Icarus Patch Notes - UpdateCrazy https://updatecrazy.com/tag/icarus-patch-notes/ Game Patch Notes for PS4, Xbox One and PC Fri, 10 Feb 2023 05:55:57 +0000 en-US hourly 1 https://wordpress.org/?v=6.1.1 Icarus Feb. 10 Update Patch Notes Details https://updatecrazy.com/icarus-feb-10-update-patch-notes-details/ Fri, 10 Feb 2023 05:55:57 +0000 https://updatecrazy.com/?p=84756 Read the official Icarus update patch notes for PC (Steam) players.

The post Icarus Feb. 10 Update Patch Notes Details appeared first on UpdateCrazy.

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A new Icarus update 1.2.37.107436 is rolling on PC (Steam). According to the official Icarus patch notes, the latest update adds a new Thumper to the game. Apart from this, the Icarus patch also includes a long list of bug fixes and changes.

Unfortunately, since the last major update, players are facing several issues. Today’s Icarus patch 1.2.37.107436 will address a few of these errors.

Also, check Icarus best graphics settings here.

Icarus 1.2.37.107436 Patch Notes – February 10, 2023

New Content

  • Adding in pass on landshark tweaks and swapping out thumper mesh for proper version, adding in entries for unique projectile for landshark with modifiers to be hooked up
  • Added power connection requirement to thumper. Set up animations and placeholder VFX/Screen Shake on thumper
  • Adding audio to the thumper
  • Updating Thumper Name and Description
  • Adding Talent for Thumper and Unlocking Recipe
  • Adjusting Thumper Minimum Time and adding ability for players to Pause the Thumper
  • Added Thumper icon to D_Itemable
  • Adding back context for Thumper device and hooking up to D_Meshables
  • Adjustments to Thumper VFX, add working and final thump NS
  • Adding in unique modifier for the landshark spit poison and adding in telegraphing for the dive attacks
  • Added new in-world tooltip for Thumper
  • Added ability to override default tooltip widget class
  • Increased recipe cost of Thumper device
  • Increase carry weight of the Thumper Device to do its size justice
  • Added retreat death animation to LandShark. Added ‘risk level’ info to Thumper tooltip that gives an indication of how difficult the process will be. Added Thumper-related UMG text to ST_UMG. Doubled health of LandShark. Thumper now cleans up dead worms
  • Thumper device no longer affected by weather
  • Fixed bug where regenerated voxels would need to be manually updated by mining them to force their mesh to update to the ‘reset’ visual state
  • Increased initial connection timeouts for all net drivers to 3 minutes to reduce potential connection issues with joining dedicated servers
  • Increased initial connection time out to 3 minutes. This should reduce cases of error 61’s when trying to join a server
  • Fixed bug where a prospector dying in one prospect then beginning a new prospect would cause the prospector to drop in an already dead state
  • Updating landshark dive attack audio to be more appropriate for an attack
  • Fixing normal issue due to Unreal Computing normals instead of manually importing then with the Skeletal Mesh
  • Added a reset to the DBNO logging on death
  • Making unique asset for the Landshark death to use correct audio, upped the damage of its projectiles slightly and added in stamina action cost to the poison modifier
  • Increase radius on Thumper screenshake effect from 10m to 15m
  • Changing the Landshark ranged modifier to be cured with antibbiotics and added a modifier to the dive attack
  • Adding unique landshark death movement event to sync up with new death animation. Adding notifier
  • Optimize Thumper GroundImpact effect
  • Adding heavy metal deploy sound to Thumper
  • Added more logging and fixed another case where auto-retry joining was failing during an error 65
  • Increased thumper effect radius.
  • Added map icon and radius to indicate thumper location & effect radius.
  • Thumper tooltip now displays voxel count instead of raw resource count.
  • Increased maximum thumper event duration.
  • Increased maximum LandShark spawn count per event.
  • Fixed bug where LandShark dive attack could a target twice.
  • Thumper is now deactivated when it takes 20% total health damage (since last activation)
  • Fixed extraction mission progression blocker UI presentation and detection steps.
  • Fixed hidden sort UI to not hide title of container.
  • LandShark dive now has a chance to apply a new modifier debuff.
  • Increased resource count to reach maximum thumper difficulty again, increased maximum number of land sharks at highest difficulty.
  • Added new pulse material effect when first placing thumper down
  • Added a more suitable specific soundset and event for the landshark dive.
  • Adjusted timing of notifiers
  • Added a more suitable specific soundset and event for the landshark dive. Adjusted timing of notifiers
  • Fixed issue where AI running on behaviour trees (LandShark, ScorpionBoss, SandWorm) weren’t correctly removing their attack stats after attack animation finishes
  • Land Shark boss melee attack: Fixed blood thinning paste not applying to the debuff duration
  • Land Shark boss spit attack: Lowered the movement speed and physical resistance penalties, increased the stamina action cost penalty
  • Thumper: Removed glass from recipe cost
  • Fixed a typo in the Thumper description

