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Week Thirty-Two Update | Time Pressure

Icarus' missions have always had a time limit - but can you race against the clock to complete a multi-stage mission in under three hours? Week Thirty-Two introduces a new multi-stage, time-restricted mission which incorporates some of our original design intents with a ticking clock, alongside improvements to mission pacing and engagement to raise the stakes, and get the heart racing.

Alongside this new mission to sink your teeth into, we’ve made an array of improvements to our UI/UX and building pieces, along with adding deep ore mining veins to Outposts as part of our plan surrounding their development. Jump in and have a read!



Three hours only for Abyss: Research


Here’s your mission briefing:

Abyss: Research

// OPERATOR: Group 15
// BIOME: Ring Lake
// BACKGROUND: Unique ore deposits discovered on Ring Lake
// MISSION: Extract and research unusual ore. Monitor effects on environment
// TERMS: Initial scans detect unstable material. Proceed with caution
// TIME LIMIT: 3 hours

The Abyss: Research mission starts at the Ring Lake in the Styx terrazone, unlocked after completing the Zephyr: Expedition mission.

Of course, missions on Icarus don’t always go to plan. We’re continuing to experiment with more varied mission types and, for the first time, this mission includes an Optional Objective. If you reckon you have enough spare time to complete this extra request (to discover a way for prospectors to handle the new Abyssal Oxite safely) then you’ll gain additional Exotics as your reward.

Beware! With only three hours to complete the mission the risk of running out of time - and your character and all your gear being abandoned on the planet surface - is high. If you want to play it safe you can always purchase Insurance, which offers lower rewards but a guarantee that your character will be rescued if you run out of time.



Originally posted by author
One of the advantages of Icarus' session-based missions is that we can continue to vary and experiment with mission structures - such as shorter durations or optional objectives.

Over the course of developing Icarus we learnt a lot about how players respond to time limits. Originally we launched with a real-world timer, which was unique and not a common game design choice. The threat of permanently loosing your character and gear if you missed your deadline certainly motivated people, but when it took players by surprise returning to the game a week later, well, that it seemed unfair. In response to your community feedback, in April we changed our timer to a easier-to-understand in-game timer, although the penalty is still the same.

We also heard that some players missed the time pressure and the harsh permadeath-like penalty. So, just as we have a choice of difficulty settings, we plan to offer a choice of varying length missions. That should cater to players who like to take their time and prepare before setting out as well as those who love to recklessly race ahead.

However, we haven’t changed the time limits of any of our existing missions at the moment, so we don’t upset any of your missions-in-progress.

Jake Dodunski - Project Lead




Deep Mining Ores in Outposts


The addition of the entire 64 km2 Olympus map as a permanent Outpost has proven very popular, and we are continuing to add features to Outpost mode. From this week you can now find Deep Mining ore deposits through all the Outpost maps, providing another way to gather large quantities of materials with a Biofuel-powered or Electric Deep Mining Drill.



Key fixes


We’ve made a range of key fixes this week that improve the UI experience for our players, along with some fixes and balances to the constructibles.

You’ll now be able to hide quest UI when in a prospect by pressing numpad 7 (this can be hot-keyed if you wish), and we’ve also adjusted the critical hit numbers on screen to read out the exact damage delivered rather than ‘20x’ which required more quick math than we had intended. We’ve also made some changes to armors impact from storms:
  • Fixed the damage type of many tick damage sources to no longer cause damage to armor, notably storms. This means the damage taken from storms will no longer be prevented by armor, but armor will still provide exposure resistance. This means you will take more damage to your base health, but your armour will not deteriorate

We’ve also implemented some fixes to our constructibles and their interactions with deployables and weather elements.
  • Fixed an issue where Concrete Items Crafted in the Cement Mixer would recieved the 'Reinforced Glass' Stats unintentionally
  • Reduced Water Consumption on Glass Bench from 1000 to 250 - Upping Water Consumption on Cement Mixer from 100 to 250
  • Added the long awaited Glass Floor buildable
  • Fixed an issue with deployables losing shelter if they were placed on a Frame and then a Floor was placed on top of the same Frame, overlapping the deployable


Changelog v1.2.7.98644



    [h2]Added[/h2]
  • Added Mission: ABYSS: Research.
  • Fixed tagging on ABYSS: Research items.
  • ABYSS: Research, added area indicator for first objective. Fixed multiplayer objective tracking.
  • ABYSS: Adding item icon for Environmental Monitoring Station in D_Itemable
  • ABYSS: Research, fixed monitoring station balloon interaction. Rescaled pacing on optional objective.
  • Mission fixes for ABYSS: Research, rewards are available, tooltips fixed, multiplayer progress shows properly, recipes updated.
  • Configured ABYSS: Research dialogue, descriptions, timer and rewards.
  • Corrected Feature Level and Added Talents for ABYSS: Research
  • Implemented final core gameplay for ABYSS: Research, pending polish.
  • ABYSS: Research mission framework in, pending assets and tree toppling.
  • ABYSS: Research, additional content. Pending finalization, testing and polish.
  • Initial setup of ABYSS: Research mission.
  • Added Glass Floor Pieces.
  • Adding Deep Ore Deposit spawn points to outposts 1-5
  • Added a keybinding to show/hide the Quest UI (Numpad 7 by default)
  • Adding new mission Items Partially Digested Enzyme, Biological Contaimment Power Source, Enzyme Containment Unit
  • Adding new Session Flags for Enzyme Containment Unit
  • Adding new functionailty so creatures can add items to their contence based on session flags
  • Add unique screenshake and muzzleflash effects for each projectile weapon (Pistol, LeverAction, BoltAction, Shotgun). Weapons now project light when muzzle flash plays.
  • Moved a bunch of Debug logic into a separate function in BallisticBehavior Base. Added some Trajectory debugging.
  • Tweaked notifier in Pistol reload montage so that it finishes the animation before allowing the next shot to take place


