Icarus

Icarus Dev Tracker




25 Feb

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For this update we wanted to start laying the foundation for some big upcoming changes to the talents system, including adding a respec feature next week.

One of the biggest requests we've had since launch was for more Talent Points. We've approached this in two ways:

  1. We have straight up increased the Talent Points cap from level 40 to level 50, giving each character an extra 12 Talent Points. You can now gain 60 Talent Points, up from the previous limit of 48.
  2. We've also split Solo Talent Tree Points into their own group which means you're no longer spending your main Talent Points on Solo Talents.
We're hoping this should alleviate concerns about not being able to unlock enough talents for a single character, whilst still encouraging you to create specialized characters and avoiding any one character being all-powerful.

More Levels and Blueprint Points
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

22 Feb

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    Lil Shammgod on Steam Forums - Thread - Direct
We're performing some database maintenance this morning at 11AM NZT (~30 minutes from now). We don't expect any downtime, but it may close existing connections. Your game should just reconnect automatically, but if you do experience any issues quitting the game and relaunching should put you right back where you left off.

21 Feb

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We are working on solving these, sorry for the trouble. Some crashes relating to data issues are solved by verifying install, but confirmed cases of this happening without. Have got good detail from someone directly on discord, hunting down as quick as we can sorry


20 Feb


19 Feb


18 Feb

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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
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This weekโ€™s update includes two of the Top Five most-requested community suggestions from Feature Upvote[icarus.featureupvote.com] - a separate light slot and inventory sorting - along with significant amount of bugfixes.

One of the highly-requested features weโ€™re happy to bring you is a light slot on your prospector, so no more having to switch between your torch and pickaxe in caves or between lantern and weapons when venturing out at night. Thereโ€™s also a new Tier 4 Titanium Hammer, footprints and impressions that might help you find things in the snow and sand, a new sorting option in your inventory and a separate backpack slot.



Weโ€™d like to especially thank player... Read more

17 Feb


16 Feb

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Originally posted by drumstix42

Note that I was not talking about the team being slow, I was specifically talking about the deep mine drillers. They they mine very slowly. I edited my comment to reflect this.

I appreciate your response. I'm looking forward to a lot of the changes that are coming out on the newest experimental branch this week.

I will say however that it's been a bummer that it's taken as long as it has to address things like seeing in a cave. The torch slot will be a big help. But up to now players have been resorting to using Low shadow settings. Things like this that are such core gameplay components of the game, and are where my frustration towards play testing manifests.

Absolutely sorry about that - Reddit is being very bizzare for me right now and creating multiple posts when I edited it. I've tried to edit it acknowledging that I completely got 50% of my post entirely wrong.

Really sorry about that! Loving all the discussion and good ideas here though.

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Originally posted by thedeanhall

I have learned (at great pain) that you cannot balance a game by yo'yo'ing it. You make very cautious changes.

We are very aware of the balance issues and in many cases we might agree with the existence of a problem. But a short term focus is not always the best; sometimes the better solution for balance issues is to take out or change a mechanic entirely.

That also doesn't mean that we don't balance it in the meantime, but that does mean we have to design the changes, develop them, and test them.

I know it can be very frustraiting - but remember games are made by people! Things take time. I certainly wholeheartedly disagree that:

  • things are not playtested
  • the team is laughably slow

We even put together a team (myself included) who worked through the holidays.

I totally agree we have a lot more balance work to do - but I absolutely disagree that the team isn't committed and working extremely hard to fix bugs, add...

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(tripple post!)