Fixed

  • Fixed issue where deployables in pre-built structures wouldn’t load in correctly
  • Fixing all affliction trigger percent chance stats and affliction triggers so that resistance reduces the chance of getting an affliction instead of increasing it (Cave Dwweller Alteration is now Fixed)
  • Adding Cheat for Triggering Afflictions
  • Fixes for client-side replication of regenerated voxel rocks. Voxels that have been regenerated into a new resource type now have their new type replicated to clients correctly. Re-enabled support for reinitialisation on mineral voxels
  • Fixed bug where venomous fish would continue to be able to attack the player after they had left the water
  • Added temporary logging for testing if camera movement is being allowed on death
  • Fix an issue where the weather forecast would reset the pattern index if saved, then loaded, then saved, then loaded after the initial forecast, past the first block and save/load/save/load during the same block

Future Content

  • Painted Yeast Plant and Reed Flowers in Swamp biome, pt2 Purple Quad, DLC
  • Adding Ponga Audio, event and data table entry
  • Fixed GeothermalSplines 2nd layer being generated multiple times
  • Finished Leveling Out Landscape Under Lava Rivers/Lake on P2 Area Purple Quad, DLC Map
  • Small adjustments to lava hunter notify timings
  • Tonal adjustments to a few of the lava hunter layers
  • Update Prometheus map image textures to reflect world changes and fix missing lava rivers. Texture settings fudged to alleviate dark image output prior to final art pass
  • Update Prometheus heightmap image textures to reflect changes to world layout. Ensured settings match Oly/Styx
  • Collision, LODs, optimization of SW, TU, GL Cliff meshes and materials
  • UnPainted Yeast Plant and Reed Flowers, Added Mushroom on Hollow Trunks Purple Quad, DLC
  • Foliage pass on Blue and Green Quads and Added Multiple New PFS Prometheus
  • Painted Green Tea in Swamp biome, Wild Tea and Cocoa in Lava biome, pt2 Purple Quad, DLC
  • Adding Lava Hunter vomit start sounds, event and notify
  • Update GOAPDebugger to output Relationship data
  • BatDogs are no longer hostile towards other AI types
  • Adding lava hunter vomit loop, event and anim loop notify
  • Transition Cave P1-P2 Set Dressing & fixing bugs on purple on Purple Quad, DLC Map
  • Foliage pass on Blue and Green Quads, Prometheus
  • Remove ProjectionLocation component from Flax BPs
  • Correct LOD settings on numerous Prometheus foliage assets to fix meshes from billboarding way too soon
  • Adding additional vomit throat gargle layer for lava hunter
  • convex hull collision for SW, GL, TU Macro Top meshes
  • Painted Beans and Cocoa in Lava biome, pt2 Purple Quad, DLC
  • Cleand up and re-painted breakeable Obsedian closer to lava and Scoria more in-land around p2, Purple Quad, DLC
  • SW Cliffs – re-imported Cliff_03 (SW, GL, TU) to fix positioning in map
  • Initial partial pass for Generated LODs for Prometheus. Still very much WIP
  • Fixed fishing trap using an invalid inventory id (none)
  • Polish pass on thumper audio
  • Added ability to collapse the log window with the Escape key and added Logging to the server lobby window
  • convex hull collision for SW, TU, GL macro meshes
  • Weather Device VFX Prototype
  • Adding Lavahunter Roar sounds, event and data table entry
  • Transition Cave P1-P2 Set Dressing & Decal Pass in P1 Area on Purple Quad, DLC Map
  • Adding Lava Hunter Attack sounds and data table and anim notifys
  • Reduced The Amount of Aloe Vera On the map and Continued With Foliage Pass, Blue and Green Quad, Prometheus

