3 days ago - Shamm - Direct link
Week 173 brings the long-awaited rework of our firearms range, introducing the SMG and Assault Rifle as replacements for the now sunset Light Automatic Carbine.

The Submachine Gun is similar in style, using low calibre 9mm ammunition with a fast fire rate, while the Assault Rifle keeps the look of the Light Automatic Carbine but uses 5.56mm rounds at a slower fire rate with more punch.

Notable Improvements:
  • Increased leniency on Vapor Condensor waves, reducing cases of creatures getting stuck and interrupting the flow of the event
  • Bees now return to their nest if outside a certain range, even if they've attacked recently
  • Drastically reduced the cost of the plants required for cocoa, wild tea, green tea and coffee & coffee with cream drinks


This Week: Submachine Gun
This week, we’re adding the new Submachine Gun to Icarus.

This new firearm uses 9mm ammunition rounds, has a capacity of 20 rounds per magazine, and a rate of fire of over 400 rounds per minute. It also reloads in a lightning-quick 3.2 seconds.

The Submachine Gun trades speed and fire rate bonuses for a slight decrease in reduced damage. Headshots will deliver less damage compared to the Assault Rifle and slightly less general damage also. However, it does have three times the durability of the old ‘Light Assault Carbine’, so will last considerably longer before needing to be repaired with Titanium Plate.

9mm ammunition is the same as that used in the current array of pistols, making it much cheaper to craft. This will be handy while you shoot up to 400 rounds at your target per minute.

As we mentioned in previous weeks, this will be replacing the Light Automatic Carbine, and all existing versions in-game will be converted over to Submachine Guns with this update.



This Week: Ammo Rework
This week's theme of firearms also includes a rework of our ammunition options, which aim to provide a more accurate pairing between weapon and bullet.

Here’s a list of everything that’s being added or changed:
  • Pistol Rounds → 9mm Round
  • Rifle Rounds → 7.62mm Round
  • Assault Rifle Rounds (new) → 5.56mm Round
  • Shotgun Shells → 12ga Buckshot


This Week: Assault Rifle
We’re doubling up on firearms this week, adding a new Assault Rifle also that uses the Light Automatic Carbine mesh.

This weapon fires 5.56mm rounds, has a magazine capacity of 15, and fires 300 rounds per minute. Its reload speed is slightly slower, at 3.6 seconds, compared to the Submachine Guns 3.2, but it packs more power and will deal more damage for its smaller capacity.



This week: Ask your Great Hunts questions in our live stream
Do you have any questions about Great Hunts or what’s coming soon in Icarus?

Our Stream Team streams every Friday at 2:30pm NZT / Thursday 9:30pm EST, and we’re inviting you to jump in this week and ask any questions you might have. The team will do their best to answer them (without getting in too much trouble).

http://twitch.tv/rocketwerkz



Next Week: Seed & Farming Changes
Next week, we’re making some changes to how you gather seeds to plant your own crops.

More details to come.



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 v2.2.48.135044
New Content
[expand type=details expanded=false]
  • Updated SK mesh for GUN_Sub_Machine and new textures
  • Create new BlendSpace for Pistol FP anims to reduce wrist twisting when sprinting.
  • Move GripSocket further forward on SubmachineGun so the left hand is positioned in front of the magazine
  • Reduced Assault Rifle fire rate and increased Assault Rifle ammo cost
  • Reapply Submachine gun stats and unlock new Assault Rifle and Assault Rifle ammunition
  • Added variation of 1st-person pistol equip that doesn't contain twirl
  • Adding more appropriate equip audio for submachine gun that reflects the fact that the gun is not being spun the same way as the standard pistol
  • Added Submachine Gun Icon
  • Adding logic so that when removing envirosuits / bags / etc, anything that was in the inventories will try to be replaced before being ejecting onto the ground, in the past removing your bag would throw items that did not fit onto the ground instead of trying to place in the hotbar
  • Update legacy Light Automatic Carbines to Sub Machineguns
  • Hide legacy LAC (now SMG) from Field Guide
  • Disabled killcam support on automatic weapons
[/expand]

