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Icarus Week Seventy Three Update | Seed Packets in the Orbital Workshop

Week Seventy Three brings Seed Packets for our recently introduced fruit and vegetables to the Orbital Workshop.

It’s also been one of our biggest weeks of work on the upcoming Galileo patch, as we’ve made substantial progress on all three key features: Fishing, Achievements and the Bestiary.

While smaller in terms of content, this week we’re giving you a sneak peek into fishing as we move closer to the launch of this much-anticipated feature.

Jump in and have a read.



Seed Packets


We’ve added seed packets for our recent fruit and vegetable additions to the Orbital Workshop. These include Avocado, Kumara, Strawberry & Rhubarb, so players can now access these without having to complete SMPL3 quests in Open World mode.

When used on the planet these provide 5 seeds each, so multiple packets can be a good idea for larger groups of players and longer deployments.



Galileo Update


While this might be the smallest weekly update we’ve done, that’s because the team went fishing!



This has been a big week for work on the upcoming Galileo patch. We’ve added lots more fish to the available pool, tested the animations and mechanics thoroughly and worked on the UX of the fishing hook.

We’ve also submitted all content on the internal systems for achievements, badges, profiles and emotes so these can move through Steam’s approval process. This process can take a couple of days, so we’re getting these in early so they’re ready when we launch Galileo.

We’ve also completed a substantial pass on the UI/UX of the Bestiary, completing many of the outstanding tasks required to move this to the final stages of its work.



Help translate Icarus into your language


We are seeking motivated and passionate individuals to join our volunteer localization team to help bring Icarus to more players.

Right now we are only seeking volunteers for Spanish (LATAM) and Brazilian Portuguese, but other languages may be considered in future. By volunteering, you will be helping us to make our game accessible to a wider audience, and contribute to the growth and success of the Icarus community as a whole.

Furthermore, you will have the chance to connect with like-minded individuals and form new relationships in a supportive and collaborative environment. You can translate as little or as much as you want, whenever you have time.

So, if you are fluent in English and Spanish (LATAM) or Brazilian Portuguese and have a passion for language and gaming, we encourage you to apply today and become a part of our localization team!

You can find the link here

Please ensure that you have joined the Survive Icarus Official Discord when applying, otherwise, we won’t be able to process your application.

Only successful applicants will be contacted (via Discord).

We also want to give our current localization team a huge shout out for the incredible work they have been doing lately, you all rock!



