Icarus Week 246 Update | Metal Weapon Rack

major update

ICARUS · published · build 24769418

Welcome to Week 246.

This week, we’re adding a new Metal Weapon Rack, giving prospectors a stylish new way to display their tools.

We also go into a bit more detail about the power cut that occurred in the studio during last week’s livestream, which affected our development work over the weekend.

We’ve also got a preview of the next Great Hunt on Elysium and its accompanying free patch, which we’re dubbing Newton.

Finally, we take a sneak peek at what’s coming next week: Reworked Slinker Saddles.

Notable Improvements:

  • Chocolate Cake is now fixed and can be deployed and pieces collected and eaten as normal
  • Fixed the mission drill's electricity state on Dry Run as it was not updating correctly, which could stall the mission after reconnecting
  • Optimized ambient and weather audio (rain, hail, and biome ambience) across the game for better performance
  • Grenades now stack to 10 to cater for upcoming launchers
  • Server Browser now shows the game version and has tidier list alignment
  • Fixed a number of client side issues to do with building cleanup and missing corpses missing inventories

This Week: Metal Weapon Rack

This week we're releasing the Tier 3 "Metal Weapon Rack" which is crafted on the Machining Bench. With its rugged aluminium pipe and screw construction, it will feel right at home in any battle-ready base. Over its Tier 2 "Wooden Weapon Rack" counterpart, introduced in Homestead, it features an increase to durability and a lack of flammability, to help keep your prized possessions safe and at the ready.

As part of this update, we've also fixed up a couple of items that weren't positioned as good as they could be when displayed on the racks. If you find any items that seem a bit off please let us know as they're hard to find, but easy to fix.


Powercut


Last Friday, during our live stream, the studio had a power outage that ended up being a little more serious than any of us expected. The whole office lost internet, and some work stations lost power. Upon checking the server room's electrical box, several breakers were tripped on the 3 phase power circuits, but flipping them back on had no response.

We decided to wait for a real electrician before resetting the breakers on our external electrical box to the building, and sent everyone home early, as it was already afternoon on a Friday. Luckily we did take this step seriously, as when the external breaker was finally flipped, a spark that sounded like an explosion went off and an electrical wire fire started below the server room's electrical box. Luckily, the external breaker shut off again, the wires cooled down, and the smoke did not trip any of the server room fire protections.

Upon inspecting the box where the fire had started, we found it was full of metal shavings from its original install. Turns out this is called swarf, and its a common cause of electrical fires. Over the years, the wind blowing the building, a box getting bumped during server maintenance, or a CEO Naruto running down the hall can cause the insulation to slowly be cut by the shavings.

Well, luckily everything ended alright. The electrician replaced the cables, cleaned up the metal swarf, and we were able to get the studio's servers back on. We were also worried that the power outage could have caused database issues on our perforce server like has happened before, but luckily no corruption happened and all of our production services were able to fully boot up safely over the weekend.


Coming Soon: Newton & Elysium Great Hunt

As many of you may have seen in previous patch notes, we’ve been hard at work finishing and testing a new Great Hunt coming to the Elysium map.

This addition to Elysium will be available to owners of the Great Hunts Campaigns DLC. As with our other large feature releases, it will be accompanied by a free update, which we’re calling Newton, featuring new content available to everyone.

Here’s a small preview of some of the upcoming content.

To go along with the new weapon archetype we are introducing a new multi-barrel launcher to T4. This boast more ammo capacity than the single shot launcher and will be part of the free Newton Patch.

Every radioactive creature will now have their own vestiges and trophies which can be crafted the normal way, collecting a vestige from creature and assembling at the trophy bench.

We are also introducing a brand new achievement set to go along with the update, focused on the new great hunt as well as some new equipment and events that will be available on launch.

The Newton update is coming soon and is currently going through rigorous testing internally and we have started a closed external test.


Next Week: Slinker Saddles

Next week, we're giving the Slinker some long-awaited attention with 8 new saddle options, so you can ride your favorite mount in your own style.


