over 1 year ago - /u/ - Direct link
A lil somethin somethin: You can find the details for this event on the announcement page here.
over 1 year ago - Shamm - Direct link
Week Sixty Two introduces our largest deployable yet, the ore-regenerating Thumper.

The Thumper allows you to regenerate harvestable Ore deposits in its vicinity. Standing at 16 feet tall, the Thumper is a large and powerful item, and provides a lucrative payoff for those seeking more Ore for their endeavours.

Jump in and have a read.



Thumper
The ‘Thumper’ is a new deployable device we’re introducing to tackle the problem of resource scarcity, especially in Open World mode. This is the first of two items we’re adding, with this one focusing on Ore resources (but not Stone or Deep Ore Veins). In future, ways to regenerate trees are planned.

This is one of the largest deployables in the game so far, standing at over 16 feet tall, so it’s a sight to behold and truly earns its name. You can craft the Thumper in Tier 4 at the Fabricator, with a high production cost but potentially endless rewards.

The Thumper requires an electrical connection to activate, currently 1500W. It’s best deployed in an area where you have previously mined all the available ore, and can be activated and paused at your leisure with no cooldown on it being used multiple times.

On the interface, you can see the expected regeneration output from the Thumper's deployment and what kind of threats you might expect to face by using it. Did we say threats? Well understandably, a 1980 pound device slamming an extremely heavy weight into the ground and disturbing the surrounding environment will draw unwanted attention and the immense noise and vibrations will spur retaliation - so be on your guard.

The more Ore available, the bigger the impact on the surrounding environment, so expect more opposition when taking on lucrative deposits in densely populated areas.

The machine itself won’t damage players, but will disrupt the environment with dust clouds and more that could impair your vision and hearing.

The Thumper will regenerate nearby Ore nodes, but won’t regenerate Stone deposits or Deep Ore Veins. The reason for this is that we implement Stone voxels and deep ore veins differently than Ore voxels, which you can see in the different visual design of them. This meant that technically this system wouldn’t work on them as well as ore voxels, but also wasn’t required, as the sheer volume of available Rock deposits dwarfs that of Ore deposits, and deep ore provided a consistent stream of resource.



The design intent behind the Thumper
Ore Regeneration has been highly requested by the playerbase for a while, especially from those who have large bases in Open World mode or are investing in Tier 4 technology. We asked for patience as we didn’t want to include it as a ‘standard feature’ or automatic process in the game, but rather add it as a well designed new feature and a new planetary technology.

Environmental terraforming is a key part of Icarus' lore, and having resources refresh quietly in the background didn’t sit right with us when you consider the large scale impact it can have. Besides, UDA scientists would never miss an opportunity to mess with the planet some more if they could.

Associating respawning with a machine that you craft and deploy is important for the player experience too. We felt this provides a sense of control and some tactical choices to where and when you respawn resources, rather than it being automated or something you didn’t actively notice happening.

Like so many decisions in Icarus, adding a 'risk/reward' factor to using the Thumper involves a strategic tradeoff. Is the risk of disrupting the environment worth the effort and are you prepared for it?

As mentioned above, we’re also working on ways for plantlife to respawn in a future update.



Help translate Icarus into your language
We are seeking motivated and passionate individuals to join our volunteer localization team to help bring Icarus to more countries.

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

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

So, if you are fluent in English and German or Russian and have a passion for language and gaming, we encourage you to apply today and become a part of our localization team! You can find the link here: Icarus Translation Team Application Form[forms.gle]

Please ensure that you have joined the Survive Icarus Official Discord[discord.gg] when applying.

Only successful applicants will be contacted.



HOTFIX Changelog v1.2.37.107493
  • Fixed issue where DEEP VEIN Extraction mission progress was locked due to latest voxel regeneration changes. Mission_Meta_Voxel and Mission_Research_Voxel can no longer be regenerated.