Changelog v1.2.48.110271


New Content
  • Adding Avocado, Rhubarb, Kumara & Strawberry Seed Packets in the workshop - feature locked out for now
  • Unlocking Kumara, Strawberry, Rhubarb and Avocado Seeds in the Workshop
Fixed
  • Fixed a number of typos in various locations
  • Fixed issue where critical hit area damage calculation was ignoring stats applied to projectiles
  • Fixed a few typos in quests
  • Fixed bug where dropped corpses would T-Pose
  • Fixed a few typos found in stats and item text
Future Content
  • Fixed Nav Mesh Volumes on Developer Level and Added Nav Volumes Around Mo's Cave on Purple Quad, Prometheus
  • Removed world boss configuration from PRO to fix ensures on play
  • Adding Wooly Z death, flinch, neigh audio and events. created wooly Z Idle animation and montage to separate out for control of characters sounds. Added to Wooly Z character BP
  • Added version 2 of the T1 fishing rod
  • Fix Carcass assets for Chamois Var creature
  • Fix Gfur setup for Chamois Var creature
  • Fix physics asset for Chamois Var
  • Fix Chamois Var critical hit setup
  • The Bestiary now has its own bindable key 'J' and will open on Galileo builds
  • Fix Needler texture settings
  • Fix Needler missing Bones mesh (still temporary) and updated references
  • Fix Needler Carcass mesh not pointing to Carcass material
  • Remove 1.5x scaling on Needler corpse which isn't in Character BP
  • Adding Level requirement for T3 Aquarium
  • Add support for waterfalls and lava flow points to the cave template prefab system
  • Fix BatDog corpse pointing to incompatible Wolf bones assets by adding in temporary BatDog bones assets
  • Fix Wolf Bones textures using wrong settings
  • Fix GFur settings on BatDog
  • Improve BatDog capsules setups in Character BP
  • Adjustments to Prometheus delay zone audio. Reduced arctic narrow delay volume push for slightly more subtlety
  • Added skeletal mesh for each colour variant of Fish 7,8,9, and 10
  • Added skeletal meshs for colour variants of fish 11,12, and 13
  • Updating Prometheus First Landing Location
  • Added first pass of revamped Solid Wall and Floor SMs, including Kit textures and materials
  • Final lore entires to D_BestiaryData for Galileo
  • Added game widget to fishing minigame
  • Added better water detection for if you physically drag your lure onto land using the players movement
  • Added Nav Volumes To Mo's Cave and Added Nav Volumes in affected areas, Purple and Green Quad, Prometheus
  • Adjusted some nav modifier volumes, moved macro that hanging over & general clean up on Blue/Yellow Quad, DLC Map
  • Added Nav Blocker volumes around macro cliffs in arctic biome, general polish of cliffs and tunnel of manual cave, Blue Quad, DLC
  • Fixed a bug where if you hold lmb instead of tapping for the reaction minigame, it would reel all the way in before widget minigame
  • Fixed typo in biological containment unit item text
  • Tweaking Fishing Minigame to work with Fishing in Game
  • Updated accolade text to remove discrepancies
  • Reduced Meta Resource Spawn, Moved Unused to Meta_Unused Folder
  • Adding deer variant death and flinch audio. Adjustments to spacializer settings and adding all data table entries
  • Adding more unique death sounds for deer variant
  • Adding Fish Variations for 7, 8, 9, 10, 11, 12, 13, 14
  • Adding Placeholder Fish Variations for 1, 2, 3, 4
  • Added new functionality to request 'AI Events' which are custom behaviours spawned at runtime, managed by an AI Coordinator subsystem.
  • Added new AI Event to spawn additional Bat Dogs around target player when hunting
  • Rod now automatically reels in when minigame is completed
  • Adjusted water detection
  • Swapping Meshes on Basic Fishing Rod & Wooden Fishing Rod so the correct Meshes are used
  • Fixing Needler enter and exit anims by adding in correct root motion
  • Made the lure floating in rivers act the same as in lakes.
  • Added cases to reset the minigame on rightclick and when you switch to another item
  • Added colour variants for fish 14 and 15 to the project and updated roughness maps.
  • Added skeletal mesh for each of the fish variations
  • Fixed General Issues with Prefab Caves on Purple Quad, Prometheus
  • General clean up & Nav Clean Up on Blue/Yellow Quad, DLC Map
  • PRO_Story_6: Minor fixes to travel step
  • Added a socket to each of the fish skeletons for future hooking up with attachment to the lure/hook
  • Added montage once you catch the fish for holding it infront of your face
  • Updating Fishing Actionable, Fishing Lure and Fishing Rod to use a better replication and functions for accessing alteration slots
  • Fixing some issues present in the multiplayer mesh swapping while fishing in lures / rods
  • General clean up, polished around manual cave and added cliff landmarks, Purple Quad, DLC
  • Updated Deer Variant skeletal mesh with duplicate materials removed
  • Duplicating needler enter and exit water animations and montages so different sounds can be used for entering water vs land.
  • Adjusted speed increase to be on the animation not montage so footsteps sync, and adjustments to event pitch to match increased speed of exiting water
  • Make it very clear when EQS fails and falls back to 'close navigable location' via an onscreen debug message (internal dev builds only)
  • Increase the max distance for the EQS query in the treehouse in PRO for now
  • Adding wooly zebra bestiary audio and data table
  • Very small adjustments to mega tree audio balancing
  • Added Fishing UI pop up
  • Added 3 colour variant for fish01 and created duplicate skeletal meshs for each one
  • Added texture files for fish01 colour variations
  • Adding more deer variants whistle type sounds close and distant and adjusting spawn rates so be a little more sparse. small adjustments to pred bird spacial to give spot more importance
  • Lowering spawn vocal chance and rates for all creatures in the swamp biome so it's not a constant clatter of creature sounds. Making them more sparse
  • Added initial first phase of Lava Hunter anims and behaviours
  • Fixing Quest Int Variable Saving
  • Adding bomber broodling and flyer broodling assets for the Lava Hunter boss fight
  • Added sockets to both the mouth of all fish and the bottom of hooks.
  • Fish now attach to hooks correctly when caught.
  • Fixed lures not spawning due to inventory component not being created at time of lrues init function
  • Submitting in progress developer assets
  • Add a new flag for developer WT_Lake 'Permit Navigable' this allows animals to navigate across swamps
  • Accolade progress now works correctly on dedicated servers
  • Moved Bestiary component down to Icarus Player Controller from the survival controller
  • Steam achievement tracking is now active in Galileo and up
  • Added hanging ferns and roots/vines to manual cave and added rock formations in swamp of Blue Quad, DLC
  • Adding Prospect Images For Prospect Story Missions 1-5
  • Added v4 material and texture for fish 13
  • Added missing files to do with adding a delegate for 'DynamicDataUpdated'
  • Added colour variants for fish02. Created a skeletal mesh for each variant
  • Added colour variants for fish03 Created skeletal mesh for each variant
  • Fixed an issue where the lure wouldnt detect the floor. Removed the collision on the lure and kept the collision on the mesh to fix
  • Setting up Prometheus Exotic Spawns
  • Updates to lava hunter. VOlume and spacializer adjustments, added lots more movement sounds for better variation, animation notifier updates and tweaks
  • Small adjustments to predator bird, swamp bird spawn rates and other small tweaks
  • Added Fixed Flow option to Lava Shader to fix lavafall going sideways inside caves, added primitive data to Waterfall BP to control lavafall speed
  • Added TU Mac Top & Nav Clean Up on Blue Quad, DLC Map
  • Add CarcassMesh variable to GOAP Corpse base class to streamline and standardize corpse asset reference setup
  • Added new Carcass assets to support workflow
  • Fixed a ton of creature asset filename and setting issues
  • Add valid get to AI Projection widget to prevent kill-pending spam
  • Add Cheat to spawn all 'generic' controller AI for testing
  • Add (but disabled) DataValidation to AISetup to detect character BPs with anims paused set to true (done during component setup)
  • Setup quest locations for future mission
  • Added a minimum distance for lures
  • Prototype of geyser rework for better performance
  • Added colour variants for fish 04. Created skeletal mesh for each variant
  • Updated colour variant 4 of fish03 to be less similar to variant 1
  • Adjustments to lava hunter levels and removed additional distortion and other fine tunes
  • Fixed Issues in prefab caves where players could get stuck and get blocked by cliff meshes, Prometheus
  • revisions to spawnblocker_T2 mesh, rebaked AO map
  • Submitting in progress developer assets
  • Fix for ensure on initial player tracker listener creation
  • Fix Pause Anims being enabled on ChamoisVar and ScorpionSummon creatures
  • Fix validation logic for Pause Anims AI character checks and leave enabled
  • Initial tweaks to Ash weather event
  • Adding Fish Variations for 1, 2, 3, 4, 13
  • Adjusted Lava Flow points on lakes and rivers, polished decals in vulcanic biome, added landmark cliffs, PT2 Purple Quad, DLC
  • Adding DEP_SpawnBlocker_T3
  • Lots of distancing and volume tweaks and distancing eq adjustments to the lava hunter. Fixed snipper not using distancing eq etc
  • Replaced ITM_Shield_Kite_Platinum and added ITM_Shield_Bone and Shield_Steel_Heater
  • DEP_SpawnBlocker_T2 - added destructible mesh, updated collision
  • Adding more lava hunter layers and adjustments to a lot of events and balances. Adjusted lava hunter vocal socket
  • Adding assets for GL music - Track 1
  • Added names for new fish variations, also fixed a typo
  • Permit Larkwell_Tazer and Posion_Arrow to break when using a killcam hit
  • Updating Fishing UI to use new concept
  • Datatable setup for new music in Grasslands biome
  • Removed shipping requirement for steam achievements so that they can be tested in development mode
  • Second pass cleanup of Atmosphere controller
  • Removed a lot of unnecessary/unused logic and variables
  • Organization of variables and functions into logical categories
  • Moved bulky logic into Pure function calls to keep graphs clean
  • Moved similar functions like new AshHail,etc into existing WeatherMPC functions to keep down function bloat
  • Adding more ambient predator bird layers and small adjustment to lava hunter
  • Small adjustment to idle audio amounts and footstep in water for swamp quad
  • Small optimizations to Atmosphere Controller by moving some non-urgent functions off tick and onto a timer
  • Fix BatDog loot pointing to incompatible Wolf loot table with stat driven rewards
  • Fix potato asset filenames
  • Remove obsolete WT_ParticleEmitter
  • Fixed Issues in prefab caves where players could get stuck and get blocked by cliff meshes, Prometheus
  • Adding Progressive Bestiary Stats for Specific Creature Extra Damage and Resistance
  • Fixing up AICreature Type stats and tags for new creatures
  • Adding Prospect Images For Prospect Story Missions 6
  • Improved Gfur settings, Capsule setup, and Corpse setup on DeerVar
  • Fix Blueback Dead AnimBP not inheriting IcarusCorpse anim instance
  • Fix Blueback Physics Asset settings
  • Delete Blueback SM
  • Fix Blueback corpse mesh references
  • Fix Swampbird Corpse pointing to alive AnimBP by creating Dead version
  • Tweak Swampbird physics asset
  • Fix Kea feathers shader setting after texture settings fix
  • Tweak Kea LODs
  • Added hanging ferns and roots/vines to manual cave and polished flow points on lava rivers and lakes, Purple Quad, DLC
  • Swapping Prometheus Mission 02 & 03 Dynamic Drop Pods to use quest markers for their origin location
  • Adding Bone, Steel, Platinum, Titanium, Carbon and Composite Shield Items, Recipes, Blueprints, Dev Locked Out for now
  • T3 Aquarium now correctly runs off biofuel
  • Delete TemplateResource files remaining after .27 upgrade where referenced assets were removed, resulting in errors
  • Delete single actor from Olympus that should've been detected in CL 109730 but reference seems broken
  • Enable additional emitters on Sandworm recede effect which improves visuals
  • Recompiled niagara effect to hopefully fix compilation error in build
  • Setting up Spawn Blockers T2,T3,T4
  • Adding new Search Area Tech that is componentised and no longer requires an actor
  • Fix Joshua Tree asset filenames
  • Fix missing collision
  • Resave DMs to hopefully fix material reference errors
  • Fix texture settings
  • Adding Wind Turbine Item, Blueprint, Recipe feature locked out
  • Fix SucculentTree asset filenames
  • Resaved DMs to hopefully fix material reference errors
  • Fixed LC Sapling asset filenames and texture settings
  • Resaved DMs to hopefully fix material reference error
  • Fix obsolete texture references in BerryBush materials and delete textures
  • Fix berrybush asset filenames
  • Fix material ref in berrybush DM
  • Clean up unused emitters in Chimney effect and recompile to hopefully fix compilation error
  • Fixing Spawn Blocker Recipes
  • Adding new EQS for Finding a Flat Location to spawn a dynamic building
  • Fix DM material references
  • Adding flying lava hunter continuous loop flying sounds, event and animation notify
  • General creature finessing and adjustments to fine tune spacializer settings and randomizing some layers for better realism
  • SpawnBlocker_T2 - fixed materials on destructible mesh
  • Adding SMPL3 quest for locating and repairing an old prospector base while its being attacked
  • Updates to Lava Hunter BT. Added Lava Hunter egg SK and DM
  • Add Decayable Food setup on Tomato and Potato items
  • Add DataValidation to check for items which grant Food but don't have a Spoil timer (disabled, as results in some false positives)
  • Fixed Voxel Blocker BP CaveEntrance LC 03 & fixed gap for riverbank on Green Quad, DLC Map
  • Fix DeerVar jaw constraint dislocating during ragdoll
  • Do a single update of SlowTick event on Atmosphere Controller via ConstructionScript to ensure everything is updated before jumping in game (Editor)
  • Added colour variants for Fish 05 and created a skeletal mesh for each variant
  • Added colour variants for fish 06 and created a skeletal mesh for each variant
  • Fixed Issues in prefab caves where players could get blocked by maco cliffs and Removed Foliage from Persistant Level, Prometheus
  • Adding in suite of 3RD CHA fishing animations and implementation with character BP and equippable and focusable
  • Additions and updates to lava hunter. Adding own death event for tweakability and also minor adjustment to pred bird volume and pitch. Adjustments to egg lay audio etc
  • Fix missing Berrybush textures which P4 didn't pick up (CL 110159)
  • Added hanging ferns and roots/vines to manual cave and added rock formations to swamp, Purple Quad, DLC
  • Geyser VFX Rework for better Performance, full prototype
  • Added cliff landmarks and rock formations, general clean up, polished around manual cave, Blue Quad, DLC
  • Added skeletal mesh for fish13_Var4
  • Added DEP_SpawnBlocker_T4
  • Adjustments to lava hunter egg lay
  • Re-enabling base Smoke Weather VFX
  • Add initial implementation of a basic automated defense turret
  • Feature locking SMPL3: Lost quest
  • Add a parameter to GenerateSpawnLocation to allow dropships to use different EQS querys
  • Decorative Statues - New DMs for stone statues, added to blueprints (DM_AssetName_V2)
  • Adding predator bird occlusion to all movements and wing sounds
  • Add an IsActorRequiredToBeOutside hook to IcarusFunctionLibrary and wire to in world tooltip

Icarus Week Seventy Two Update | New explosive bullets and improved recipes

Week Seventy Two is here and brings a revamp of our bullet recipes and the introduction of our first explosive bullets.

Craftable at level 30, explosive bullets add a new variation for your firearms, with the new ‘Volatile Material’ resource introduced to create the recipe, and usable across rifles, pistols and shotguns.

We’ve also added ‘Ammo Casings’ to the bullet recipe requirements, giving players 5x more bullets per ingot invested.

Finally, we’ve deployed even more elements to our Fishing and Bestiary features in the upcoming Galileo, as we draw ever closer to its release.

Jump in and have a read.



Bullet Recipe Revamp


We’ve revamped our bullet recipes in lieu of our introduction of Explosive Bullets, to provide a more granular and realistic resource investment that decreases the cost-per-bullet overall.