Currently, Icarus servers are down on PS(Steam). Check Icarus server status here.

Download free Icarus update 1.2.37.107436 on PC (Steam).

The post Icarus Feb. 10 Update Patch Notes Details appeared first on UpdateCrazy.

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Icarus Update Patch Notes Details – February 3, 2023 https://updatecrazy.com/icarus-update-patch-notes-details-february-3-2023/ Fri, 03 Feb 2023 10:02:04 +0000 https://updatecrazy.com/?p=84374 Read the official Icarus update patch notes for PC (Steam) players.

The post Icarus Update Patch Notes Details – February 3, 2023 appeared first on UpdateCrazy.

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A new Icarus update 1.2.36.1071213 is rolling on PC (Steam). According to the official Icarus patch notes, the latest update adds a large performance optimization focusing on ‘ticking’. Apart from this, the Icarus patch also includes various bug fixes.

Unfortunately, since the last major update, players are facing several issues. Today’s Icarus patch 1.2.36.1071213 will address a few of these errors.

Also, check Icarus best graphics settings here.

Icarus 1.2.36.1071213 Patch Notes – February 3, 2023

Fixed

  • MAELSTROM: Added respawning to explosive loot container
  • Improve shadow settings validation for FLOD. Fix FT/BP assets to make sure their shadow settings match (disable shadows in AC assets as it is too harsh). Unified settings on lots of FTs back to default
  • AVALANCHE: Increased size of travel location for preceeding through pass step. Updated highlight text for placement location of laser
  • FORSAKEN: Fixed Damaged Gyroscope tagging to ensure this goes into the ship’s gyroscope slot. Removed additional inventory slots, preventing items from being placed in inaccessible slots
  • First pass at optimising weather audio system. Create a weather audio subsystem to manage weather controller events centrally and distribute updates to weather audio components much more efficiently
  • Fix Flashlight and Biofuel Lamp being extinguished when the player is submerged
  • RESURGENCE: Updated last quest step to require returning to the dropship, rather than the original ship location. Updated other quests steps capitilization
  • Fix several issues which were causing tree fall sounds to behave incorrectly for clients on dedicated servers, and fix cypress tree landing sounds sometimes not playing the correct surface for clients
  • Update voxel final hit audio behaviour to work with voxel re-initialisation changes
  • Added a few more cases for the shield to delete itself on the off chance that the shield is not being deleted
  • Tweaked storm prediciton timings to reduce frequency of back to back storms.
  • Added additional initial storm steps and applied to specific missions
  • Doubled the likelyhood of cosmetic storms appearing. This is mainly for Tier 0 / easy difficulties to have a significantly increased likelihood of cosmetic storms
  • Fixed multiple async load warnings
  • Fixed loading of certain assets during gameplay that could cause hitches
  • Optimised deployable objects/benches. Deployables now have a custom ticking system that groups all of the deployables execution together to reduce CPU overhead
  • Optimised atmosphere controller to rely more on cached data
  • Optimised building pieces to cache several commonly accessed data table values
  • Building pieces no longer tick. Any ticking logic that they previously had, such as updating stability, are now controlled by their owning grid and are processed across multiple frames. When loading prospects with large amounts of building pieces these operations would previously sync up and cause noticeable hitches multiple times per second