Your support makes these updates possible.

https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansion/
https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

Changelog 3.0.23.156115-rel-DangerousHorizons

New Content

  • Server Browser - Added version text to the upper left corner of the screen and centrally aligned the server lists, header and filters
  • Unlocking T3 Weapon Rack
  • All grenades now have a stack size of 10
  • Adding Laser Weakness Traits to the Bestiary for The Radioactive Creatures

Fixed

  • Weapon Rack: Fixed transforms for Mining Laser, Jackhammer, Nailgun, Shovels, Launchers and Shears
  • Fixed nullptr in building base on clients for cleanup weight timer function
  • Achievements - Fixed detection of the 'Room for Two' achievement
  • Radiation proximity decay time adjustments and blend snapshot override adjusts. Laser cooldown to stop multiple lasers firing at once becoming too loud
  • Further proximity radiation balance
  • Adding new audio row for concrete and stone fortifications to play correct repaired sound. Adding blending snapshot to radiation proximity, dialogue timing adjustments
  • Updated 'Cairn Information' text in UI to be localized translatable
  • Updated Field Guide to show Legendary item borders as Gold instead of Purple
  • Removing timeline playback of radiation audio to radiation level event
  • Adding radiation proximity effects into radiation geiger event for more radiation intensity and eerie vibe since the most radiation audio was triggering off active nodes
  • Dry Run (Canyon_Expedition) mission drill electricity appropriately updates, fixing some reconnect issues where it would stall out
  • Another big optimization pass of many ambient events and longer sfx
  • More ambience audio optimizations
  • Fixed several flammable-intended foliage objects without collision being unable to catch fire. Collision and LOD improvements and optimization
  • Large ambience optimization pass
  • audio File optimizations for tundra biome
  • Updated Coal icon to remove green edges. Updated Gold and Sulfur icons so they're not as similar.
  • Updated voxel icon scene to include skylight for metallic objects
  • Optimising all events using hail
  • Massive optimization pass on all rain events used across biomes. Adding shorter loops to all. Changed rain on leaves to a scatter instrument
  • Added slightly higher resolution V2 SHA meshes for concrete roof curved and curved corner meshes as they were heavily self-shadowing due to SHA mesh over-simplicity
  • Added missing laser resistance to mange wolfs
  • Added valid check on Text component in Sign Base to prevent nullptr errors on clients
  • Fixed a few typos in quest and item text
  • Updated the sand wyrm queen / scout SMG textures to reduce the noisy detail
  • Updated collision on Stone fireplace mesh to block main hole to prevent players from being able to get stuck inside
  • Fixed material slot mismatch between APEX and SM of Ramp_Curved_Concrete by adding fracture material to the SM
  • Increased culling distance on Geothermal stalags as they are outdoors and can be seen from further away. Changed materials to Masked for dithering
  • Added unique Modifier for radiation grenade payload, reducing health/stam/speed. Deal tick damage over 20s. Cosmetic effects for affected characters. Increase depth of scorch mark decal from payload
  • Fixed bug with BP_BuildBLocker_PromptForRecovery where all contained prebuilt structure actors were getting incorrectly cleaned up if there was a single invalid building/deployable
  • Fixed issue where dynamically spawned filleting station and top bunk deployables weren't getting registered within their parent prebuild structure
  • Replaced the PromptForRecovery variant of the build blocker in 021 colony location with a standard non-prompt, non-recovery version
  • Added DT validation for recipe vs techtree unlock to ensure data access is appropriately setup