This includes a new item, ‘Ammo Casings’ which are crafted using Iron Ingots.

Ammo Casings come in stacks of five, at the cost of a single Iron Ingot. This changes the flow from:

OLD: 1 Iron Ingot → 1 Bullet
NEW: 1 Iron Ingot → 5 Ammo Casings → 5 Bullets.

For specific recipes, this replaces the use of an ingot to create a single bullet, to give ammo casings, giving you 5x as many bullets per ingot invested. To balance this out, rifles now take two gunpowder opposed to one, to offset the cost reduction in ingots.

The only difference is Shotgun Buckshots, which now have the recipe:

OLD: 1 Copper Ingot + 6 Gunpowder + 1 Epoxy = 1 Shotgun Buckshot
NEW: 1 Ammo Casing + 5 Copper Nail + 6 Gunpowder + 1 Epoxy = 1 Shotgun Buckshot.




Explosive Bullets


Explosive Bullets have been added to the ammo pool and can be used across Pistols, Rifles and Shotguns.

Explosive Bullets have slightly reduced projectile damage, but make up for it with a lot of explosive damage that is dealt in a radius with a falloff. Potentially hitting multiple targets within the radius. See their breakdown below.
Pistol Explosive Round: 50 Projectile Damage, 200 Explosive Damage, 400 Radius
Rifle Explosive Round: 200 Projectile Damage, 300 Explosive Damage, 500 Radius
Shotgun Explosive Round: 20 Projectile Damage, 50 Explosive Damage, 350 Radius

This recipe is restricted until you reach level 30, and can be crafted at the machining bench.

This requires a new resource, Volatile Material. This has its own recipe of 2x Gunpowder, 2x Oxite and 2x Spoiled Plants, which can be applied on top of a standard bullet to craft the explosive variant.

Volatile Material can be crafted at the Mortar & Pestle or Chemistry Bench, but is only volatile for 10 minutes, and must be used in crafting an item such as explosive bullets within that timeframe to keep its potency.

We’ve also updated the Frag Grenade Recipe to account for this new resource. Instead of 10x Gunpowder it now uses 2x Volatile Substances, a more accurate reflection of a realistic recipe.

In addition explosive damage and the radius of explosions are now completely stat driven and is now visible on the Grenade & Larkwell Explosive Arrow, Damage has also been adjusted.

Grenade
OLD: 200 Explosive Damage, 1500 Radius
NEW: 1000 Explosive Damage, 1500 Radius

Larkwell Ballistic Arrow
OLD: 200 Explosive Damage, 500 Radius
NEW: 300 Explosive Damage, 500 Radius

We also adjusted Grenades of all types to now stack to 5.

We’ve also tweaked the blueprints in the blueprints tree for guns and ammo, rearranging the order slightly and adjusting the Incendiary Rounds blueprint to no longer be exclusive to rifles but include pistols as well.



Galileo Progress


Galileo is drawing ever closer, and this week's work has been on adding more elements to the features we’ve discussed before.

Fishing has received a few more species, giving players, even more to catch, record, and display. We’ve also been iterating on the Fishing minigame mechanics and revisiting the spawn maps to polish up the experience.

The Bestiary has also received a UX pass, and we’ve iterated on the UI while adding an extra feature for players.

Finally, we’ve been testing our Steam Trading Cards in the Steam dev environment, alongside setting up the achievements for localization.



Changelog v1.2.47.109887

[h3]New Content[/h3]
  • Upping Grenade Damage
  • Explosive damage now triggers a radial damage event in code incorperating player stats / talents / equipment for explosive damage stat increases rather than relying on BP flat value damage payloads
  • Added new stat for explosive damage radius which controls the spread of the explosion
  • Adding Grenade as a projectile type so its explosive damage can be scaled based on player talents after the shift from explosive damage to code rather than the payload BP
  • Adjusting damage function library to take into account the new functionality of the explosive damage type
  • Adding explosive damage stats to the different explosive damage types so they can be clearly seen in popups & used for damage calculation
  • Payloads are now passed the projectiles damage stat container for any required cosmetic effects
  • Add Explosive Shotgun Shells, ballistic setups and icons
  • Add Slug Shotgun Shells, ballistic setups and icons
  • Add Pistol Incendiary Rounds, ballistic setups and icons
  • Add Pistol Explosive Rounds, ballistic setups and icons
  • Unify meshable entries for ammo to use single ammo box entry instead of duplicating unnecessarily
  • Add partial implementation of Armor Piercing Pistol and Rifle rounds
  • Add additional supporting effects for new ammo types
  • Update icons for existing ammo types for consistency and readability
  • Fixed LOD and collision setups on some ammo meshes
  • Fixing Ammo Casing Recipe Values
  • Adding Explosive Rifle Rounds to Rifles Valid Ammo Types
  • Updating Ammo Casing and Volatile Substance Talents to be linked to the crafting recipes
  • Explosive damage now triggers a radial damage event in code incorperating player stats / talents / equipment for explosive damage stat increases rather than relying on BP flat value damage payloads
  • Added new stat for explosive damage radius which controls the spread of the explosion
  • Adding Grenade as a projectile type so its explosive damage can be scaled based on player talents after the shift from explosive damage to code rather than the payload BP
  • Adjusting damage function library to take into account the new functionality of the explosive damage type
  • Adding explosive damage stats to the different explosive damage types so they can be clearly seen in popups & used for damage calculation
  • Payloads are now passed the projectiles damage stat container for any required cosmetic effects
  • Certain creatures now take more damage from explosve damage: Caveworms, scorpions and crocodiles. Additionally the scorpion, landshark and sandworm bosses take increased damage. The scorpion boss takes further increased damage in it's hardened armor state
  • Updated Payload logic and spawn timings so stats can be retrieved
  • Updating Pistol, Rifle, Shotgun to deal less projectile damage but a lot more explosive damage
  • Upping Grenade Damage
  • Converting Larkwell Explosive Arrow to be correctly stat driven
  • Add a basic vertical spread to damage labels when multiple hits occur in a single second (explosive ammo)
  • Halved damage multiplier for explosive damage on scorpions and crocodiles, scorpion boss still takes double damage while in it's hardened state.
  • Reduced damage on Explosive Shells from 60 to 50 explosive.
  • Reduced explosion area on shotgun and pistol rounds slightly, to reduce the likelyhood of mistaken damage.
  • Increased stack size of frag and smoke grenades to 5.
  • Increased damage of frag grenades to 1000, additionally doubled the distance before damage falloff starts, resulting in more consistent damage over the area
  • Ensure Larkwell_Ballistic arrows are not available for pickup after a killcam shot

[h3]Fixed[/h3]
  • Update Warm and Cozy description to match current effects
  • Fixup redirectors and delete unused VFX assets
  • Decreased opacity and count of Motes effect in Forest slightly based on community feedback
  • Update some insurance claim, prospect select, server browser, server chat and main menu options to correctly use translatable strings
  • Added low.ms to the server provider list
  • Fix for crash caused by accolades/trackers that are locked behind content flags
  • Fixed reloading a completed mission causing mission to restart

