Icarus Week 151 Update | Reinforced Wood: Out. Beeswax Wood: In

ICARUS

ICARUS is a PvE survival game for up to eight players. Explore a savage wilderness in the aftermath of terraforming gone wrong. Survive the Open World, complete timed Missions or build your Outpost. Explore, build, craft and hunt while seeking your fortune and prospecting for exotic matter.

Welcome to Week 151. This week, we’re giving Reinforced Wood a makeover and a new name - Beeswax Wood. This will have the same stats, but a new look and design. We’ve also added static boss health bars, something we discussed a while back and was important in preparation for some exciting, upcoming content. Jump in and have a read. [h1]Notable Improvements:[/h1] [list] [*] Fixed a timeout issue when hosting prospects if the loading took over 60 seconds [*] Fixed an issue that was causing long loading times due to array copying. This was causing unnaturally long load times when hosting or joining games [*] Removed the 180s session timeout that sends players back to the main menu if they took too long to load (was possible to see this on hosts / singleplayer) [*] Fixed a bug where the shield would block poison/miasma damage. Shield now specifically only blocks 'melee' and 'projectile' damage [/list] [img]{STEAM_CLAN_IMAGE}/38036764/63bd4a0f3751134c1b44ce2a2bf17a91dad69be3.png[/img] [hr][/hr][h1]This Week: Beeswax Wood[/h1] Reinforced Wood has received a makeover. Going forward, it’ll now be known as ‘Beeswax Wood’, with a new texture and shades that make it visually distinct from regular wood. We’ve previously done this with Reinforced Glass, and wanted to do the same for some of our other tiered building sets. This should also help you find it in the tech tree and recipe lists, making it stand out from its wood counterparts. Any existing Reinforced Wood buildings with the reinforced alteration will still exist in your prospects, but you’ll no longer be able to craft new pieces. You will not need to unlock any new blueprints to craft Beeswax Wood however, as these will use the same blueprint unlocks as before. [img]{STEAM_CLAN_IMAGE}/38036764/74e6ef2b899ba44277ab3d73deba99771a860897.png[/img] [hr][/hr][h1]This Week : Static Boss Health Bars[/h1] This week also introduces static boss health bars - something we’ve discussed in the past and was important to introduce before some upcoming content that is in the works. These bars act like boss health bars in other games, being present at the top of the screen when actively engaging a boss creature, and should help you manage these encounters more efficiently. [img]{STEAM_CLAN_IMAGE}/38036764/c6e738bd3e3a0842a57cdcb52f9065d7f8204ac5.png[/img] [hr][/hr][h1]Next Week: New T3 Windmill[/h1] Next week we are introducing a new Tier 3 Windmill that aims to fill the gap between the Mortar and Pestle (Tier 2) and the Material Processor (Tier 4). This will allow for faster and more efficient processing of recipes, and allow for a more suitable option as you level up. The Windmill needs to be placed outside, and requires wind to generate mechanical energy for processing. [hr][/hr][h2]Your support makes these updates possible.[/h2] https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/ https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/ [hr][/hr][h1]Changelog v2.2.26.128817[/h1] [h3]New Content[/h3] [expand type=details expanded=false] [list] [*] Added SMPL3 quest rewards containing dirt for use in areas where you cannot get dirt naturally (notably non-forest outposts) [*] Added Kiwifruit SMPL3 quest reward [*] Added procurement info for Kiwifruit and Sugar Cane, advising they're available from SMPL3 quests [*] Enabled reskinned version of reinforced wood, now it's own tier of Beeswax Wood. Existing pieces unaffected [*] Enabled reinforced glass door and window [*] Added static, on-screen health bars for world bosses [*] Boss vision stats increased so the boss hp bar is persistent from a longer distance (nearly whole arena) [*] Updated blueprint name of Beeswax Wood set unlock [/list] [/expand] [h3]Fixed[/h3] [expand type=details expanded=false] [list] [*] Fixed Field Guide not showing durabilities or spoil times [*] Fixed typo in Guano description [*] Adjustments to the chicken workshop item. Adding air hiss when spawned and then air release when interracted with. adjusting delay on chicken so it appears after opening [*] Adding appropriate deploy audio for the heavier workshop crates [*] Applying open air hiss and air release audio to all animal workshop crates [*] Fixed Mesh Clipping in Second Arctic Area Rebuilt, on Blue Quad, Prometheus [*] Flushed Grass Across