ICARUS

Icarus Week Ninety Two Update | New Mount, Bone Armor & Fixes

Week Ninety Two is here and brings the Terrenus mount to Icarus. Slotting in between the existing mounts (Moa and Buffalo) in terms of utility, the Terrenus can be found across all three maps and tamed just like its predecessors.

We’ve also released the Bone Armor Set. This was originally set aside for a Twitch Drops campaign, but we decided to let everyone have it rather than keep it in reserve. We’ve also added DLSS 3 support for those playing with DX12.

On top of this, we have updates on Hypatia, some changes to modules and a performance improvement that was supposed to be included last week.

See the full details below.

Notable Improvements


  • The Dynamic Nav Mesh was re-enabled. The lack of this was causing poor creature pathing and preventing Creature Deterrents from working.
  • Fixed a case where players would not get mission rewards if they weren't present for the start of a mission after they had previously completed one on the same prospect (i.e. open world).
  • Wind turbines can now be placed closer together
  • Prospectors are now prevented getting sprains or broken legs from falling if their fall resistance is capped
  • Improved the mission complete popup to include the name of the mission that the reward is for, whether the mission is the current one or a previous one, and are now showing the actual reward



Bonus Content: Bone Armor Released



We had hoped to run a Twitch Drops campaign alongside the release of New Frontiers in which we were going to provide the Bone Armor Set you may have seen devs playing with on streams. Unfortunately, we ran into some issues with timely approvals so have decided we would release this week to everyone for free as a way to say thanks for the New Frontiers reception and support.

If you have been enjoying Icarus and New Frontiers please consider leaving a review on Steam, you can leave a review on the base game and any DLC separately. It really does make a massive difference and helps the studio out.



This Week: A Brand New Mount



This week's biggest feature is our new mount, the Terrenus. This is a horse-like creature that spawns on all three maps, Olympus, Styx and Prometheus in the forest or grasslands biomes. This is the first of several new mounts which will make their way into the game.

This mount slots in between the Moa and the Buffalo in terms of utility. It has 10% more speed than the Moa currently has, so as a result we have increased the Moa movement speed by 38%. The Buffalo’s speed has also been increased by 8% to balance out the changes.

The Terrenus can be equipped with a standard saddle, and just like the Moa and Buffalo, requires you to nurture a foal and raise it for you to be able to use it as a mount.



Modules Buffs & Diminishing Returns



Last week's update included a change with the module system, which now grant diminishing returns when stacked in your envirosuit. This was supposed to be paired with a buff to some modules but this was accidentally left out. We’re now including those buffs this week.

Modules aim to massively increase the diversity of builds, but not provide a way to get buffs which break the game's balance. Buffing modules without diminishing returns would cause these game breaking numbers, but implementing diminishing returns without the buffs would cause what happened in the last week, a massive nerf that many players noticed.

We have now buffed the modules to their correct values to match the diminishing returns. Here are a couple of examples:
Movement Speed Module Stacking















Old modules, with flat stacking 5% 10% 15% 20%
New modules, with diminishing returns 10% 15% 18% 20%

Fall resistance Module Stacking













Old modules, with flat stacking 25% 50% 75%
New modules, with diminishing returns 40% 60% 70%
This will mean that modules will provide better rewards for less investments in modules, but these will slowly become less valuable as you stack more and more. However, you are still able to get close to the old level if you wish in most cases.



DLSS 3.0 Support


Working with our friends at NVIDIA we have added support for DLSS 3.0. Powered by AI rendering technology and dedicated Tensor Core AI processors on GeForce RTX GPUs, DLSS speeds up frame rates while still providing image quality similar to native resolution. If you are running Icarus in Direct X 12 mode and have an RTX enabled NVIDIA card, turn on Frame Generation in the Graphics Settings to take advantage of the performance boost.



Coming Soon: Hypatia


Now that we’ve completed New Frontiers and have addressed some of the larger bugs and balance fixes that players have requested, we’re jumping back into putting the majority of our effort towards the free Hypatia update.

We’ve already selected the base set of missions we are planning on converting to operations, and work is beginning next week on these. You can see us testing the initial converted operations in our Twitch streams over the coming weeks.

We are also working on adjusting the mission requirements for some of the Prometheus missions and adjusting the mission flow. This will include centralizing all the mission launch interactions with one device that you upgrade, rather than three separate devices for each tier of operation. More information on this next week.

Next Week: UDA Resource Supply Packs


Next week for sale in the workshop will be a collection of UDA Resource Supply Packs. These can be unlocked for Ren and will allow for the delivery of some planetary resources directly to you thanks to the Orbital Exchange Interface.

In addition SMPL3 missions will be available on Outposts and will also grant you a small amount of Ren upon completion.

