass
  • Add ammo type to reload prompt
  • Fix IM_O1 final quest completion detection
  • Update tooltip hover for biolab weapons, allow clicking the weapon to open the full weapon info page
  • Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
  • Increased leaf size on leaf textures, as well as made several adjustments and changes to the billboard materials and textures to help improve the look and feel of the Aspen trees. First pass
  • Moved navmodifier volumes to persistent level
  • adjusted Quarrite Lamp strength, and colour
  • Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
  • Added BLD_Railing_BarbedWire with all textures, materials and meshes, including DM
  • Updating line after the demolition to make the timing more realistic. Felt too rushed before
  • Created proper collision on the physics asset for the Enamel fridge
  • Adding dead prospector comms static audio to mission dead prospector and also flies and NS flies to mammoth bones in mission for better audible detection
  • Fixed a few sound oddities. Reverb for the mammoth was not turning down to its correct level when occluded. reduced volume of distant predator bird slightly with spacializer as it was too loud when in mission base
  • Adding correct audio data table setup for mission research container
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Some missed tweaks to Homestead Lamp Posts
  • Update Homestand Lamp Posts lighting and VFX. Add additional LODs and tweaked screensizes
  • Added test lighting to RimeTusk trophies
  • material duplicates cleanup on TRE folder
  • Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
  • Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
  • Elysium - cliff placement + decal and foliage painting in volcanic area surrounding geothermal, red quad
  • Adding new Entry for Submachine Gun, the Old Assault Rifle Entry is now a legacy item, it points to new submachine gun rows. We cannot delete the Old Assault rifle entry as it will remove the item from peoples games
  • Setup Assault Rifle T4 as the new Assualt rifle, the existing will be swapped to a machine gun when the mesh is through
  • Adding Destructible Meshes to Sandworm Trophies
  • Adding Cave Bat Trophy and Head Setup
  • Cave Bat Loot now has its own entry to seperate it from arctic bats
  • GH_IM_O1 override RVT material with snow material
  • Re-imported Rock Golem gun with proper vertex normal settings
  • Fixing some instances where the mammoth and moas spacializer settings and reverb send didnt match up causing volume oddities within mission base
  • Adjusted LOD distances for all copper pots, as well as added a number of assets to Collections that weren't previously added
  • Added custom LODs for flag
  • Updating rock golem gauntlet impact punch audio for rocks to sound correct. Reducing the size of the rock impact NS slightly to match audio more closely. Less huge rocks and more like broken rocks scatter. Deleting profilings
  • Elysium - added variant of CaveIn mesh for use on landslides/rockfalls etc
  • Removed numerous outdated assets in BLD root folder
  • Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium

[/expand]

Survival game Icarus reimagines boss encounters alongside new Great Hunts DLC

Savage, post-apocalyptic survival game Icarus is already a sprawling endeavor, but it's about to transform the way you approach boss fights as a new DLC arrives. RocketWerkz, the studio founded by DayZ creator Dean 'Rocket' Hall, is preparing to bring new paid DLC Great Hunts Campaigns to its open-world survival crafter alongside a free update that it promises will "enhance how everyone interacts with bosses in Icarus."


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