    [h2]Fixes[/h2]
  • Fixed the damage type of many tick damage sources to no longer cause damage to armor. Notably storms.
  • Fixed issue with deployables losing shelter if they were placed on a Frame and then a Floor was placed on top of the same Frame, overlapping the deployable
  • Fixed the crash which would happen by closing the game during an active weather event
  • Map Icon for scanned Exotic deposits will now persist between sessions
  • Resasving Inventory and Quests Datatables as there was unsaved changes when committed files related to the new Missions
  • Fixing KillCam Damage numbers so they display the actual value dealt and not the artifically inflated values
  • If a prediction triggers a KillCam, the damage will guarentee a kill on hitting the target
  • Kill cams will only guarentee a kill on hit if the target is the same as the one in the KillCam predicted - this means, if a boss or other creature gets in the way after a KillCam prediction has occured, the boss or other creature will not be insta-killed if it is not the predicted target"
  • Fixing issue where Concrete Items Crafted in the Cement Mixer would recieved the Reinforced Glass Stats unintentionally
  • Reducing Water Consumption on Glass Bench from 1000 to 250
  • Upping Water Consumption on Cement Mixer from 100 to 250
  • First pass of audio terrain zone FMOD implementation. Base pass on Narrow, Medium and Wide canyon delay. Removed blend sends from quad delay.
  • Cleaning up bad file commit in source art Script Folder as per request
  • Improve reflection audio debug - create new log category and use it to activate visual debug too. Code review tweaks to audio reflection system. Remove deprecated reflection system from BP_PlayerEnvironmentalAudioComponent.
  • Attempted fix for Floor Torch Niagara effects not enabling on rejoin of a Prospect
  • Spam left clicking does not consume stamina
  • Fixing issue with Sprinting while under the effects of BaseStaminaActionCost_+% costing no stamina
  • Adjusting audio for updated geyser effects. More intensity and additional bonus splash at the end. Adjusted play rate to fit updates better
  • Additional FMOD quad delay parameters which set weighted averages of left and right strength results. Will be implemented to pan delay channels away from adjacent cliffs etc.
  • Adjustment to geyser audio volume and burst rate to match with intensity better
  • Adding in geyser burst audio and blueprint functionality. Will require looped Niagra effect (coming soon)
  • Audio terrain zone heatmap functionality. Allows us to set up heatmap gameplay textures to define zones in each terrain for audio-specific purposes. PlayerEnvironmentalAudioComponent samples the map and uses the results to set global FMOD parameters defined in a new datatable - this can be expanded to include other functionality. Have included a WIP test texture but havent assigned it in D_Terrains - audio team will test drive before we commit to using this.
  • Minor ProjectionComponent refactor. Projection widgets should now have their fade in/out distance set by component only. Fixed some projection widgets not fading in and out correctly. Hunting blood trail direction indicator now stays visible as long as player is near (as long as trail has been interacted with previously). Slightly increased range at which you can see other players names. Added name widget to mount. Removed player name when riding mount
  • Small adjustments to the quad delay (reduction by about 2db and slight eq tweaks) for better subtlety. Also adding biome specific impulses
  • Fixed issue causing glass angled roof pieces to have incorrect materials when destroyed.
  • Updated Dry Run: Expeditions map markers to use the latest systems. This fixes a bug in the old implementation. Fixed the location registration of the cave objective.
  • Set up new convolution reverb routing based on biome group. This is a starting point to give us more flexibility around how different areas broadly defined areas will sound - further tweaking to follow.


    [h2]Future Content & Art[/h2]
  • Added recorder component to Mounts. Mounts are now tied to a CharacterID owner/tamer. Mount names can be edited by their tamer and serialise for reload. Added saddle item to be used with mounts, you can only ride a mount if has an equipped saddle. Improved mount tooltip. Mount interaction is now done through the Character instead of the attached saddle. Added native mount base class. AIcarusCharacters now support Recorder classes and orchestration event binding in blueprint
  • Added interface for interacting with mount inventory and equipment. Added ability for mounts to be named (only on server currently). UMG_DarkTitlebar is now localization friendly. Everything that was referencing UMG_DarkTitlebar should now be linked correctly to our string tables. UI Stat displays now support non-player targets. Mount AISetup now has Developer feature level.
  • Added Mission: FLATLINE: Research - locked?
  • Adding new Mission FLATLINE: Research - Where prospectors will need to stabilise a damaged biological containment unit
  • FLATLINE: Research is playable from start to end
  • Locked FLATLINE: Research behind Development feature level
  • LC Cave Entrances 01 02 - first pass
  • Created Swamp Cave 01 template and stalagmite stamps
  • Added SW_Cypress_Var3
  • Added SW_Cypress_Var2
  • Added SW_Cypress_Var1, including first pass of chopped tree BP
  • Created A New Test Level, To Play With New Assets And Block Out Concepts
  • 2nd pass on Swamp Macro 03
  • Fixed Random floating lily pads on Blue/Red/Yellow Quad, Styx
  • Submitted asset SM_DCO_StatueGrizzly_Bronze to the project, created amterial and added textures
  • 2nd pass on Swamp Macro meshes 01-02
  • Updated compression on the wooden roof RMA map to match reflectivity to other wood pieces.
  • Fixed random lily pads floating on map in Green Quad, Styx
  • SW Cliffs - temporarily swapping out incorrect LOD materials
  • First pass on SW cave entrances
  • Added a new destructable mesh for the dropship made from the crashed dropship debris assets.
  • Second pass on swamp macro 5, tweaks to master SW rock shader and tiling textures
  • Improve grass types allowing them to appear farther in the distance. Fix SM LOD distances do they swap out sooner to improve perf.
  • Added more cliff stamps for volcanic biome
  • Made swamp cliff stamps for new DLC biome with SW Rocks
  • Create cliff stamps for new Volcanic biomes
  • Made cliff stamps for Swamp biome with new SW rocks
  • Updated blackberry bushes with damaged leaf textures and tweaked LODs
  • first pass on small swamp rocks
  • First pass on Medium swamp rocks
  • First pass on LRG swamp rocks
  • DCO_StatuePolarBear_Bronze mesh, textures and material
  • Added temp collision and LODs to Swamp Macro meshes
  • LC Large Rocks - mesh, textures, materials added
  • LC Medium Rocks - meshes, textures, materials added
  • LC Small Rocks - temp LODs and collision added, material tweaks
  • LC Cliffs - temp LOD and collision added, material tweaks
  • Added Terrain 018 as a test map for artists
  • Delete prototype assets for swamp water
  • Added swamp surface function and required extra MFs and textures, changed MA_UniversalWater to include option for swamp
  • Removed the flickering from the arrowhead plant bilboard shaders
  • Updated flax plants bilboard shader to remove two sided flickering
  • Added 3 variants of the arrowhead plant to the project.
  • First pass on swamp Macro meshes
  • Submitted the asset SM_DCO_StatueScorpion_Bronze to the project, created material added textures

Icarus Week Thirty-One Update | Community Feedback #1

This week, we’re celebrating some of the great suggestions our community have given us, along with our new ‘Free Build’ tool for our construction mechanics.

You’ll also find improvements to the entire building system with the addition of some new constructible variants and the return of some old ones. To cap it off, we’ve made it easier for those who wish to mod Icarus to access core game data.



Free Build


Builders, get your hammers. We’re introducing Free Building options to Icarus, giving you the ability to construct structures without having to follow the laws of ‘snap-placing’ as you have done so far. This mode can be toggled on and off with the Home key, which will allow you to place your constructible in the exact position you’re envisioning. You can also press End to unfocus the current grid that you are snapping to.

With great power, comes great responsibility, however. Our physics system is still in effect, so be aware that your constructibles will still need to be supported properly to bear any weight or maintain integrity, so pay attention if you want to get creative.