  • Nativised several building grid background tasks which are now managed by an owning system that evenly spreads these tasks between all building grids. This evens out performance with large numbers of different building grids present in the world
  • Removed tick from almost all trait components that were present on almost every item in the game
  • Optimised spline system used by electrical/water pipe systems
  • Weather events now use cached building data, reducing hitches when calculating which building pieces to damage in storms
  • Multiple other small optimisations
  • Swapped Flash Storm and Storm weather event tiers.
  • Reduced Tier4 storm building damage during chaos events (still damages the same types of buildings, but for less damage)
  • Range check and curve check when using SetTimeScale cheat (internal dev only/editor only)
  • Updated Weather Generation based on adjusted design and feedback, reduced frequency of weather events back to a more reasonable amount
  • Weather is now picked again via a weighted list
  • Weather now generates one event per weather block
  • Weather Forecast has been extended to 3 days
  • Weather Blocks are now doubled in length
  • Removed unused functions and variables after WeatherForecasting refactor and added more logging
  • Fixed new modifiers moving across the screen, blocking reticule at 6 modifiers
  • Fixed crash caused by components being removed from Deployables before they have unregistered with the deployable manager
  • Tweaked storm frequency, adding in longer periods of quiet and more varied durations on weather forecasts
  • Fixed potential issue with Error 65 reconnection and added additional logging around fail states
  • Reduced default logging level of LogModifierState to reduce spam
  • Reduced the severity of many early game missions in Olympus and increased some midgame missions that were using the easiest forecast.
  • Tweaked ABYSS storm timings to help provide windows of opportunity
  • ModifierStateContainers within MountInterface and Player Inventory now have a subtle pulsing animation when modifiers are added, instead of playing the normal animated transition
  • Move to system that loads/saves all weather events at the forecast block level
  • Weather forecast will reset for existing saves
  • Fixed bug where mission-specific out-of-bounds mask would override map-based out-of-bounds mask; This would cause issues where player dropships could land out of playable areas on certain Olympus missions
  • Fixed several crash bugs caused by optimisations to buildings and deployables
  • Added an extra null check when displaying debug data about loading a bad data table row as this could cause a crash if it was in a really bad state
  • Final tidy up for Weatherforecasting
  • Fixing Extractors and Drills not ticking and extracting resources
  • Fix an issue where the weather forecast would reset the pattern index if the game was saved+loaded at the exact start time of a weather block
  • Fixing Crop Plot Glasshouse buffs being multiplied everytime they are checked
  • Fixing Crop plot glasshouse percentage increase not being presented on clients correctly
  • Reduced tier of the initial rough landing forecast.
  • Reduced duration of the initial middle ground and mini-ramp forecasts, this will result in slightly quicker storms for those prospects
  • Temporarily removed building stability queue optimisation as it causes stability to behave erratically

