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Welcome to Week 152.
This week, we’re completing the Tier 3 tech tree project of having a T3 upgrade for every available T2 bench, with the addition of the Windmill.
This sits between the Tier 2 Mortar & Pestle and the Tier 4 Material Processor.
We’ve also got some hot news on next week’s new item and what it means for some upcoming additions in the weapon and creature categories.
Jump in and have a read.
Notable Improvements
This Week: New T3 Windmill
This week, we are introducing a new deployable - T3 Windmill.
This aims to fill the gap between the Mortar and Pestle (Tier 2) and the Material Processor (Tier 4), just like we have with the other benches. This provides a direct upgrade and rounds out the tech tree for T3 in this regard, with all Tier 2 benches having Tier 3 counterparts.
This will allow for faster and more efficient recipe processing and a more suitable option as you level up.
The Windmill needs to be placed outside as it requires wind to generate mechanical energy for processing. This is similar to the wind turbine, as it requires its blades to be clear at all times to run.
Next Week: Reddit AMA
Next week, we’ll be hosting a special Reddit AMA over at r/survivalgaming. This will be both Jake (Exctoris) and Dean (Rocket) and will be a chance for you to ask any question you like!
While you may have some basic questions about Icarus, we want this to also be a chance for you to ask some of the trickier and more piercing questions you’d like to know some answers to.
Feel free to ask the tough ones, and we’ll do our best to answer them.
The AMA will start on Thursday the 7th of November at 12pm NZT and carry on through till Sunday the 9th of November at 5pm NZT.[www.timeanddate.com]
We’ll link a post in Discord next week when this starts, and put a link in next weeks blog too.
Next Week: Flamethrower
Next week, we are introducing a new weapon type that runs exclusively off biofuel. This is the start of a few new weapon types that we plan on introducing before some new creatures. You will soon be able to shoot jets of flames and cause even more devastation to this peaceful planet you’ve invaded.
Your support makes these updates possible.
https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/
https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
Changelog v2.2.27.129232
New Content [expand type=details expanded=false]
Fixed [expand type=details expanded=false]
New Content [expand type=details expanded=false]
This week, we’re completing the Tier 3 tech tree project of having a T3 upgrade for every available T2 bench, with the addition of the Windmill.
This sits between the Tier 2 Mortar & Pestle and the Tier 4 Material Processor.
We’ve also got some hot news on next week’s new item and what it means for some upcoming additions in the weapon and creature categories.
Jump in and have a read.
Notable Improvements
- Added missing meshes for the remaining canteens and oxygen tanks, so all versions are now held in hand correctly
- Fixed Shadows in the final Nullsector cave as there was some strange ‘artefacting’ going on
- Bats no longer collide with players and other NPCs. Improved targeting behavior of bats means they should miss the player less often when attacking. Increased chance for bats to break out of their idle flight loop to attack nearby target
This Week: New T3 Windmill
This week, we are introducing a new deployable - T3 Windmill.
This aims to fill the gap between the Mortar and Pestle (Tier 2) and the Material Processor (Tier 4), just like we have with the other benches. This provides a direct upgrade and rounds out the tech tree for T3 in this regard, with all Tier 2 benches having Tier 3 counterparts.
This will allow for faster and more efficient recipe processing and a more suitable option as you level up.
The Windmill needs to be placed outside as it requires wind to generate mechanical energy for processing. This is similar to the wind turbine, as it requires its blades to be clear at all times to run.
Next Week: Reddit AMA
Next week, we’ll be hosting a special Reddit AMA over at r/survivalgaming. This will be both Jake (Exctoris) and Dean (Rocket) and will be a chance for you to ask any question you like!
While you may have some basic questions about Icarus, we want this to also be a chance for you to ask some of the trickier and more piercing questions you’d like to know some answers to.
Feel free to ask the tough ones, and we’ll do our best to answer them.
The AMA will start on Thursday the 7th of November at 12pm NZT and carry on through till Sunday the 9th of November at 5pm NZT.[www.timeanddate.com]
We’ll link a post in Discord next week when this starts, and put a link in next weeks blog too.
Next Week: Flamethrower
Next week, we are introducing a new weapon type that runs exclusively off biofuel. This is the start of a few new weapon types that we plan on introducing before some new creatures. You will soon be able to shoot jets of flames and cause even more devastation to this peaceful planet you’ve invaded.