Future Content

  • Fine tunes to pillar destruction audio to attempt to fix problem where it wasn't triggering sometimes with the explosion
  • Achievements - Fixed bug with elysium trophies
  • Updated rad boss launcher reload animations
  • Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
  • Set Elephant Ear JU foliage to be FoliageOverlap so that it doesn't block player movement
  • Adding duplicate of fire at target BT for friendly soldiers so all the reloading cues point to the friendly reloading to avoiding hearing enemy npcs reloading within Mission D
  • GH Props - Adding icons to the parent item (matches the A variant deployable)
  • Rad Trophies - Radiation Broodling head/vestige set to GH_Elysium build from Dev
  • Adding correct static mesh for double speeder bike to mission npc BP
  • Added static mesh of the double hoverframe
  • Decal, cliff, macro and impassable work
  • Launcher - Fixed build DT resave
  • Launcher - Added per weapon bullet trail to firearm data
  • Added GH Colony poster item icons to deployable Datatable
  • Jungle Monkey - Initial Implementation
  • Added WIP anims and montage for the legendary launcher reload
  • Elegant Horse - Initial setup of DataTable entries and Blueprints
  • ARK - mesh placement, foliage placement and landscape sculpting in geothermal, purple quad
  • Adjusting pillar dialogue and placement since it can now be triggered out of the original order
  • Added Radiation Bomber Head item icon
  • Added Mutated Creatures trophy item icons
  • Added item text for arcade machine and radboss crossbow, made a few small changes to existing
  • item text for clarity and flavour
  • Jungle Hunter - Fixing build
  • Setting up Kiwi's talent tree, they can currently lay eggs and are a semi combat / utility pet
  • Jungle Hunter - Initial Implementation
  • Fixed Issues where Kiwis could not eat bait or corpses and therefore couldn't complete the taming process
  • Kiwis can now be caught in the snare trap
  • Updated a new GH accolade name to avoid a double up
  • Fixed accolades achievement IDs to match steams achievement ID
  • Adding Kiwi Bait, Recipes and Kiwi Snare Trap & Behaviour Setup
  • Adding quick dialogue event in mission A when the next step is to search the lab
  • Updating mission a dialogue to mention search bodies instead of poor sod so the player has more clarity of who to search
  • Removed DF from COL assets and BirdofParadise pieces. Tweaked DF bias on misc Jungle foliage.
  • Added placeholder collision for Jungle trees
  • Fixed BP setup for ElephantEar foliage
  • Added new Elysium Great Hunts Achievement icons into source folder and Accolades datatable
  • Shortening dialogue line when first entering colony to give more room for player to take in their surroundings with slightly less distraction
  • Initial Setup of Tamed Kiwi for testing
  • Launcher - Fixed reload not working as intended due to grenade stack size being less than weapon ammo count.
  • Updated mission dialogue in A to mention following the lava river for better mission flow and clarity
  • RAD_D - Damaging the base so the repair step can be complete
  • RAD_D - Adding a mission communicator to the base so it can be used after the mission is complete
  • RAD_D - Adding new Spawners the player can go and close during the mission, they also add slow ambient spawns to the whole process, these start closed and are revived throughout the encounter
  • RAD_D - Adding new quest markers to the map to help with spawning logic
  • RAD_D - Slight Movement of the laser to be closer to the den for better friendly AI line of sight
  • RAD_D - Slightly reduced the AI spawned in level so the mission is achievable solo
  • Adjustment to dialogue timing within mission D - the 15 second wait line. Small reduction in fire radius of brazier to stop accidental fire setting when near it
  • Launcher - Fixed damage to buildings stat not working on explosive damage
  • Orka Tame: Moved variation assets into subfolder. Fixed Corpse not inheriting from Mount base. Added missing Carcass materials. Fixed compression type on CarcMask texture
  • Perform valid check on Mount Corpse inventories for cases where Tames which have no inventories use this base class
  • Updated Radboss crossbow reload montage to not chop end sequence early. Added sounds for animations to match T4 setup
  • Polish pass on volume and timing of dialogue in mission D to make sure all are similar
  • Added SM and DM for the T4 Roaster asset
  • Added new creatures to Coastal spawn groups. Updated GOAPWorldStats tooling logic
  • Fixed Crab and Beaver AISetup Bone data. Fixed Beaver Gfur LODs. Tweaked component setup
  • Launcher - Fixed ADS not working due to incorrect anim
  • Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