To take it one step further, we’ve also added the ability to nudge pieces up and down (with PageUp and PageDown keys by default) so they don’t clip into the landscape around you, allowing for more refined buildings. Again, you will still have to provide adequate support, so if it’s floating - you’ll have a problem.

Free Build is ideal for the more advanced builders, but ‘snap-building’ will still be the default so don’t worry if you prefer a simpler system - this won’t affect your experience.



Building Improvements


We’ve added/re-introduced a bunch of constructible variants alongside our Free Build option to give you more variety as you take to your hammer and nails. Double doors and windows are now available in thatch, interior wood, glass and concrete and aluminum walls, completing the set.

We’ve also improved the durability of reinforced glass, which will now have the same endurance as stone building pieces, ideal for those stormy nights in the arctic.



As noted in the past we are laying the foundations for how to improve the T4 and above experience. The last six months have taught us a valuable and hard lesson in how we need to approach the late game, how we need to blend the experience of building bases with the excitement of doing missions - but mostly how delicate achieving this is. As such, expect that we have a great deal more work to do here. Improving the building mechanics, outposts, balance, and pressures from enemies are vital steps to take towards improving the late game.

As always, please do let us know both here, on discord, and in feature upvote. We do take all this feedback on board, while still being careful to make cautious steps forward.



Modding Support Efforts


As part of our commitment to make the game more accessible to the community to run servers, evens and mod we reached out on a community subreddit for ideas to help support these efforts. One suggestion was to start shipping "PDB" files with our builds. This gives a rough sort of blueprint about how we built the game, and is useful to those making mods or cheats. Normally these aren't shipped with commercial builds but they will help a great deal with modding. Additionally, they provide more information for us to source crashes and bugs.

We will continue to work with the community to look at how we can expand content that can be changed and manipulated for new and exciting experiences by those in the community.

Our studio Stationeers Team celebrates! Check it out!


We have a number of projects across different teams in the studio, spanning a multitude of backgrounds and experiences. One of the great benefits of this is our teams being able to share ideas and approaches - both those that work and those that don't. All our teams have spent the last six months as part of a process of applying a "lessons learned" from the past to revamp and redevelop our studio, and it's approach to games across all our teams.



Recently the Stationeers team released a massive refactor, changing entirely how the game worked resulting in huge optimizations both for singleplayer and multiplayer. The game is now on a special weekend sale, and rocketed up to the top fifty global sellers. In fact, in the last few hours we sold 1% of the total copies sold ever for the title! We're all enormously proud of the team, and encourage you to check the game out. You'll notice a lot of the same approach to regular content, transparency, and developer relations.
[h3]We strive hard to get better at everything we do, sharing our process mistakes and all with the community. We work hard to maintain our independence and open approach to development. If you like what we do and how we work, please do consider checking out our other titles[/h3]


https://store.steampowered.com/app/544550/Stationeers/

UPCOMING: Work on DLC and major future plans


As part of making our process fully transparent, and making builds easier, you will see a lot of early work being committed to the changelogs that don't appear in the game properly yet. This is important because it means we spend less time making these posts and changelogs, and more time working on the game. Additionally, it means users have an idea of these changes going in - as even though they aren't fully enabled they may cause bugs. So there are several upsides in sharing our interim progress with the community.

I was recently in a meeting watching the work on Mounts, and was extremely excited for what this means for our plans with the DLC. While this might seem odd compared to doing vehicles, mounts offer us a safe interim step as transport options. Additionally it has fitted in very well with our existing systems for animals. We're hoping we might try showing off some of the work in progress on future streams, and share some of our internal processes so you can be part of the journey as we add this to the game.
[h3]As noted previously, the major DLC will also be released with a free update to the game, striking a balance to not lock too much content behind a DLC and fracture the community. Additionally, we will be making the DLC as permissive as possible so that if some don't have the DLC it won't cause issues playing.[/h3]
UPCOMING: Work towards Dedicated Servers and Decentralization


Better than expected progress has been made on this regard, so we are advancing our work towards having some limited external testing with game server providers. We will continue to provide information and discuss on Discord how we are looking at approaching various challenges as we roll this out. Our team, at this stage, are keeping quite an open mind - opting to get the tools working using the rough approaches before settling on firm decisions for functionality.

Community-driven Changes


Our community feedback system FeatureUpvote hit a milestone this week of 100,000 contributions through tickets, comments and upvotes. It’s crazy to us that so many of you have poured your time and love into this game, and we’re celebrating with a slew of bug fixes and changes, as suggested by you guys.

[h3]Outpost Drop Zone selection[/h3] View on feature upvote
Changed how players return to Outposts instead of always returning by dropship:
  • If you leave by "Return to Character Select" button then rejoin you'll return to the place you left like on normal prospects
  • If you leave by dropship you'll return by dropship and bring with you the loadout you selected

[h3]Concrete Durability[/h3]
View on feature upvote
  • Increased concrete building pieces durability.

[h3]Incorrect Prospect Difficulty[/h3]
View on feature upvote
  • Fixed incorrect difficulty of Prospect shown in Join Prospect screen

[h3]Wood Composter not making fertilizer[/h3]
View on feature upvote
  • Fixed issue causing wood composter recipe to not process

After 100,000 contributions, it’s safe to say you guys have had a big influence on what we do. Many of the most popular requests have already made it in to the game, such as talent respecs, an in-game timer, Olympus as an Outpost and even carrying torches and picks at the same time. We’ve come a long way since the ‘dark ages’ of blind mining. Thank you all again for your help.



Changelog v1.2.6.98371


  • Changed how players return to Outposts instead of always returning by dropship:
  • If you leave by "Return to Character Select" button then rejoin you'll return to the place you left like on normal prospects
  • If you leave by dropship you'll return by dropship and bring with you the loadout you selected

