1. Icarus
  2. News

Icarus News

Icarus Week Forty Eight Update | New thrown spears and knives + 2 new crossbows

This week we’ve added throwing variants of the knife and spear into the weapon pool, providing a specialized option with stacking capabilities, while changing the standard versions to melee only. This will make it easier to use these weapons as projectile alternatives to other strategies, and stop you from accidentally misclicking and losing them in the wrong situation.

We’ve also added two new crossbows: Platinum at Tier 3 and Titanium at Tier 4 to provide alternatives to firearms at higher levels.

Finally, we talk about our decision to not provide workshop variants of the throwing knife and spear, and how this will change as we move towards decentralization in the near future.



Thrown Weapons Item Separation


We have separated knives and spears into their own variants. You will now be able to craft ‘thrown’ versions which can’t be used in melee situations or to skin carcasses but can be stacked in multiples of 50 for knives, and 20 for spears.

Thrown variants recipes are unlocked with the melee variant, so unlocking one node on the tech tree allows crafting two separate recipes. The recipes have unique icons and names so it’s easy to distinguish between them.

Melee versions are no longer able to be thrown, and won’t receive the ‘stack’ option that their thrown counterparts do. They will, however, still be able to skin creatures, so are still important to have on hunting expeditions.

There are multiple reasons we’ve made this change, with a key one being irritation caused by people accidentally throwing their weapons with a misclick or being unable to stack them and having to scroll through the hotbar in combat situations.

This also addresses a balance issue with knives using durability when skinning carcasses, particularly as we add a ‘stacking’ element which would amplify this issue and make managing your gear more complicated. It also adds a new dynamic to combat, allowing you to throw knives and spears with more ease, making it a viable mechanic.



Tier 3 & Tier 4 Crossbows


Two new crossbows have been added at Tier 3 and Tier 4, providing more alternatives to firearms at the higher tiers. Tier 3 is the Platinum Crossbow and Tier 4 the Titanium Crossbow. Both crossbows also share the valuable benefit of being repeating crossbows, able to fire up to 5 bolts in a single burst. In intense situations, this provides considerable damage for players with a steady hand and good hit-scanning technique. They also come with the intrinsic stats of the other crossbows, a chance to slow on hit, and extra damage when piercing the hardened spots on creatures.

These fill a gap we had in the game for higher-tier projectile weapons and will prove useful for some upcoming creatures we plan to bring into the game.

The Tier 3 Platinum Crossbow is crafted at the Machining Bench and will require Platinum alongside the standard Epoxy, Leather and Wood. The Tier 4 Titanium Crossbow is crafted at the Fabricator, and like the Platinum Crossbow, will require the standard resources but paired with Titanium.

The Platinum Crossbow does sit at the higher end of the Tier 3 items, and as a result, has a higher cost. The Titanium Crossbow will line up closely with the firearms of Tier 4 but cost half the Titanium Ingot investment, making it a viable alternative for the harder missions and combat scenarios.



Workshop Stacking Problem


The new stacking ability with the throwing versions of the knives and spears will not be applied to workshop versions, and we wanted to explain why.

In our current backend system, many dynamic traits are lost when bringing items back to the workshop. This was an early concession made to prevent the amount of space a workshop item uses in the backend. The most notable of these dynamic traits is stack count. Therefore we had to work around this by not allowing workshop items to stack, and came up with the solution of bundles which players could take down to the planet and bring back up if they want to. But once consumed on planet (Arrow Bundles) they are no longer able to be returned to space.

There are a few effects of this decision, including the inability to stack workshop items, and limitations on being able to track the durability of items that are taken back from the planet. It also means that many forms of item persistence were unable to be explored.

This is something that will change with Data Decentralization, as the removal of backend server opens up a wide variety of options to save other data and allow us to investigate more persistence between sessions.

This will be most noticeable in consumables and projectiles, but also across armor and weapons and mounts with the ability of tacking many dynamic properties across multiple drops.

We are very close to releasing a public branch of the Data Decentralization Icarus Client for community testing, so if you are interested, join the Discord to be one of the first to jump in.



Changelog v1.2.23.103516


New Content
  • Removed ability to throw basic knives and spears
  • Allowed throwing knives and spears to stack
  • Slightly increased bone and titanium throwing knife damage
  • Unlocked Throwing Knives recipes for upcoming patch
  • Unlocked recipes for thrown knives and spears
  • Added break chance to thrown spears
  • Reduced stamina cost on thrown knives and spears significantly.
  • Allowed thrown knives to be thrown at lower charge, going less distance
  • Implemented base Platinum and Titanium Crossbows
  • Fixing issue where thrown knives and spears where recieving the durability and felling damage crafting Alterations when players had the appriopriate talents
  • Adding new Tag 'Tool.Thrown' and new tag queries for thrown/melee spears, thrown/melee knives
  • Fixing issue when throwing Knives & Spears that the item thrown would not be 1 but be the entire stack, example, throw one knife, the thrown knife has a stack count of 20
  • Added textures and Mat for BOW_Crossbow_T3_Platinum
  • Added textures and Mat for BOW_Crossbow_T4_Titanium
  • Removed throwing knife bonuses on Shengong Daokou Knife and replaced with a wear rate reduction bonus
  • Added icon representing thrown weapons
  • Updated item text for T3 and T4 crossbows
  • Added Throwing Weapons Item Icons and added into Itemable table. Updated throwing weapon icon
  • Add LOD for T4 Crossbow. Fix materials pointing to wrong Physical Material
  • Adding in base animation implementation for the new crossbows including character animations for the new type of reload, just missing the bolt part of the implementation where it shows in the players hand and on the crossbow
  • Fixing D_Meshable buildvalidation fail by pointing the crossbow entry to the correct mesh
  • Tweaking new crossbow reload animation montage to incluide a final bolt at the end section of the reload
  • Unlocked crafting recipes for Throwing Knives and Spears.
  • Increased throwing knife and spear stack size
  • Adding TV crossbow fire audio
  • Fixing throwing knives not appearing in your hand after throwing by adding in a notify to unhide the projectile after throwing
  • Fixed a bug where you were able to use throwable objects while in a menu
  • Adding in base implementation for the platinum crossbow, missing preview mesh of the bolt showing up buth all reload and fire assets hooked up and ready
  • Adding Titanium crossbow mechanical sounds and events and notifiers
  • Adding crossbow to data table
  • Fixed spear not blending back to idle smoothly after releasing input key. Fixed throwing spear action deducting stamina cost before throw. Fixed throwing spear not un-hiding after throw montage completed
  • Added support for chambered weapons to show a visible preview projectile mesh; AmmoController_SingleRoundReload now inherits from AmmoController_VisibleProjectile. Fixed Titanium Crossbow not showing preview projectile during reload animation
  • Updating thrown weapon recipes to provide a stack of 10 on each craft
  • Throwing knive actionable now only consumes primary input action
  • Adding in Item Classification Icon for the thrown weapons
  • Updating thrown weapon recipes to provide a stack of 5 on each craft
  • Rebalanced thrown weapon recipes around 5x craft. - Slightly reduced Platinum Crossbow fire rate
  • Tweaking the crossbows relead animation so that the bolt follows during the reload animation and adding in item icons for the new crossbows
  • Fixed icons for Platinum and Titanium Crossbows
  • Lots of additions and improvements to the crossbows. Separated each semgent out for speed variations and added new layers
  • Adjusted high tier crossbow pull to have more slide to match length of stretch sound and other small adjustments to spacializers
  • Updating the crossbow meshes to using the latest version, slightly cleaning up weighting and movemnts
  • Updating physics assets and adding LOD to the Platinum Crossbow
  • Slightly reduced delay between throwing a knife and starting your next throw, added the same delay to thrown spears (previously no delay)
  • Update new Crossbow icons
  • Allowed thrown spears to be charged for longer, providing slightly more power than before but lowering power at lower charges
  • Adding the spear equip to the end of the throw montage to make the throwing equip feel smoother than the previous snap
Fixed
  • Changing Resolution Scaling max value from 100 to 200 as a test to see if its supported
  • Add custom view distance settings for various world objects: EnzymeGeyser, Meta Deposits, Ore Deposits, Dropships
  • Added support for non-GOAP characters in GOAP debugger cheat
  • Fixed level not retrieving from correct source
  • Readding Translations lost in all languages in a commit last week where crowdin was trampled
  • Adding new Crowdin Recipe which force pushes all translations to crowdin
  • ABYSS: Fixed bug where biomes aren't tracked correctly for research station deployment quest step
  • Add advanced mode to GetActorCount widget to pull any class type
  • Fixed typo in Healing Boost Module description
  • Resolved data table errors with the chamois variant
  • Fixed typo in Neat and Tidy talent Fertilized Alteration
  • Changing the min/max values of Resolution Scaling setting to match the min/max supported by the engine, which is 33 to 100 percent
  • Optimized Loading screen images, changed format to pow2, removed unused DT
Future Content
  • Undo single //Icarus_Stream/Trunk/Icarus/Content/ASS/VFX/WAT/SM_WaterfallBase.uasset revision 3 - still in use but ref didn't flag
  • Fixing and hooking up T2 Communication Device so it can be deployed correctly using its own static mesh
  • Adding Scoria, Potatoes, and Tomato Item Meshes to D_Meshable datatable
  • Adding B.Dog aggro and idle breath audio
  • replacing proxy meshes for alien bones
  • Adding mangrove harvest audio, event and data table entry
  • Updating Setup for Scoria / Obsidian / Clay Reward Nodes so they provide the correct resource
  • Shifitng location of nodes so they are contained within their own folder
  • LC Impassables - geometry fixes, added additional LOD level to improve houdini integration
  • adjustments to mangrove harvest audio
  • Added Mangrove in Levels & Added Foliage to Trees in Levels
  • SM_Breakable_Obsidian Var 1 and 2 updated textures and collections
  • Adding Lava sapling harvest sound and adjustments to mangrove harvest audio
  • Set up the first of the swamp lake audio actors for testing
  • Adding Prometheus Story Mission 5 Basic Flow
  • Adding new prebuild outpost base
  • Setting up new required quest blueprints and mission hazards
  • B.Dog Data table setup
  • AI Setup for audio for new creatures
  • Polished foliage in TU and GL biome, deleted old Aspen trees and cleaned up resources in grasslands, Green Quad, DLC
  • Manual Foliage Cleanup in the Swamp Biome and Cave Void Placement, Purple Quad, Prometheus
  • Added Macros to Transition SW to GL , Added Trees to TU, Set dressed Transition Cave SW to TU & CleanUp on Blue Quad, DLC Map
  • Added polished details to main trunk pieces for AC_Aspen_Var1, as well as added burnt version of the same tree
  • Improvements and updates to mangrove harvest
  • Moved Top Layer Macros to Persistent Level, Blue Quad, DLC Map
  • Foliage tonal adjustments for consistency
  • Update proto swamp lake audio due to lost data
  • Adding bulbous harvest and adjustment to sapling harvest
  • Update to lava sapling collision
  • Polished foliage in TU and GL biome, deleted old Aspen trees and cleaned up resources in grasslands, Green Quad, DLC
  • Manual Foliage Cleanup in the Swamp Biome and Cave Void/Volume Placement, Purple Quad, Prometheus
  • Generate Edge Spline to TU Lakes, Generated Water Points, Set Dressed Transition Cave SW to TU & CleanUp on Blue Quad, DLC Map
  • Added Aspen seedlings to the project. Added foliage types, blueprints and added them to the Flod data table
  • Added Aspen saplings to the project. Added foliage types, blueprints and added them to the Flod data table
  • Adding Aspen specific tree events and adjustments and a few additioanl layers to make them more unique
  • Added version 2 of the tomato crops and items to the project with tomato fruit scaled up 100%. Uopdated foliage type, blueprint, and framing data table
  • Adding swamp bush harvest audio, event and data table entry
  • Add new Editor Utility Widget (EUW_GetActorCountInBiome) to look up actors and output their numbers on a per biome basis
  • Adding param to reduce volume of footsteps in swamp water based on event trigger consistency. Added to data tables
  • Added version 2 of the bean crops with z transform offset removed and growing frame mesh added
  • Manual Foliage Cleanup in the Swamp Biome and Cave Void/Volume Placement, Purple and Green Quad, Prometheus
  • Swap out all mangrove hollow trunk static mesh actors for BP versions in Blue and Purple quads. Mark meshes in hollow trunk BPs as static, and update fallen log master material to use correct physical material
  • Adding S.Bird notifiers to animations and also setting up event for geo pool for sound design
  • Fix Stalactites foliage setting to be able to paint on ceiling
  • New Voxel Added for DLC Map & Named with Pro Prefix
  • Fix Ponga Tree Z up foliage setting
  • Foliage Setup for Aspen Sapling and Seedlings
  • Changed Lava river mesh to be on 0 on WT and BP
  • Generated River and Lakes splines in Grasslands and Tundra, Green Quad, DLC
  • SM_Breakable_Clay Var 1 and 2 mesh, BP, textures and material
  • Updated text for the Orbital Exchange Interface item
  • Adding audio for geothermal lakes WIP. Also small adjustment to S.Bird notify timing and reverting water footstep to standard until DLC release
  • Fixed spelling error in ST_UMG
  • Added T2 Mission Communication Device Icon
  • Adjustments to Geo Lake event and data table
  • Updated item descriptions for new resources, crops, communicators, and devices
  • Updated name for new exotic resource
  • Updated new communicator names
  • Added prototype merged impassable and macro meshes, purple quad
  • Adding swamp lake audio and event and data table entry
  • Orbital Lase Strike Prototype BP and VFX
  • Added Ponga Tree to Mega Tree Var 1, Set Dressed SW to AC Cave, Added Mushrooms to BP_HollowTrunk & CleanUp on Blue Quad, DLC Map
  • Manual Foliage Cleanup in the Swamp Biome and Resource Placement in Volcanic Biome, Purple Quad, Prometheus
  • Created chamois variant base setup as a duplicate of the regular chamois
  • Resolved data table errors with the chamois variant
  • Added base setup for CRE_BlueBack and CRE_Mount_BlueBack. Needs to be updated with texture, fur, and IK control rig