Support our Project



If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.


https://store.steampowered.com/app/1648532/Icarus_New_Frontiers/

https://store.steampowered.com/bundle/33813/Icarus_Complete_the_Set/

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

Changelog v2.0.2.115842



New Content
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  • Adjusting Default Terranus Names
  • fixing weighting of the Horse saddle to better follow spine bones
  • Matching horse gravel footsteps with moa and buffalo. Added more texture to vary surfaces
  • Adding Horse and Juvenile Spawning On Oly, Styx and Pro
  • Adding audio for mounting saddled creatures
  • Added text for the Terranus to bestiary, itemable
  • Fixing normal horse being resized in two different places which caused it to be a different size to the horse mount
  • Set up for remaining mount footstep VFX
  • Fixing Horse audio not replicating to clients by adding the horse to the behavior dropdown in the NPC BP
  • Adding Terranus name to Experience Events and Stats, removing feature level lock from bestiary data
  • Adding in variant mesh for the Horse Juvenile creature to further provide visual difference between the two
  • Duplicating Horse Idle anims and montages so unique vocalisations can be added for Horse and Juvi
  • Updates to Horse, Horse Mount, and Horse Juvenile locomotion BSs to mitigate foot sliding.
  • Fixed Horse GOAP not being able to move.
  • Switched Horse BPs over to new bespoke idle montage.
  • Horse GOAP can now attack forward and backwards.
  • Fixed Horse juvenile / mount never completing their eating action.
  • Horse no longer immediately halts when completing it's move order (unless attacking).
  • Reduced Horse Mount's turn rate.
  • Horse Juvenile now uses updated mesh
  • Unlocking Bone Armor for all players to have as the twitch drop's campaign fell through
  • Fixed build validation by removing old anim ref.
  • Reduced attack range of horse mount, shifted attack source location forwards.
  • Fixed incorrectly positioned head blocking collider on horse mount
  • Fixed Mount Horse inventory preview character not copying owner's skin.
  • Slowed down juvenile horse.
  • Horse mounts can now attack
  • Tidy up of BP for audio when mounting saddles
  • Renamed Terrenus
  • Added Bestiary trait to Terrenus
  • Adjusted collider size on horse mount to allow moving through doorframes.
  • Horse/Horse Mount mesh is now scaled to preferred size instead of default root scale
  • Increased Horse Mount's damage, gave it its own damage curve asset
  • Increased Terrenus Max Stamina (300 -> 350)
  • Increased Terrenus Weight Capacity (100 -> 200)
  • Adding horse attack sounds, aggro event, stomp and anim notifys and data table entrys
  • Lots of small improvements and adjustments to the horse mount audio.
  • Adjusted attack volume and stomp volume.
  • Vocal spacial to be more directional and added jump whoosh to animation, less nieghs in jump idle animation so it doesn't become annoying
  • Lots of small improvements and adjustments to the horse mount audio. Adjusted attack volume and stomp volume.
  • Merging in changes from NvidiaDLSS branch, adding support for DLSS3 / Frame Generation
  • Renaming 'Terranus' -> 'Terrenus'
  • Added terranus bestiary image
  • DLSS-G should no longer activate until settings UI has been closed when enabling on prospect
  • Reduced aggression range of Horse. Attacking while mounted on horse should now play correct attack montage (forward attack instead of rear). Increased Horse health, mass, and melee damage. Increased follow speed of juvenile horses. Adjusted location of Horse's head blocker collider
  • Fixed misname in Terrenus Bestiary and Carcass items
  • Fixed bug where horse would flicker between swimming and not swimming when submerged in water, causing glitchy looking swimming animations. Disabled overlaps on BP_Mount_Base's head collider. Fixed bug where FloatableComponent wasn't correctly keeping track of multiple overlaps with the same WaterBody
  • Removed some DLSS-related dlls from gitdependencies xml as version in p4 depot is newer
  • Disabled r.ShaderDevelopmentMode by default
  • Shaved Juvenile Horses legs
  • Disabled debug traces on seatbase
  • Added a small offset to seat exit collision checking to hopefully fix issue where players on dedicated servers can't dismount when standing on building floors
  • Adjusting vocalisation attack notify timing for horse on main attack
  • Hooked up new horse/zebra idle and turn-in-place montages
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Fixed
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  • Added a small offset to seat exit collision checking to hopefully fix issue where players on dedicated servers can't dismount when standing on building floors
  • Fixed a bug where when missions cleanup it calls abandon on every quest and subquest. Now only calls if you press the abandon button
  • DLSS Frame Generation no longer shows 'ON' in settings menu if it was turned on previously and is no longer supported