Changelog v1.2.37.107436
New Content
  • Adding in pass on landshark tweaks and swapping out thumper mesh for proper version, adding in entries for unique projectile for landshark with modifiers to be hooked up
  • Added power connection requirement to thumper. Set up animations and placeholder VFX/Screen Shake on thumper
  • Adding audio to the thumper
  • Updating Thumper Name and Description
  • Adding Talent for Thumper and Unlocking Recipe
  • Adjusting Thumper Minimum Time and adding ability for players to Pause the Thumper
  • Added Thumper icon to D_Itemable
  • Adding back context for Thumper device and hooking up to D_Meshables
  • Adjustments to Thumper VFX, add working and final thump NS
  • Adding in unique modifier for the landshark spit poison and adding in telegraphing for the dive attacks
  • Added new in-world tooltip for Thumper
  • Added ability to override default tooltip widget class
  • Increased recipe cost of Thumper device
  • Increase carry weight of the Thumper Device to do its size justice
  • Added retreat death animation to LandShark. Added 'risk level' info to Thumper tooltip that gives an indication of how difficult the process will be. Added Thumper-related UMG text to ST_UMG. Doubled health of LandShark. Thumper now cleans up dead worms
  • Thumper device no longer affected by weather
  • Fixed bug where regenerated voxels would need to be manually updated by mining them to force their mesh to update to the 'reset' visual state
  • Increased initial connection timeouts for all net drivers to 3 minutes to reduce potential connection issues with joining dedicated servers
  • Increased initial connection time out to 3 minutes. This should reduce cases of error 61's when trying to join a server
  • Fixed bug where a prospector dying in one prospect then beginning a new prospect would cause the prospector to drop in an already dead state
  • Updating landshark dive attack audio to be more appropriate for an attack
  • Fixing normal issue due to Unreal Computing normals instead of manually importing then with the Skeletal Mesh
  • Added a reset to the DBNO logging on death
  • Making unique asset for the Landshark death to use correct audio, upped the damage of its projectiles slightly and added in stamina action cost to the poison modifier
  • Increase radius on Thumper screenshake effect from 10m to 15m
  • Changing the Landshark ranged modifier to be cured with antibbiotics and added a modifier to the dive attack
  • Adding unique landshark death movement event to sync up with new death animation. Adding notifier
  • Optimize Thumper GroundImpact effect
  • Adding heavy metal deploy sound to Thumper
  • Added more logging and fixed another case where auto-retry joining was failing during an error 65
  • Increased thumper effect radius.
  • Added map icon and radius to indicate thumper location & effect radius.
  • Thumper tooltip now displays voxel count instead of raw resource count.
  • Increased maximum thumper event duration.
  • Increased maximum LandShark spawn count per event.
  • Fixed bug where LandShark dive attack could a target twice.
  • Thumper is now deactivated when it takes 20% total health damage (since last activation)
  • Fixed extraction mission progression blocker UI presentation and detection steps.
  • Fixed hidden sort UI to not hide title of container.
  • LandShark dive now has a chance to apply a new modifier debuff.
  • Increased resource count to reach maximum thumper difficulty again, increased maximum number of land sharks at highest difficulty.
  • Added new pulse material effect when first placing thumper down
  • Added a more suitable specific soundset and event for the landshark dive.
  • Adjusted timing of notifiers
  • Added a more suitable specific soundset and event for the landshark dive. Adjusted timing of notifiers
  • Fixed issue where AI running on behaviour trees (LandShark, ScorpionBoss, SandWorm) weren't correctly removing their attack stats after attack animation finishes
  • Land Shark boss melee attack: Fixed blood thinning paste not applying to the debuff duration
  • Land Shark boss spit attack: Lowered the movement speed and physical resistance penalties, increased the stamina action cost penalty
  • Thumper: Removed glass from recipe cost
  • Fixed a typo in the Thumper description
Fixed
  • Fixed issue where deployables in pre-built structures wouldn't load in correctly
  • Fixing all affliction trigger percent chance stats and affliction triggers so that resistance reduces the chance of getting an affliction instead of increasing it (Cave Dwweller Alteration is now Fixed)
  • Adding Cheat for Triggering Afflictions
  • Fixes for client-side replication of regenerated voxel rocks. Voxels that have been regenerated into a new resource type now have their new type replicated to clients correctly. Re-enabled support for reinitialisation on mineral voxels
  • Fixed bug where venomous fish would continue to be able to attack the player after they had left the water
  • Added temporary logging for testing if camera movement is being allowed on death
  • Fix an issue where the weather forecast would reset the pattern index if saved, then loaded, then saved, then loaded after the initial forecast, past the first block and save/load/save/load during the same block
Future Content
  • Painted Yeast Plant and Reed Flowers in Swamp biome, pt2 Purple Quad, DLC
  • Adding Ponga Audio, event and data table entry
  • Fixed GeothermalSplines 2nd layer being generated multiple times
  • Finished Leveling Out Landscape Under Lava Rivers/Lake on P2 Area Purple Quad, DLC Map
  • Small adjustments to lava hunter notify timings
  • Tonal adjustments to a few of the lava hunter layers
  • Update Prometheus map image textures to reflect world changes and fix missing lava rivers. Texture settings fudged to alleviate dark image output prior to final art pass
  • Update Prometheus heightmap image textures to reflect changes to world layout. Ensured settings match Oly/Styx
  • Collision, LODs, optimization of SW, TU, GL Cliff meshes and materials
  • UnPainted Yeast Plant and Reed Flowers, Added Mushroom on Hollow Trunks Purple Quad, DLC
  • Foliage pass on Blue and Green Quads and Added Multiple New PFS Prometheus
  • Painted Green Tea in Swamp biome, Wild Tea and Cocoa in Lava biome, pt2 Purple Quad, DLC
  • Adding Lava Hunter vomit start sounds, event and notify
  • Update GOAPDebugger to output Relationship data
  • BatDogs are no longer hostile towards other AI types
  • Adding lava hunter vomit loop, event and anim loop notify
  • Transition Cave P1-P2 Set Dressing & fixing bugs on purple on Purple Quad, DLC Map
  • Foliage pass on Blue and Green Quads, Prometheus
  • Remove ProjectionLocation component from Flax BPs
  • Correct LOD settings on numerous Prometheus foliage assets to fix meshes from billboarding way too soon
  • Adding additional vomit throat gargle layer for lava hunter
  • convex hull collision for SW, GL, TU Macro Top meshes
  • Painted Beans and Cocoa in Lava biome, pt2 Purple Quad, DLC
  • Cleand up and re-painted breakeable Obsedian closer to lava and Scoria more in-land around p2, Purple Quad, DLC
  • SW Cliffs - re-imported Cliff_03 (SW, GL, TU) to fix positioning in map
  • Initial partial pass for Generated LODs for Prometheus. Still very much WIP
  • Fixed fishing trap using an invalid inventory id (none)
  • Polish pass on thumper audio
  • Added ability to collapse the log window with the Escape key and added Logging to the server lobby window
  • convex hull collision for SW, TU, GL macro meshes
  • Weather Device VFX Prototype
  • Adding Lavahunter Roar sounds, event and data table entry
  • Transition Cave P1-P2 Set Dressing & Decal Pass in P1 Area on Purple Quad, DLC Map
  • Adding Lava Hunter Attack sounds and data table and anim notifys
  • Reduced The Amount of Aloe Vera On the map and Continued With Foliage Pass, Blue and Green Quad, Prometheus