Icarus Week Forty Seven Update | Open World is here, survival with persistence

Open World is here. This week we’re releasing the highly-anticipated traditional survival mode - with both the Styx and Olympus maps available to play. This has been one of the most-requested and discussed features by our player community.

When you start a session you’ll be given a variety of drop locations, difficulty options and challenges such as World Bosses, Storms and Hordes to overcome. With full persistence and multiple sessions being able to be saved simultaneously, the planet can be conquered any way you wish.

Below, we also talk to the future of Open World and our other big upcoming feature, Dedicated Servers. Jump in and get all the details you need before launching into Icarus and beginning your newest challenge.



Key Features


Open World will provide the traditional survival experience, placing you in a battle against the elements and predators of the planet. Your sole objective is to survive Icarus' challenges as long as you can.

You will be able to choose between either the full 64sqkm Olympus map (previously available as an Outpost) or the full Styx map for your Open World session. Multiple drop points in different biomes will be available for you to select. Your session, buildings and resources will be persistent with no timer or expiry to worry about. Storms may damage your buildings, but only while you are playing.

The planet is rife with danger, with storms, respawning World Bosses, Hordes and scaling predators across the landscape, along with fierce storms to contend with. You are able to choose your difficulty just like Outposts, but there is no option for a threat-free environment, so always be on your toes.

Your friends can join you on your Open World, following you onto the planet in the same drop point you chose, and you’ll find Moa and Buffalo across the biomes for taming as pets and transport.

With 64sqkm to explore, resources are abundant. Deep Ore Deposits can be found, so there is a wealth of ore to smelt and craft. Workshop items can be brought down to the surface and taken back with you to space, so returning to grab necessary gear is as easy as leaving and returning in your dropship.

Multiple Open World sessions can be hosted, so if you feel like taking a different approach, starting somewhere different or simply testing yourself under different difficulty settings, you can simply start a fresh session from the menu.



How to play


Open World can be found on our new look homescreen on the left-hand list of game modes. Once selected, you can carry on an existing session or start a new one.

You can select your dropship’s landing location when you create a new game session. There are a range of different sites on the map in different biomes with varying resources. Beware, once you’ve chosen a drop point, this is where your drop ship will leave from and return to every time you join the session, so pick one near where you plan on establishing your base.

You’ll have drop point choices in every biome, so use your experience in Missions and Outposts to plan accordingly for what you might need to survive in the harsher climates.

Once selected, begin your session and let the games begin.



Open World, Missions and Outposts


With three game modes now, we wanted to provide a simple breakdown of each mode's unique features.

Open World is the traditional survival experience. With persistence, a full map and scaling difficulty, it’s raw, authentic survival at its most pure.

Missions are our time-limited, curated experiences on Icarus, challenging you to complete various tasks across the surface under contract by the factions, and then meant to be left behind when completed. Currently, they’re the only way to mine exotics and earn Ren so you can buy Workshop gear.

Outposts are the smaller 1x1sqkm ‘sandbox building environments’ with regenerating resources and options for a threat-free experience where you can build, create and experiment to your heart’s desire.

We’ve put together a table showing the key differences in each mode below:



Many of you have been wondering, why add persistence to your game now?

Originally posted by author
Open World has been one of the most popular community requests for Icarus for a longtime, and it is traditionally how most survival games are structured. We frequently have conversations with players about ideas on how to structure Icarus, how to mix missions and open world, how to introduce aspects of persistence and more.

We originally launched Icarus with a unique Mission-based approach to survival games, which aimed to breakup sprawling sandbox experiences into more focused sessions. However, many people just don’t want to rebuild a base so frequently, or want their time and effort to be permanent and meaningful. So while we want to keep our unique Missions, adding new modes like Open World helps cater for those who want something a little more traditional when it comes to the genre.

This isn't simplifying our approach or flipping on what we intended the game to be, its an expansion towards a feature-rich game that caters for more players, regardless of how you prefer to play.

Adam Johnson - Design Lead




The future of Open World


With this being the first iteration of Open World, we thought we’d talk about some of the future features we’d like to add.

Resource Regeneration is already something players have asked for. In Outposts, resources respawn each time you join, so you have ample building blocks for truly creative builds. In Open World we still want you to work for and earn your resources. For a persistent environment, immersion is important, and therefore any signs of regeneration should feel natural and subliminal. This is an area we’ll closely watch player feedback for.

We expect players may want to switch between Open World and Missions, where they can mine exotics, focus on a Mission goal, and earn Ren towards buying Workshop items. On Open World they may choose to work towards Tier 4 tech instead.

We’re also looking at ways to integrate Missions and Open World sessions in future, such as starting some Missions from your Open World base. We’re designing our next DLC’s map with this in mind (more details coming soon, but check the Future Content in our patch notes for a preview).

We have many plans for all three modes, but large features and overhauls take a considerable amount of time and we have a limited number of staff that can work on all these features and optimizations while still working towards the DLC and optimizing the base game also. One of these is data decentralization or ‘dedicated servers’, which is something we want to get right so the transition is smooth from the current application to the new one. We are finalizing this process and getting ready for a public test soon.