[h3]Free Build/Building Update[/h3]
  • Added ability for players to turn off auto building grid focus(Home Key), to allow players to place building pieces near one another without grid snapping being enforced. Buildings placed on separate grids will not provide structural stability to one another.
  • Added ability for players to manually adjust the height of newly placed buildings grids (PgUp and PgDn keys). Buildings must still properly touch an anchorable surface to receive anchored stability.
  • The Defocus Grid command (End key), in addition to starting a new grid, now also resets grid auto focus, and resets grid manual height adjustments.
  • Fixed an issue where terrain trace hits could fail to snap to buildings and also not allow new building placement.
  • Added double doors and windows to thatch, interior wood, glass, concrete and aluminum walls.
  • Added keybindings for building Unfocus Grid and Raise/Lower Grid
  • Reinforced Glass now comes with a health and wind resistance buffs so its on par with stone
  • Removed wood beam variant that is not yet implemented.
  • Increased concrete building pieces durability. [Suggestion] Concrete Durability should be higher than stone
  • Add average quad reflection strength audio parameter and use for some basic automation of reverb volume - audio team will do another pass for further tweaks. Renamed all quad delay FMOD parameters for better clarity on what they now do.
  • Adjusting quad delay from audio group feedback session.
  • Adding quad delay tweaks as a starting base point for testing
  • Adding new event notify for when a player launches a dropship
  • Updating Exploration and Recon missions with extra quest step explaining that launching their dropship will end the mission, removed the interact trigger that was previously used as it was confusing to players
  • Committing missing outpost file which was causing a build break
  • Fixing up missing talent widget which required pins to be refreshed after modifying underlying data structure
  • Adding new outposts table to store extra setup data such as mission / flag requirements to unlock
  • Remove unnecessary values from D_Talents json and pointing outpost talents to use the new outpost row handle for setup
  • Reducing outpost talent setup to be the base talent setup with the appropriate extra data so we arent storing information no longer required
  • Added a description to the crocodile and kea carcasses.
  • Fixed incorrect hardcore and insurance settings in Join Prospect screen
  • Fixed incorrect difficulty of Prospect shown in Join Prospect screen [Bug] Mission difficulty not visible when joining a session
  • Fix crevasse audio not working. BP_Crevasse needed an update in order to work correctly with recent changes to AudioListenerCollider.
  • New FMOD parameter which can be used to make mix adjustments when the player is under cover of trees. Updated existing FLOD overlap check behavior to perform an alt test using a smaller radius which seems to do the trick. Not yet implemented in FMOD.
  • Set grass density to 0 for unused grass type that was getting generated
  • Removed Wood Composter workaround as this has been fixed.
  • Further fixes to wood composter processing.
  • Fixed issue causing wood composter recipe to not process. [BUG] Wood Composter timer for making fertilizer is broken
  • Adding a system which allows adding extra stats to crafting benches if the crafting bench has an available resource of a specific type
  • The Glassworking bench can now be connected to a water network
  • Adding new stat for Reinforced Glass
  • Crafting Glass building pieces at a Glassworking bench which is connected to a water system will be produce Reinforced Glass which increases the building tier by 3 making it the same strength as stone building pieces for stability and weather damage
  • Take fractional millijoules into account across ticks. When ticks are very small sometimes the increment is less than one (an int). Also means we now track the displayed remaining build time in seconds more closely. Problems were specifically reported on the Wood Composter.
  • Adding some Hint text which displays on the Glassmaking Bench to let users know they can now craft reinforced glass buildings with an active water connection
  • Added blackberry item to the project
  • Fixed Rain Reservoir not resetting stored water when the floor below it is destroyed.
  • Fixed typo in Polar Bear Head Armor flavor text
  • Added MF_Dolerite to M_RockMacroMaster
  • Ensured all Knives and Axes are throwable, adding support to Shengong, Printed, Machete and Taxidermy items, Fixed some Physics Assets
  • Modifying Error Text when there is no stat description from No Stats to Undefined Stat Description and adding a stat description for Overencumbered so the Heavy modifier no longer displays No Stats
  • Tweaks to Meta Smoke and Explosion
  • Adjustments to Meta Mista and Eruption VFX, also set delay to 0 for SFX
  • Improved description on Healing and Strength Boost modules and their modifiers to clarify buffs do not apply to wearer
  • Add icons for new Thatch, Stone, Iron, Glass and Concrete Double Door/Window building pieces
  • Fix default settings for Icon Scene for Building Walls
  • Changed font colour and added background blur to bench description.
  • Tweaks to Meta Smoke and Explosion
  • Updating Glassworking Bench and Electric Extractor Power and Water Resource Connection Points so they make more sense with the objects they are connecting to
  • Fixed crafting bench description UI.
  • Fixed glass door texture when damaged.
  • Allowed glass doors and windows to benefit from reinforcement upgrade.
  • Re-enabling the in world tool tips for resource networks which where accidently removed during a previous refactor

[h3]Art[/h3]
  • Added first pass for SW_Cypress_Var1 2 and 3 SpeedTree imposter
  • Added validation check function for gfur components
  • Edited underwater LOD materials, added a cave, cliffs and decals, added ore deposit and polished riverbanks and landscape, Desert Outpost 007
  • Added SW_GroundCoverA with 4 variants
  • Updated collision, added RVTs to shaders and tweaked normals on billboard for SW_Mangrove_Var1
  • Fix several Enzyme Geyser misalignment with terrain in Olympus
  • Fixed landscape blocking cave in I7, Green Quad, Styx
  • Fixed shadow geometry meshes for angled stone roofs
  • Added missing physical materials to desert impassables

Icarus Week Thirty Update | Horde Mode #2

This week, we’re taking on all the great feedback we received over the last 8 days about Horde Mode, and making a batch of improvements and changes to improve the experience for our players. We’re spending a lot of time working on our upcoming Dedicated Servers release alongside this, which we’re excited to bring to you in the near future. Hop in and have a look at what to expect in our Pearl Anniversary, the big 30.



Horde Mode Updates


The reception to Horde Mode has been awesome, and we’ve been actively listening to all your feedback and thoughts, which we’ve organized into a slew of changes to improve the player experience when engaging with this new dynamic features.

New Creature Variations

We’ve added a range of new creature options to add variety to the experience, meaning you will now be able to also encounter Alpha Wolves, Alpha Cats, some cute Bear Cubs and more when using your Vapor Condenser on the Enzyme Geysers. More variation will mean different tactics will be needed, and therefore more planning into your approach.

Difficulty and Reward Scaling

We’ve also heard great feedback on the cost/reward payoff with engaging with these Geysers, and as a result, are scaling up the rewards based on the Prospect Difficulty (up to 2x Experience Points, and up to 4x Item Rewards size for higher difficulties), to make it more worth your while, and a valuable resource. We will continue to monitor feedback on the difficulty of this new mechanic and aim to offer many options for you to customize your experience and get great rewards for more challenging events.



UPCOMING: Dedicated Servers and Data Decentralization


We mentioned in a previous announcement that ICARUS is shifting towards a decentralized storage of save data. To achieve this goal, we are planning on removing the reliance of storing save data on our servers. We have been planning this change for some time - but due to recent issues with server outages, we have decided to turn our focus towards getting the new system into player hands sooner.
Our Servers currently store account, character and prospect data. As a result of this change, this data will be stored on disk rather than hosted on servers - and ideally, synced with the Steam Cloud.

This will allow players to play Icarus without:
  1. needing an active server connection
  2. needing an internet connection

This is similar to how things already work in the Offline Play mode. So, as a result, we are looking at combining the two game modes. This would mean that offline and online accounts would be merged and stored locally to your machine.

The vanguard programming team's usual focus is to implement new content and features, and improve the performance of the game. In preparation for the decentralized server changes, the vanguard team have been given a crash course on the new system - and many have been reassigned to work on these tasks specifically.