Future Content

  • Setup 3 new caves for Inital Testing, Purple Quad, Prometheus
  • Adjustments to spacizliser settings of T3 / T4 communicator
  • Volcanic Rocks – disabled complex collision on LC_Cavefloor 01-03
  • Adding T2 Communicator audio and adjusting BP implimentation for all communicators audio
  • Small communicator audio tweaks
  • Adding new Notifier to Deployable Base / Deployable Subsystem
  • Adjusting Promethus Story Mission 1 to work with Audio and Quest Steps
  • Adding an LC_GrassB set of Red Grass assets that are more sparse than the GrassA variants, for better blending of grassy areas
  • Adding more bones to data table for some creatures death fall and small adjustment to better reflect various creatures death fall size
  • Added skeletal mesh for the exotic tree device as well as a starting animation and a looped harvesting animation
  • Swamp Rocks – LOD materials, convex hull collision on SW, GL, TU CanyonWall meshes
  • Building Transition Cave from P1 to P2 Area on Purple Quad, DLC Map
  • Started New Small Lava cave and Did a Foliage Pass On Green Quad, Prometheus
  • First pass generation of Prometheus Landscape LODs
  • Voxel placement pass, added and edited cliffs, p2 Purple Quad, DLC
  • Adding correct creature in AI table for the swamp quad mount and zebra mount. Adjustments to the footstep layers
  • Further fine tune and adjustments to quad footstep layers. Balanced mud vs dirt etc
  • Added placeholder thumper item. Previously mined Voxels now support reinitialisation to original, unmined state
  • Adding correct harvest sound to green tea leaf bush
  • Added water immersion parameter to creature audio world movement sound, to help with soundset of low creatures moving through shallow water
  • Adding needler water immersion movement sounds
  • Transition Cave volumes added, added cliffs around macros & added voxels to P2 on Purple Quad, DLC Map
  • Added New Small Lava Cave and Did A Foliage Pass On Both Blue and Green Quad, Prometheus
  • Swamp Rocks – LOD materials, convex hull collision on SW, GL, TU Cliffs 10-12
  • Added first pass thumper mechanics to deployable BP
  • Added first pass of LC_DragonTree_Var1, including FTs and BPs, as well as Chopped and Burnt versions
  • Added DEP_Thumper with animation
  • Voxel placement pass, added and edited foliage, p2 Purple Quad, DLC
  • Added split log meshes for LC_DragonTree
  • Added Tomato plant highlight text
  • Added ActorPrefab and ActorPrefabAsset classes to set up the new prefab system for replacing cave templates
  • Added BP_ActorPrefabFunctionLibrary which will handle all coversions from prefab data to world actors
  • Added CavePrefab to replace the current CaveTemplate implementation
  • Converted all cave templates assets to prefabs
  • Replaced cave templates on every outpost and Olympus/Styx levels
  • Added support for prefab generation during the world generation process
  • Leveling Out Landscape Under Lava Rivers/Lake on P2 Area & Cave Template Fixes Purple Quad, DLC Map
  • Foliage Pass For Swamp and Grasslands and Fixed Some Broken Deep ore Deposits, Blue and Green Quad, Prometheus
  • Replaced cave templates with prefabs on Terrain 019 Red/Yellow quads
  • Added Mega Tree Prefabs to be used in Terrain 019
  • Converted all tree levels to Mega Tree Prefabs
  • Cave template utility now supports creating tree prefabs
  • Flushed grass on Outpost 008
  • Placed breakeable Obsedian and Scoria around p2, Purple Quad, DLC
  • Replaced cave templates with prefabs on the rest of Terrain 019