[h3]Future Content[/h3]
  • Enabled outside tooltip, disabled outside requirement on existing deployables until ready
  • Re-merged outside tooltip to ensure it is not shown in the current build
  • Adding destruction sounds for vases. Event and data table entrys
  • Small increase in volume to vase destruction and adding missing collision to vases without it
  • Update SMPL references to correctly mention SMPL3 in dynamic mission selection
  • Replaced frozen river mesh in order to use complex collision for accurate spline collision
  • Added missing cache files for VR_CaveWall_Ice
  • Adding first pass delay zones mapping for Prom. To be adjusted
  • Enabled ice cave entrances in the AC areas, added roots to cave & general cleanup Blue/Green Quad, DLC Map
  • Update brambles to show the required sickle icon when attempting to harvest
  • Added a transparent icon to the search area that only becomes visible on the compass UI
  • Polished and added roots and vines to tunnel of Swamp transition cave, Yellow Quad, DLC
  • Polished and added stalagmites, roots and vines to tunnel of Swamp transition cave, Yellow Quad, DLC
  • Implementation pass of 1ST person Fishing anims including 1st person rig and anim bp set up, still needs a couple hooks for certain anim assets to be used and missing refined fishing rod animation
  • First pass on cleanup of the Atmosphere Controller blueprint. Still lots to do and functionize to further clean up
  • Adding thatch deployable item setup so fishing trap can have appropriate audio when destroyed.
  • Also changed PM to use thatch instead of wood for better audio choice
  • Added SM_LC_LavaCold_08 mesh for Rock Dog lava VFX
  • Adding predator bird, lava hunter and broodling bestiary sounds. Adding PB to data table
  • Added art asstes for the large version of the T4 Aquarium
    PRO_Story_6: Initial pass at first few mission steps
  • Refactor player underwater post-processing logic to allow us to switch to different settings for lava and swamp water bodies. Add swamp water gameplay tag to enable switch logic
  • Added destructible mesh for Large T4 aquarium, Adjusted gap in the glass on the static mesh
  • Added roots to cave & general cleanup swamp Purple/Green Quad, DLC Map
  • Added cliffs Around Ice River and Gneral Cleanup, Blue Quad, Prometheus
  • First test audio for deer variant. Will adjust and fine tune. All data table entries and Rescaled Deer Varient to be slightly bigger
  • Resubmitting kitchen bench audio
  • Adding inital pass of bloom curve control to AtmosphereController and biome curve assets - currently unconnected and needs review
  • Polished and added roots and vines to tunnel of Swamp transition cave, Blue Quad, DLC
  • Enabled cave entrances in the TU/AC areas, Yellow Quad, DLC Map
  • Adjusting prebuilt structure save / load code to save relative positions from an origin rather than absolute world positions, this enables us to use prebuilt structures in dynamic quests
  • Added roots to cave & general cleanup swamp Purple Quad, DLC Map
  • Updates and additions to the deer variant audio
  • Lava Spit VFX for Rock Dog and Lava Pool BP and VFX Prototype
    PRO_Story_6: Setup next quest step
  • Added support for controller triggers to speed up and slow down cinematic camera speed
  • Added hanging ferns & roots ferns in SW transition cave on Yellow Quad, DLC Map
  • Setting bloom curves to default settings - adjusting bloom 'off' to default settings. Still WIP
  • Adding unlock creature bestiary UI sound. Also adding Blueprint Implementation
  • Polished and added ferns and vines to tunnel of Swamp transition cave, Blue Quad, DLC
  • Removing Lens Flare on Atmosphere Controller PostProcess_Base, this was an accidental commit.
  • Adding example settings to GL curve in preparation for testing
  • Adding Basic Logic for new 'Lost' Dynamic Quest
  • Added cliffs Around Ice River and General Cleanup, Blue Quad, Prometheus
  • Adding deer vari bestiary audio
  • Carbon Fiber Shield - SK, materials, textures added (SK_ITM_Shield_CarbonFiber)
  • Adding Large Aquarium Model and Item Setup
  • Updates to terrain delay audio zones map
  • Made FoliagePicker button pretty
  • Fixing Dynamic Mission Paths
  • Adding lore entires to D_BestiaryData. More to come
  • Added hanging ferns and roots/vines to the Swamp to Volcanic tunnel cave on Purple Quad, DLC
  • Adding lore entires to D_BestiaryData. More to come
  • Fixed General Issues with Prefab Caves on Purple Quad, Prometheus
  • The lure now resets automatically after throwing it onto land initially
  • Changed values to make it better for remote testing
  • Added montages for once youve caught the fish but not implemented yet
  • Added a new test map for me to test fishing
  • Small adjustments to the carved wood lamps sound sizes being incorrect and minor volume adjustment
  • Adjustments to the unlock creature bestiary level and low end and start pan
  • More updates to delay zones mapping and eq adjustments to new biome delays to get the right feel
  • Fix the build (conditional headers)
  • Updated player tracker json for validation
  • Added hanging ferns and roots/vines to the Swamp to Volcanic tunnel cave and general clean up on Purple Quad, DLC
  • Fixed Vapor XP event spelling and changed PredatorBird Skinning event to not be Shared
  • Added validation to detect incorrectly set Shared XP setups
  • Corrected various naming, spelling, and reference issues
  • Fixed ordering of XPEvents DT and corrected values (eg, killing polarbearcub gave 100xp, skinning it gave 750xp)
  • Added missing XPevents for DLC creatures
  • Updates to Bestiary data for naming consistency
  • Removed references to incorrect icons so that content progress is not muddied
  • Added support for new types of accolades (one-offs, task lists, and whole talent trees)
  • Rewrote core of bestiary subsystem to be clearer and avoid large amounts of RPC's
  • Added more hooks for pushing accolades to steam
  • Added a large range of new accolades for Galileo
  • Adding Fishing Minigame Widget
  • Refactored fishing minigame blueprints to be easier to read/understand
  • Fixed a bug where the model of the fish would change after appearing on your line
  • Fixed General Issues with Prefab Caves on Purple Quad, Prometheus
  • Added mesh, materials, AO map for Spawn blocker T2 (SM_DEP_SpawnBlocker_T2)
  • First lot of wooly zebra idle audio, event and data table setups
  • Add Tooling for checking Creature name data
  • Updated in-game names for predator bird and rockdog

Icarus Week Seventy One Update | Strawberries and Avocados added

Week Seventy One is here and we’re introducing our Fruit Care Package, following on from last week’s vegetable-themed one.

This introduces Avocados and Strawberries, with seven recipes between them to craft across a range of benches. These can be earned through SMPL3 quests and come with their own unique buffs.

We also have moved further into the testing phases of Galileo, hooking up the Accolades and Achievements to Steam's backend in our development environment.

Jump in and have a read!



Avocado and Strawberries


Following our Vegetable Care Package, we’re introducing our Fruit Care Package which includes two new resources for you to find as rewards for SMPL3 quests: Avocados and Strawberries.

These come with seven new recipes that can be crafted at the Drying Rack, Cooking Bench, Potbelly Stove, and Biofuel Stove, each with its own buffs and perks. These are:
  • Fruit Muffin
  • Savory Roll
  • Strawberry Jam
  • Pickled Avocado
  • Mixed Berries
  • Stuffed Avocado
  • Dried Avocado

While not able to be found growing in the wild, Avocados and Strawberries can be earned through SMPL3 missions in Open World, so get to ticking off those tasks.



Galileo Progress


Galileo is quickly approaching, and this week saw us connect our Accolade and Achievements features to the Steam backend in our development application.

We also found an issue with the Bestiary in multiplayer, so are working on correcting this so players are granted rewards correctly, and have been testing our fishing mechanics, iterating on the feature and ironing out any bugs that we discover.

For those who might not know what Galileo is, check out our Week Sixty Five blog. We’ve shifted to a new approach that combines regular, smaller weekly updates with larger patches that focus on more detailed features, the first of which is Galileo.