  • Adding GL biome option to Niagara Dynamic Input Script, pass over Niagara systems effected by this change
  • Fixing assets, related to change 115406
  • Fixed fallback selection for localized animal swarms in volcanic areas selecting Hyena ocassionally
  • Fixed typo in Miasma modifier
  • Adding unique audio for picking up arrows. Adding event, audio and data table entrys
  • Fixed a bug where if you had more than 6 ingredients in a recipe, the UI would overflow onto the 'craft' button
  • Adding new metal spear impact event and removing unused velocity behavior from arrows and spears and fine tuning events to be appropriate without unused volume automation curves.
  • Added correct spear impacts to ballistic impact events etc
  • Initial refactor for mount movement VFX propagation, Effects now play off appropriate socket location. Requires setup in mount BP and footstep notify. Initial Setup for Buffalo, Moa, Swamp_Bird and Swamp_Bird
  • Processors now attempt to stack items on inventory overflow (prevents composters from causing performance issues)
  • Mounts no longer attempt to drink from lava lakes. Mounts no longer navigate to middle of water bodies when drinking
  • Module Stacking is now set to Ceil instead of round, favouring the player, this means that a dimishing return value of 1.2 rounds up to 2
  • Buffed Movement Speed Module (5% -> 10%) making it achieve the same if not higher values when stacked with diminishing returns
  • Buffed Fall Damage Module (25% -> 40%) taking into account dimishing returns on stacking
  • Buffed Consumption Module (10% -> 15%)
  • Buffed Inventory Slot Increase Modules (2 -> 3), (5 ->6). These do not have diminishing returns when stacking
  • Buffed Carry Weight Module (5% -> 15%) taking into account dimishing returns on stacking
  • Debuffed Fishing Module (25% -> 10%) as the Fish Caught Quality was too high, chance to catch unique was unchanged at 200%
  • Debuffed Taming Module (Stamina 100% -> 50%) speed was unchanged
  • Agent bodies and communicator in Prometh mission 4 now clean up once mission is completed
  • Updating Equippable Data so the Diminishing Returns on Modules etc is off by default
  • MAGMATIC: Updated rewards to grant red exotics instead of purple exotics
  • SHADOWED: Rebalanced spawn rates of creatures, notably first and third zones have reduced creature count
  • DISPATCH: Reduced difficulty of creatures in the defense phase
  • Hid log spam about invalid voxels being skipped during level streaming
  • Removed unecessary voxel warning message during build cooking
  • Removed error message from dedicated server lobby start up caused by trying to resolve active prospect while in lobby
  • Fixed a case where players would not get mission rewards if they weren't present for the start of a mission after they had previously completed one on the same prospect (i.e. open world)
  • Improved the mission complete popup to include the name of the mission that the reward is for, whether the mission is the current one or a previous one, and are now showing the actual awarded resource values as they were previously calculated separately
  • Reducing the Wind Turbine Collision Range to be 2 tiles instead of 4
  • When highlighting the wind turbine all collision areas will show from all turbines
  • The Icebox, Refrigirator and Deep Freeze can now store Ice
  • The Arctic Head Armor not longer requires Arctic Pelts but instead requires one Polar Bear Head
  • Fixed Navmesh not being active in game.
  • Removed invalid loading screen video
  • At capped Fall damage resistance, prevented prospectors from getting sprains or broken legs from falling
  • Fixing Blueprint / Workshop Talent trees from unintentially displaying 1% for all their item stats
  • Reducing the Wind Turbine Collision Range to be be slightly smaller again
  • Fixed issue that was preventing voxels from finding their save data quickly. Has now been changed to cache by the voxels location as the names were still unstable
  • Removed recorder fast paths for GUID and actor name path due to stability issues
  • Updated Obsidian Pickaxe to enable gathering of all ores
  • Updated Obsidian tools to use Obsidian rather than Shaped Obsidian
  • Obsidian tools now correctly use shaped obsidian again
  • Heavy Obsidian armor now uses raw obsidian to repair as intended
  • Refridgerator can now store Ice as intended
  • Potential fix for voxel material streaming crash
  • Fix an issue with partially mined breakable rocks on save/load
[/expand]

Future Content
[expand]
  • Adding Niagara system for testing creature footstep VFX
  • Added cliff meshes & blended in cave entrances in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass, Ashlands, Red Quad, Prometheus
  • Added equix trophy art assets and blueprint to the project
  • Added blueback trophy art assets and blueprint to the project
  • Added cliff meshes & blended in cave entrances in Ice Sheet Yellow Quad on Prometheus
  • Landscape Sculpting Pass and Cliff Pass and Fixed a Seam in Macro Impassable, Purple Quad and Red Quad, Prometheus
[/expand]