Detailed Changelog v1.222.103152


New Content
  • Added selection mode screen icons
  • Added selection menu window textures
  • Updated to use new open world prospect flow UI, open world map selection screen
  • Added top border, tweaked font, colours and animation to UMG_TopLevelButton. Added mode tag Icons to theselection button (only as images, non-functional)
  • Added MapSelection_Border.png for map selection border
  • Added descriptions for each game mode to add the Open World update for localization
  • Updated Open World drop point selection screen to match concept. Selectable drop points are now pulled from applicable items in D_DropGroups.
  • Added new string table entries related to Open World UI. Added new Utility Widget for baking spawn group data into D_WorldData.
  • Renamed Olympus prospect from 'DAYLIGHT: Olympus' to just 'Olympus
  • Updated Open World drop point selection screen to match concept. Selectable drop points are now pulled from applicable items in D_DropGroups. Added new string table entries related to Open World UI. Added new Utility Widget for baking spawn group data into D_WorldData. Renamed Olympus prospect from 'DAYLIGHT: Olympus' to just 'Olympus'
  • Tweaked borders on Drop Group selection UI. Updated Drop Group names to match corresponding spawn biome
  • Added more 3 more icons for drop selection
  • Added first pass difficulty indicators for each drop zone.
  • Adjusted text prompt displayed to user when trying to leave an outpost or Open World map by dropship.
  • Added new 'UseCustomTextKey' UProperty meta flag for disabling auto generation of localized text keys
  • Tweaked difficulty settings for new Open World prospects. Removed Olympus outpost (existing saves migrated to Olympus Open World)
  • Open World Terrain Selection is Now Ordered 'Olympus, Styx, NFTerrain'
  • Widgets and animations for open world have been updated to keep consistent with the mission terrain selection
  • Tidying up Open world drop point Selection so its a bit clearer and more readable
  • Adjusted drop attributes to include new icons, images and layout
  • Drop attributes are not capitalised and drop groud data structure has changed
  • Added new WorldStat to disable Juvenile spawning on a per-prospect basis. Fixed bug where ensure would be thrown when trying to fetch best drop location for new Outpost
  • Adding Basic Tooltips for the DropGroupAttributes
  • Tidying up Mode Selection, Removed Open Animation, Resized Buttons
Fixed
  • Remove a ton of unused content from Developers and TRD folders to de-clutter project
  • Tweaks to trees falling in water sounds. Also fixing spacializer min / max to be the same as the events on a few events
  • Hook up new Screen Hit Effects Strength option to associated events in Character BP
  • Add an options slider for Screen Hit Effects Strength in the Gameplay menu, which controls the strength of the screen effect when hitting a target, or being hit by a target
  • Remove Dev Meta Reveal item and converted to Cheat function instead
  • Fixed TextureLODGroup settings changes not being applied to all Windows profile groups, causing cooked assets to not be optimized
  • Massive project content cleanup from Developer and ThirdParty folders, clearing out unused content
  • Modify ShowRepairWarning logic in PlayerChar to be a separate event so it can be called externally
  • Damaged buildings can no longer be Upgraded without first being Repaired
  • Fixed naming conventions of booleans added to code. As per upsource ID:102730
  • Cleanup ThirdParty/Maps/Hab/Orb content
  • SPELUNKING: Increased requirements for all resources, requirements aproximately double higher tier resources, triple outside resources, and additional increases for resources the workshop picks provide bonuses for. This is to give the mission a bit more duration (it's still shorter than most other missions) and give more reasons to explore and use the provided tools effectively
  • Enable shared DDC by default
  • Added support for selecting drop ship spawn group when first starting an Open World prospect
  • World bosses now have the ability to respawn if the correct world stat flag is set. Added new FDropGroupData in WorldData.h to make drop group information accessible outside of level context.
  • Fixed editor crash that occured when UIcarusMapIconComponent tried to GetWorld as it was tearing down
  • SPELUNKING: Removed requirement to find second cave entrance, better described cave entrance in quest objective
  • Removed unused worldmarker and query lookup after removal
  • Rename Rustic Bench to Rustic Sitting Bench to not confuse it with the actual crafting bench
  • Disable weather damage on Rustic furniture
  • Added fix for bug where outpost inventory wasn't being cleared correctly when player returned to hab via dropship
  • Fixed incorrect encoding on ST_UMG
  • SPELUNKING: Reduced Aluminium requirement and increased Iron requirement, this is to alleviate cases of bad RNG
  • Temporarily disable Buffalo from spawning on Outposts to prevent Mounts from being accessible on Outposts. Will be re-enabled once a stat to prevent juvenille spawning is added
  • Fixed bug where player would get dropped at group index 0 regardless of mission setup. Resources will no longer regenerate when Open World levels are reloaded
  • Tidying up Mode Selection, Removed Open Animation, Resized Buttons
  • Adding Basic Tooltips for the DropGroupAttributes
  • Added new WorldStat to disable Juvenile spawning on a per-prospect basis. Fixed bug where ensure would be thrown when trying to fetch best drop location for new Outpost
  • Fixing issue where the dropship inventory was not being checked for meta items in some code that was committed in preparation for the data decentralisation patch
Future Content
  • Added potato item asset
  • Moved Cliffs on Green Quad to work on separatly, Purple Quad, DLC
  • Added tomato and Potato growth stages to the farming data table
  • Created Mo's Cave template in Cave template asset
  • Adding Striker Flinch and Death audio and events
  • Setup Foliage for Potatoes and Added to PFS
  • Delete legacy Jungle/Lava/Wetlands DT/assets, use Swamp/Volcanic instead
  • Update T019 Biome map and add specific biome areas
  • Setup WeatherBiomeGroups for Prometheus
  • Add DT Validation to make sure Biome rows don't use already used color combinations
  • 2nd pass on Glacier mesh and materials (red quad)
  • Fix Grass Plains to Grassy Plains
  • Adding in striker aggro state audio and event
  • Added 'Any_Meta_Consumable' D_TagQueries entry
  • Included OnlineSubsystemNull in Build.cs to reduce compile times when switching between Trunk/Dedi branches
  • Fixed normal maps and adjusted shader settings for all Aspen tree variants, which now share a single master billboard shader, as well as fixed some incorrectly rendered billboard textures
  • Created cliff side for Mo's cave in lava biome, placed river flow points and ice flow points on frozen lake, generated resources in grasslands, Green Quad, DLC
  • Manual Foliage Placement in the Swamp and Volcanic Biome, Purple Quad, Prometheus
  • Added Macro Tops, Reeds to Swamp, Added Riverbanks to Deepwater Swamp & CleanUp on Blue Quad, DLC Map
  • Added Prospect UI notification functionality from the dedicated server branch to improve merging between the development teams
  • Added BP_SurvivalMetaController to help split functionality from the main controller which will reduce any merging conflict" #PORT
  • Cleaned up Meta item query functions on BP_IcarusPlayerControllerSurvival to improve dedicated server usage
  • Removing dedicated server code from prospect notification UI that currently doesn't exist in the live game
  • Adding all new creatures to the data tables
  • Fixing Volcanic and Swamp Atmosphere controller Switches so the New Atmosphere types work with the new biome map
  • Improved collision on Macro Top meshes
  • DC_Macro_08 - changed collision to complex (using LOD3)
  • Create blueprint versions of mangrove hollow trunks so that we can run additional logic not provided by generic static mesh actors - still need to swap these out in map.
  • Update audio shelter system with an additional option for actors to implement custom shelter-defining logic through an interface. Implement audio shelter and occlusion on the hollow trunk base BP
  • Add BP_HollowTrunk to approved classes for world generation
  • SW, TU, GL CanyonWalls - tweaks to materials, added NORVT mat to last LOD
  • Added Colour variations of the beans, pumpkin, squash, wild tea, and cocoa plants. Created foliage types and blueprints, added to FLOD data table
  • Updated view trace actor for FT_LC_Squash FLOD data table entry to correct blueprint
  • Added throwing knives across all tiers of basic knife options
  • Added cave volumes to the ignored actor list to allow world builders to start placing them for new map
  • Foliage Setup for AC Tussocks and Recolored Crop Assets
  • Adding Quest Steps for a new Prometheus Mission
  • Update Visual Map textures for T019
  • Initial work to set up audio implementation for rock breaking feature. Created a new datatable to define breakable rock data, and moved some hardcoded references from the base class there in a default row. Added a multicast to play effects when a node is broken off the rock base, and a placeholder audio event for this
  • Painted new foliage types tomatos, potatos, pumpkin in TU and GL biome, generated resources and manually painted AC rocks and stones, Green and Yellow Quand, DLC
  • Added Macro Tops, Reeds to Swamp, Added Rocks to the Tundra & CleanUp on Blue Quad, DLC Map
  • Manual Foliage Placement in the Swamp Biome, Purple Quad, Prometheus
  • Spawned General Resources in SW on Blue Quad, DLC Map
  • Audio data setup for potatoes and tomatoes
  • Adding B.dog attack vocalisations and event
  • Audio data setup and simple collision setup for all FLOD Tussock varieties
  • Audio data setup for initial lava biome saplings
  • B.Dog Flinch audio and event
  • Adding prototype merged shadow geo for Prometheus
  • Cleaned upo foliage in TU and GL biome, generated resources and manually painted AC rocks and stones, Green Quand, DLC
  • Added Potato, Pumpkin, Wheat & Rocks to TU, Added Reeds to SW, Added Macros to Transition SW to GL & CleanUp on Blue Quad, DLC Map
  • Manual Foliage Cleanup in the Swamp Biome, Purple Quad, Prometheus
  • Added throwing spears across all tiers of basic spear options.
  • Hooked up new customizable animation set to throwing knives and spears
  • Added missing LOD Texture Groups to various DLC foliage
  • Adding in full base setup for Swamp Quadruped, D_AIsetup character and corpse blueprints, missing corpse description text and custom skeleton mesh, Added animation montages. Haven't done crit region setup
  • Foliage and tree audio setup for Grasslands biome, added simple collision and PMs as required
  • Cleaned up and added foliage in Grasslands, Green Quand, DLC
  • Setting up various new tags and queries for promethus quests
  • Added new quest component which deals with item functionions in quest item inventories
  • Adding basic mission steps for Prometheus Story Mission 4
  • Updated version 1 of the tomato crops with the latest version with the transform offset removed. This will stop them floating above the crop plots. Updated blueprint, farming growth stage data table, and foliage type
  • Reconfiguring all dead prospector blueprints
  • Copied the swamp stalagmites and stalactities to the correct SM_SW_Rocks folder along with foliage types and materials
  • Adding B.Dog death sounds and event
  • Added protoype shadow geo to persistent level, Prometheus
  • Added grassland stalactities and stalagmites to project and created foliage types
  • Cleaned up foliage in TU and GL biome, generated resources and manually painted AC rocks and stones, Green Quand, DLC
  • Adding B.Dog Idle audio and event
  • Shifted Swamp stalactite foliage types from the SM_LC_Rocks folder to SM_SW_Rocks. Leaving redirectors in original folder
  • Manual Foliage Cleanup in the Swamp Biome, Purple Quad, Prometheus
  • Audio and simple collision setup for foliage in Tundra biome
  • adding B.Dog Aggro audio and event
  • SM_Breakable_Obsidian Var 1 and 2 mesh, material, blueprint and textures
  • Starting on Promethus Mission 5 Basic Quest Flow
  • Creating Sols Hideout Prebuild Base & Adding Sols Communicaton Device
  • Creating Audio Log items
  • Finishing Basic Quest Flow for Promethus Mission 4
  • Resaving World Data Datatable as the underlying data structure was saved and causing save issues
  • Added Drop Icon for drop zone. Icon_AreaDrop
  • Feature locked thrown spears and knives, to prevent accessing in current patch
  • Implemented the Swamp Bird creature including Mount setup. Still needs Physics setup and crit region setup. Waiting on corpse and skeleton skinning pass and fur groom

Icarus Week Forty Six Update | Armor Durability balanced + Open World Q&A

This week, we’re introducing the second phase of our armor changes and improvements, addressing durability and resistance and how armors are dealt damage alongside characters. Our goal here has been to simplify and structure this system in a way that allows for scalability, and better ‘tiering’ of armors and more situations to use them in.