Changelog v1.2.46.109701


New Content
  • Added HRB_Strawberry with 5 growth stages and dead stage, as well as ITM_Strawberry, and added all assets to the appropriate data tables
  • Adding Strawberry item icon
  • Added HRB_Avocado with 5 growth stages and dead stage, as well as ITM_Avocado, including all data table entries
  • Unlocking Avocado & Strawberry Dynamic Quest Rewards and Recipes
  • Adding Avocado Icon
Fixed
  • Fix workshop layout tree for micromeal is visually wrong
  • BROKEN ARROW: Update dialogue timing
  • Fixed an edge case of the shield still being attached to the player after it's destroyed
  • Fixed a typo in Wooden Buffalo Statue description
  • Added text for fish trophy mount
  • Fixing Inaris Envirosuit pointing to the incorrect helmet
  • Fixed incorrect 'effectiveness multiplier' value for Crit_StrongPoint and Crit_ExtraStrongPoint rows, shouldn't have any gameplay effects but they should be named correctly now
Future Content
  • Add option to configure alternate dialogue in data depending on whether prospect is mission or open world. Dialogue rows can now automatically redirect to another row if a redirect condition is met
  • Adjustments to needler, predator bird and slight incrase in reverb for wetlands overall
  • Moved logging to a new function to test if it's working as intended
  • Adding Landmine Icon and texture swaps based on armed state
  • Putting the needler montages in the correct folder
  • Fixed Seams in Arctic and Tundra Cave Prefabs and Setup Meta Node Handles For Cave Prefabs in Arctic, Tundra, Conifer and Volcanic, Prometheus
  • Meta Spawner - Row Setup Green Quad
  • Remove old angled seedling trees in GL area & repainted seedling in GL area on Green Quad, DLC Map
  • Repainted seedlings in GL area, polished and added assets/foliage to underground cave, Green Quad, DLC Map
  • Added art assets for Fish07 Colour variants to project
  • Export PNGs of terrain maps for levels
  • Meta Spawner Setup Meta Node Handles on Green/Purple Quad
  • Adjusting Prometheus AI spawn config to include the new creatures and added zones for specific creature spawns
  • PRO: Updated foliage names and rewards to match type of plant, update brambles to require sickles to be cleared
  • Fixed a replication bug with the clientside projection widget
  • Removed unnecessary replication on a few variables
  • Added tooltips to most of the variables for readability
  • Shifted functions so the actionable only talks to the rod and the rod to the lure
  • Fix naming scheme on new Prospect images
  • Partial Setup of tameable Bear cub and AI setups for prometheus
  • Add Large and Small Painting Frame deployables
  • Add 44 new canvas materials for painting frames (to be hooked up)
  • Clean up Frame assets
  • Added possible fix for foliages instances being invisible in editor when placed on top of other meshes (cliffs, tree roots etc)
  • Adding possible open bestiary UI sound. Not yet implemented
  • Added 2 DCO Tapestry assets to test
  • Meta Spawner Setup Meta Node Handles on Blue Quad and Some Prefab Cave Fixes
  • Updating Bestiary Open sound and adding into BP
  • Painted seedling in GL area on Green Quad, DLC Map
  • Adding ITM_Shield_Kite_Platinum for testing
  • Added SPR_Obsidian
  • Repainted seedlings in GL area and general clean up of underground cave, Green Quad, DLC Map
  • Apply any bestiary stats when unlocked (Galileo feature locked)
  • Disable Trailer setup for VFXTest Level
  • Shortening the open bestiary sound by about 35% to make it snappier and so the visuals can match without too much of a delay
  • Added support for receiving rewards for offline mission completion in prospects with multiple missions
  • Added new error codes for situations where a drop ship position fails to generate when joining a prospect
  • Added SK mesh, textures, material for Titanium Tower Shield (SK_ITM_Shield_Titanium)
  • Adding Bestiary Unlock Stats and setting up stats in the bestiary data
  • Fix an issue with the 3D to 2D mapping on the range target debug tool (internal developer only)
  • Fixing Renamed Stats Causing Build Break
  • Fixed Issues in prefab caves where players could get stuck and get blocked by cliff meshes, Prometheus
  • Added more info to dev inspection tool. Added cheat to teleport to specific X,Y,Z coordinates
  • Added LookAt Control rig for Swamp Quadruped.
  • Update RigUnit_Accumulate nodes to latest git source version.
  • Added ability for some NPCs to Look at nearby perceived targets, currently only enabled for Swamp Quadruped, regardless of AI relationship.
  • quick pass on dropship sonic boom effects
  • Adding bestiary hover audion and events for hover creatures left and hover main creatures middle. Adding to UMG's
  • Fixed LC cave blocker MeshCache not being in depot, should fix issue with weird normals when hit in built game
  • Painted seedling in GL area on Green Quad, DLC Map
  • Updating Bestiary Widgets to work like concept
  • Generated .ivc and .imc files from new voxel meshes are now automatically added to source control
  • Add Lights to Prometheus Lava Lakes. Add base class to ensure consistency between light settings and easy optimization
  • Adding bestiary ui click, hover adjustments and UMG input
  • Fix an issue applying multiple bestiary stats to same source (Galileo feature locked)
  • General clean up, polished around manual cave, foliage and added cliff formations, Purple Quad, DLC
  • Implemented fish cooking recipes
  • Adding VFX, Lighting and material emissive control to aquarium t3 and 4. Added logic to only have these active when supplied with power and water
  • Added missing virtual stats
  • Wire wolf percention bestiary stat (Galileo feature locked)
  • Predator birds no longer target corpses that are sheltered
  • Adding Audio Row to bestiary enteries so an animal sound can be played
  • Fixes for BP logic on BP_Aquarium
  • Reworked transition between GL & TU to feel more natural on Blue/Green Quad, DLC Map
  • Adding missing material for new sonic boom VFX
  • Fishing Trap no longer will spoil food
  • Players can not longer place items in the fishing trap
  • Fishing trap will display a fish when a fish is caught
  • Adding first batch of bestiary creatures through device audio events and data table entry
  • Updated names for confirmed DLC creatures
  • Change bestiary percents, make popups aware of new bestiary unlock types, only display a single (the best) unlock popup when processing unlocks (Galileo feature locked)
  • Updating volumes and panning of bestiaryu creatures, adding in UMG BP logic to play sounds based on creature selected
  • Updating Bestiary UI
  • Update all Geode Lamps to be actual lights with emissive texture swaps
  • Remove Flammable from Geode Lamps and change to Light Deployable weight setup
  • Fix Geode Lamps ItemTemplate pointers
  • Remove rotation step from non-facing Geode Lamps
  • Fix random icon assignment to Geode Lamp deployable setups
  • Adding more creatures in for bestiary audio and data table
  • Updates to bestiary mixing. Ducking added and slight reverb to put the device in world more
  • Working on adding POI's & cliffs/rock formation in the swamp on Purple/Green Quad, DLC Map
  • Updated grasslands and wetlands atmosphere color effects
  • General clean up, polished around manual cave and added cliff landmarks, Purple Quad, DLC
  • Adjusted settings on shadow geo meshes in Prometheus (disabled all shadow casting except far shadows)
  • Deleting DM for DCO_DeskLamp_Carved so that a proper working version can be created, as well as fixing the lampshade material
  • Added proper DM for DCO_Desk_Lamp_Wood_Carved
  • Swamp Quadruped is no longer scared of player until attacked
  • Added Art asstes for ITM_FishChunks, ITM_FishFillet_Saltwater, and ITM_FishFillet_Freshwater
  • Adding in next batch of creatures sounds for bestiary
  • Adding Fish Recipe Icons
  • Adding Fish Chunks, Saltwater & Freshwater Fillet Icons and Meshes
  • Reworked transition between GL & TU to feel more natural on Blue/Green Quad, DLC Map
  • Added PM_Tree to all materials for Mega Trees
  • Fixing Geode Lamp Icons
  • Adding Geode Lamp Icons
  • Added flavour text for new lamps
  • Added text for fish recipes
  • Added text for fish ingredients
  • Fixed lava river blending in P2, working on adding POI's & cliffs/rock formation in the swamp on Purple/Green Quad, DLC Map
  • Adding most of the rest of the bestiary creatures vocals. Only a couple more to go
  • Change Editor-side functionality for EnzymeGeyser, Dropship and Respawnship and Meta Deposit actors to add locator beacon meshes as a dynamic component. This fixes the Editor poorly syncing the camera when focusing the actor due to the beacons size when attached as a permanent component. Separate Show/Hide into their own functions so multi-selected actors can sync up
  • Second Pass 1st fishing anims using proper base, adding SK_FishingRod_T2 rig
  • Update EditorUtilityQuickSelect to function with new Locator Mesh setups for world actors per CL 109517
  • General clean up, polished around manual cave and added cliff landmarks, Purple Quad, DLC
  • Updates to volume, max instances and verb amount for all bestiary creatures
  • Added Obsidian Armor Version 2 materials and textures
  • Add button to grab current level in WorldManager tool
  • Folder cleanup on Prometheus world actors
  • Add datatable validation for 'must be outside' (future content)
  • More wiring for Bestiary UI (Galileo feature locked)
  • Fixing issue with Dynamic Drop Pod Fallback cases which would cause issues in quest steps as the variable for location was not being cached correctly
  • Added Art assets for Fish15 including skeletal mesh, animBP, and ctrlRig
  • moved obsidian armor v2 materials to correct folder
  • Added new lava deployable placement type, can no longer place water-based deployables in lava
  • Add a basic animation hover to bestiary weaknesses, stats1, loot and stats2 (Galileo feature locked)
  • Adding Geode and Painting Set Talents and Setup for recipes
  • Update Motes FX to be half spawn rate and changed to GPU particle for performance gains
  • Decreased radius slightly and increased opacity slightly to counter reduced visuals from count reduction
  • Add motes effects variation for Grasslands biome and update logic to support in PlayerEffectsComponent
  • adding caught fish sound to the fishing traps. Implimentation of the traps may still need further tweaks
  • Paintings can now be interacted with and you select a painting from a new DT
  • New data table d_paintings with a reference to a large and small image for paintings along with a name for search purposes
  • Updated the Swamp, Lava, and Grasslands character select dioramas to better match the current biomes
  • Undo range //Icarus_Stream/Trunk/Icarus/Content/Maps/Caves/CAVE_SW_SML_004.umap from revision 3 to revision #head
  • Fixing Prometheus mission 4 prebuilt structure and quest location
  • Added missing files from last commit
  • Sort bestiary creatures by name alphanumerically, then group by unlocked or locked (Galileo feature locked)
  • Fixing Prometheus Mission 4 Dialogue Delays to fix mission pacing
  • Removed the search bar from the UMG and removed orphaned code for clarity
  • Delete all instances (200+) of WT_ParticleEmitter from Olympus and Styx
  • Logic has been unhooked for a long time and the actor now does nothing
  • added obsidian armor mesh pack
  • Adding fishing bench craft audio, audio data table entry and applied to all crafting bench recipes that make sense for the bench
  • Added hollow tree trunks, working on adding POI's & cliffs/rock formation in the swamp on Purple/Green Quad, DLC Map
  • Fixing quest marker locations so the bodies are within the search areas for PRO mission 4, also fixing bodies angles
  • Modified Creature name from PRO mission 4
  • Fixed Dead prospector body highlighting
  • Adjustments to fishing bench and rebuilt banks to fix bench not working
  • Polished and added roots and vines to tunnel of Swamp transition cave, Blue Quad, DLC
  • Added ITM_Shield_Composite
  • Fix dropship relocation using grenade sometimes applying bad audio states to clients due to a non-replicated variable meaning the audio could behave as if the player was IN the dropship. Put a length limit on dropship door open/close FMOD events so they automatically stop if their state change logic fails instead of looping infinitely
  • Updates to quest step locations for dynamic drop pods
  • Adding fishing trap loop audio event and BP imp
  • `Fixing PRO Mission 4 Intro Dialogue Ordering and Priority
  • Adding aquarium buble audio event and blueprint imp to play when bubbles are activated
  • Decrease color saturation and revert ToneCurve back to 1.0 to fix color crushing from GL postprocess changes
  • Setup PP Volumes for Underwater Swamp and Lava, added Lava Under Plane Material

Icarus Week Seventy Update | Vegetable Care Package

Week Seventy brings two new vegetables to Icarus, the Kumara and Rhubarb. These aren’t found organically growing on the surface but can be collected when completing SMPL3 quests in Open World.

We also give an update on Galileo, which is moving into its latter phases as we complete the production work and shift towards testing and refinement.

Jump in and have a read.



Kumara & Rhubarb


We’ve added two new resources to Icarus that players can plant, grow and cook with.