[h2]Important Things to Note[/h2]
  • Multiplayer will stay the same
    The multiplayer game loop will feel the same as it always did - we are only changing where the data is stored.
  • Only one person can host a prospect
    Due to the nature of prospect save data being stored locally to one machine, only the host will be able to resume the prospect.
  • Dedicated servers are now an option
    Once we are done, players will be able to host prospects on dedicated servers that players will be able to connect to as clients.


Explaining the new change log


We implemented our new change to providing our change log last week, and wanted to follow up this week with a bit more detail on what is now included, and how to understand the change in language and format.
  1. The change log during larger updates, will now be split into sections, the first being details about this weeks update, and the following including overarching bug fixes and improvements, and then specific sections such as Art and Audio.
  2. You’ll notice that included in the change log, will be patch notes that refer to ‘Work in Progress’ or ‘Future updates’, planning as far ahead as future DLC's. This is to give the players more insight into what our team is working on, and to simplify the process internally so the team can focus more on the work they’re doing, than the details of what is being made public facing.
  3. Perhaps the most important part - Not everything in the change log will be guaranteed to make it into the game, as we are now including patch notes of work in progress and prototypes that are still subject to change and adjustment. Feel free to discuss these or ask questions about them, but we can’t guarantee we’ll be able to divulge further details or time frames relating to said features or content
.


Changelog v1.2.5.98121
  • Add Alpha Snow and Desert Wolf creatures to Horde mode
  • Sanity and consistency pass on creature character BPs, box sizes, capsule accuracy, component positioning, etc
  • Fixed Geysers in Styx G2, J11, I3, and O8 with wrong Horde spawner row assigned, spawning incorrect creatures
  • Fixed description of Enzyme Geyser.
  • Optimized GFur on Creatures by implementing component LODs which lowers the layer count based on screensize
  • Added Snow Wolf base material so it looks different from Conifer Wolf when no fur is visible
  • Fix Polar Bear MRO textures not using Masks setting
  • Fixed an issue causing hedgehogs to damage dead or ragdolling enemies.
  • Improved collision setups on Desert Wolf BP
  • Added missing engine texture to fix editor startup warnings
  • Fix music cue not playing when player discovers exotics deposit - this was broken by refactor of AudioListenerCollider in 97584. Remove deprecated GetAudioCollider function from player character.
  • Enabled flushing asset streaming on exit to fix crash when exiting the game
  • Fixed floating voxels near D9, swapped materials on desert underwater rocks, Yellow, Red, Blue Quad, Styx
  • Add DT validation to check AIGrowth for cases where stats and curves are used simulatenously, doubling up on values
  • Corrected BearCub and Komodo creatures setups, retaining health values where they currently are
  • Update Voyager prospect flavor text. - Minor tweaks to many other prospects flavor text to match formatting style.
  • Stone Frame Buildable - reverted previous change that added a floor piece
  • Fixed an issue causing stone frames to weigh 0.1kg instead of 5kg.
  • Added right side of the half ramp pieces.
  • Added collision to the top and beams of concrete half frames.
  • Added logic to allow frames to be placed adjacent to existing floor.
  • Swamp Water added Normal distortion to Mud/ Swamp Landscape added test MI and fix texture sampling
  • Added 3 variations of the flax plant asset to project
  • Added three variations of blackberry bush to the project.
  • Added first pass test for SW_Mangrove_Var1 for testing
  • Submitting Swamp Quadruped and its textures
  • Submitting Swamp Quad and Swamp Quad carcass and their textures
  • Updated the textures for the asset SM_DEP_Analyzer_Transmission Device
  • Bullet is now visible in chamber of loaded pistol. Fixed issue where pistol reload would lerp bullet from chamber to hand
  • DEV - update pass on prototype reflection audio system:
  • Add reflection angle based multiplier
  • Add surface-based high and low frequency response values to audio surface data, and use these to set new FMOD parameters when processing reflection record results
  • Various tweaks and improvements, and some new debug features
  • Updating bear cub audio to feel slightly smaller to match the size of the creature
  • Decreased BearCub health from 600-1300 to 200-650 to better suit their size (smaller than a Wolf). Decreased BearCub melee damage max from 80 to 60
  • Added a minimum delay between Accolade file saving to reduce lag during certain actions
  • Reverting FLOD FISM optimizations for 1.1.3 so that we have rock collisions
  • Added Dropships, Respawn Ships, Deep Ore Deposits And Polish, Outpost 008
  • Polish Pass, Fixed Cliff Actors Sticking Through Caves and Fixing Cliffs With Visiable Seams, Outpost 008
  • Placed the Deep Ore Depo Cleanup on Outpost 006, Forest Outpost 3
  • Updated Mat and textures for Bullet on Single Shot Pistol SK

Multiplayer Rejoin Hotfix

In our weekly update we included an engine upgrade to Unreal Engine 4.27. An unfortunate side-effect of this update meant that players could no longer rejoin multiplayer prospects in progress.

Hotfixes are disruptive due to downloads


We do apologize for doing the hotfix, as we know it is disruptive with how the downloads work and some users experience long times where Steam has to verify the entire game. Unfortunately we really do need to get this change out, as it is badly impacting some players.


Fixed: Inability to Join Multiplayer Sessions In Progress


Details of problem:
Our host session parameters were not properly brought across during engine upgrade.
We were specifying that you could ONLY join via Steam friends thus when searching for old sessions none would populate. Would work first time due to crowbar join flow available only to the session browser as we had all required session data right there.

Learnings:
1. Rejoin flow MUST be included as part of our default testing loop. Especially when upgrading engine versions / upgrading match making plugins.
2. Keep locally staged builds relevant on remote PCs so we can be quicker to step through and debug these issues.

A big thank you to the engineers who worked today's public holiday to resolve the issue before the weekend.

Icarus Week Twenty-Nine Update | Horde Mode

This week we’re introducing Horde Mode, our first variable emergent event in Icarus. Randomly scattered throughout prospects and outposts, will be Enzyme Geysers which reap valuable rewards but are beacons for waves of dangerous foe hellbent on destroying them. These will also be available in your new, 64sqkm Olympus Outpost. We’ve also completed a recent engine upgrade and worked with NVIDIA to add more capability to NVIDIA Reflex, along with backtracking on a change we planned to implement this week, due to some unforeseen circumstances. Have a read and ready up for the Horde!



Horde Mode


Horde Mode is here, and we couldn’t be more excited to introduce our first variable emergent event to Icarus, complete with high levels of chaos, danger and bountiful rewards.

Enzyme Geysers

Enzyme Geysers are natural structures that are scattered throughout Icarus (on Olympus, Styx, Outposts and future biomes). Players can craft and deploy a ‘Vapor Condenser' on top of the Enzyme Geyser in order to activate the horde mode. The Vapor Condenser can be crafted in the Fabricator, so will require you to be high-level.



Defeat the Hordes

While the device is active, waves of aggressive creatures will spawn and charge the Vapor Condenser, with the intent to destroy it. If they happen to spot any players, they may choose to attack them instead. The number of players near the Vapor Condenser will also increase the number of creatures spawned to help the event scale with multiple players.

