about 8 hours ago - Shamm - Direct link
Welcome to Week 169.

This week we have added a long-awaited feature: Tree Regrowth. This comes with the new Localized Terraforming Device which activates regrowth in a radius around it.

We’re also taking a deep dive into the massive free patch that will debut alongside the Great Hunts. This patch will offer a ton of new content for all players, regardless of whether they purchase this new DLC or not.

But first, we’re excited to debut the full-length trailer for Icarus: Great Hunts.



Notable Improvements:
  • Fixed issue where non-boss versions of the Black Wolf that spawn as part of the enzyme geyser were not counting towards geyser progress
  • Fixed an issue where the Sand Worm's health bar wasn't initializing correctly for clients
  • Fixed Durability on railings to match their buildable scaling: Reinforced increased 500->750, Clay Brick increased 500->1000, Concrete increased 750->1500
  • Updated textures of the German Shepherd for higher quality
  • Re-imported the Titanium Crossbow mesh with correct vertex normal settings
  • Update Wood, Interior Wood, Reinforced Wood, Clay Brick and Concrete Railings to have more accurate collision so projectiles can be shot through them


This Week: The Localized Terraforming Device
We have added a tree regrowth system to Icarus.

The Localized Terraforming Device operates in the same vein as the Thumper, but instead of replenishing ore it replenishes trees in the surrounding area.

The device needs to be powered and it consumes Condensed or Synthetic Enzymes to charge. When interacted with, the Device will fire a burst of terraforming enzymes into the air that trigger tree regrowth in a surrounding area.

Condensed Enzymes can be obtained by placing Vapor Condensors on top of Geysers, which condenses the vapor into exotics and condensed enzymes.

Synthetic Enzymes can be obtained by unlocking and crafting them on the Chemistry Bench. They can all be purchased in a workshop pack via the Orbital Exchange Interface.



This Week: Tree Regrowth
Icarus was designed initially as a session-based survival game in which players drop-down, complete a Mission, and extract from the planet. Over the last few years, due to your feedback, we added the Open World game mode which allows operations and missions to be completed in a persistent world. With time-limited Missions there was less need for a tree regrowth system, so it wasn’t in our original plans. Tree regrowth required us to rework some of our existing systems to implement, hence the amount of time it’s taken.

We decided to introduce a Device for tree regrowth, rather than a system where players plant their own trees, as it was less complex and would help optimize performance.



Coming Soon: Great Hunts
Last week we announced the Great Hunts Campaigns DLC.

If you haven’t seen the full length trailer, it’s at the top of this page.

The Great Hunts are three separate campaigns included in the expansion, each containing branching missions that affect your persistent open world sessions. You’ll be able to launch and play these Great Hunts from the surface, each culminating in a brand new boss encounter.

Alongside the three Great Hunt Campaigns included in the paid expansion, we’ll also be dropping a massive free update with even more content. All existing world bosses will receive their own unique legendary weapon which can be upgraded multiple times, with up to 81 combinations of attachments. There will also be an assortment of brand new items to craft on planet, including vestiges and armor sets.

For a look at the lengendary weapons (paid and free), and how the biolab works, check out this video from our weekly Twitch stream[www.twitch.tv], below:



Next Week: More Olympus Missions
Next week, we'll be converting more Olympus missions to Operations, which can be played in Open World, as part of our larger project to convert as many over as possible.

More details next week.



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 v2.2.44.133793
New Content
[expand type=details expanded=false]
  • Adding Animations to Enzyme Cannon
  • Adjusting Enzyme Cannon so it uses a state rather than a bunch of booleans
  • Adjuisting Enzyme Cannon so it has interactions for both charge and trigger events when charged rather than happening automatically
  • Adding animation audio for enzyme machine. Also separating audio events to make more sense with a charge up - release type behavior. To add to BP when free
  • Fixed atmosphereic fog sphere on Enzyme Cannon being set to 20x scale by default before machine was activated
  • Did a pass on Enzyme Cannon to clean up replication-related issues, fix IsCannonCharged race condition, and fix serialization of charged state progress
  • Adding Synthetic Enzymes Items that can be crafted at the Chemistry Bench or Purchased from Orbit in a Resource Pack
  • Adding BP's for Localised Terraforming Device and Synthetic Enzymes
  • Setting up workshop pack and items, as well as item icons and fuel sources for the synthetic enzymes and packs
  • Balancing the Localised Terraforming device to use 5 Condensed Enzymes or 50 synthetic enzymes for triggering a tree regrowth process
  • Adding BP behavior for triggering charge loop and discharge behavior for enzyme cannon. May require further fine tuning and tweaks
  • Unlocking Enzyme Cannon, adding recipe, talent, description and item setup
  • Set Enzyme Cannon to require 30mins charge time and require <100 condensed enzymes to trigger
  • Enzyme Cannon updates: Console will now go orange while charging and green when charged. Charged event has more localized VFX (lightning sparks, smoke/clouds). Discharge event now has over-head huge VFX. WIP VolFog assets (not used). Adjusted Power socket location
  • Fixed bug where BPQC_HordeMode wasn't detecting when spawned NPCs died, only when their actors were destroyed. This will fix issue with Enzyme Condenser not progressing in forest biomes
[/expand]