Your support makes these updates possible.
https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/
https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
Changelog v2.2.27.129232
New Content [expand type=details expanded=false]
- Added grain VFX to Windmill
- Unlocking Windmill Item / Blueprint
- Updated angles on windmill particles and added additional processing particles
- Windmill is now a manual processor and you have to select what you want to craft
Fixed [expand type=details expanded=false]
- Fire arrows flammable component turns off when touching a water source
- Added workshop Dirt resource pack, mainly for the use on outposts or in areas without access to dirt
- Increase the weight of dirt
- Add LODs and Collision to FlatCrate meshes and added names to DT
- Enabling/Disabling RTX now requires a game restart (this was required before, but user wasn't notified). Fixed ensure on editor startup complaining about missing settings cvar
- Fixed falling through the world when logging in, Volcanic Cave Purple Quad
- Fixed Shadow Geo Issue on Yellow Quad, in Nullsector Final Caves
- Further angle adjustments to canteens in hand for best view with no clipping. adding unique rotated socket for waterskin to match the angle of the others. Standard canteen angle to be rotated by Brent
- Fixed scale and pivot for several assets to better fit in the character's hand
- Fix Horse extra carry talent not requiring prerequisite talents, and the fall damage reduction talent requiring the extra carry talent
New Content [expand type=details expanded=false]
- Adding Cheese Icon
- Adding cow idle audio, event and data table setups
- Reduce cost of workshop platinum resource pack purchase
- Increase unlock cost of gold resource pack, reoganized column so it is with other packs that cost the same
- Add additional workshop resource packs setup for future release
- Adding cow flinch and death audio and events and data table setup
- Added SM_DeepMining_Wood node asset, including materials and textures
- Misc updates to Editor tooling
- Adding 1ST person version of the golem gauntlet attack along with hooking up into Actionable context
- IMP Pass Blockout on Yellow Quad, Elysium
- DLC2 - added temp in-game map
- Adding equip audio and event for the milk bucket. Also applying to the standard bucket
- Dev-locked nearby player RTXGI volume until performance testing is done
- Added additional RTXGI volume around player with higher sample density. Added dev-only settings for testing various other RTX functionalities. Added ability for a RTXGI volume to be offset if required (not centred on player)
- Added boss inhaler item icons to Itemable and Modifier tables
- Delete unused emissive texture for flamethrower
- Hook up fuel gauge on Flamethrower, add AnimBP
- Adding appropriate audio for bull in data table
- Added GetSectionCastShadow editor function
- Legendary Weapon Datatable Fixes so the weapons can be spawned
- Fixes for issues related to the build breaking in reguards to Legendary Weapons
- Fixing Deployables for the Rock Golem
- Adding the Rock Golem Vestige Icon
- Add T_ prefix to generate map image filenames for validation purposes
- Adding Various Rock Golem Item Icons
- Added Setup for Rock Golem Throne & Trophy
- Fixing Recipe Feature Levels for all Great Hunt Related Weapons
- Prefixed all Legendary Weapons with 'LegendaryWeapon' and added missing legendary Weapons (Ape Club, Icemammoth Sledgehammer, LavaHunter Flamethrower)
- Adding Juvenile Rock Golem AI Setup, Bestiary, Creature Type, Growth Etc
- Adding new Validation to DT for AI setup to allow for Rocks being collected from a carcass
- Adding calf idle and flinch audio and volume adjustments. Data table setups etc
- Added Fire animation for SK_GUN_Assault_Rifle_T4
- Setup Milk Pail item to be held like the current bucket with replacing the focusable and importing a mesh with the correct pivot offset
- IMP Pass Blockout on Yellow Quad, Elysium
- Fixed Issue where Biomass involved in the Great Hunts was able to be brought up to orbit, feature locked the data table rows and removed this specific currency from the main screen
- Swapped Orbital Biomass images to match the bosses as intended, and not use the generic icons
- Adding rooster audio row to the ai setup table
- Reverting two 3rd person idle anims that curves had broken sprinting with rifles. To be adjusted again when a fix can be implemented that doesnt break out of water gunplay as well as in water gunplay
- Adding Missing Vestige Icons
- Delete duplicate unused generated map images in wrong folder
- Adding rock golem rock fragment pickup audio event and data table setup
- DLC2 - added fully enclosed geothermal terrace mesh
- Adding Rooster audio idle audio and event and table setup
- Adding descriptions and names to first set of great hunt planetary items
- Adding mesh and carcass mesh for Rock golem Juvie and hooking up to relavent BPs, and Data tables, rest is over to behavior and corpse hookup for bosses since they dont turn into corpses yet
- Bats no longer collide with player and other NPCs. Improved targeting behaviour of Bats, they should miss the player less often now when attacking. Increased chance for bats to break out of their idle flight loop to attack nearby target
- Re-export T021 map images to test more streamlined tooling settings
- Update MapCreatorUtility to configure texture settings and output HDR images at lower resolution
- Delete assets with old file names and refresh DT entries
- Adding Frozen Wood Ore Deposit & Frozen Wood, Frozen Wood needs to be defrosted in campfire / furnace to convert into regular wood to be used
- Landscape Painting Pass, Landscape Sculpting Pass and Decal Pass, Green, Blue and Purple Quads, Elysium
- IMP Pass Blockout on Yellow Quad, Elysium
- Adjusted pivot of milk bottle for better hand placement