We’ve also gone through our top 250 tickets with some community members, and addressed a few that were quick and important wins for the game. At the bottom, we have also included the briefing for your new mission, SPELUNKING: ASSISTED STOCKPILE, and a Q&A for the upcoming Open World game mode.



Armor Durability Changes


This week we wanted to tackle some issues we had with Armor balance.

In the original implementation, we only processed durability loss based on how much damage the armor absorbed. The higher tier armors (which naturally resist more) ended up taking significantly more durability damage because of this, and the resulting perception was that Cloth armor appeared more durable than than Composite Armor.

For example, if a bear delivered 100 damage and your armor provided 50% resistance, 50 damage would go to your character's health and the other 50 would be applied to the armor. However, if you had 25% resistance on your armor, only 25 damage would be dealt to the armor and 75 to your character. This meant armor with more resistance would lose durability considerably faster.

In addition, this also meant that damage which wasn't resisted at all resulted in no durability loss being dealt to the armor. This limited our ability to provide new situations/scenarios where players will need to factor in their armor set before proceeding, making their armor choices and access to better armor more important to general gameplay.

To rectify this, and make it simpler to balance armor sets compared with one another, we've changed this to no longer take into consideration how much damage was resisted, rather, simply how much damage was dealt at the source before any resistance was applied.

In the new format, the bear would deliver 100 damage to the armor and 50 damage to the player with a 50% resistance higher tier armor set. With a lower tier 25% resistance set, it would deliver 100 to the armor and 75 damage to the player.

This means that we no longer need to give higher tier armor excessive durability values in order to be perceived as comparatively "strong" gear. This is an important factor with the addition of new sources of durability damage, albeit typically low values such as storm damage, that would have been of no significance otherwise.

We'll be sure to keep an eye on community feedback with these changes but the hope is that these changes result in armor quality being a more important factor for players. This should reward players who keep their gear maintained, and make investing in higher tier armors feel more worthwhile. Ultimately, this means we can find opportunities to introduce new gameplay mechanics to take this even further.



Changes from Top 250 Feature Upvote Tickets


We’ve been working with some of our Discord community members on sorting through our top 250 Feature Upvote tickets and choosing some quick wins and larger tasks, which may have flown under the radar, to roll out this week. A big thanks to Twist and Derkatron for your time and support, you’re both integral to this game. With their help we were also able to remove outstanding suggestions which had already been fixed in the past but remained on the board.


New Mission - SPELUNKING: ASSISTED STOCKPILE


We’ve added a new mission for you to tie off week forty-six, requiring you to explore Icarus’ caves and hidden crevasses.

Designed for rookie prospectors, this mission provides some workshop gear to even the playing field, so get out there, get some ore and look out for those worms! Your briefing for SPELUNKING: ASSISTED STOCKPILE is as follows:

// OPERATOR: UDA
// BIOME: Forest, Olympus
// BACKGROUND: Workshop personnel request additional supplies from the surface.
// MISSION: Supply pod with requested ore samples.
// TERMS: Prospector will be provided pre-fabricated workshop gear, courtesy of Shengong.



Open World Mode Q&A


With Open World very close to being added to Icarus, we wanted to cover a few pressing questions the community has had since we originally announced it.

Will I be able to leave in my dropship and come back?

Yes. You can leave and return to your Open World session at any time.

Can I have multiple active Open World sessions?

Yes. You can have multiple active Open World sessions going at any time, and multiple sessions of the same map.

What is happening with my existing Olympus Outpost?

Don’t worry, your existing Olympus Outposts will convert over to an Open World session when the update goes through.

Can I personalize the difficulty settings for my Open World prospect?

You can set your difficulty just as you have been in Outposts up to this point. In the future, you will be able to adjust difficulty on the go.

Will resources regenerate?

Resources in Open World will not regenerate at this time. However, this isn’t set in stone and expect this in future in a different format than Outposts currently do.

Are their World Bosses in Open World?

Yes, and they will respawn as well.

Is it possible to leave and return with a different workshop loadout to and from my Open World prospect?

Yes, this is possible.

Can I earn exotics in Open World?

No, exotics will not spawn in Open World currently.

Are Open World sessions stored locally?

Open World sessions are saved locally on your PC’s harddrive.

Can a prospector who joined my Open World host it themselves later?

No, the Open World session will stay with the original host.

Can you choose your landing zone in Open World?

Yes, you will be able to choose from an array of available landing zones when dropping in, so you don’t have as far to travel to your chosen building location. Any multiplayer team members will have to follow your landing zone selection, rather than selecting their own.

Can you choose a different landing zone when you return to the map or are you locked to one?

No, you will be locked into the landing zone you choose on your first descent.

Why didn’t you leave Olympus as an Outpost?

We want outposts to be a controlled sandbox environment, with respawning resources where players can test and create builds. We felt that the Olympus Outpost was leaning more towards the future of Open World than our vision for Outposts, and belonged in that part of the game. Expect more updates to this more to reflect this intention.

How are Open World and Missions related and are there plans for it?

Currently, Open World and instanced Missions are separate, but you character can switch between the two. For now, if you run a Mission on a map, you won’t see any buildings from your Open World session - that might give you an unfair advantage in some missions. However, in future we have plans to tie these modes more closely together, allowing a seamless experience between the two.