It is the players objective to defend the Vapor Condenser by any means necessary as they deal with 3 waves of aggressive creatures (which vary in type and increase in difficulty). Each time the player defeats all 3 waves the device “levels up” and upon next activation the level of the creatures spawned is increased significantly, making each play through more difficult to complete.



Reap the Rewards

Upon completion, Exotics will be deposited into the Vapor Condenser machine as a reward. This whole event can be repeated an infinite number of times, but the Exotics reward cap is limited, currently at 3. After that, the rewards will become inert and instead of Exotics being rewarded, Condensed Enzymes will be rewarded instead.

Condensed Enzymes are a new resource to Icarus and are starting their journey as an ingredient for crafting Statues, which can be used as trophies in your base to show off your horde completionist skills. In the future, Condensed Enzymes may expand into various other special recipes.

For the moment, completion of this event on an Outpost will only reward Condensed Enzymes, as Exotics cannot be taken back to the HAB with you from an Outpost and would serve no purpose as a reward.

In addition to item rewards we also reward a nice chunk of XP (around 2500) which also scales with the number of completions.



NVIDIA Reflex + Engine Upgrade


NVIDIA Reflex low latency technology is now available in Icarus, providing the best responsiveness available to date. This new feature is one of many NVIDIA backed technical improvements we’ll be bringing to Icarus in the future as part of our partnership with them, and will available with your most recent NVIDIA drivers update.

We have also recently completed a UE4 engine upgrade from 4.26 to 4.27, which will minor in it’s broad impact, is important for us keeping up-to-date with the latest technology and allowing us to stay cutting edge when it comes to Icarus’s development. Unfortunately it does mean a bigger download this week as its quite a big upgrade, but the impacts you will see with this upgrade include better stability, multiple engine Nav Mesh fixes, better frame rates and overall performance improvements.



Remove from Prospect Button is here a bit longer


Last week, we mentioned our intent to remove the ‘Remove from Prospect’ button from the in-game menu, as it’s original intention was no longer needed.

In rather ironic timing, we experienced a series of outages over the following weekend, which we apologize for and thank you for your patience while dealing with them.

As a result, we have reneged on our plan to remove the button while we test out the adjustments we’ve made to our servers and to protect players characters a while longer as we confirm these improvements will not put your hard work at risk.

COMING SOON | Dedicated Servers & Decentralized Characters


A major change in future is going to be doing more to provide tools for our community to enjoy the game. Providing Olympus as a full outpost map, customization for outposts, and indeed this update with Horde Mode - is about us working to expand on the concept of what ICARUS is as a game, and the communities role in shaping what it becomes.

As part of this we will be releasing Dedicated Servers in the future and providing them is now one of the highest priorities on the team. This will serve many purposes, particularly in helping ensure great performance for larger teams playing ICARUS together - dedicating the heavy lifting for hosting to a dedicated application.

Additionally, we will be continuing work to decentralize storage of character and prospect data, which will open up more possibilities for modding and user generated content - as well as forming your own communities around dedicated servers. We will continue to release more details in future updates, and extensive testing will be occurring with the community as is custom with any of our large updates.

Many of the changes we make for this won't only benefit those using multiplayer, as their functionality will directly feed into those playing in the offline mode of the game. We also acknowledge the difficulty in maintaining balance for solo and multiplayer, and will continue to work towards better balance for both play situations.

COMING SOON | Outposts: Respawn Location


Some have noted, both on the forums, discord, and reddit, how frustrating it is to try and enjoy the Olympus Outpost map when you spawn in at the drop location each time. We will be addressing this in a future update as a priority.



If you were also wondering why this patch is a day early, it’s because tomorrow is Matariki, New Zealand’s national holiday to celebrate the Maori New Year.

Changelog v1.2.4.97945


Note: The changelog now includes all changes to the project, not just ones to the product.