Fixed [expand type=details expanded=false]
  • Update Wood, Interior Wood, Reinforced Wood, ClayBrick and Concrete Railings to have more accurate collision so projectiles can be shot through them. Delete unused SHA assets. Remove now-redundant Wood Custom Collision railing mesh
  • Updated meshes and destructibles for BLD_Wall_HalfPitch_Upper_L and BLD_Wall_HalfPitch_Upper_R
  • Fixing the cave light on - off switch not playing for clients. Also removed unnecessary flame extinguish sound from BP
  • Fixed Display name of Cured Leather Head Armor
  • Adding carpet impact and dirt impact to the repair hammer events to account for buildables that can be fixed that are those physical materials
  • Fixed Durability on railings to match their buildable scaling: Reinforced inreased 500->750, ClayBrick increased 500->1000, Concrete increased 750->1500
  • Removed Collision and LODs from Dirt buildable SHA geo. Fixed self-shadow artifacts from DF
  • Fix Icy Mammoth Corpse has no icicles
  • Fixed T1 Water Purifier Water mesh not synching position correctly on clients, use correct water material, tidy blueprint. Simplified collision. Improved LODs. Optimized Textures
  • Disable Shadow Casting on Dirt Mounds to alleviate floating shadow uglies. Change materials to use ITM shader instead of more expensive RVT Decal shader
  • Update GL_SML_001 cave prefab to improve some buried voxels. Add ability to get current camera location to WorldManager tool
  • Masonry Benches polish pass: Fix stone position for T3 proxy mesh. Remove Resource row from T2 Masonry Bench causing it to be a toggleable device for no purpose. Reduced Durability of T3 Masonry Bench to 1000 which puts it between T2 (500) and T4 (1500). Increased weight of T4 Masonry Bench from 20kg to 35 and reduced weight of T3 Masonry Bench from 35kg to 25kg to better represent their physical size. Add DT Validation for D_Resources checking if no data has been defined and removed unused Masonry Bench entry
  • Fixed bug where items spawned in via the field guide cheat couldn't be consumed (bandages, elixirs, food etc)
  • Fixed issue where Sand Worm's health bar wasn't initialising correctly for clients
  • Disable Box Projection for Ice Reflection causing lighting uglies, especially inside Caves
  • Updated textures of the German Shepherd for higher quality ones
  • Fixed Spelling 'Localised' -> 'Localized'
  • Added bestiary image for the icy mammoth. Added image to the source art folder. Updated bestiary data table with the new image
  • Re-imported Titanium Crossbow mesh with correct vertex normal settings
[/expand]