Changelog v1.2.21.102850


New Content
  • Updating Armor Damage Equation so the Damage Dealt to armor is no longer tied to the amount resisted but instead directly off raw damage. This means that all armors will now take damage even if they dont have a specific resistance for that type (Something that resists only fire will be damaged by anything). It also means that resistance & armor durability is no longer inherintly linked and therefore better balancing can occur, both Durability and Resistances can be scaled independantly
  • Adding GameplayConfig datatable for default values for various gameplay constants
  • Updating Armor Damage Equation so armor accually takes damages
  • Reduced all armor durability values by 50% as part of armor damage mitigation refactor
  • SPELUNKING: Enabled Mission.
  • SPELUNKING: Moved supply crate to be closer to first objective, rather than close to dropship
  • Update quest queries to resolve build validation.
  • SPELUNKING: Update quest steps to better guide players to cave entrances
  • SPELUNKING: Fixed quest completion not being granted on prospect completion.
  • SPELUNKING: Added Aluminium to quest objectives
Fixed
  • Tweaked chatbox for readability
  • Modified DefaultScalability config to improve view distance settings. Default settings were too aggressive resulting in extremely short view distances which offered little to no performance gain, as distant objects are well optimized and don't cause a huge performance hit
  • Deleted some old unused StaticMeshFoliage assets
  • Improved Culling Distance settings on various StaticMeshFoliage assets to draw at more appropriate distances (some way too far, some way too short)
  • Added Dithered LOD Transition support to MA_ITM shader as many foliage assets use this shader and without it, culling doesn't work properly
  • Modified DefaultScalability config to improve view distance settings. Default settings were too aggressive resulting in extremely short view distances which offered little to no performance gain, as distant objects are well optimized and don't cause a huge performance hit
  • Deleted some old unused StaticMeshFoliage assets
  • Improved Culling Distance settings on various StaticMeshFoliage assets to draw at more appropriate distances (some way too far, some way too short)
  • Added Dithered LOD Transition support to MA_ITM shader as many foliage assets use this shader and without it, culling doesn't work properly
  • submitting all dead prospectors with aging variations BPs, textures, and materials
  • Clean out 15GB worth of unused assets in the Megascans folder
  • Added DataTable validation for D_MapIcons to prevent invisible icons due to invalid colour
  • Clean up a ton of unused assets. Lots of triplicate unused Material Functions and shaders/materials. More removal of unused Substance and Megascans assets
  • Fixed cave worm spawn on reload, if a player saves and reloads inside a cave then caveworms previously killed do not immediately respawn on load
  • Crafting jobs are now aborted if output storage becomes full, instead of the previous behaviour where each item was dropped into the world
  • Fix divide by zero assert seen in PIE
  • Update HideUI function to work while Mounted
  • Permit UI to be hidden when mounted
  • Gate attempts to open Inventory/Crafting/TechTree/Map/Menu Toggle when UI is hidden
  • Fixed an issue where the player would try to attack an arrow embedded creature/object with a melee weapon, the arrows would block the hit and the intended object would be unharmed
  • PAYDAY: Updated quest step to factor placed extractors, preventing issues where you could find the exotic deposit but not progress the mission. - PAYDAY: Updated Prospect view tooltip to indicate that it unlocks the workshop radar and extractor
  • Update HideUI function to work while Mounted and Photo Mode
  • Permit UI to be hidden when mounted
  • Permit UI to be hidden when in camera mode
  • Gate attempts to open Inventory/Crafting/TechTree/Map/Menu Toggle when UI is hidden
  • Gate attempts to open containers and context menus when UI is hidden
  • Unhide UI on death
  • Unhide UI on ESC
  • This means that the game is playable to a large degree when the UI is hidden
  • Fixed a bug where if you had too many stamina debuffs your stamina would drop so low that you wouldn't be able to jump and would get stuck if you fall into any hole/crevice
  • Prevent cave worm spawn on reload, save respawn timeouts for cave worms, this means that if a player saves and reloads inside a cave then caveworms previously killed do not immediately respawn on load
  • VOYAGER: Fixed a progress blocker when the ship launches earlier in the quest.
  • VOYAGER: Fixed typo in quest description
  • Fixed bug where player couldn't remove last item from crafting queue
  • Fixed bug where on-player crafting would not start if there were no backpack inventory slots available
  • Crafting jobs that run out of storage space now leave the paused crafting job in queue for visibility
Future Content
  • Added 4 variants of LC_Sapling_A to the project. Created foliage types, blueprints, and added to the Flod Data table
  • Spawning TU & AC Foliage on Blue/Green Quad, DLC Map
  • SW Impassables - fixes to 11 and 14, added 15-17, plus GL and TU variants
  • Finished first pass macro replacement with impassables, green quad
  • Spawning SW Trees, Ground Foliage & CleanUp on Blue Quad, DLC Map
  • Manual Foliage Placement in the Volcanic Biome, Purple Quad, Prometheus
  • Fix geothermal material disabling sulfur on medium/low
  • Removed VertexPainting from Ice Shader, added RVT Points shader functionality and BPs
  • Added new Crossbow Bolts, Explosive, Scatter, Bleed and Tazer
  • Decal painting, landscape painting and foliage manual painting in arctic biome and underwater dressing, Green Quand, DLC
  • Submitting dead prospector sinotai with aging variations BP's - test
  • SM_Breakable_Scoria all variations mesh, material, blueprint and textures update
  • Added version 2 of HRB_Crop_Tomatoes with colour adjusted to fit the grasslands biome and optimised mesh. Added 5 growth stages, a dead variant, and a wild variant. Created a blueprint and foliage type for the wild variant
  • Removed unused BlueprintNativeEvent specifier on TerrainAnchor GetAnchorBounds to solve crashing when playing in editor
  • Added Tomatoes to GL_Foliage PFS
  • Added TU_Dirt to SnowLite Trees foliage
  • Removing large lava biome rocks from the interactable list because they are way too big to be used as minable voxels
  • Changed Shader on IcePillars/Icicles/GlacialCliff to MA_SnowIce and added Thickness mask option to shader
  • Changed DF Self Shadowing bias on Assets using Serac Shader to fix weird shadows, also enable mesh distance field to ice cave floors
  • Disable Pixel Offset on Frozen Lake Shader fix collision issues
  • Decal painting, landscape painting and foliage manual painting in GL biome, Green Quand, DLC
  • Spawning SW Trees, Ground Foliage & CleanUp on Blue Quad, DLC Map
  • Manual Foliage Placement in the Volcanic Biome, Purple Quad, Prometheus
  • Adding new Crafting Recipe for T2 mission communication device
  • Delete CF_Fern_01 FLOD row to fix build validation
  • Adding Mega Tree on Blue Quad, DLC Map
  • Test for Shared quad landscape painting and foliage spawning, Green and Purple Quad, DLC
  • Reduced spawn rate of general resources on DLC1 Spawner
  • Fix Shader on old ice stalagmites and self shadowing issues with ice cave entrances
  • Add simple collision and physical materials to swamp plants, update collision settings, and update audio tags in FLOD table
  • Added SW_ReedA with 5 variants, including updating the foliage types
  • Reduce spawn rate of large rocks on GL
  • Add ability to apply surface type and water depth parameters to felled tree impact sounds, specifically so that we can handle swamp trees landing in shallow water
  • Submitting Deer variant, including carcass, fur and winter variation
  • Spawning SW Trees, Ground Foliage, Added Riverbanks to Deepwater Swamp & CleanUp on Blue Quad, DLC Map
  • Exotic Delivery Radio - Static+Destructible mesh, textures, materials added
  • Exotic Delivery Radio - textures missed in last commit
  • Resave D_TreeAudioData to prevent validation error
  • Decal painting, landscape painting and foliage manual painting in GL biome, Green Quand, DLC
  • Manual Foliage Placement in the Volcanic Biome, Purple Quad, Prometheus
  • Removed some meshes from Terrain 019 that are meant for voxels
  • Removed large swamp meshes from the voxel table because they're too big
  • Fixed lava lakes/rivers in Terrain 019 not displaying properly after generation
  • Adding Transport Pod Base Class, Exotic Delivery and Supply Pod Inherit from this, allows for common functions in each class
  • Adding Dynamic Travel Quest which allows a variable location rather than a hard set one
  • Added new Exotic Delivery Interface Item which can call down an exotic delivery ship
  • Adding new Quest Steps for Promethus Missions
  • Adding a base class for retrieve item, renaming quest retrieve item class to reflect its operations (it also spawns a crate)
  • Added new Quest Functionaility for Retrieving items
  • Adding all base implementation setup for the Bat Dog, all data table entries and base montage, blueprint and animation setups
  • LC Flax/Sapling, Rocks, Stalactites Foliage Setup + Spawner
  • Decal painting, landscape painting and foliage manual painting in GL biome, Green Quand, DLC
  • Spawning Ground Foliage, Reeds to Swamp, Added Riverbanks to Deepwater Swamp & CleanUp on Blue Quad, DLC Map
  • Manual Foliage Placement in the Volcanic Biome, Purple Quad, Prometheus
  • Adding Promethus Terrain Selection to Development Builds
  • Connecting Faction Missions to Talent Graph for Prometheus
  • Committed Completed Quest Objective Structure
  • Adding Cheat functions for setting / getting account flags
  • Adding new Map Icons for Various Transport Pods
  • Adding New Texture tweaks for various drop pods
  • Adding Basic Mission Structure in for two Prometheus Missions
  • Swapping Contaminated Bear Creature to be Bat dog in Prometheus Intro Mission
  • Adding in all base Needler setup, still needs ranged attack implementation and burrowing, but mimics the crocodile at the moment, physics asset setup to come, data table, blue print, montage and anim setup in
  • Fix issue where sometimes neither water splash nor jump landing sounds would play when player jumped in shallow water
  • Riverbanks LOD roughness fix
  • Moved Avalanched Meshes to Red Quad from Blue Quad, DLC Map
  • Basic audio setup for swamp cypress tree, including rough implementation of water trunk land sound
  • Macro Tops - Trimmed down versions of SW macros for use in map as flat rock shelves/pieces. SW, TU, GL variants
  • First pass of resource node audio setup for swamp foliage
  • Increased Flat Fade Distance on Reeds to fix view distance
  • Adding attack, Idle close and Idle distance audio and events for Striker
  • Adding in alien fossil cave temp
  • First pass on Glacier mesh and materials (red quad)
  • Adding base Predator bird setup and new swoop animations, still missing the corpse behavior and dive bomb logic
  • Missing dive bomb and swoop animations from last Predator bird commit
  • Added UMG_AreaSelect for open world mode
  • Added generic triplanar material for Avalanche on DLC1 Map
  • Decal painting, landscape painting and foliage manual painting in GL biome, Green Quand, DLC
  • Added Macro Tops, Reeds to Swamp, Added Riverbanks to Deepwater Swamp & CleanUp on Blue Quad, DLC Map
  • Manual Foliage Placement in the Swamp and Volcanic Biome, Purple Quad, Prometheus
  • Added potato foliage assets. Created blueprints, foliage types and added to FLOD data table
  • Adding Tech for providing prebuilt bases for use on terrains and missions
  • Adding some prebuilt bases for missions
  • Finishing up Another quest for Prometheus
  • Adding Various quest markers and quests to the Prometheus Map
  • Adding new Swamp and Volcanic Atmosphere types
  • Adding in P Bird sweep audio and event and adding to animation
  • Adding in full base setup for deer variant, D_AIsetup character and corpse blueprints, missing corpse description text and custom skeleton mesh

Icarus Week Forty Five Update | New Husbandry Tree and fixes for Mounts

Week Forty Five’s update focuses on new features and fixes for our Mounts system that we introduced in week forty two. The new Husbandry Tree will allow you to invest into your Mounts prowess, in either taming, raising or riding.

We’ve also included a bunch of rebalances, tweaks and improvements to the system, addressing interaction issues with beds and troughs and overall general behaviour.

We’ve also included information on three upcoming features and systems. Read into the future of Mounts, Open World Mode, and Narrative Mission Chains.



Husbandry Tree


The new Husbandry Tree provides players with a way to become an expert in the Mounts' system, allowing you to either specialise into being the tamer, raiser or rider to support a team, or have a more ‘jack-of-all-trades' approach.

The left side of the tree focuses on the taming phase of the cycle, with talents focused on temperature tolerance, taming speed and providing juveniles immunity from attacking predators.

The middle of the tree provides talents focused on raising your Mounts and providing them baseline improvements. Talents in this branch focus on gathering, food and water consumption, Mount health and the amount predators will perceive them as a threat.

The right side of the tree provides talents that are centred on utilising your Mount for riding or as a pack animal. These feature stamina bonuses, reduced player oxygen/food/water requirements, carry weight and movement speed.



Key Mount Fixes & New Mechanics


We’ve gathered a large amount of feedback on our Mounts since launch. This week, we’re incorporating some fixes, rebalances and features to address some issues and areas for improvement:
  • We have increased the default carry weight capacity of the Buffalo mount and added extra capacity to the pack harness
  • We have added a new ability to manually feed and give water to Mounts from items in your quick-bar. Hand-feeding Mounts will give them a short burst of health regeneration.
  • We have improved the Mount/Juvenile ability to navigate towards troughs and beds
  • Mounts no longer starve to death when at a distance from the player
  • Mounts/Juveniles now take item nutrition value into account when eating, meaning they will consume lower quantities of high nutrition items such as watermelon, but will consume higher quantities of low nutrition items such as berries


Future Mount Features


Our first iteration of Mounts has been a success, and we’ve been encouraged by the positive feedback and constructive criticism we’ve received from the community. We have a lot of plans for this new system to come in the future, and wanted to talk about a couple of these.