These are Kumara and Rhubarb, two new vegetables with their own perks for players when consumed.

These vegetables are only available by completing SMPL3 quests in Open World, and not found growing naturally on the map like other vegetables are. This limitation makes them highly valuable, and they come with seven new recipes across the Drying Rack, Fireplace, Cooking Bench, Potbelly Stove and Biofuel Stove.

For those unfamiliar with Kumara, it is a variant of the Sweet Potato that came to New Zealand with the Maori settlers. It has a distinct sweet taste and its flavour is sometimes associated with a blend between the standard sweet potato and American yams.



Galileo Update


Galileo continues to make steady progress, and we’re now moving towards testing our Fishing mechanics, localizing our Achievements and finalizing details.

We have now added the final fish meshes and finished the casting and reeling animations, completing this part of the project and moving it into the testing phase as we refine our UI and look for any bugs that might be present in the new system.

We have also updated the bestiary to include more information and possible unlocks, as well as the ability to trigger the respective animal sounds.



Changelog v1.2.44.109451


New Content
  • Added HRB_Kumara with Stage 1 to Stage 5 variants, as well as dead variant
  • Added ITM_Kumara with data table entries, as well as added the growth stages to the data table
  • Adding Kumara Icon
  • Adding correct sounds for Kumara and Rhubarb
  • Removing Feature level flag from Kumara & Rubarb Dynamic Quest Rewards and Recipes
  • Adding Rhubarb Icon
  • New vegetables dynamic missions reward increased in likelyhood 3x and rewards 2-3x more vegetables
  • Updated recipes that are not purely fruit and vegetable to not scale off of the Vegetarian talent
Fixed
  • Modify MinScreenSize engine setting for Foliage to be smaller, allowing more control over culling distance of foliage assets
  • Initial pass on culling distances for numerous foliage assets for optimization
  • Add PerInstanceFade node to IceRockSmall master to help blend culling
  • Added FoliagePicker Utility to show and select what foliage is being looked at because UE4 foliage tooling is incredibly terrible. NB: only supported by Foliage which has collision (so no FoliageOverlap assets)
  • Fixed some typos found by our translation community
  • Fixed typo in description for wooden buffalo cart
  • Created reloading montage for the hunting rifle, set correct start, loop, end behavior and added to firearm table. Hunting Rifle now has visible bullets when reloading
  • Adding correct audio data table entry to stone statues
  • Fix an exploit where save/load with an active food buff and long lasting food talent stat would increase the duration of the food buff
  • Fixed bug where juveniles weren't being initialised correctly, leading to baby deer not being cleaned up when parent despawned
  • Increased max trace distance of underground checks for a few more EQS
  • Increased max distance of trace that checks potential spawn points aren't underground, should fix a few cases where creatures/quest actors are spawning inside cliff faces
Future Content
  • Added cliffs on macros base in Swamp, Grasslands and Vulcanic biome, Green & Purple Quad, DLC
  • Added meshes, materials, textures for T2 Fish wall displays (SM_DEP_Fish_WallDisplay_T2_01-03)
  • Make lava rivers and lakes non-drinkable. Added IsDrinkable bool to water setup data, and updated interactable river and lake BP construction scripts to only add WaterSource rowhandle to their Interactable component if IsDrinkable, otherwise none
  • Fix build - add missing include on ifdefed code (internal only)
  • added fish13 textures, materials and static meshes with LODs and correct texture groups. Also added iridesence for fishes 11,12,13 for rarity
  • Small balance tweaks to lava river flow audio event and lava waterfall bottom event
  • Decrease size, slight increase on density and tweaks on material for buttercups grass type to make them look less harvestable
  • Adding generic SMPL3 dialogue assets
  • Saving Trailer Seuqecers and Levels
  • Updated names of various new creatures
  • Initial setup for SMPL3 in dialogue table
  • Delay switching to Billboards for TU Grass
  • Adding rough fish imagesand tidying up some bad logic in the fish and fish entry widgets
  • Added dialogue text for SMPL3
  • Added option to turn off foliage flatten position offset (turned off on Reeds) and changed PerInstanceFade to OpacityMask Dithered to improve distance blending
  • Tweak Glass settings for DeskLamp and fix filename
  • Add On material variation and remove emissive from base material
  • Tweak LOD settings to not switch so early
  • Decrease emissive texture size
  • Fix material reference on SittingBench DM
  • Fixing the Fish Images
  • Adjustments to ambience based on mega tree climb up height
  • Expand support/functionality of Inspection Tool
  • Disable Print Screen writing Mode info to Log
  • Adding dev folder shortcut to Shortcuts utility, tweaking size
  • Fixed a bug where if you changed lures it would consume your first 'cast' input on the fishing rod and added ranged data to the fishing rod
  • Added missing item images for rods for the radial menu, Fixed the base fishing rod not saving the lure because of a missing inventory component
  • Adding Icons and Deployable Setup for Carved Wood Decorations
  • Adding lavafall top event and sounds. Adding to BP
  • Adding Icons for the Shaped Obsidian, Super Cooled Ice and Exotic Seed
  • Added cliffs on macros base in P2 Volcanic, Purple Quad, DLC
  • Added cliffs on macro base in Swamp Biome, Blue Quad, DLC
  • Improved predator bird dive animations. Predator bird now climbs at an increased rate, and both predator bird and kea now orient their torso rotation to better match their current velocity direction
  • Fixed an error where when no fish is on the line and the player picks up their lure, the game would try to add a null 'fish' to the players inventory. Also removed unused orphaned nodes/functions
  • Fixed predator bird carcass ragdoll not using copy pose AnimBP
  • Add bestiary progress tracking with weighted scores for skinning bench and trophy bench (feature locked to Galileo outside dev builds)
  • Changed borders in fish page and fish stat widget
  • Edited all underwater rocks material and LOD in desert biome with updated texture, Red and Yellow Quad, Styx
  • Edited all underwater rocks material and LOD in desert biome with updated texture, Red and Yellow Quad, Styx
  • Adding unique mega tree leaf and creak audio and adjustments to event
  • Set up BP AC Cave Entrances, Replace SM AC Cave Entrances with BP AC Cave Entrances version in all Pro Cave Prefabs
  • PRO_Story_5: Update creature AI
  • Updated fish stat visual and changed texts on them via ST_UMG
  • Adding geothermal terrace event. Not imp yet in map
  • Add bestiary progress tracking with weighted scores for skinning bench (again - missed a file when committing)
  • Added text for new fruit and veges and their recipes
  • Added text for Carved Wood collection
  • Adding in 1ST person Fishing anims for implementation, will tweak and add 3rd when we've signed off, suite should be all to action current fishing plan including Cast, Reeling, Strike and landing the fish
  • Added art assets for Fish10 with 4 colour variants to project. Added Fish10 skeleton, animBP, and control rig to project
  • Added skeleton, anim BP, and crontrol rig for fish13 to project. Updated static mesh to match skeletal mesh position
  • Added cliffs on macros base in Swamp Biome, Blue Quad, DLC
  • Adding geothermal terraces audio component to the audio quad
  • General Landscape Polish & Clean Up Purple/Green Quad, DLC Map
  • Adding Lava hunter mini buzzy fly explode audio
  • Added predator bird target circling functionality. Added extra food-related combat behaviour to predator birds
  • Tweak tooling for pre-generation setup
  • Regenerate some Prometheus Generated tiles due to substantial environment changes
  • General clean up, polished around megatree manual cave, foliage, resources and decals, Purple Quad, DLC
  • small adjustments to mega tree audio and adding unique light wind howl. Also very small adjustment to creature idle spawn rate / chance so they don't play too often
  • Adding in Fish Meshes and Icons for 10 & 13
  • Fixed LOD Material Override Issue & Fixing Leaning Foilage on Red/Green Quad, DLC Map
  • Adding Fish Lore for the Bestiary and renaming the Barracuda
  • Fixing collider issues with PRO_Story_2 which was blocking the visbility channel and preventing building, projectiles and animal spawns
  • Add support to FloatingFoliageChecker for detecting foliage which is angled too far from 0 (X/Y)
  • Add Align Max Angle settings to FTs for newer assets which didn't have it setup to prevent big angles in future placement
  • Adding new Icons for New Fruit & Veges
  • Fixing Promethus Mission 3 mission item respawn
  • Added WIP deployable to block AI spawning in an area
  • Adjustments to the mega tree event and placement of audio zone. Adding wind gusts and reverb to creaks
  • Added Cliffs on Macro Base in Swamp Biome, Added back Removed Voxels and Foliage, Blue Quad, DLC
  • Adding Item Icons for New Horizons Food
  • Checked BP Cave Entrances Pro Cave Prefabs & Clean Up Leaning Foilage on Green Quad, DLC Map
  • Adding Rustic Wall Shelf Item, Icon, Lore and Recipe
  • Adding Clay Vases A->I, Items, Recipes, Meshes and icons
  • Adding Geode Lamps, their Variations and recipes
  • General clean up of foliage, decals and riverbanks in Grasslands and Tundra, Green Quad, DLC
  • Added missing source files associated with new spawn blocker behaviour
  • Added Obsidian Sickle and all Obsidian projectiles
  • Added PIC_Obsidian
  • Added text for new lamps
  • Added text to clay vase items
  • Fixed typos in carved items
  • PRO_Story_5: Lowered obstacles by 33%, lowered creature speed, added rewards
  • Added Cliffs to base of Last Macro in Swamp & Removed/Added Voxel Back, Blue Quad, DLC Map
  • More updates and improvements to mega tree audio adjustments based on new placements
  • Adding new Models for the Fish Wall mounts and Setting up Blueprints & variations for the additional signs
  • Lowering WL bed amb when up in mega tree some more based on updated curve / placement settings
  • T2 Fish displays - scaled up meshes 150%, reworked #01 to have metal plaque instead of hanging wood sign
  • Minor updates to SwampBird locomotion blending and AnimBP
  • Adjustments to predator bird spawn rate and volume and spacial override for attack flap
  • Fixed General Issues in template caves on Purple Quad, Prometheus
  • Remove old angled sapling trees in GL area & repainted sapling in GL area on Green Quad, DLC Map
  • Added and replaced some icons and borders on bestiary. Updated fish page look a little
  • New GL atmosphere, new curves, added weatherman support, adjustment to player effects (embers, ashes, enable SW/GL Debris), added weather culling to VFX materials
  • Remove old angled sapling trees in GL area & repainted sapling in GL area on Purple and Green Quad, DLC Map
  • Add popup for bestiary unlock events (Galileo feature locked)
  • Adding predator bird swoop loop audio and anim notif
  • Added new icons, borders for bestiary creature page. Changed text sizes and colour. Added lore and rewards page under a widget switcher in creature page
  • Fix some epic creatures causing EpicBoss version of combat music to play when the player is fighting any creature. In cases of epic creatures using non-boss AI setup, music condition override settings aren't configured, and the music override was being applied regardless of the threat level the boss creature was presenting to the player. Updated the creature threat audio system to apply a minimum music override threat threshold to epic creatures using AI audio data setups with no music override configured
  • PRO_Story_1 and 2: Setup dialogue colliders, need to be resized to fit landscape
  • Add a 'must be placed outside' flag to D_Deployable
  • Added first-pass dioramas and EProspectLocation entries for new biomes
  • Change the percentages for bestiary unlocks and mechanism to derive percents (Galileo feature locked)
  • Added Fish 14 art assets to project. Added animBP, CtrlRig
  • Removed unused material from all fish 10 static meshs
  • Added Fish 07 art assets to project. Added animBP, CtrlRig
  • Added animBP for fish 14. Added updated texture collection
  • Retiming dropship sonic boom effect to match timeline, adding layer for effect visability
  • Adding predator bird spot audio, data table entry and fix to PB holding dive anim instead of seamless looping
  • Fixed a few replication bugs to do with the fish not being removed from the end of the fishing rod and extended the time it takes to fish based on stats of the fishing rod properly
  • Fix players sometimes being blocked by invisible volumes in caves.
  • Removed collision from the static mesh components instantiated at runtime by BP_CaveInstance for the purpose of culling weather effects - typically these would be inside the cave roof and not matter, but in some cases collision could be possible
  • Fixed Issues in two template caves where players could get stuck in a pit in a cave, Prometheus
  • Hanging Foilage in swamp on Purple Quad, DLC Map
  • Remove old angled sapling trees in GL area & repainted sapling in GL area on Green Quad, DLC Map
  • Transport pod effect fixes, adding reentry FX
  • Adding Fish 7 and 14 images and meshes
  • Fixing bestiary creature page and modifying title bar back to what it was
  • PRO: Update wetlands atmosphere to be more green
  • Adding predator bird distant spot audio, and updating standard spot audio with more layers. Adjustments to distancing and volumes
  • Review and adjustment pass on foliage assets project wide to prevent bad placement and tweaked for improved visuals with subtle offsets
  • Make lava rivers and lakes ignite characters instead of wetting them on overlap:
  • Refactored 'wet' behaviour in swimming component to choose modifiers from overlapped water bodies' data
  • Set up new lava modifier which applies a debuff stat causing fire to be persistent, then ignites character
  • Updated flammable actor component to check the stat and treat as a persistent fire if required, meaning its lifetime will be refreshed while the stat is active
  • Changed wet modifier component to apply Wet_Expired when modifier is removed, rather than applying this in the swimming component
  • Added lava gameplay tag to prevent some other modifiers from being applied while in lava. Needs further work
  • Applied appropriate modifier settings to water body data
  • Setting up all varations of the fish displays and adding a new widget to show the stats
  • Improved convex hull collision for AC_RCK_CaveIcePillar_Var1-6
  • Remove old angled seedling trees in GL area & repainted seedling in GL area on Purple Quad, DLC Map
  • Added a third state to the projection widget that shows when the fish is on the line
  • Adding needler in and out of mud / ground audio and events
  • Add first pass for Fishing maps
  • Divide Fishing areas into cardinal directions for simplicity
  • Add DT validation for new Fish DTs
  • Fix description for Fishing cheat
  • Add Source images for Prospect Select images

