Icarus

Icarus Dev Tracker




16 Feb

Comment

Originally posted by aaspider

Sorry to hear you are disheartened sometimes but in this instance I think you misunderstood. The OP was referring to the drill being slow, not the team.

You’re totally right, I got that wrong and will include an edit at the top indicating I was wrong


15 Feb

Comment

Originally posted by drumstix42

Their sense of balance makes you think they don't play test anything at all.

The purpose of these and the rate that they return were heavily discussed in the experimental version of this update and the only outcome it led to was a decreased amount of components it takes to craft them.

Not that they can't or won't tweak them in the future, but currently they're laughably slow for how short most of the missions are.

(double post)


14 Feb

Comment

Originally posted by BigKid1973

Thank you very much for your answer.

House keeping could be done by whiping inactive prospects after 14 days or even 30 days. Or prospects could be moved to a kind of backup storage after a certain time of inactivity. So this can't be the real reason - or if it is - it's a lame one... sorry to say that...

And no - the timer is NO finite time limit IN GAME - it's in your real life only. You set a 7 days reallife time limit. Some people can afford to play 100 hours in that time (no way that's finite). Others not even 10 hours. Probably 5 hours. That's too finite. And not fair. And not balanced (how could it - 100 vs 5 ?)

If you consider it a key game mechanic its both unbalanceable and badly balanced for 99% of humanity.

Again: (Almost) No one is asking for NO timer. People are asking for it to PAUSE when you are not playing - and then adjusted to be actually finite and matching the mission.

I'm no streamer or influencer so you will most proba...

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There’s a lot to unpick but I think you might have missed what I’m explaining. I’m not saying the options that you propose are bad or good. I’m just pointing out why it’s not straightforward to make changes like this.

While people meme a bit “why don’t they test”. We test things extensively at enormous cost. System changes have to be designed, built, tested, modelled, and then released. All our cost modelling and everything was based on a very different way of working.

Does this mean what you are suggesting is impossible? Not at all. And we absolutely have been making changes to how all this works, such as splitting out the difficulties etc… and we will be continuing to do so.

But these things take time, often much more than you might expect from the outside. I totally understand the passion and frustration, I’m just trying to provide some context as to why what might seem trivial (or even stupid!) can actually be not straightforward at all.

Comment

As another commenter noted, the entire games systems were built around finite time limits. Both from a design as well as systems perspective.

For instance, the state of a prospect is held on our server infrastructure, so that any member of that prospect can resume it. It would be a non trivial change for us to retain that forever.

We adapted to provide options for what became outposts before the game released, and we are continuing to adapt and explore. But as with many things in game development, what may seem like it would be trivial to change can actually be very complex and difficult.


13 Feb


12 Feb

Comment
    sknightly on Steam Forums - Thread - Direct
Originally posted by Philmorbowls: Fix Me! 6th try and again had to fail the mission. Worm pops up 3-10 times then just never comes back. Thinking this has been about a month now (give or take) Fix issues, dont add anything new.

We're working on a fix for this for you.

It's been a really a weird, inconsistent bug. As you can see in this thread, many other people don't have issues, or inconsistent things like logging in again or restarting can resolve it. That's also meant that our devs couldn't reproduce the bug to find and fix it, despite testing and playing the mission many times over the last few weeks. So, we're going to add a workaround that should fix it. Keep an eye on the next 1-2 weekly update patch notes for a fix.

11 Feb

Comment
    sknightly on Steam Forums - Thread - Direct
There are several advantages to storing the Outpost saves locally, especially performance-wise as that mode is designed to support large complex builds and store them with no time limit or expiry date. Enabling offline play by saving locally not on our servers also suits this kind of creative mode, which is often a time-consuming solo labor of love. A lot of players don't like single-player games that are unnecessarily 'always online'. It's also a mode where cheating doesn't affect other players in any way.
Comment
    sknightly on Steam Forums - Thread - Direct
Sorry to hear this!

Outposts are saved on your local harddrive, but characters are saved on the game servers. So reinstalling Icarus would have wiped your Outposts.

This is mentioned in the FAQ but probably isn't super obvious. ... Read more
Post
Week Ten brings a range of bug fixes, along with a new Deep Mining system and improvements to Talents. Have a look at our two key updates for the week, along with more detailed patch notes below.



Deep Ore Mining Drill


This patch introduces a new way to gather resources - Deep Mining Drills - which you set up over mineral deposits of Gold, Copper, Iron and other ores found on the floors of larger caves.

Tapping these mineral deposits provides you with a new way to gather large quantities of valuable resources for those long, challenging missions. Deep Mining Drills are a long-term operation, designed to be set up, left to operate while you complete other mission objectives a... Read more
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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.