  • Added missing cave prefab for Terrain 019
  • Added LC_SucculentTree with 3 variants, including FTs, BPs and Data Table entries
  • Promethus Mission 2 Cave worms now do not continue to spawn and adding a quest step to clear them out
  • Promethus Mission 2 Fixing Dialogue Ordering on Quests, and Adding Interaction Quest Step
  • Fixing Initial Quests not always calling QuestStarted as they should be doing
  • Adding in inital Lava Hunter assets, anims and rig
  • Initial pass for tooling to find floating world objects
  • Added new LandShark creature with first pass of behaviour set
  • Leveling Out Landscape Under Lava Rivers/Lake on P2 Area & Swapped Out Tree Template Purple Quad, DLC Map
  • Foliage Pass On Green Quad and Swapped BP Mangrove Trees for Prefab Trees , Green Quad, Prometheus
  • Added BP_MegaTreePrefab to the list of approved actors
  • Placed breakeable Obsedian and Scoria around p2, Purple Quad, DLC
  • Cleand up breakeable Obsedian and Scoria, foliage and cliffs around p2, Purple Quad, DLC
  • Increase Thumper Albedo textures to 4k as device is huge and needs the increased texel density. Add ‘On’ material variation and removed emissive setup from base material
  • Fixed generation issues on 2nd layerof Geothermal Splines
  • Resaved datatable to resolve build validation
  • Adding Lava Hunter bite attack movement audio and event and anim notify
  • Deleting old cave template assets
  • Removed IsEditorOnly from ActorPrefabFunctionLibrary since it had strange warnings during cook
  • Adding Lava Hunter out of lava movement audio and event and anim notify
  • Resaved datatable to resolve build validation.. again
  • Adding lava hunter death anim notify and lay egg audio and notify
  • Added LC_JoshuaTree with 3 variants, including FTs and BPs and Data Table entries
  • Adding Lava Hunter general move sounds and event and heavy slam event
  • Leveling Out Landscape Under Lava Rivers/Lake on P2 Area Purple Quad, DLC Map
  • Moved Super Kooled ice from all non iced surfaces and Foliage Pass on Blue and Green Quads, Prometheus
  • Added various scaling mechanics to Thumper spawn events. Thumper spawning is now scaled by the amount of resources that will be regenerated. LandSharks will now spawn at high Thumper event difficulties. Fixed Unity build issue with WorldStatsSubsystem.h missing include. Added extra validation check inside ProspectSubsystem.h to prevent crash when accessing during game init
  • Painted Reed Flowers and Yeast Plant in Swamp biome, pt2 Purple Quad, DLC
  • Fixed mega trees generating at 0,0,0
  • Move BP_MegaTreePrefab from approved class to ignored class so spawned trees in the world aren’t doubled
  • LC Terraces – adjusted material to better blend with surrounding rocks – WIP
  • Adding lava hunter unique whoosh and unique stabber attack events and sounds and anim notifys
  • More lava hunter attack sounds and footstep notifiers
  • Thumper event can now change the resource type of regenerated voxels, but only to resource types that were already supported at that location
  • Adding Lava Hunter unique lava footstep audio and event
  • Leveling Out Landscape Under Lava Rivers/Lake on P2 Area Purple Quad, DLC Map
  • Swaped The Final Megatrees into the Prefabs and Did a Foliage pass on Blue and Green Quads, Prometheus
  • Geothermal banks – added material and duplicated spline meshes for use at the bottom of the terrace pools
  • Fixed voxel-related crash when trying to reload old prospects
  • Made Thumper recipe Dev-only