The Husbandry tree releasing today is one of those features, and as we move towards multi-mission persistence in the future we aim to expand these opportunities for player choice with the addition of mount levelling and talents. We have also been experimenting with Mounts being able to pull different items and machines across different terrains that offer various uses, along with different types of saddles and attachments.

We’re also looking at other animals that can be raised into Mounts, particularly in the next DLC expansion. We wanted to give special mention to the Icarus modding community who quickly incorporated Bears as an available Mount in a download. While we don’t have current plans to make Bears an available Mount, we enjoyed watching some of the gameplay and wanted to compliment you on your work.



The Future: 3 Distinct Game Modes


Last week we introduced our plans for our Open World Mode, our next large feature to be introduced in the future.

Our goal with this feature is to clearly define three different ways to enjoy Icarus, be it more traditional survival, our iconic instanced missions, or a more sandbox-esque peaceful building environment.

Open World Mode:

Open World Mode provides the ‘traditional survival’ experience, where you can access the entire map and choose your drop zones in a persistent, dangerous environment with respawning world bosses, weather impacts and no experience reduction.

Outposts:

Outposts will provide the ‘sandbox' experience, allowing you to create and build in a controlled environment where your creativity and ambition are able to run wild. This is designed to be a self-contained experience, giving you the space to innovate without consequence.

Missions:

Our Instanced Missions are the ‘bread and butter’ of Icarus, with self-contained stories and missions that play out over portions of the map and develop the narrative and future of this universe. We have no plans to stop developing and evolving them, as they are integral to Icarus and will always be the centre of our development.

Open World Mode and Outposts will both receive updates and improvements going forward with their own identities allowing both to evolve into their own designated features. Open World Mode has more unannounced features to come, and will launch with both Olympus and Styx as playable areas. As a result, the Olympus Outpost will be removed, but the smaller maps will stay and evolve with unique features in the future.

In the long-run, we are aiming to include the ability to trigger missions from your Open World Mode bases, but this will not be available in this first pass. Releasing this version, is the first step in our journey towards this goal.



Narrative Chain Missions


We have been working on a few narrative missions which will form a chain to incorporate a new story from beginning to end with new characters and objectives. This allows us to form a more ‘campaign’ feel around a central story that spans multiple drops and we hope they will immerse our players deeper into the lore of Icarus.

These missions should also start providing more detail and insight into the various factions, characters, history and stories that surround the failed terraforming project and give players more engagement with the different elements of the universe.