Future Content [expand type=details expanded=false]
  • Fixed the rotation of SM_DEP_Weapon_Rack and changed PM to wood
  • Updated animations for Scorpion Rifle and Rock Golem Gauntlets
  • Halved fuel consumption on T3_Cleanser
  • Sandworm Legendary Launcher now includes that it launches Javelins in the descriptions
  • Fixed recipe set name for Nova Station (now Great Hunt Assembler)
  • Update Great Hunt Radio to refer to Great Hunt Communicator (split from Nova Station)
  • Fixed Great Hunt Assembler and Communicator being uncraftable
  • Updates to the crit hit indicator ricochet audio event so its not heard when shooting the sky or things too far away
  • Updated meshes for Sandworm trophies and added destructibles for each
  • Adding new rock golem fire audio. Adding new audio to scorpion rifle reload thats more apprpriate. Updating gauntlet punch impact sound
  • Added DEP_Hanging_Pots_Copper_A, B, C and D with destructibles
  • Updating max instances of several events to help prioritize explosions in mission
  • Adjustments to priority and max instances to help stop explosions from cutting out during mission where the base explodes
  • Commit datatable after fixing validation issues
  • Update slug launcher payload spawning, including AoE affecting the final splash area. Update healing / damage and modifier application. Increase initial projectile speed and reduce bonus from projectile speed upgrade. Clarify some stats
  • Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
  • Permit sledgehammers to damage buildings
  • Added DEP_Fridge_Enamel with SK, SM and DM, as well as textures and material
  • Delaying dialogue line after killing ice mammoth to give a brief break before the Ai jumps in to chat
  • Fix Rimetusk Sledgehammer does multiple damage each hit
  • Added variant of AspenLeaves decal for use on snow
  • Update Asset Validation to include more information about verts
  • Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
  • Update slug launcher effects, WIP modifiers. Decal now tints based on upgrade effect
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
  • Adjustments to ice mammoth distant explosive building audio and limitations on building tick damage sounds for how many can play at once to reduce taking up too many channels unnecessarily
  • Allow Generators to be rotated during placement. Set Navigation on Dog Trophies based on validation requests
  • Improve billboard material for Aspen trees and decreave pixel size for billboard LOD on Fir and Pine trees
  • Set Buttercups to culll as grass
  • Add ammo type to reload prompt
  • Fix IM_O1 final quest completion detection
  • Update tooltip hover for biolab weapons, allow clicking the weapon to open the full weapon info page
  • Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
  • Increased leaf size on leaf textures, as well as made several adjustments and changes to the billboard materials and textures to help improve the look and feel of the Aspen trees. First pass
  • Moved navmodifier volumes to persistent level
  • adjusted Quarrite Lamp strength, and colour
  • Elysium - cliff and macro placement in volcanic area surrounding geothermal, red quad
  • Added BLD_Railing_BarbedWire with all textures, materials and meshes, including DM
  • Updating line after the demolition to make the timing more realistic. Felt too rushed before
  • Created proper collision on the physics asset for the Enamel fridge
  • Adding dead prospector comms static audio to mission dead prospector and also flies and NS flies to mammoth bones in mission for better audible detection
  • Fixed a few sound oddities. Reverb for the mammoth was not turning down to its correct level when occluded. reduced volume of distant predator bird slightly with spacializer as it was too loud when in mission base
  • Adding correct audio data table setup for mission research container
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Some missed tweaks to Homestead Lamp Posts
  • Update Homestand Lamp Posts lighting and VFX. Add additional LODs and tweaked screensizes
  • Added test lighting to RimeTusk trophies
  • material duplicates cleanup on TRE folder
  • Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
  • Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
  • Elysium - cliff placement + decal and foliage painting in volcanic area surrounding geothermal, red quad
  • Adding new Entry for Submachine Gun, the Old Assault Rifle Entry is now a legacy item, it points to new submachine gun rows. We cannot delete the Old Assault rifle entry as it will remove the item from peoples games
  • Setup Assault Rifle T4 as the new Assualt rifle, the existing will be swapped to a machine gun when the mesh is through
  • Adding Destructible Meshes to Sandworm Trophies
  • Adding Cave Bat Trophy and Head Setup
  • Cave Bat Loot now has its own entry to seperate it from arctic bats
  • GH_IM_O1 override RVT material with snow material
  • Re-imported Rock Golem gun with proper vertex normal settings
  • Fixing some instances where the mammoth and moas spacializer settings and reverb send didnt match up causing volume oddities within mission base
  • Adjusted LOD distances for all copper pots, as well as added a number of assets to Collections that weren't previously added
  • Added custom LODs for flag
  • Updating rock golem gauntlet impact punch audio for rocks to sound correct. Reducing the size of the rock impact NS slightly to match audio more closely. Less huge rocks and more like broken rocks scatter. Deleting profilings
  • Elysium - added variant of CaveIn mesh for use on landslides/rockfalls etc
  • Removed numerous outdated assets in BLD root folder
  • Cliff Pass, Landscape Sculpting Pass and Landscape Painting Pass, Green and Yellow Quads, Elysium
[/expand]