Horde Mode
  • Add biome-specific horde waves (not yet hooked up into level)
  • Fixed up Horde DT row handles on BP actors to represent what biome theyre in and added function for updating this
  • Adding New Datatables and Enteries for new Horde System
  • Adding Component and logic for new Horde System
  • Hooking up Analyzer Transmitter to use new Horde System
  • Adding First Pass of Horde Mode to Engine
  • Adding New In World UI for horde mode which reflects the machines statem, number of waves, progress in current wave, etc
  • Adding Inventory for Horde Rewards to the Analyzer Transmitter
  • Setup Basic Horde Mode Datatables so new Hordes can be created and Triggered
  • Updated Both Inworld UI and Interacted with UI for Vapour Condensor so it works with the Current state of the Horde
  • Added CompletionsUnitInert and InertReward elements to the Horde Datastructure
  • Hookedup the multipler so each Horde which is triggered is scaled by the number of completions present on the Enzyme Geyser
  • Adding new Experience Event For Horde Completion
  • Horde Mode is now completeable multiple times on a single node with the multiplier scaling the difficulty and rewards upon each subsequent use
  • Added ability for Horde Spawners to spawn around pre-designated QuestMarker actors placed in the level, instead of using a generic EQS centred around condenser location
  • Added prospect difficulty and player count scaling to horde mode spawning
  • Fixed issue where horde mode could spawn more AI during a wave than desired, and go over the 100% completion progress limit
  • Change item rewards for Horde inert to be a single Enzyme item
  • Horde mode in world widget UI pass.
  • Change interacts around (Hold F now activates, Press F opens inventory) to prevent accidental wave stopping
  • Replaced references to waves in the UI to mention stages as to allow it to make more sence in terms of activating a machine rather than a game mechanic
  • Added a 1s delay between simultaneous horde spawns to spread out AI and reduce likelyhood of FPS hitches
  • Add new Getter function for spawned creature levels with a larger (0.5x) multiplier to increase the creature levels per horde completion (now 25 -> 38 -> 50 etc)
  • Add character growth setups (matching Jaguar) for Cougar and Snow Leopards, so they will now scale with their level
  • Fixed spelling on Vapor Condenser itemable
  • Tweaked horde waves: Shorter delays for 2nd waves, only 1 additional Bear per player, Polarbears spawn at level 1, more Hyenas at a time, numerous changes to make Scorpion wave more difficult
  • Fixed erroneous setup of Jaguar which was getting its health and melee stats from two different sources, doubling its effectiveness
  • Multiplied base stats curves of Jaguar (also shared with Snow Leopard and Cougar) by 1.5x after dual stat correction (slight nerf to Jaguar, buff to Cougar and Snow Leopard)
  • NPCs no longer leave blocking collision behind temporarily after death, should make large groups of AI more predictable when fighting and will stop them running into invisible barriers
  • NPC corpses no longer tick when their ragdoll simulation has full settled; significant performance boost in situations where player is surrounded by many dead NPCs. NPC corpses that come into net relevancy will now use the hosts cached ragdoll pose instead of having the cilent re-simulate their own. This should further reduce cases where dead NPCs fall through the world, especially when returning to carcass from far away
  • Dont reward Exotics on Outposts as they cannot be taken back to HAB from an Outpost
Enzyme Geyser
  • Add Deer Statue Decoration Wood item as first recipe which uses Condensed Enzymes in recipe (Crafted on Rustic Decoration Bench), more statues to come
  • Add 21 Enzyme Geysers to Olympus in .Vision/Geysers folder
  • Added NS and M Meta Mist Geyser FX
  • Meta Geyser VFX added periodic explosions + tweaks
  • Adding geyser analyzer hoard mode start - loop - end audio and blueprint implementation
  • Adding analyzer transmitter device deploy sound and geyser loop
  • Add Editor Locator beacon setup for Geyser BP with toggle
  • Small position tweaks to Enzyme Geysers on Olympus
  • Add Enzyme Geysers to Outpost002, 003 and 005.
  • Adding Enzyme Geyser BP Object and setting up snapping points
  • Added C++ Base Classes forthe Enzyme Geyser and added a recorder component so its state can persist between saves
  • Added Condensed Enzyme Item, which is currently rewarded when Enzyme geysers reach an inert state
  • An Enzyme Geyser now goes inert after a certain amount of activations completions so that the high value reward is not limitless
  • Update EnzymeGeyser to use new mesh and erruption effects
  • Update Geyser socket and scene component info to suit new mesh
  • Fix UMG Widget text for geyser collapsing instead of hiding, causing the widget to not fit on screen
  • BP_EnzymeGeyser audio state updates when an Analyzer is attached - currently switches on and off, will update to apply an EQ parameter instead. Created a new DeployableFoundationInterface to allow attach/detach events to be fired on generic foundation actors to enable this behaviour. Also refactored ADeployables foundation actor functions to use the new interface.
  • Fix missing ref in BP_EnzymeGeyser audio implementation
  • Fix geyser FX not restarting when VapourCondenser is destroyed - Deployable wasnt calling detach events correctly from its EndPlay.
  • Update to distancing of the Geyser
  • Updated the Static Mesh and Skeletal Mesh LODs for the asset DEP_Analyzer_Transmitter_Device
  • EnzymeGeyser mesh, textures and material
  • Split out Geyser niagara effects (eruption from main) for audio purposes
  • Adding more geyser audio burst events and adjusting standard geyser audio to be more appropriate for updated visuals
  • Tweaked arctic geyser positions to be in less sparse/open areas making it easy to complete waves
  • Polish and Optimization pass on Meta Geyser, reduced saturation, emissive, particle spawn count, etc
  • Meta Geyser Eruption VFX increased duration and delay and fix Lit Water VFX Material
  • Virtualizing geysers and limiting to 1
  • Placed 23 Enzyme Geysers in Styx
  • Adjustment to fmod audio attachment area for the vapour and geyser. Made sure it was where it was meant to be
Analyzer
  • Adding Prototype Analyzer Transmitter device, animbp and corresponding animation assets, setup basic deploy and activate logic for the visuals
  • Adding new UI Widgets for Analyzer Transmitter
  • Setting up basic interaction and temporary effects
  • Adding Analyzer Transmitter Item to Datatables Creating a BP
  • Toggle material when AnalyzerTransmitter is active. Add Projection widget locator to fix animation moving info box
  • Improvements to PhysicsAsset for AnalyzerTransmitter mesh
  • Small update to analyzer deploy audio. Also added Bait Deploy audio and adjusted flies ADSR to have a more natural start / stop
  • Fix replication of analyzer transmitter device audio states
  • Added vapour condensor icon to D_Itemable.
  • Setting up basic snapping deployment logic on the for the Analzyer onto the Geyer Object
  • Renamed AnalyzerTransmitter to Vapour Condenser because the name did not represent what it was
  • Adding new player interactions to access UI and Inventory of Transmitter
  • Added Rewards (Both XP Items) to Vapour Condenser
  • Added a recipe doe the Vapour Condenser and added it to the Fabricators Recipe List
  • Redesigned Vapour Condenser widget active state.
  • Fix spelling of Vapor from Vapour
  • Small adjustment to spacializer override settings for the vapour condenser to be more directional at a closer range
  • Small update to the vapour analyser deploy audio sound. Less metal thunk at the end which didnt sit quite right
  • Update DM to ElectricDrill for Vapor Condenser
  • Fixing issue where the T4 Talent for the Vapor Condenser was pointing an invalid Item which was causing build errors
  • Fixing issue where the Recipe for the Vapor Condenser was pointing to and invalid it which was causing build errors
  • Fixed Vapor Condenser readout not displaying correctly for clients
  • Remove ProjectionLocation component from Vapor Condenser and set SK mesh to not update bounds when animating (ComponentUseFixSkelBounds) to prevent widget from wiggling during animation
  • Update Vapor Condenser icon
  • Add proper meshable setup for Vapor Condenser
  • Improvements to Vapor Condenser widget for better readability
  • Swapping out Analyzer Transmitter mesh for proper pass mess with correct Textures, reimported animations on the new skeleton to include fans turning and slightly more polished deploy animation
  • Missed base skeleton asset from the last analyzer transmitter commit
  • Fixing Screen position for Vapor condenser to line up with proper mesh better