Fixed
[expand type=details expanded=false]
  • Allow Vapor Condensor completion with 10% of creatures still alive, prevents creatures getting stuck preventing completion
  • Adding focusable data table entries for jerrycan so it uses the correct updated animations data
  • Bees now return to their nest if outside a certain range, even if they've attacked recently
  • First pass updating jerrycan being held upside down and with a pose that was not visible. Correcting first and third person. Need focusable table to complete. Will do next
  • Reducing chance of wooly zebra audio neigh and also reducing idle vocalisations for more subtlety when multiple mounts are around. Also adding test version of NS Mount Run effects for consideration. Less dramatic smoke for mount footsteps
  • Remove duplicate Stationeers Bobblehead DT entries
  • A few very small audio UI adjustments for slightly better representation of whats happening in the action for better player awareness. Reduced frequencies in very fast triggering UI elements that can cause annoyances
  • Remove Highlight logic from Building Upgrade Actionable as it was already running on the Repair Actionable, both of which are simultaneously running on the Hammers since merger
  • Fixed issue which caused CustomDepth to permanently remain on building pieces once they had been highlight by Hammers, causing Occlusion Culling to fail permanently over time. Tidied and commented Highlight logic on Repair Actionable
  • Disabled WeatherCulling mesh on Building Wall pieces because it was causing highlights to fail and they're thin enough to not need it
  • Removed obsolete/unhooked Weather Culling setup function from Building Base and cleared out some unhooked dead references
  • Also fixing coffee with cream recipe as it was still using 40 coffee plants to craft
  • Drastically reduced the cost of the plants required for cocoa, wild tea, green tea and coffee & coffee with cream drinks 40/30/20 -> 5, so they can now acutally be used without a a large farm & talents (Previously it would cost ~13 wild plant harvests with no stats, with a sickle ~9 and farming ~7)
  • The Add to Stacks Button no longer automatically sorts the inventory after stacking items. The sort was causing problems with auto-crafters such as furnaces, drying racks and campfires where placement order in the devices inventory determines the recipe which is crafted first
  • Allow curtains to be craft on electric textiles bench (thanks Khana!)
  • Fixed left hand being positioned incorrectly when playing 3rd-person pistol equip animation
  • Slight reduction in size and intensity of the Mounts footstep VFX. Previously was using a VFX meant for a creature attack. Now uses duplicate with reduced opacity and size resulting in a more realistic impact dust from mount feet
[/expand]