Icarus Week Sixty Nine Update | 7 new Stone Statues to build

Week Sixty-Nine’s update brings seven new Stone Statues and a couple of new small Wooden and Bronze Statues to the decorations crafting options, perfect for decorating and personalizing your Open World and Outpost bases.

We also give an update on Galileo, with progress made on the Bestiary and Achievements as we move into the latter phases of their development.

Jump in and have a read.



Stone Statues Set


We’ve added seven large Stone Statues to the crafting menu in-game, along with a couple of new smaller Wooden and Bronze Statues which can be crafted at the Rustic Bench.

These statues are a part of our larger decorations and furnishing work, as we look to add more character and personality options for your bases.

We’re always open to suggestions for different decorations or furnishings that players might like to see in-game to decorate their abodes. Leave us a feature upvote ticket with what you would like to see added.



Galileo Update


Bestiary and Achievements have made massive strides this week in our upcoming ‘Galileo’ update.

The Achievement List has been finalized, and we’ve now started on the hooks and events that are required in-game to trigger these achievements to be granted in Steam. Following this, we’ll look to test these achievements out and make any adjustments or tweaks needed for balancing or accuracy.

Bestiary Rewards have also been finalized for each creature, and we’re now adding the final Bestiary concept into the game and hooking it up to the data tables to accurately record your kills and rewards. This will also now move into the testing and balancing phase.