  • Fixing Wrong material being assigned to Vapor Condensor when in active state
  • Updating vapour condenser deploy sound to match updated animation and slight adjustments to the geyser loops
  • Fixed screen widget size and position on Vapor Condenser after mesh update
Other Additions, Changes and Fixes
  • Adding Radar Pulse for Central Scanner used in the outpost unlock mission. Adding blueprint implementation and audio
  • Add new Highlightable entry for Caveworm Nest used in Gossamer mission, with name/description and assigned in actor blueprint
  • Rename Rustic Decor Crafting Bench to Rustic Decoration Bench so it fits better on the UI
  • Add DT validation for Deployables which dont have focusable set
  • Removed seemingly erroneous Radar deployable define on Dropship in ItemsStatic and improve DT validation to exclude special case animal carcasses
  • Added Numerous client strings for UI elements so that they can be translated accordingly
  • Added Bronze Elephant statue to project.
  • More elements to the bear cub audio.
  • DCO_StatueBuffalo_Stone mesh, material and textures
  • Adjusted mud footstep to be more appropriate in volume. Also put a spacializer on it which was missing
  • When an Online Prospect save occurs we now also trigger a local save which caches out the Prospect Blob data locally so we have save files with players prospect progress saved locally when the backend server goes down. This can be used in future to restore state if required. Files are saved to Saved/OnlineBackup
  • Delete unused Prospect Image
  • DEV - Set up overlap-triggered versions of basic audio objects
  • IcarusAmbientSound and OverlapAudioComponent, actor and component audio emitters with inbuilt overlap triggers
  • Removed the audio listener collider from BP_IcarusPlayerCharacterSurvival. Replaced it with a dedicated AudioListenerCollider placed on a new native base class IcarusPlayerCameraManager
  • Removed an old unused audio emitter version
  • Increased the weight of crystals gathered in the NIGHTFALL mission, as multiple stacks can be carried of these to increase the possible travel time if required.
  • Ensured all billboard textures are using correct optimized texture settings
  • Remove unnecessary references in materials causing more texture loads
  • Fix expensive lossless compression settings on some textures that dont need it
  • Moved some assets out of dev folders
  • Delete unused and expensive assets
  • Fixed missing icon on Rustic Decoration Bench RecipeSet DT
  • Fixing issue where the Deployable and Deployable setup Data tables had unsaved changes and referenced the wrong rows, preventing the build from compiling and failing build validation
  • DEV - fix PlayerReflectionAudioComponent cluster size values only being set if debug was enabled
  • Fixing typo in GrantedAuraWeightReduction_? stat description so it makes gramatical sense
  • Fixing cooking station having concrete / stone deploy sound. Changed it to heavy wood deploy
  • Fixed UMG_CharacterProfileSlot compile error.
  • Fix Frag and Smoke Grenade physics assets, causing stretched visuals when rolling on the ground after being dropped (not thrown)
  • Fixed Survey Unit tooltip, used in the NIGHTFALL mission.
  • Fix up special deployable DT errors with dummy content to pass validation checks
  • Increasing Calming Presence Aura range to match what is written in the talent description (5m -> 20m)
  • Updating Game Meat to correctly be called Gamey Meat as all our meat is Game Meat and this specific meat is Gamey
  • Fixed crafting speed of devices being calculated incorrectly
  • Fixed crafting timer not using correct crafting duration
  • Adjusted all crafting recipes after code change to keep current crafting speeds the same
  • Fix materials on destructible mesh for Electric Deep Mining Drill
  • Tooltip when hovering over potential prospects in the prospect browser now show correct number of Ren and Exotic rewards given
  • Increase texture poolsize back to 6000 and increase VT memory pool size back to 256 after .27 upgrade changed back to UE default
  • Build Issues
  • Merging 4.27.2 Engine upgrade to Trunk
  • Modified make setup to run venv after to avoid soft lock
  • Fixed make setup so now venv doesnt activate after installing
  • Adjusted how make setup works to see if it fixes build issues
  • Added make setupteamcity which skips venv since some teamcity jobs get stuck on that
  • Reuploading .exe for UGS because I think we lost them during engine upgrade
  • Prospect Abandon button UI Pass
  • Implemented first pass of mount prototype
  • Committed missing saddle class from mount prototype commit
  • Fixed mounts not forcing clients into third person perspective when entering saddle. Fixed bumpy camera movement when riding mount
  • Can no longer strafe left and right while mounted. Added HeadBlocker collider to mount. Moving backwards on a mount is now 80% slower. Made buffalo AnimBPs movement start/stop less glitchy. Fixed prototype mount damage source location being in the wrong position. Added fur to buffalo mount. Mounts can now play idle montages when not ridden
  • Moved character stamina cost related functions out of IcarusPlayerCharacterSurvival and into IcarusCharacter. Shifted GetMaxSpeed movement mapping function from IcarusNPCGOAPCharacter to IcarusNPCCharacter.
  • Added new bespoke AIGrowth and movement speed values for mount. Fixed player being deducted sprint stamina cost if they try to sprint while crouching. Mount can now sprint and swim
  • UMG_Stamina now generically looks for CharacterStates stamina value on possessed pawn instead of casting to BP survival character directly. Fixed sprint stamina cost only blocking IcarusPlayerCharacters from sprinting, instead of anything with stamina.
  • Fixed AIcarusCharacter::IsSprinting not using normalised accel/velocity values when it expected them.
  • Fixed bug where adding to max stamina wouldnt keep the current percentage of stamina.
  • Fixed sprinting not working for mounted clients. Added very simple BT for mount behaviour.
  • Mount controller is now cleaned up correctly when a player receives control
  • Adding in previs riding pose for the ridable creature prototype
Art & Map
  • DeepMiningOreDeposits removed emissive on materials
  • DeepMiningOreDeposits Exotic adjusted emissive intensity
  • DeepMiningOreDeposit Exotic removed emissive
  • Add additional material for DeepMiningDrill with emissive disabled (default)
  • Added LOD Materials for DC Uderwater Rocks and Adjusted SM_Rock_CF_Underwater Material LOD distance
  • Landscape Sculpting, Cliff Placement and Detail Pass On Custom Cave Entrance, Outpost 008
  • Added New Foliage Spawners For Snow Trees and Bushes, Outpost 008
  • Decal Pass On Cliff Meshes, Finishing Up Voxel Pass and Polishing Cliffs, Outpost 008
  • Polished riverbanks, cliffs and decals, added voxels and completed underground cave, Desert Outpost 007
  • Polished cliffs and decals, added BP_Cave volumes and cave voids to handmade caves, added light components to drop-down caves, edited waterpoints on all lakes and rivers, Desert Outpost 007
  • Edited decals and foliage, fixed BP_Cave trigger volumes and edited cave lighting, Desert Outpost 007
  • Polished decals, cliffs, riverbanks and foliage, playtested in editor and fixed double foliage issue, polished manual cave entrance and BP_Cave volumes, added resources around cliffs, Desert Outpost 007
  • Landscape painting, decal placement cliff placment around impassable on Outpost 006, Forest Outpost 3
  • Landscape painting, decal placement procedural spawning on Outpost 006, Forest Outpost 3
  • Resource Crop Spawning, Voxel Resource Placement, Water Bodies pass on Outpost 006, Forest Outpost 3
  • Meta Resources, Spawn Locations Clean Up on Outpost 006, Forest Outpost 3
  • Polished underwater area painted decals on Outpost 006, Forest Outpost 3
  • Cleanup Polish Pass on Outpost 006, Forest Outpost 3
  • Cliff clipping through cave on Blue Quad, Styx
  • Flushed Grass on Red/Yellow Quad, Styx
  • Covered impassables around arctic in L10/L11 with cliffs to improve collision, fixed floating voxels and resources around Blue/Green quad, edited underwater foliage in Green Quad lakes, removed BP_Tree_AC_Fir_01 and BP_Tree_AC_Pine_01 from arctic transition areas, flushed grass all across Styx map
  • Added BP_Tree_AC_Fir_01_SnowLite and BP_Tree_AC_Pine_01_SnowLite for Arctic transition areas
  • Flushed grass on Outpost 004, 007 and Olympus
  • Added RVT Swamp Water Shader and Textures
  • Added FlowMap functionalities to Swamp Water
  • Swamp Rocks - committing prototype and first pass work
  • Volcanic Rocks - committing prototype and first pass work
  • Added Texture Maps for Swamp Landscape Material
  • Styx Cinematic Sequencers Files