It’s also been one of our biggest weeks of work on the upcoming Galileo patch, as we’ve made substantial progress on all three key features: Fishing, Achievements and the Bestiary.
While smaller in terms of content, this week we’re giving you a sneak peek into fishing as we move closer to the launch of this much-anticipated feature.
Jump in and have a read.
Seed Packets
We’ve added seed packets for our recent fruit and vegetable additions to the Orbital Workshop. These include Avocado, Kumara, Strawberry & Rhubarb, so players can now access these without having to complete SMPL3 quests in Open World mode.
When used on the planet these provide 5 seeds each, so multiple packets can be a good idea for larger groups of players and longer deployments.
Galileo Update
While this might be the smallest weekly update we’ve done, that’s because the team went fishing!
This has been a big week for work on the upcoming Galileo patch. We’ve added lots more fish to the available pool, tested the animations and mechanics thoroughly and worked on the UX of the fishing hook.
We’ve also submitted all content on the internal systems for achievements, badges, profiles and emotes so these can move through Steam’s approval process. This process can take a couple of days, so we’re getting these in early so they’re ready when we launch Galileo.
We’ve also completed a substantial pass on the UI/UX of the Bestiary, completing many of the outstanding tasks required to move this to the final stages of its work.
Help translate Icarus into your language
We are seeking motivated and passionate individuals to join our volunteer localization team to help bring Icarus to more players.
Right now we are only seeking volunteers for Spanish (LATAM) and Brazilian Portuguese, but other languages may be considered in future. By volunteering, you will be helping us to make our game accessible to a wider audience, and contribute to the growth and success of the Icarus community as a whole.
Furthermore, you will have the chance to connect with like-minded individuals and form new relationships in a supportive and collaborative environment. You can translate as little or as much as you want, whenever you have time.
So, if you are fluent in English and Spanish (LATAM) or Brazilian Portuguese and have a passion for language and gaming, we encourage you to apply today and become a part of our localization team!
You can find the link here
Please ensure that you have joined the Survive Icarus Official Discord when applying, otherwise, we won’t be able to process your application.
Only successful applicants will be contacted (via Discord).
We also want to give our current localization team a huge shout out for the incredible work they have been doing lately, you all rock!
Changelog v1.2.48.110271
New Content
- Adding Avocado, Rhubarb, Kumara & Strawberry Seed Packets in the workshop - feature locked out for now
- Unlocking Kumara, Strawberry, Rhubarb and Avocado Seeds in the Workshop
- Fixed a number of typos in various locations
- Fixed issue where critical hit area damage calculation was ignoring stats applied to projectiles
- Fixed a few typos in quests
- Fixed bug where dropped corpses would T-Pose
- Fixed a few typos found in stats and item text
- Fixed Nav Mesh Volumes on Developer Level and Added Nav Volumes Around Mo's Cave on Purple Quad, Prometheus
- Removed world boss configuration from PRO to fix ensures on play
- Adding Wooly Z death, flinch, neigh audio and events. created wooly Z Idle animation and montage to separate out for control of characters sounds. Added to Wooly Z character BP
- Added version 2 of the T1 fishing rod
- Fix Carcass assets for Chamois Var creature
- Fix Gfur setup for Chamois Var creature
- Fix physics asset for Chamois Var
- Fix Chamois Var critical hit setup
- The Bestiary now has its own bindable key 'J' and will open on Galileo builds
- Fix Needler texture settings
- Fix Needler missing Bones mesh (still temporary) and updated references
- Fix Needler Carcass mesh not pointing to Carcass material
- Remove 1.5x scaling on Needler corpse which isn't in Character BP
- Adding Level requirement for T3 Aquarium
- Add support for waterfalls and lava flow points to the cave template prefab system
- Fix BatDog corpse pointing to incompatible Wolf bones assets by adding in temporary BatDog bones assets
- Fix Wolf Bones textures using wrong settings
- Fix GFur settings on BatDog
- Improve BatDog capsules setups in Character BP