Future Content [expand type=details expanded=false]
  • Adding more appropriate deploy audio for great hunt mission device
  • Adding code to player tracker listener to allow for completion of new GH Achievements (Completing final mission in a GH & Completing All Missions in a GH
  • Adding Code to the Accolade Subsystem so it can recognise and read a GH row handle so it can be displayed in the task lists for completing all missions in a GH
  • Setting up Mission lists for the GH Achievements
  • Implementing Achievement which requires extracting 1000 Biomass
  • Adding New Seed Fertilizer Item which enables seeds to be gained when harvesting, reduces produce yeild and provides a big increase to seed yield
  • Adding new Talent (Prolific Crop) which increase planted crop seed yield
  • Adding new Talent (Seed Master) which increases harvesting crop seed yield (foraging, farming and sickle)
  • Adding new Seed Scaling logic based on seed yield reward stats to both wild plants and farmed plants to be used on seeds when the seed rework is enabled
  • Stats for Forgaing / Farming and Reaping Seed Yield now work as intended
  • Adding logic to the crop plot / wild crops harvest reward generation that allows respecting of the bRequireStatToDrop boolean specified in D_ItemRewards
  • Fixing issue where rewards that weren't ment to scale where being scaled unintentionally when harvesting from crop plots
  • Adding New Threshing attachment for sickles that will enable harvesting of seeds after the seed rework has been implemented
  • Adding new stat which enables the harvesting of seeds from wild crops and crop plots when the seed rework is enabled
  • Adding T1 Seed Extractor Item, Setup, Recipe and Blueprint
  • Adding Crop -> Seed Recipes for all current Crops for the Seed Extractor
  • Fix Weatherproof Cladding talent being unlockable without prerequisite talent
  • Removing cave worm mouth vocalisations from within the roar scream event. Instead adding additional emerge animations without the roar into the emerge montage to help diversify the experience when surrounded by multiple caveworms. This will really help reduce the audio fatigue from caveworms in heavy use. Adding randomize section to BT for caveworms and teenage caveworms
  • Updated slug boss large trophy to seperate the glass case and the contents into two seperate static meshs. Updated these in the BP
  • Fixed autonomous spawns not being blocked by the stat unless they were ground spawners
  • Added updaded mesh and textures, made by Marcos, for DEP_Trophy_IceMammoth_LightStand
  • Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
  • Update legendary item descriptions to correctly name the type of item it is
  • Updated ape boss trophy with the glass case and ape static meshs seperated
  • Ice mammoth - Added death animation to replace the previous ragdoll
  • Update wording on Rimetusk sledgehammer alternate fire upgrades
  • Removed unecessary LODs, fixed LOD material slot issue
  • Remove RedGoat and Wulv character setups. RIP
  • Remove Floatable and Focusable data from new Armor pieces
  • Add icon for Laptop collectable. Set collectables to field guide blacklist
  • Added updated textures for scorpion boss with missing details added to the underbelly of the creature. Texture update done by Marcos
  • Elysium - polishing tree placement, landscape textures, decals in Tundra, green quad
  • Elysium - polishing tree placement, landscape textures, decals in Tundra, green quad
  • Updated separate SM and SK for DEP_Bench_GreatHunt_Crafting
  • Updated separate meshes and rig for DEP_Bench_GreatHunt_Comms and updated animation
  • Implementing achievement for fully upgrading a legendary item
  • Fixing issue with GH Achievements where completing any GH mission would count as progress for all 3 Campaign achievements, each mission will only complete once now for each of the campaign achievements
  • Adding Talent Archetype data to GH Datatable so the hunts can be categorised if needed
  • Adding Trackers to GH Achievements to finish all missions, and implementing Steam ID connections so progress can be seen on steam
  • Tagging IceMammoth, RockGolem, Ape and Lava Hunter as Bosses
  • Fixing issues where a the IceMammoth, RockGolem, Ape and Lava Hunter would not grant killed & killed on hard achievements in the GH Set
  • Exposing Quest Complete Notifies to the Player Tracker Subsystem
  • Hooking up Implementation for Completing GH Campaigns and All Operations within a Campaign
  • Adding all Steam ID's & Steam Variables for GH Achievements so the information can be correctly send to steam to gain the achievements
  • Adding images for All GH Achievements & Adding all Achievment Images to Source Control
  • Updated mesh for SM_ITM_Sledgehammer_IceMammoth_Handle_Cammer to shift handholds
  • Updated mesh and rig for GUN_HuntingRifle_CHAC_Repeater
  • Rock Golem Gauntlets VFX Pass, Shield, Hit, Charge, Projectile, etc
  • Give players more (stat based) detail about Legendary Ice Mammoth Sledge Hammer ranged projectile slotable
  • Add SK to Ape Attractor
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Fixed issue where Ape Club could deal double damage
  • Updated description of Ape Club Dampener upgrades to make it obvious a secondary attack is added
  • Fixed Ape Club secondary attack not being put on cooldown between attacks
  • Tweaked timing of Ape Club's hit event during slam montage
  • GenericMelee actionable now supports custom anim notify hit events instead of just 'DoHit'
  • Replaced Great Hunt Achievements to Red ones
  • Fixed ensure and log spam related to new SetDynamicQuest cheat function
  • Adding PhysicsAsset for GUN_HuntingRifle_CHAC
  • Removing sockets added to rig for offset of jerrycan and splines and instead adding the general right hand sockets with offsets that make the items sit in the correct places
  • Replaced Sandworm Crossbow shop Icon
  • Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
  • Updated mesh and destructible for DEP_Trophy_Golem_2
  • Tweaked biome heatmap for PROM to fix GL to SW transition (Map tile F8)
  • Revised material and textures for crystals on rock golem trophy 2
  • Adding Lamb Carcass & Workshop Item Icons
  • Updated textures and SK for GUN_Rock_Golem
  • Stopping the Lamb from being visible when carried on the players back and hiding from the field guide
  • Devlocked Homestead items so they don't appear in Field Guide until ready for release
  • Adding audio for lamb. Events and data table setups
  • Added Mesh ADS sockets for CHAC Rifles to fix up ADS alignment without modifying existing Skeleton. Enable DynamicRainDrops to material. Decrease Fire rate enough so that the animation doesn't break and decrease Visual Recoil to suit power of the weapon
  • Re-saved D_Stats
  • Give users more feedback when repairing with the Legendary Ice Mammoth Sledge Hammer
  • Fix highlight on Great Hunt communicator
  • Great Hunt Interface UI pass on Objective List
  • Hooked up SK to great hunt crafting and communication devices
  • Added Notes to Eden Base for jake to look at Yollow Quad, Elysium
  • Adding ability to swap out envirosuits on planet
[/expand]