  • Fixed accidental trample of creature feature level during merge
  • Legendary Launcher - Fixed ADS issues - Capped explosive damage resistance to 75% instead of 99%. - Fixed hand placement
  • Adding lots more dialogue events for mission D as the player travels
  • Jungle Storca - Initial setup of DataTable entries and Blueprints
  • Added art assets for the T4 roaster deployable
  • ARK - mesh placement, foliage placement and landscape sculpting in geothermal, purple quad
  • Creature Feature Level - switched new creature bestiary feature flags to fragile dawn
  • Creature Feature Level - switched new creature feature flags to fragile dawn
  • Removed Voxel 2 and 3 from potential Terrain022 spawn map as we currently don't have all material variations available. Added DT validation. Added entries for 6 and 7 variations
  • Jungle Slinker - Fixed incorrect stats setup, removed regular slinker icons, added missing head item
  • RAD_D - Fixing issues where Friendly Soldiers would not have the correct names on clients
  • RAD_D - Fixing issue where soldiers on RAD_D would walk away from their location and wander off when reloaded
  • GH Props - Metal Signs and Paper Posters item setup
  • Adjusting D 2 dialogue
  • Adjusting mission D intro dialogue to mention crossing dangerous terrain
  • GH Props - Polaroid collision boxes resized to better match
  • Adding legendary launcher reload audio. Adding correct reload montage to firearm data table for the legendary launcher to apply correct audio
  • Adjusted the wind settings for the Hairy Palm bush to feel more realistic
  • Adjusted wind settings of the Money Plant to feel more natural and realistic. Also reduced billboard texture sizes and deleted old, unused meshes
  • Setting Correct Feature Level Flag on all the New Great Hunt Elysium Achievements
  • Adding arcade start audio. Replacing multi layers down to one musical layer. Adjustments to volumes etc
  • Fixed DataTable validation errors
  • Jungle Slinker - Initial setup of DataTable entries and Blueprints
  • Updated Jungle Light fog/colors
  • Fixing validation errors for Prop Polaroids recently added
  • GH Elysium Prop setup for polaroids
  • LegendaryLauncher: Increased weight 2.5kg->7.5kg. Decreased launch force 4500->3500. Added launchforce stat to BackpackA. Increased weight reduction stat in BackpackB. Decreased movespeed stat in BackpackB. Increased expldamage in BackpackC. Increased notconsumeammochance stat in LoadA. Increased firerate in MuzzleB. Decreased durability 20k->10k (can fire 100 projectiles)
  • Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green/Yellow Quad
  • Centipede - Added initial implementation and changed all previous (new) creatures to the new fragile dawn feature flag
  • Adjusting dialogue line when arriving at base to feel more appropriate after the journey
  • RAD_D - The Radiation Sphere which is emitted from the Boss Den no longer covers the nearby prebuilt base
  • RAD_D - Adding new Traversal Steps & Quest Markers to help prospectors find their way to the base
  • RAD_D - Adding new quest step and recommendation to make building pieces for traversal
  • Balance adjustments for the arcade machine in range vs out of range
  • Adding arcade machine loops, try again, success and spatializing events to correctly play within BP.
  • Duplicating UMG so different audio can be played within arcade vs tower
  • Rad Trophies - Bomber Vestige added to Rad Spawner loot
  • ARK - mesh placement, foliage placement and landscape sculpting in geothermal, purple quad
  • Removed inclusion/exclusion layers from coffee, beans and kumara FTs
  • Setting Turtle Fish to Fragile Dawn Feature Level
  • Adding New Fragile Dawn Feature Level
  • Megalodon - Added first pass at shark as big piranha type creature
  • Fixed a bug where if galileo feature level was active then the Scale/ItemReward/Audio from all fish were all coming from the same galileo_fish row. (item reward basically identical)
  • Added initial AI spawn config for T022, based off Elysium
  • Updated GOAP World Stats tooling to async load classes and then show once loaded to prevent massive stall when activating cheat
  • Added AI Spawner to Terrain_022
  • Added Gfur BP and splines for Jungle Monkey
  • Adding Speeder Kit Icons for Basic, Heavy and Dual
  • Added dressing poster props for the GH Rad colony
  • Added Ark_Story_0 mission setup for Open World prospect. DNT drop name
  • T4 Roaster Template and Status is now dev locked to GH Elysium
  • T4 Roaster is now dev locked to GH Elysium
  • Radboss crossbow timing adjustments and fine tunes
  • RAD_C - Fixing cases where if items where lost the quest couldn't be progressed, the items now respawn in the bulls cart to prevent soft locking the quest