- Adjustments to Prometheus delay zone audio. Reduced arctic narrow delay volume push for slightly more subtlety
- Added skeletal mesh for each colour variant of Fish 7,8,9, and 10
- Added skeletal meshs for colour variants of fish 11,12, and 13
- Updating Prometheus First Landing Location
- Added first pass of revamped Solid Wall and Floor SMs, including Kit textures and materials
- Final lore entires to D_BestiaryData for Galileo
- Added game widget to fishing minigame
- Added better water detection for if you physically drag your lure onto land using the players movement
- Added Nav Volumes To Mo's Cave and Added Nav Volumes in affected areas, Purple and Green Quad, Prometheus
- Adjusted some nav modifier volumes, moved macro that hanging over & general clean up on Blue/Yellow Quad, DLC Map
- Added Nav Blocker volumes around macro cliffs in arctic biome, general polish of cliffs and tunnel of manual cave, Blue Quad, DLC
- Fixed a bug where if you hold lmb instead of tapping for the reaction minigame, it would reel all the way in before widget minigame
- Fixed typo in biological containment unit item text
- Tweaking Fishing Minigame to work with Fishing in Game
- Updated accolade text to remove discrepancies
- Reduced Meta Resource Spawn, Moved Unused to Meta_Unused Folder
- Adding deer variant death and flinch audio. Adjustments to spacializer settings and adding all data table entries
- Adding more unique death sounds for deer variant
- Adding Fish Variations for 7, 8, 9, 10, 11, 12, 13, 14
- Adding Placeholder Fish Variations for 1, 2, 3, 4
- Added new functionality to request 'AI Events' which are custom behaviours spawned at runtime, managed by an AI Coordinator subsystem.
- Added new AI Event to spawn additional Bat Dogs around target player when hunting
- Rod now automatically reels in when minigame is completed
- Adjusted water detection
- Swapping Meshes on Basic Fishing Rod & Wooden Fishing Rod so the correct Meshes are used
- Fixing Needler enter and exit anims by adding in correct root motion
- Made the lure floating in rivers act the same as in lakes.
- Added cases to reset the minigame on rightclick and when you switch to another item
- Added colour variants for fish 14 and 15 to the project and updated roughness maps.
- Added skeletal mesh for each of the fish variations
- Fixed General Issues with Prefab Caves on Purple Quad, Prometheus
- General clean up & Nav Clean Up on Blue/Yellow Quad, DLC Map
- PRO_Story_6: Minor fixes to travel step
- Added a socket to each of the fish skeletons for future hooking up with attachment to the lure/hook
- Added montage once you catch the fish for holding it infront of your face
- Updating Fishing Actionable, Fishing Lure and Fishing Rod to use a better replication and functions for accessing alteration slots
- Fixing some issues present in the multiplayer mesh swapping while fishing in lures / rods
- General clean up, polished around manual cave and added cliff landmarks, Purple Quad, DLC
- Updated Deer Variant skeletal mesh with duplicate materials removed
- Duplicating needler enter and exit water animations and montages so different sounds can be used for entering water vs land.
- Adjusted speed increase to be on the animation not montage so footsteps sync, and adjustments to event pitch to match increased speed of exiting water
- Make it very clear when EQS fails and falls back to 'close navigable location' via an onscreen debug message (internal dev builds only)
- Increase the max distance for the EQS query in the treehouse in PRO for now
- Adding wooly zebra bestiary audio and data table
- Very small adjustments to mega tree audio balancing
- Added Fishing UI pop up
- Added 3 colour variant for fish01 and created duplicate skeletal meshs for each one
- Added texture files for fish01 colour variations
- Adding more deer variants whistle type sounds close and distant and adjusting spawn rates so be a little more sparse. small adjustments to pred bird spacial to give spot more importance
- Lowering spawn vocal chance and rates for all creatures in the swamp biome so it's not a constant clatter of creature sounds. Making them more sparse
- Added initial first phase of Lava Hunter anims and behaviours
- Fixing Quest Int Variable Saving
- Adding bomber broodling and flyer broodling assets for the Lava Hunter boss fight
- Added sockets to both the mouth of all fish and the bottom of hooks.
- Fish now attach to hooks correctly when caught.