Changelog v1.2.20.102562


New Content
  • Added framework for Husbandry talent tree. - Renamed Construction talent group to Habitation
  • Added base class for Spike Traps and cleaned up logic for Hedgehogs, basic Wood Hedgehog will now damage players, hedgehogs deal 50% damage to players
  • Added ranks to Husbandry tree talents. - Renamed Husbandry tree talents from placeholder names to more accurate names
  • Adding new Stats for Husbandry Talents
  • Added stats to Husbandry talent points
  • Updating Husbandy talents to include new stats
  • Setting up modifiers for new taming aura's
  • Setting up crafting cost reductions for saddles and taming equipment
  • Adding new TamedCreatureModifiers Table for Determining the stat transfer between player and tamed creature / juvenile
  • Setting up Virtual stats for new husbandry stats
  • Hooking up Player States related to Riding Creatures (Oxygen, Food, Water Consumptions and Exposure Resistance)
  • Adding new Stats for Player Husbandry Talent Tree
  • Adding Missing Virtual Stats for Older Taming stats so we can work with the new system
  • Updated stats on Husbandry talents to fix build validation error.
  • Increased Buffalo Mount Health Regeneration
  • Players will now be kicked out of the mount inventory screen if player/mount distance becomes too large. Mounts now use generic ragdoll behaviour shared with other NPCs
  • Linked new stats to Husbandry talents.
  • Updated Husbandry talent and related stat descriptions
  • Creatures mounted by local player play audio when taking fall damage
  • Players are now prompted with a dialog to set name when first claiming a tamed mount. Shifted 'open mount inventory' functionality into mount class instead of inside actionable
  • Added first pass of Husbandry talent tree background
  • Setup specific XP events for Moa, Juvenile Moa and Juvenile Buffalo.
  • Enabled Juveniles to be counted towards baby animal kills and their respective parent creature type kills
  • Adding Husbandry talent tree background asset
  • Mounts and Juveniles will now have any player-owner driven stats applied to them when claimed, or when led by a new player in the case of juveniles. In the case of session reload, mounts and juveniles will wait for their most recent owning player to reconnect before reapplying relevant stats. Implemented following stats for use with husbandry talent tree: JuvenileFriendlyToPredators, TameSleepRequirement, IsJuvenile, IsMounted
  • Tamed mount food/water is no longer reduced when their current level tile is unloaded
  • Juvenile taming tooltip now switches temp requirement icon based on current environmental temperature. Fixed taming temperature virtual stat using the wrong base stats
  • Added ability to feed and give water to mounts from currently equipped hotbar item. Nutritional value of food is now counted when mounts/juveniles go to eat, meaning it will take more than one item to completely satisfy hunger
Fixed
  • Fix closed doors and windows sounding open after respawn. There is a potential issue with initialisation order, so try to set the open FMOD parameter again if it fails the first time on BeginPlay
  • Optimization pass on Buildables textures. Consistency pass on texture settings and reducing 4k textures to save memory
  • Optimized some assets with high triangle counts to improve performance
  • Remove sequence reference from Cave diorama causing unnecessary asset loads, wasting memory
  • Numerous texture optimizations and settings consistency pass to save memory
  • Fix LOD settings on Dead Prospetor meshes (LOD3 was 5k triangles), should have 6 LODs with the final being
  • Delete unused Tree meshes which have bad LODs and no materials
  • Optimized and/or deleted unused assets in VFX/TRE folder to improve performance
  • Add LODs to assets missing them or needing settings improved. Delete unused assets
  • Fixed inaccurate collision on Scorpion Hedgehog mesh causing hits to fail often
  • Add new option to Graphics Menu (Limit Poolsize To VRAM) which may help alleviate blurry textures on GPUs with not enough memory. Note: this is enabled by default and should only be disabled if you are having texture issues. Disabling it may cause issues/crashes
  • Remove some of the many old variations of WIP HAB levels to allow easier cleanup of old otherwise unused assets. Deep chained asset references result in expensive assets being shipped unnecessarily, causing larger builds, bigger load times and more memory consumption
  • Removed Prospect007 entry from Terrains DT to fix validation error
  • Remove old levels which cause a ton of unnecessary references and make cleanup of old assets impossible
  • Prevent graphics settings from being applied before the graphics subsystem is ready, reset the resolution scale when entering/exiting DLSS/FSR, ensure r.ScreenPercentage CVar calls are made with ECVF_SetByScalability priority so that the LegacyScreenPercentageDriver can make changes, this means that resolution scaling works correctly (when DLSS/FSR are switched off) and multiple combinations of settings are applied
  • Move marker for this quest to a new serialization system ('MapSearchArea' vs 'LocationSearchArea'), reload the mission several times to ensure the marker now always shows up, this means that the map marker should always appear after reload on the station to station mission
  • Accolade: Ravenous only tracks food consumed when consuming stack, wired PlayerTracker to consume food (of stack size 1) on right click 'consume', different code path from right click 'consume stack', this means players are awarded progress towards consumption accolades when comsuming single food items as well as stacks of food items
  • STRANGE HARVEST: Fixed typo in quest description
  • HOMESTEAD: Updated Rustic Statue objective to Rustic Icarus Statue, to better guide players to the correct statue to craft
  • Added Sandworm boss to all Olympus Exploration missions (min 1, max 4)
  • Styx has different Biomes from Olympus, so map accolades to atmospheres rather than biomes, this means that players correctly attain progress towards Biome accolades on Styx (Scorched Traveller, Forzen Traveller et al.)
  • Voyager Mission - Fixed Den item replenishment
  • Strange Harvest: Fixed respawn on boss to ensure respawning on prospect reload
  • Strange Harvest: Fixes issue preventing objective particles to appear
  • Fixed Holdfast Outpost getting stuck on preparing geometry when crossing into the B4 tile by adding the missing level bounds actors which guarantee the correct levels are loaded
  • Fixed weather timeline UI not updating correctly when mounted
  • Fixed bug where talent tree view could break when trying to assign talent points while mounted
  • Fixed bug where mounts and juveniles still wouldn't attempt to move to beds or water troughs if they were off navmesh
  • Juvenile taming tooltip now switches temp requirement icon based on current environmental temperature. Fixed taming temperature virtual stat using the wrong base stats
  • Fixed bug where talent tree view could break when trying to assign talent points while mounted
  • Hand-feeding a mount will now apply a moderate amount of health regen, with the duration changing based on food's nutrition. Mounts can now be affected by warm and cozy buff
  • Adding in all base AI setup for the Rock Dog, including all anim montages and placeholder stat values, still needs lava state hookup and lava based attacks to be completed
  • Fixed Nurturing Presence aura not affecting juvenile taming speed. Fixed NPCs not being able to receive aura modifiers
  • Fixing inherited collision on the wood gate that was stopping arrows, it is a door base BP which has the collision there to stop multiple doors being placed on top of eachother
  • Fixed bug where cave modifier / visual effects wouldn't apply correctly when entering a cave while mounted
  • Fixed bug where Juveniles/Mounts would stop short of their bed/trough when interacting with it. Juveniles and Mounts should hang back a little more when following player owner. Fixed bug where taming speed stat wasn't affecting the overall tame duration as expected; reworked the internal stats driving taming speed / duration
  • Extended the level streaming distance on Holdfast Outpost to solve the preparing geometry screen appearing when crossing into the B4 tile
  • Increased Buffalo mount carry weight limit to 300kg, Pack Harness adds an additional 300kg carry weight capacity
  • Fixed juveniles not being ignored by hostile creatures when using the 'One With Nature' talent
  • Implement audio cues when player manually feeds or waters mounts. Audio refs still to be added
  • Adding sounds and events for mounts being manually fed / watered
  • Fixed bug where player would consume held food item when hand-feeding mounts. Mounts and Juveniles will now reset the spoil timer on stacks of food left over after feeding from troughs
  • Fixed bug where player wouldn't have their internal 'IsMounted' stat removed when dismounting from saddle
  • Strange Harvest: Significantly increased tether distance on boss to prevent unintentional resetting
  • Fixed bug where the 'Feed'/'Give Water' tooltip would show when looking at a mount with an invalid held item
  • Adding feeding mount sounds to BP and correcting the buffalo mouth socket in data table
  • Mounts and Juveniles will now receive a health regeneration boost after eating from food troughs (similar to hand feeding)
  • Fixed typo in Enzyme Geyser description, havest to harvest
  • Added footstep particles to mounts
  • Improved modifier stacking behaviour, longest modifier durations will now always take priority. TamingSpeed aura modifier is no longer visible to players
  • Fixed bug where mounts would start drowning if stood in water for too long
Future Content
  • Added Brick Buildable tier assets and added to blueprints
  • Added BLD_Stairs_Brick
  • Added foliage type asstes for the lava groundcover foliage. LC_Groundcover_A, LC Groundcover_B, LC_GrassA
  • Added on to Transition Cave on Purple Quad, DLC Map
  • Removed Tussocks and setup grass variations for Tundra Grass Layer
  • Change Snow Tree foliage variations to be able to paint on AC_Snow
  • Added SW_Bramble A, C, D, E, F, And G Foliage types, Blueprints, and added to FLOD Data table
  • Fixed underground cave cliffs material to No RVT, Green Quad, Styx
  • Added foliage types and BPs for several swamp plants, as well as the Toi Toi for Grasslands, along with all of their FLOD Data Table entries
  • Adding Pbird Attack and death audio and FMOD events
  • LC Ground Covers/Grass foliage setup
  • Added tags/queries for sledgehammer harvesting, currently set up so the node can only take damage from sledgehammer hits
  • Added sledgehammer breakable node class/functionality, with an example setup called BP_BreakableRockExample
  • AC Bushes/Foliage (Harvestable) Foliage Setup
  • Adding missing sledgehammer code files from previous commit
  • Added Cliffs for Avalanched AC on Blue Quad, DLC Map
  • Create SM from IceBorer SK
  • Tweak IceBorer constraints
  • Point to correct mesh for Ice Borer meshable and delete old greybox assets
  • Added Buttercups to GL_Grass and Foliage Setup
  • TU Tussocks Foliage Setup and Proedural Foliage Spawner
  • LC to SW Transition Cave Set Dressing, Purple Quad, Prometheus
  • Landscape Painting, Decal Pass and Cliff Placement, Green and Yellow Quad, DLC
  • Adding Pbird data table entries and setup and distant idle audio
  • Update Hitable row for Rock to reference new native C++ class
  • Set Reeds as Foliage type for Swamp
  • Manual AC Foliage Placement on Blue Quad, DLC Map
  • Decal painting, landscape painting and foliage manual painting in arctic biome, Green and Yellow Quands, DLC
  • Fixed up Needler assets. Added Carcass mat variation. Pointed SKs to their appropriate materials. Deleted SM. Optimized texture settings
  • LC to SW Transition Cave Set Dressing, Purple Quad, Prometheus
  • Swamp Macros - LOD pass, material edits on 04-06, plus GL and TU variants. Tweaked LOD distances on all meshes to transition sooner
  • Foliage Setup and Procedural Spawner for General SW_Dirt plants
  • Grass/GroundCover Setup for SW_Dirt
  • Foliage Setup and Procedural Spawner for Tree/Saplings on SW_Muddy
  • Toggle Grassland option on DLC1 Landscape to use new foliage/ grass options on CF layers
  • Foliage Setup for Shelf Mushrooms
  • Tweak Mangrove/Cypress Saplings generation values to balance spawn amount on SW_Muddy
  • Moved Large Scale Swamp Cliff Meshes Into the Persistant Level, Purple Quad, Prometheus
  • Remove E_Waterfall_Base_Foam_smallBurst emitter which is unused but contains errors and shows up in log in Steam build
  • Adding S.Bird close and far idle audio
  • SW Impassable meshes - added 01-06
  • Prototyped Stalactites/Stalagmites placement solution
  • Removed RVT option fo Cave entrance on CF_Cave_MED_01 to fix underground cave RVT problems
  • Adding S.Bird Attack vocalisations and event
  • SW Impassable meshes - added 07-08, material tweaks on all meshes
  • Manual AC & TU Foliage Placement on Blue Quad, DLC Map
  • Decal painting, landscape painting and foliage manual painting in arctic biome, Green Quand, DLC
  • LC to SW Transition Cave Set Dressing, Purple Quad, Prometheus
  • Adding GL_TussockA and it's 3 variants, including foliage types
  • Updated Brick Tier Buildable changes
  • FT_D_TU_DirtDebris - decal created from Tundra grass terrain textures
  • Moved Large Scale Swamp Cliff Meshes Into Purple Quad Level, Purple Quad, Prometheus
  • Small SW rocks - material parenting changes, duplicated meshes for Tundra and Grasslands
  • Added inverted versions of selected cave stalagmites to create stalactites. Added foliage groups for these to allow them to be painted in the level. Tweaked material on Rock_Cave_Stalagmite_05 to match the others
  • Med SW rocks - material parenting changes, duplicated meshes for Tundra and Grasslands
  • Foliage Setup for ToiToi/GL Tussocks/Aspen Tree and Procedrual Spawners
  • Setup Foliage for SW Internal Cliff Plants
  • Tweaks to GL Foliage Instance Settings, Cull distance and shadows
  • Adding S.Bird flinch and death sounds and events
  • Added AC_TussocksA variants, including Foliage Types and BPs, and added them to the FLOD data table
  • Manual AC & TU Foliage Placement on Blue Quad, DLC Map
  • Manual Foliage Placement in the Volcanic Biome, Purple Quad, Prometheus
  • Decal painting, landscape painting and foliage manual painting in arctic biome and underwater dressing, Green Quand, DLC
  • Adding S.Bird Nip jaw and nip vocalisations and event
  • Swamp Rocks - FTs and associated BPs added for Lrg, med, sml rocks
  • Grasslands Rocks - FTs and associated BPs added for Lrg, med, sml rocks
  • tundra Rocks - FTs and associated BPs added for Lrg, med, sml rocks
  • Volcanic Rocks - FTs and associated BPs added for Lrg, med, sml rocks
  • Added 3 variants of bulbous flax plant for the lava biome with foliage types and blueprints
  • Adding S.Bird Nip audio to event and all footstep notifiers. Also adding all data entry tables for creature so far
  • Added bulbous Flax to the FLOD data table
  • Updated Brick Tier Floor
  • Swamp/GL/TU macros - polish on textures+materials
  • Volcanic Rocks - voxel cache files for LRG, MED, SML rocks
  • Swamp Rocks - voxel cache files for LRG, MED, SML rocks
  • Adding S.Bird aggro vocals and more unique idle layers
  • Tundra Rocks - voxel cache files for LRG, MED, SML rocks
  • Grasslands Rocks - voxel cache files for LRG, MED, SML rocks
  • Adding in base implemenation of opening wooden gate to use with the railings, all base assets and data table setups, currently is awarded to the player along side the wooden railing when it is unlocked, using the same cost processor recipe
  • Adding data table entries for aggro event for S.Bird
  • Manual Foliage Placement in the Volcanic Biome, Purple Quad, Prometheus
  • Manual AC & TU Foliage Placement on Blue Quad, DLC Map
  • Decal painting, landscape painting and foliage manual painting in arctic biome and underwater dressing, Green Quand, DLC
  • Added SW Impassable 09, plus GL variants of 1-9
  • macro replacement with impassables, green quad (WIP)
  • Adding S.Bird notifiers for movement sounds
  • Added AC_Pine_SnowLite and AC_Fir_SnowLite, including foliage types and BPs, as well as Data Table entries
  • Setup SW Rocks, Moss function tweak to fix moss inside voxels, Added rocks to SW_Dirt_Foliage Spawner
  • Submitting first pass fortification implemenation, includes wall, spikes, walkway and stairs and all base data table setups as well as relevant blueprints the system uses our existing deployable socket and snapping features, so doesnt requiore a building grid
  • SW Impassables - added 10-14, plus GL variants
  • Fixed UV distortion of SW_MAC_05
  • macro replacement with impassables, green quad (WIP2)
  • Created PFS for GL/CF/SW and General Resources, changed AC_Stone Shader to not use RVT for TU use, Added DLC Layers to Resources
  • Manual Foliage Placement in the Volcanic Biome, Purple Quad, Prometheus
  • Spawning SW Foliage on Blue Quad, DLC Map
  • Decal painting, landscape painting and foliage manual painting in arctic biome and underwater dressing, Green Quand, DLC
  • SM_Breakable_Scoria blueprint, mesh, material and textures
  • Setting up Deployable to call down an exotic extraction ship for delivering exotics while on a prospect (this is preperation of the data decentralisation game flow
  • Added Wood Railing Gate Icon to D_Itemable

Icarus Week Forty Four Update | Improvements to KILL LIST, HEADSTONE and more

We’re following on with the second of our Early Missions Revamps, this time addressing six more early Olympus missions.

STRANGE HARVEST, HEADSTONE and KILL LIST have received large scale improvements, focusing on mission flow and player experience. This incorporates new features added to the game since we first made these missions such as more creatures in the spawn pool.

AGRICULTURE, VOYAGER and FORSAKEN have received smaller updates to improve the player experience.

Also below is an insight into the next big features coming to Icarus. We’ll keep sharing details as we work towards bringing them into the game.



STRANGE HARVEST Revamp


STRANGE HARVEST: Bio-Research has received a welcome rework to improve the mission flow and player experience, using new systems and changes we created for Styx’s missions.