All Quads on Prometheus [*] Updated many quest snap actors to ensure proper reloading, will now respawn the snap actor and set it to the correct state based on the mission progress, when the session is restarted (restarting game or dedicated server) [*] Updated the watermelon plant master shader with a tint value to reduce the brightness. This will make it stand out less in the environment [*] HEADSTONE: Fix final step retreival pod disappearing before quest is complete [*] Fixed a bug where shield would block poison/miasma damage. Shield now specifically only blocks 'melee' and 'projectile' damage [*] Fixed spacing on exotic sell button [*] Fixed Cave Lighting in Second Arctic Area Rebuilt, on Blue Quad, Prometheus [*] Lava Hunter's health bar no longer starts visible and only appears after a delay once it has emerged [*] Fixed bug where boss health bars weren't showing the correct amount of health until they were first damaged [*] Fixed bug where clients couldn't see current amount of armour on boss health bar [*] Fixed bug where 'armour' bar on boss health widget wasn't being hidden if boss didn't have any armour [*] Fixed in-world Creature Deterrant text being untranslatable [*] Fixed map selection translation for Requires text [*] COMPOSITION: Bravo objective now correctly respawns on reload [*] Fix slottable inventory containers list (as shown on oxidizers, purifiers and the skinning bench), now correctly updates to show the type of item required [*] Added workshop animal cryo cage icons in D_DeployableSetup [*] Removed the 60s network connection timeout that auto-kicks players from a server if they don't join in time. Can be added back in by adding 'bConnectionTimeoutEnabled=True' under the [OnlineSubsystemIcarus] heading in Engine.ini [*] Added Radar field guide set [*] Updated Radar description to mention exotic scanning, the results on map and the arc is an approximate direction [*] Added tooltips to map buttons to explain scanning more [*] Removed the 180s session timeout that send players back to main menu if they took too long to load (was possible to see this on hosts / singleplayer) [/list] [/expand] [h3]Future Content[/h3] [expand type=details expanded=false] [list] [*] Finished First Macro Pass Blockout on Yellow Quad, Elysium [*] Elysium plaecholder stage select image added [*] Added Milkcan and wheatsack proxy assets and added them to the BP, as well as placement proxies for windmill [*] Feature locked Felling Attachment that was showing in Field Guide, as this is not released. Will be reassesed for future release [*] DLC2 - additions to master rock material for better snow control, tundra variant materials for macros, replaced incorrect meshes and applied materials to snow/tundra macros in Blue, Green, Yellow quads [*] Standardized stage select working files. This will reduce resource size [*] Adding New Elysium Map Images and reimporting Oly / Styx / Prom Terrain Select Images [*] Adding Player Starts to Elysium Terrain [*] Setting up Terrain, Quests, Prospect List and Faction Missions for the Elysium Map [*] Adding an Open World and Mission Selection Screen for Elysium [*] Adding level boost to 30 for Elysium and new account flag to keep track of data [*] Setting up Elysium Visual Map (Basic) [*] Converting Elysium Map to use External Actors rather than a whole map checkout [*] First pass audio for assault rifle. Will need looping behavior setup to avoid frame drop audio drops [*] IMP Pass Blockout on Yellow Quad, Elysium [*] When attempted fertilization occurs cows now become 'hopeful', while 'hopeful' cows movement speed is reduced, food and water consumption increased, if they are over 65% in food and water periodically they will try to esculate to Pregnant with a 25% chance, if they become Pregnant the cows will sit down and need to be hand fed and watered, then prospectors can interact with them to help them give birth to calfs, no trait inheritance yet [*] Cows no longer produce milk while Hopeful or Pregnant [*] Cows will now lie down when pregnant [*] Player interaction for birthing cows has been fixed, the calf spawning will appear next to the mother [*] Commit item template for windmill blades [*] Added Windmill Blade item placeholders for future release [*] Added windmill proxy mesh setups for all materials [*] Updated windmill deployable mesh to use combined mesh [*] Further tweaks and fine tunes of the assault rifle volumes and balances [*] Work around UE4 shortcomings with RVT volumes when loading/unloading instanced levels [*] Added ITM_MilkBottle with materials and textures [*] Resaving GOAP datatable [*] DLC2 - new grass