- Fixed lures not spawning due to inventory component not being created at time of lrues init function
- Submitting in progress developer assets
- Add a new flag for developer WT_Lake 'Permit Navigable' this allows animals to navigate across swamps
- Accolade progress now works correctly on dedicated servers
- Moved Bestiary component down to Icarus Player Controller from the survival controller
- Steam achievement tracking is now active in Galileo and up
- Added hanging ferns and roots/vines to manual cave and added rock formations in swamp of Blue Quad, DLC
- Adding Prospect Images For Prospect Story Missions 1-5
- Added v4 material and texture for fish 13
- Added missing files to do with adding a delegate for 'DynamicDataUpdated'
- Added colour variants for fish02. Created a skeletal mesh for each variant
- Added colour variants for fish03 Created skeletal mesh for each variant
- Fixed an issue where the lure wouldnt detect the floor. Removed the collision on the lure and kept the collision on the mesh to fix
- Setting up Prometheus Exotic Spawns
- Updates to lava hunter. VOlume and spacializer adjustments, added lots more movement sounds for better variation, animation notifier updates and tweaks
- Small adjustments to predator bird, swamp bird spawn rates and other small tweaks
- Added Fixed Flow option to Lava Shader to fix lavafall going sideways inside caves, added primitive data to Waterfall BP to control lavafall speed
- Added TU Mac Top & Nav Clean Up on Blue Quad, DLC Map
- Add CarcassMesh variable to GOAP Corpse base class to streamline and standardize corpse asset reference setup
- Added new Carcass assets to support workflow
- Fixed a ton of creature asset filename and setting issues
- Add valid get to AI Projection widget to prevent kill-pending spam
- Add Cheat to spawn all 'generic' controller AI for testing
- Add (but disabled) DataValidation to AISetup to detect character BPs with anims paused set to true (done during component setup)
- Setup quest locations for future mission
- Added a minimum distance for lures
- Prototype of geyser rework for better performance
- Added colour variants for fish 04. Created skeletal mesh for each variant
- Updated colour variant 4 of fish03 to be less similar to variant 1
- Adjustments to lava hunter levels and removed additional distortion and other fine tunes
- Fixed Issues in prefab caves where players could get stuck and get blocked by cliff meshes, Prometheus
- revisions to spawnblocker_T2 mesh, rebaked AO map
- Submitting in progress developer assets
- Fix for ensure on initial player tracker listener creation
- Fix Pause Anims being enabled on ChamoisVar and ScorpionSummon creatures
- Fix validation logic for Pause Anims AI character checks and leave enabled
- Initial tweaks to Ash weather event
- Adding Fish Variations for 1, 2, 3, 4, 13
- Adjusted Lava Flow points on lakes and rivers, polished decals in vulcanic biome, added landmark cliffs, PT2 Purple Quad, DLC
- Adding DEP_SpawnBlocker_T3
- Lots of distancing and volume tweaks and distancing eq adjustments to the lava hunter. Fixed snipper not using distancing eq etc
- Replaced ITM_Shield_Kite_Platinum and added ITM_Shield_Bone and Shield_Steel_Heater
- DEP_SpawnBlocker_T2 - added destructible mesh, updated collision
- Adding more lava hunter layers and adjustments to a lot of events and balances. Adjusted lava hunter vocal socket
- Adding assets for GL music - Track 1
- Added names for new fish variations, also fixed a typo
- Permit Larkwell_Tazer and Posion_Arrow to break when using a killcam hit
- Updating Fishing UI to use new concept
- Datatable setup for new music in Grasslands biome
- Removed shipping requirement for steam achievements so that they can be tested in development mode
- Second pass cleanup of Atmosphere controller
- Removed a lot of unnecessary/unused logic and variables
- Organization of variables and functions into logical categories
- Moved bulky logic into Pure function calls to keep graphs clean
- Moved similar functions like new AshHail,etc into existing WeatherMPC functions to keep down function bloat
- Adding more ambient predator bird layers and small adjustment to lava hunter
- Small adjustment to idle audio amounts and footstep in water for swamp quad
- Small optimizations to Atmosphere Controller by moving some non-urgent functions off tick and onto a timer
- Fix BatDog loot pointing to incompatible Wolf loot table with stat driven rewards
- Fix potato asset filenames
- Remove obsolete WT_ParticleEmitter
- Fixed Issues in prefab caves where players could get stuck and get blocked by cliff meshes, Prometheus