Players are now tasked to investigate toxins in the designated area and track down the original source, while previously the mission required players to collect bio-samples for the Sinotai faction.

The UDA will provide some poison paste to help you with your mission and a new dropship location closer to your objective.

The mission now provides new challenges and quests, so be careful to not take it for granted. Proper preparation is strongly advised.



HEADSTONE and KILL LIST


HEADSTONE and KILL LIST have also been addressed, with improved player experience and UI across both while keeping the quest line consistent.

KILL LIST requires you to tackle a Wolf Pack and its Alpha Wolf Leader, so our focus has been on improving this phase of the mission.
  • Wolf packs now spawn at clue locations, with their levels scaled more accurately to the selected difficulty
  • Wolf packs anchored behaviors have been altered so the pack stays with 1000 meters of its spawn zone
  • Map icons for interactable targets are added when players reach a clue location
  • Quest clue locations have been reorganized so players won’t have to ‘backtrack’ away from the final target
  • We’ve added map prompts for the quest objectives

We’ve streamlined HEADSTONE, which requires you to deploy and defend Uplink stations.
  • The drop location has been moved closer to mission objectives
  • Survey equipment is now contained within the dropship to streamline mission setup and remove the opportunity for unexpected collision issues with the care package
  • AI now responds more aggressively to transmitters, and has been rebalanced with more creature variety in the spawn pool
  • Mission items are now correctly tagged as quest items
  • Transmitter Health and Progress are now displayed as quest steps
  • Added more spawn points near Survey deployment locations for attacking creatures


Other Missions


Three other missions have also received small updates and improvements.

AGRICULTURE: Supply Stockpile’s mission requirements will now scale more accurately with the selected difficulty

VOYAGER: Recovery has received a fix for the den intractability and reload issues

FORSAKEN: Recovery will now identify items as quest items



Future Updates


The next large feature in the pipeline is Open World Mode. We get frequent community requests for more persistent base building and progression in Icarus like traditional open world survival games. At the same time we also want to retain Icarus' unique session-based mission structure. So, we’re looking to add another game mode.

Open World Mode will be a more traditional survival sandbox experience, giving you access to the entire Olympus or Styx map with no time limit and with all your progress persisting. Unlike Outposts mode, your character would earn experience and level up. You can drop into your own selected locations and return as often as you please, and engage with respawning world bosses while establishing your presence on the surface. You will still be able to play missions as a way to earn Exotics and permanent workshop items by jumping back to the main menu and launching them from there. More details to come in the following weeks.

Dedicated Servers have also made progress, with a range of technical issues and small edge cases complete, but a few outstanding gameplay impacts to be addressed. Large Scale internal and external testing is close.



Changelog v1.2.19.102260


Mission Revamps
  • Scaled AGRICULTURE: Supply Stockpile mission objectives with selected difficulty. Slightly reduced hunting shipment requirements on normal difficulty
  • Killlist mission - Mature Pack Wolfs now spawn at clue locations, their levels scale by selected difficulty
  • Killlist mission - Adding new Mature Pack Wolf Epic Creature Spawn Config
  • Killlist mission - Adding new Pack Wolf Anchored Behaviour with a distance of 1000 so it stays very close to its spawn zone
  • Killlist mission - When reaching a clue location, a map icon appears to show the exact interact target
  • Killlist mission - Shifting Quest Clue locations so the quest no longer requires back tracking when moving towards quest objectives
  • Killlist mission - Slightly tweaked multiplayer scaling on follower wolves and Alpha wolf
  • Killlist mission - Adding Map prompts to quest objectives
  • Headstone Mission - Updating Drop Location so it is closer to the mission objectives
  • Headstone Mission - Survey equipment is now contained on the players ship
  • Headstone Mission - AI now get angry and charges at the transmitter
  • Headstone Mission - Rebalanced AI which spawns and added more variety
  • Headstone Mission - Fixed Map markers so they reload correctly mid mission
  • Headstone Mission - Transmitter Health and Progress are now displayed as quest steps
  • Headstone Mission - Mission items are now correctly tagged as quest items
  • Headstone Mission - Replaced Crate with Supply pod when picking up transmitter
  • Headstone Mission - Added Manual Spawn points near Survey Deployment locations
  • Strange Harvest Mission - Changed Drop Point Location to add variation to early mission drop point locations
  • Strange Harvest Mission - Changed Entire Mission Flow, players now investigate toxins within an area eventually tracking down the source
  • Strange Harvest Mission - Adding new Contaminated Bear Creature with Anchored Behaviour, includes new materials, fur and particles
  • Strange Harvest Mission - Adding 3 new mission items (Flora, Digested Biomatters and a Bioweapon sample)
  • Strange Harvest Mission - Adjusting all objective locations to reduce player travel distance and backtracking
  • Strange Harvest Mission - Updated quest logic to use new systems present in styx, decremented beta weekend quest systems, fixing search area and map icon reloading
  • Strange Harvest Mission - Adding new Delivery Quest Markers and Droppod / Crashed Ship Variations
  • Strange Harvest Mission - Updating Quest Objectives and Mission breifing
  • Strange Harvest Mission - Adding new Map Icon for Contaiminated Bear
  • Strange Harvest Mission - Adding Delivery Step to Quest for collected items
  • Killlist Mission - Search area narrows down as you find each clue.
  • Killlist Mission - Increased tether range on follower wolves
  • Headstone Mission, fixed typo in quest step.
  • Heastone Mission, ensured AI stop spawning if transmitter is disabled.
  • Headstone Mission, fixed issues causing quest progress to be lost after completion.
  • Headstone Mission, changed spawn location to be closer to mission objectives
  • Strange Harvest Mission - Adding Contaminated Bear Corpse and tooltip
  • Strange Harvest Mission - Fixing Bioweapon not spawning in correct container & Delivery not checking correct container
  • Updating reward from 50 -> 85 for Strange Harvest Mission
  • Headstone Mission - Extending Creature Teathers to allow more nautral creature movements
Fixed
  • Fixed rotation on railing snap position for glass floors which was causing railings to be at 90 degree angles
  • Delete a bunch of unused DataTable content which is causing assets to be unnecessarily loaded (taking up memory resources and increasing build size) and clutter content
  • Added text to clarify water requirement on crafting windows for cement mixer, biofuel composter and electric composter
  • Fixed another bug with juvenile mounts disappearing when reloading a prospect; Freeze/Unfreeze functionality for IcarusNPCCharacters now stops all movement before freezing, and uses only the character capsule component for TerrainAnchor bounds
  • Added water connections to Masonry and Electric Masonry benches which increases processing speed when satisfied
  • Adjust Sandbanks LOD material roughness to fix inconsistency with base material
  • Ensure that the activation of the thermal component stays in step with (graphical) light activation, this means that players get a temperature buff when wood rag torch is equipped in light slot (as well as in hand)
  • Improve Scorpion Physics Asset to be more accurate by adding more smaller capsules to better encapsulate the mesh. Gaps between capsules meant projectiles could pass through without hit
  • Adjust equation for mammoth and elephant stomp knockback velocity, this means that large mammoth boss and elephants should no longer be able to knock players out of the map [Bug] Hurled across map by Mammoth to out-of-bounds area and killed, losing all equipment - SurviveIcarus
  • Mounts and Juveniles can now eat / drink from troughs that are off the navmesh
  • Fixed an issue preventing Heavy Glass Windows from being reinforced using a water connection, slighly reduced heatlh of these so when reinfoced they have the same health as the wall itself
  • Prevent graphics settings from being applied before the graphics subsystem is ready, this means that resolution scaling works correctly (when DLSS/FSR are switched off
  • Fixed issue causing the water trough to be labelled as Storage and gaining the Expanded alteration.
  • Added level scaling for Mammoths and Elephants, resulting in significantly increased health and minor increases to damage.
  • Fixed instance of Juveniles getting destroyed upon prospect reload. Removed code that was automatically cleaning up 'stuck' NPCs if they hadn't moved from their original spawn location 15s after spawn
  • Removed 'Set' ItemsStatic entries from ValidAmmoTypes DT accidentally added in during data update, allowing the Workshop consumable stacks to be fired directly from the weapon.
  • Added DT Validation to prevent unwanted items being added in to ValidAmmoTypes DT
  • Added recipe to craft Bone from Mammoth Tusks at the Cooking Station.
  • Overflow bags generated when player respawns no longer simulate physics to prevent cases where they fall through the world
  • Reduced threshold for tames to get hungry and thirsty.
  • Fixed stat assignment on the Hunger modifier pointing to an incorrect stat.
  • Revert sRGB setting on map textures which have not been brightened up via art pass, causing them to appear too dark
Future Content
  • Updated CAC maps for IceCave Pillars, Ice Stalagtites and Stalagmites
  • Added foliage type and blueprints for tundra bush assets
  • Added Foliage type and Blueprints for Tundra Sapling assets. Updated FLod Data table with tundra foliage
  • Decals painting and cliff placement in arctic Blue Quad , DLC
  • Adding in WIP fur assets for the Bat dog for fur creation
  • T2 Mission Communication Device - mesh, textures, materials added
  • Painted Decals Volcanic Area & Added Cliffs to Base of Macros Volcanic Area on Purple Quad, DLC Map
  • Allowed the Shoot the Breeze talent to use the Material Processor as well as Mortar and Pestle
  • T2 Mission Communication Device - added DM, minor revisions to mesh and textures
  • Painted Decals Volcanic Area, Added Cliffs to Base of Macros Volcanic Area & Added on to Transition Cave on Purple Quad, DLC Map
  • Submitting Batdog, Batdog carcass, respective textures and fur
  • Adding Pbird wing flaps sounds, events and anim notifiers
  • Added Cliffs & Stalagmites to Transition Cave from SW to AC, Swapped Out RVT with NORVT on Blue Quad, DLC Map
  • Landscape Painting, Decal Pass and Cliff Placement, Green Quad, DLC
  • LC to SW Transition Cave Set Dressing, Purple Quad, Prometheus
  • Added Arrowhead Plant, Bog Flower, and Cypress Sapling as foliage types, BPs, and also added all to the FLOD Data Table