Changelog v1.2.45.109278


New Content
  • Adding Stone and Wood Statues for Various Creatures
  • Adding a new Talent for the stone statues
  • Adding Stone and Wood Recipes for the new Creature Statues
  • Fix new Statue recipes pointing to wrong outputs
  • Removed 'Decoration' from naming scheme for Statues as its unnecessary and has already caused duplicates
  • Add icons for Statues
  • Standardized naming scheme for Alpha Sandworm Statue
  • Fixed SnowLeopard Statue BP pointing to wrong mesh
  • Adding Descriptions and Lore for Stone Statues
  • Added destructible mesh assets to stone statues
Fixed
  • Fix an issue where the cosmetic visiual 'frost effect' would stay on screen if the modifier expires when the player is seated or dead
  • Prevent the cold/heat modifiers from being recreated/reapplied everytime the temperature changes
  • Prevent the cold/heat modifiers from being recreated/reapplied everytime the temperature change
  • Create drop bag for cart items when full cart is unequipped from mount
  • Fixed rain and snow coming through building pieces when highlighting with repair hammer
  • IRONCLAD: Fixed snap points not being set up correctly after spawning
  • Fixed bug where mounts weren't correctly using the desired movement/behaviour after player dismounted, should no longer need to un-toggle and re-toggle to re-apply desired behaviours. Significantly improved jelly legs issue that could occur if the game hitched while riding a mount
Future Content
  • Added SM's for all fishing lures
  • Polish in swap biome, around megatree manual cave, foliage, resources and decals, Purple Quad, DLC
  • Adding correct PM to succulent trees and double checking harvest sound is correct
  • Rendered Out New 2D Map For Prometheus, DLC
  • Adjustments to transport pod levels and spacializing
  • Adding Fishing Lure Meshes & Recipes
  • PRO Missions: Various dialogue fixes, specifically additional audio lines played in 3-6 when selecting or landing on a mission
  • added fish11 static meshes
  • LC_MAC_02A - added static mesh with convex hull collision
  • Added Static Meshs, materials, and textures for Fish09 with 4 texture variants
  • Adding Fish Names to Fishing Stats
  • Copied Fish01 into a new folder called Fish00 as a backup
  • Adding Kumera, Rhubarb, Avocado & Strawberries to dynamic mission rewards, dev locked out for now
  • Added BPs and voxel caches for LC,GL,SW,TU cave blockers (BP_VR_CaveWall_xx_01)
  • Added Skeletal mesh, anim BP, control rig, and BP for Fish09
  • Updated Skeletal mesh of Fish08 with root and origin at centre of fish
  • Updates and improvements to transprort pod. Changed reward transport pod to play the correct flare sound and added cave EQ to events
  • Rough Bestiary UI Update
  • Adding metalic whistle to transport pod
  • Added Skeletal Mesh, BP, AnimBP, and CtrlRig for Fish11 to the project
  • PRO_Story_5: Update creature stats and AI. Add activation failsafes
  • PRO_Story_2: Added dialogue delay
  • Fixed Floating Impassable over the top of template cave and Moved some cliffs poking through caves on Blue and Green Quad, Prometheus
  • Blended brakable resources with terrain in lava biome, polished around megatree manual cave, foliage, resources and decals, Purple Quad, DLC
  • Making transport pod whistle down effect more seamless with the metal groan for better realism
  • Adding in Bestiary UI shell and resizing widgets to fit
  • Visual changes to bestiary fish page
  • Added voxel blockers to BPs for LC,GL,SW,TU cave entrances (BP_CaveEntrance_xx_SML_0x)
  • Adding in Bestiary UI shell and resizing widgets to fit
  • Added Iridecent MF to MA_Cha
  • added fish12 textures, materials and static meshes
  • Updating Fish and Beast Page Sizes to Fit in the new bestiary size
  • PRO_Story_5: Updating Mo Data Device
  • LC Rocks - new textures and material tweaks for dolerite MF, adjusted texture scale for macros and cliffs
  • Added Fishing lure icons into D_itemable
  • Remove individual audio emitters from geothermal terrace actors. Ambient audio emitters will be added to represent groups of terraces
  • Add bestiary tracking (feature locked to Galileo outside dev builds)
  • Fix lava river RVT issues by reinitializing dynamic material instance in lava flow point actors at runtime
  • PRO_Story_5: Configure final step area and detection method. Reduce power requirements
  • Updated all existing fish to the same rig setup and updated anim BPs, control rigs and blueprints
  • Adding unique transport pod ascend audio and distancing
  • Adding Alterations and Stats to fishing Lures
  • Adjusting speed in which the transport pods ascend so the audio doesn't sound as frantic - and so it also looks smoother. Renaming incorrect labelling of Blueprint
  • Adding the Item Setup for Fish09
  • Adding the Lure Icons to the Lure pack talents
  • Adding a minimum scale value for fish
  • PRO_Story_5: Removed extra collider, added health cap and quest step tracking
  • Added text for fishing lures
  • replaced a Macro mesh with variant (for better collision), added extra flow points to some lava rivers for more variation(WiP) - Purple Quad, Prometheus
  • Added art assets for Fish16 and created animBP and ControlRig
  • Fixed General Issues in template caves on Blue and Green Quad, Prometheus
  • Adding unique transport pod land audio
  • Replace SM Cave Entrances with BP Cave Entrances version in all Pro Cave Prefabs
  • More visual changes to bestiary and fish page
  • Edited all underwater rocks material and LOD in desert biome with updated texture, Green and Blue Quad, Oly
  • Adding small adjustment to transport pod sonic boom
  • Changed Bestiary button hover visuals on side bar
  • Added skeletal mesh, anim BP, and control rig for Fish12
  • Replaced main grass type in GL biome in order to disable terrain blending
  • Adding damage and impulse to BP_Transport_Pod_Base.uasset on take off event
  • Adding crafted sound to exotic cleaning device data table
  • Adding Prometheus Mission 0
  • Fixing Prometheus Mission 3 Recipe Collect Step
  • Adjusting Prometheus Mission Talent Layout
  • Dropship no longer gives Prometheus mission 1, now the t2 communicator does
  • Added ITM_Rhubarb, including an in-hand version, as well as added alll HRB_Rhubarb textures to their proper texture LOD groups
  • Adding the anchorerd behaviour to the bat dog
  • Fixing up Dialogue Ordering in Prometheus Mission 1
  • Added mesh, textures, materials and Voxel BP for Ice cave blocker
  • Setup Medium Tree rewards for a number of mid sized tree resource nodes
  • Adding unique crafted sound for the exotic processor
  • Adding Fish 11 & 16 Meshes
  • Added new button material for bestiary.
  • Changed thickness of button border animation and added animated pattern background to bestiary
  • Updated rock dog vomit audio with better tonal characteristics for in game
  • PRO_Story_5: Fix quest step and dialogue, add speed to animal. - Allowed configuration on animal swarm focus
  • Quick pass of bestiary tags
  • Quick setup of remanining bestiary creatures
  • Lots of in actual map / mission transport pod spacializer adjustments and eq fine tuning
  • Added SM_Wall_Win_DBL_Wood_R, Added T_Wall_Win_DBL_Wood_R_AO, Added M_Wall_Win_DBL_Wood_R_Kit_A & M_Wall_Win_DBL_Wood_R_Kit_B
  • Fixed General Issues in template caves on Blue and Green Quad, Prometheus
  • Added Needler spike item and ranged attack.
  • Added first pass Needler behaviour set
  • Add some cheat functions to bestiary tracking (internal only)
  • Add bestiary fishing tracking (feature locked to Galileo outside dev builds)
  • Added cliffs on all macros' base in Grasslands and Tundra, Green Quad, DLC
  • tweaks to material for GL_AspenLeaves decal
  • More micro adjustments to eq balance and distancing of transport pods. Sitting about right now. May separate hydraulic layer to only be audible close up
  • Adding spolights to BP_Transport_Pod_Base.uasset, adding material for faux lightsource
  • Fixing light position on Pod_Base Child actor BP_Exotic_Transport_Pod.uasset
  • More fine tuning to transport pod. Better distance eqing for the start up ascend etc. Also adjusted start position of audio on flares
  • Adding unique transport pod alarm audio event and BP implementation
  • Collision and LOD pass for all existing fish assets. Updated texture groups on all fish textures. Updated the name of the static mesh for fish 4,5, and 6 from SK to SM
  • Adding camera shake to BP_Transport_Pod_Base.uasset ascend event
  • PRO_Story_2 and 3: Fixed starting dialogue.
  • PRO_Story_5: Optimized end step, fixed creature detection
  • Fixing timeline on BP_Transport_Pod_Base.uasset
  • PRO_Story_5: Minor tweaks, audio dialogue priority fixes
  • Updated importance of creature death audio
  • Added fallen leaves decal under aspen trees (WIP) - Green Quad, Prometheus
  • Adding unique transport pod alarm start and simulating speaker for long alarm
  • Added cliffs Around Inner Macro Cliffs in the Blue Quad, Prometheus
  • Added Hammer_Obsidian, Axe_Obsidian and Knife_Obsidian
  • Added cliffs on all macros' base in Grasslands and Tundra, Green and Yellow Quad, DLC
  • Added Kumara, Avocado, Rhubarb and Strawberry recipes for future patches
  • Adding needler shoot spike audio, spike fly event and spike impact event
  • Added fallen leaves decal under aspen trees - Green Quad, Prometheus
  • Adding trail effect to BP_Transport_Pod_Base.uasset on descend
  • Adjustments to transprort pod distancing and TP alarm distancing
  • Added title, changed button borders in Bestiary
  • Adjustments and addition to the lava river audio based on visual updates
  • Added cliffs on macros base in Swamp & Volcanic, Green & Purple Quad, DLC
  • Added cliffs Around Inner Macro Cliffs and Voxels in the Blue Quad, Prometheus
  • Potentially fixed issue with prebuilt structures not loading correctly in non-editor play sessions
  • Adding Carved Wood Decoration Set of Items, setup of Items, Meshes, Recipes and feature locked out
  • Add a very basic popup for bestiary tracking in XP bar- Killed Group N of M (Galileo feature locked)
  • Delay Lichen billboard switch
  • Increase FlattenFadeInstance so billboard transition is less abrupt
  • Edited all underwater rocks material and LOD in desert biome with updated texture, Red and Yellow Quad, Styx
  • Added most of the creature images to bestiary data table
  • Adding dialogue to transport pod ascend
  • Adjusting and adding to lava river, and also adjusted rockdog vomit audio volume and spacial
  • Updated the naming of the Fish05 and Fish06 control rigs to have the correct fish number
  • Update weight and stacks for new recipes.
  • Update Salt meshable to use salt mesh rather than wood mesh
  • Update waterfall generation to allow for lava waterfalls, and slight refactor of waterfall BPs for sanity
  • Lava waterfall audio implementation - SFX still to come
  • Small reduction in volume to transport pod descend based on proximity
  • Improving dialogue on transport pod ascend
  • Tweaked Needler retreat behaviours.
  • Needler now aborts persuit if enough damage is taken.
  • Added LookAt Control Rig for Needler/Croc.
  • Added support for blending out creature LookAt alpha using anim curves.
  • Reduced Needler turn speed during combat
  • Added aditional fishing mechanics, UI has been replaced by a projection widget, added ability to switch between lures that effect the stats of your fish, removed the ability to instantly reel in the fish to catch it (now resets the game and destroys the fish)
  • Updating to new Creature Bestiary Page Layout
  • Updating Bestiary UI and Modifying Data Structure, splitting widgets out into seperate ones to reduce complexity
  • Needlers now take into account target velocity and distance when firing their projectiles
  • Added cliffs on macros base in Swamp & Volcanic, Purple Quad, DLC
  • Adding Lava waterfall bottom / splash audio event and BP imp
  • Added cliffs on macros base in Swamp Biome, Blue Quad, DLC
  • Made Needler projectile spread more horizontal and less vertical, increased projectile count per ranged attack, increased projectile inaccuracy
  • Add bestiary progress tracking with weighted scores for kill, kill boss, killed by, skin, skin with trophy knife (feature locked to Galileo outside dev builds)
  • Improved Needler physics asset