- Adding Progressive Bestiary Stats for Specific Creature Extra Damage and Resistance
- Fixing up AICreature Type stats and tags for new creatures
- Adding Prospect Images For Prospect Story Missions 6
- Improved Gfur settings, Capsule setup, and Corpse setup on DeerVar
- Fix Blueback Dead AnimBP not inheriting IcarusCorpse anim instance
- Fix Blueback Physics Asset settings
- Delete Blueback SM
- Fix Blueback corpse mesh references
- Fix Swampbird Corpse pointing to alive AnimBP by creating Dead version
- Tweak Swampbird physics asset
- Fix Kea feathers shader setting after texture settings fix
- Tweak Kea LODs
- Added hanging ferns and roots/vines to manual cave and polished flow points on lava rivers and lakes, Purple Quad, DLC
- Swapping Prometheus Mission 02 & 03 Dynamic Drop Pods to use quest markers for their origin location
- Adding Bone, Steel, Platinum, Titanium, Carbon and Composite Shield Items, Recipes, Blueprints, Dev Locked Out for now
- T3 Aquarium now correctly runs off biofuel
- Delete TemplateResource files remaining after .27 upgrade where referenced assets were removed, resulting in errors
- Delete single actor from Olympus that should've been detected in CL 109730 but reference seems broken
- Enable additional emitters on Sandworm recede effect which improves visuals
- Recompiled niagara effect to hopefully fix compilation error in build
- Setting up Spawn Blockers T2,T3,T4
- Adding new Search Area Tech that is componentised and no longer requires an actor
- Fix Joshua Tree asset filenames
- Fix missing collision
- Resave DMs to hopefully fix material reference errors
- Fix texture settings
- Adding Wind Turbine Item, Blueprint, Recipe feature locked out
- Fix SucculentTree asset filenames
- Resaved DMs to hopefully fix material reference errors
- Fixed LC Sapling asset filenames and texture settings
- Resaved DMs to hopefully fix material reference error
- Fix obsolete texture references in BerryBush materials and delete textures
- Fix berrybush asset filenames
- Fix material ref in berrybush DM
- Clean up unused emitters in Chimney effect and recompile to hopefully fix compilation error
- Fixing Spawn Blocker Recipes
- Adding new EQS for Finding a Flat Location to spawn a dynamic building
- Fix DM material references
- Adding flying lava hunter continuous loop flying sounds, event and animation notify
- General creature finessing and adjustments to fine tune spacializer settings and randomizing some layers for better realism
- SpawnBlocker_T2 - fixed materials on destructible mesh
- Adding SMPL3 quest for locating and repairing an old prospector base while its being attacked
- Updates to Lava Hunter BT. Added Lava Hunter egg SK and DM
- Add Decayable Food setup on Tomato and Potato items
- Add DataValidation to check for items which grant Food but don't have a Spoil timer (disabled, as results in some false positives)
- Fixed Voxel Blocker BP CaveEntrance LC 03 & fixed gap for riverbank on Green Quad, DLC Map
- Fix DeerVar jaw constraint dislocating during ragdoll
- Do a single update of SlowTick event on Atmosphere Controller via ConstructionScript to ensure everything is updated before jumping in game (Editor)
- Added colour variants for Fish 05 and created a skeletal mesh for each variant
- Added colour variants for fish 06 and created a skeletal mesh for each variant
- Fixed Issues in prefab caves where players could get blocked by maco cliffs and Removed Foliage from Persistant Level, Prometheus
- Adding in suite of 3RD CHA fishing animations and implementation with character BP and equippable and focusable
- Additions and updates to lava hunter. Adding own death event for tweakability and also minor adjustment to pred bird volume and pitch. Adjustments to egg lay audio etc
- Fix missing Berrybush textures which P4 didn't pick up (CL 110159)
- Added hanging ferns and roots/vines to manual cave and added rock formations to swamp, Purple Quad, DLC
- Geyser VFX Rework for better Performance, full prototype
- Added cliff landmarks and rock formations, general clean up, polished around manual cave, Blue Quad, DLC
- Added skeletal mesh for fish13_Var4
- Added DEP_SpawnBlocker_T4
- Adjustments to lava hunter egg lay
- Re-enabling base Smoke Weather VFX
- Add initial implementation of a basic automated defense turret
- Feature locking SMPL3: Lost quest
- Add a parameter to GenerateSpawnLocation to allow dropships to use different EQS querys
- Decorative Statues - New DMs for stone statues, added to blueprints (DM_AssetName_V2)
- Adding predator bird occlusion to all movements and wing sounds
- Add an IsActorRequiredToBeOutside hook to IcarusFunctionLibrary and wire to in world tooltip