type for Tundra, associated meshes + materials, switches for enabling added to MA_LND3 [*] Adding Missing Code Files for the modifier states, so you can specifiy custom conditions for when esculation occurs [*] Added a handle to the milkcan, with updated textures and meshes [*] Adjustments to assault rifle volumes and spacializer. Also tweaked cave and iinternal shot tails. Fixed directional EQ that wasn't reseting to 0 at no pan [*] Adjustments to the ice mammtoh projectile audio. Travelling and impacts are now adjusted depending on their speed [*] DLC2 - new landscape texture set for geothermal areas (using C_erosion layer) [*] Setup Egg Incubator and started work on upgradable chicken coop prototype [*] Fixed issue where the roosters where not tagged correctly and would try to fertilize animals other than chickens [*] Fixing Spelling mistake in asset name Ferilize -> Fertilize [*] Chickens now loose fertilized modifier after they lay an egg [*] Fixed issue where roosters / bulls / rams would gain food / water when fertilizing rather than losing it as intended [*] Swapped mesh in for great hunt device [*] Swapped mesh in for Assualt Rifle [*] Swapped in Milk Bottle Items / Can [*] Adding item Icons for Windmill, Great Hunt Device, Cow / Bull / Rooster Vestige, Milk Bottles, Assault Rifle and Rock Golem Grenade [*] Adding Talents and Recipes for Flamethrower and Assault Rifle [*] Chickens can now lay fertilized eggs, if the chicken has been fertilized by a rooster [*] Fertilized Eggs will display the Fertilized Alteraiton on their item hover, they can still be cooked / used in recipes like normal eggs [*] Roosters can now fertilize chickens [*] Rams can now fertilize sheep [*] Fertilization now has a cost of 30 food + 30 water per instance [*] Chicks now grow up into chickens or roosters [*] Adding Ram & Rooster Vestiges [*] Adding Ram & Rooster Trophies [*] Adjusting loot drops for Ram, Rooster, Chick, Calf, Sheep, Lamb [*] Lambs can grow up into Sheep or Rams [*] Setup of Rams / Rooster Trophies [*] Added DEP_Trophy_Golem_Statue and DEP_Trophy_Golem_Throne with destructibles [*] Added SK_GUN_Assault_Rifle_T4 [*] Elysium - flushing grass cache [*] IMP Pass Blockout on Yellow Quad, Elysium [*] Adding audio for rock golem grenade ground traps landing. Also adding physical damage tear audio to Char Damage event to play appropriate audio when spikes are stood on. Adjustments to the close sound for the Ice Mammoth Trap [*] Added Inhalers for the rest of the world bosses [*] Updated Inhaler time to be 30m [*] Testing concepts for desert oasis [*] Fix instanced level mesh is not being setup for clients [*] Added Clay, Obsidian, Dirt and Scoria resource pack icons [*] Added valid checks to prevent null value bug [*] Adding animation and armor setup for the Golem Gauntlet POC including punch and idle animations for 3RD and idle anim state for 1ST persion, needs the charge animation hookup into charge functionatlity moved into left click so secondary attack can be added to right click but general implementation done [*] Added medium tank slug trophy item icon to Deployable setup datatable and hooked the other icon trophies up [*] Adding rock golem grenade explosion audio event and blueprint imp [*] Clean up some extraneous logs (Steam DLC file presence) [*] Added required sockets to T4 Assault Rifle, adjusted left hand attach point, ADS alignment, casing eject point [*] Clean up some extraneous logs (BP_DropShip again) [*] Add a test instanced level in Outpost_009 leading to the Rock Golem arena [*] Ice Mammoth Changes [*] Adjusted amounts of birds spawned (10 + 10 per player at a time) [*] bird spawn rate decreased [*] Changed ranged bat circle behavour to match the other bats [*] Bats will now destroy on boss defeat [*] Adding Chocolate / Coconut / Carrot Cakes, recipes and itemsetup as well as 'pieces' [*] Cakes are deployed where prospectors can interact to pick up a piece, the cakes themselves cannot be consumed, but the individual pieces can [*] Adding T3 windmill audio. Loop, scatter, event and BP data [*] Removed level bounds in Ice mammoth arena and exchanged for new instanced level bounds. This is to fix a crash for 'too many world objects' [*] Set up appropriate LODs for all windmill assets, as well as optimized most texture sizes. Also added DMs for windmill meshes [*] Prevent infinite building without stability checks in some caves [*] Adding Cheese Recipe, Item and Modifier when eaten [*] DLC2 - Added new geothermal terrace meshes, new decals for geothermal and LC transitions, material tests of geothermal cliffs, new ice material for cold swamp [/list] [/expand]