- Adding pickup / equip milk bottle audio and event. Also adding new focusable row which is a duplicate of the 1H row but with the bandage hold idle anims used instead of 1h wep idle anims to account for larger held items to avoid clipping. now when holding 1h items such as milk bottles it will fit in the 3rd person characters hand and will be shown more on screen in first person too
- DLC2 geothermal biome - foliage and rock testing in test map, additional decals for landscape texture transitions
- GH_RG_B mission is now in and fully playable
- Adding first lot of ape vocals. Aggro 1 shots, audio event and data table setup
- Fixing terrain select screen to display correct image dimensions
- Disabled use of thrown weapons with shield as it's 2 handed and shield often blocked vision while aiming grenade
- DLC2- added tundra and geothermal variant materials for cliffs
- Mac Pass Blockout on Red Quad, Elysium
- Added WITH_EDITORONLY_DATA wrapper around new texture info function to fix compile error
- Added function GetTextureInfo that can be used to validate information on a texture asset like streaming size, mip count, etc
- Stripping out armour pieces from the Juvie rock golem base to hook up to the armor piece system that the main golem has, quick texture tweak needed so that the base skin holds up without armor on it
- Fixed panini issue
- Added destructile meshes for IceMammoth Trophies
- Fixed Lavahunter backpack modifier reinitialization and icon
- Fixed vial slug trophy destructible mesh
- Adding new code for consisten cleanup of quest actors, added missing C++ and Json file
- Namimg all GH RG quests
- Fixing terrain select screen to display correct image dimensions
- Added new cheat that allows saving to disk and restoring loadouts/equipment (SaveLoadout, RestoreLoadout)
- Landscape Sculpting Pass, Landscape Painting Pass and Decal Pass, Green and Orange Quads, Elysium
- Mac Pass Blockout on Red Quad, Elysium
- Misc file cleanups
- Did an additional pass on LODs for all the larger windmill assets
- Add Empty developer test level
- Enable shadows on various Foliage assets that had them disabled at a Material Section level. Update tooling to suit
- Disable RVT (terrain blend) on billboard materials for foliage. Tweak some LOD screensizes. Update tooling to pick up on this
- Tweak LODs to various assets
- DLC2 map - new tundra transition decal, riverstones landscape textures, tundra waterbody testing
- Disable Gfur on Chick on Low spec
- Adding Icons for the Ape Armor Set
- Fixing issues with Animal Spawning Dens where they would not take into account the AISetup override if the spawer was set to loop
- Adding GH_RG_A Mission, fully playable
- Adding Dialogue Setup for GH_RG_A
- Adding custom mining outpost for GH_RG_A
- Adding 2 variations of the Juvenile Rock Golem Spawners
- Set up improved LOD's for DeepMining_Wood DeepMining_Wood_Ice nodes
- Added Ice version of SM_DeepMining_Wood
- Add cheat (ToggleWeather) to stop weather system from running new forecasts. ClearWeather cheat is very temporary in the sense that it only clears the current one and forecasts new tier0 events
- Fix DFAO bias on Crevasse meshes causing self shadowing artifacts
- Adding audio for milk pail and bucket and lantern carry sprint. Adjustments to equip audio. Adding blendspace for sprint with lantern anim to be used to trigger correct sprint first person animation for audio use
- DLC2 - duplicated DC caves and applied LC material variants
- Fixing milk bottle not being visible when held in first person so the audio can play off the equip animation. Also fixing canteens and thermos not being visible. Thermos pivot to be adjusted to
- Updated DEP_Bench_Kitchen_Stove and DEP_Bench_Kitchen_Stove_T4 with windows and new destructibles
- Updated fixes for Ice Mammoth Trophy destructibles
- Fixed Ape Rug item template setup
- Fixed slug trophy collisions and destructible assignments
- Update ice mammoth trophies destructible meshes
- Updates to Arena_RockGolem map actors, navigation
- Updates and fixes to RockGolem behaviour. SaveLoadout cheat now correctly sanitizes item data before saving
- Removed atmosphere controller from rock golem arena
- Fixing Rock Golem Juvie texture to work without armor by reimporting new version of albedo and MRO mask
- Adding ape attack vocals, event, data table setup
- Add some warning to the EUW tool when adding/updating an instanced level DT (Atmosphere and RVT still present)
- Fix an issue with the highlight component on instanced caves for clients
- Adjusted the scale of the main stump area of the DeepMining_Wood and the DeepMining_Wood_Ice nodes to better fit with the ice borer
- Adding in ape roar audio, event and data table and anim notify
- Re adding accidentally deleted socket when attempting to add another socket for better placement of the milk bottle in first person hands. Fixes the reference to the fishing anims
- Unified naming in GFur shader for tooling improvements
- Committing missing skeletal socket commit which was throwing data table errors
- Setting up new node for Frozen wood deposit, this is drilled with an Ice Borer
- Better socket placement for first person hand held canteens to avoid clipping. Also added missing mesh for other canteens and oxygen tanks
- IMP Pass Blockout on Yellow Quad, Elysium
- Fixed open world select button image sizing issue
- Changed terrain background images dimensions to the power of 2
- Fixing the prometheus mission selection button which was missing a prospect model to load, this was accidently removed in another commit
- Fixed Prometheus squished image on terrain select
- Fix Contact/Far shadow settings on all Outposts. Flush grass. Update tooling
- HeatHaze Material wanted to be resaved
- VFX polish pass on Stoves, additional lighting to support new windowed meshes. Increased albedo texture resolution on both Stove meshes