Currently, Icarus servers are down on PS(Steam). Check Icarus server status here.

Download free Icarus update on PC (Steam).

The post Icarus Update Patch Notes Details – February 3, 2023 appeared first on UpdateCrazy.

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Icarus Update Patch Notes Details – January 27, 2023 https://updatecrazy.com/icarus-update-patch-notes-details-january-27-2023/ Fri, 27 Jan 2023 09:42:17 +0000 https://updatecrazy.com/?p=83925 Read the official Icarus update patch notes for PC (Steam) players.

The post Icarus Update Patch Notes Details – January 27, 2023 appeared first on UpdateCrazy.

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A new Icarus update 1.2.35.106983 is rolling on PC (Steam). According to the official Icarus patch notes, the latest update adds new features, changes, and improvements. Apart from this, the Icarus patch also includes various bug fixes.

Unfortunately, since the last major update, players are facing several issues. Today’s Icarus patch 1.2.35.106983 will address a few of these errors.

Also, check Icarus best graphics settings here.

Icarus Patch Notes – January 27, 2023

New Content

  • Merge WeatherUpdate to Trunk
  • Re-export datatables after merge
  • Adding New Weather Patterns for all the Prospects
  • Fix the parameter type in logs for Weather forecasting
  • Added GGHost to the list of verified server providers
  • Fixing Cheat to Trigger Quests
  • Adding new Text to Objective List when Objectives are loading
  • New Weather Icons, Adjusting Weather Block Tiers by Player Selected Difficulty and Adjusted UI to fit better in with the other HUD Elements
  • Added remaining weather events to the All_Weather pool, added a All_Weather_MoreLight pool for use in early missions
  • Lowered weather intensities maximum to facilitate better difficulty scaling
  • Changed Open World weather pattern to MidPeak, reducing maximum intensity. (Hard difficulty will still get the maximum intensity weather rarely)
  • Added a MostlyMild weather pattern, as a middle ground between later patterns and the interoductory pattern
  • Moved some early missions and all Outposts to MostlyMild weather pattern
  • Increased average storm severity on exploration missions
  • Exposed client logging system to code and cleaned up multiple blueprints related to it
  • Added client logging to connection errors
  • Fixed some issues with the Error 65 auto-retry system
  • Tierified storm damage events to ensure building damage is normalized throughout tiers
  • Fixed invalid susbystem errors in UMG_ConnectingOverlay after renaming LogOverlaySubsystem
  • Updated weather tier icons
  • Resaved WeatherTierIcon datatable to update tier 0 storm icon
  • Added an optional initial forecast to prospects (possible grace period to ease players in on new prospects)
  • Fixed an order of operations issue that was causing forecast blocks to be skipped on save/load
  • Fixed a bug where the client would only see the boss icon from ‘Crazed Creature’ dynamic mission when within a small area

Fixed

  • Cleanup and improvement on Styx Landscape LODs. Textures were lowest mip due to memory constraints, now fixed for about 45% of the tiles, bug still exists making it difficult to generate correctly. Deleted LOD2 and LOD3 which aren’t needed (triangle count is around 500) and caused additional unnecessary texture generation. Further improvements to remaining unfixed tiles to come
  • Small adjustment to the lowest waterfall height volume / intensity to make sure very small waterfalls feel appropriate
  • Fixed issue where double trunk trees weren’t properly supported by TreeBase.cpp, and were causing crashes when chopped down
  • Fix remaining Styx landscape LOD textures that failed to generate properly
  • Fixed bug where SandWorm WorldBoss could sometimes teleport to the centre of the map.
  • Fixed bug where dead SandWorm WorldBoss icons would re-appear when re-hosting a prospect.
  • Reduced performance impact of SandWorm world bosses active in the world when players aren’t nearby
  • Improve Olympus distant landscape LODs (part 1), settings update, extracting assets individually and regenerating, deleting LOD2/LOD3
  • Disabled skeleton ticking/refresh on SandWorms in the level that aren’t currently relevant
  • Fixed steam offline issues by forcing sessions to be configured for Lan
  • Fixed a typo in a mission description
  • Fixed a few typos in mission objectives
  • Fixed a few typos
  • Add some more logging around server suspend/resume
  • Missions no longer start until a dropship has landed
  • Fixing Dropship Dialogue so it players correctly before the quest dialogue
  • Refactor and apply various optimisations to the multi point audio system to improve performance at scale. Should reduce the CPU cost of weather and fire audio systems, especially when applied to very large structures made of many grid bases, and refactor will make it easier to apply further optimisations
  • Fix an issue where the UI does not refresh buffs when mounted
  • Fix a merge bug in logging (internal only)
  • Resubmitting file that didnt save properly
  • Fixed crash caused by being able to click the cancel queued recipe item button in auto-crafting deployables (campfires/composters/etc)
  • Added a FOV reset on destruction of firearm objects
  • Fixes a bug where if you die while zoomed in with a rifle, you would stay zoomed in when you get revived
  • Reworked how character/profile/prospect backups work; Backup files are now generated every 30 minutes of game time and up to 10 are stored at a time. Added functionality to attempt auto-repair of corrupt save files in the case of computer shutdown during save operation
  • Changed order of ops for when grace period is applied due to UI refresh issue

New Content

  • Cleaned up resources and painted LC foliage, in P2 Purple Quad, DLC
  • Added art assets for ITM_Super_Cooled_Ice to project
  • Added base rock asset for meta tree and updated meta tree blueprint with new assets
  • Exotic Tree Device – added backpack mesh + material, edited textures
  • Optimisation removing tick function from audio occlusion components
  • Create an audio reflector interface to enable overriding of surface-based reflection values on specific actors. Apply to hollow trunk blueprints to enable appropriate audio delay effects when players are using them
  • LC Terraces – added collision to terrace meshes
  • Added ALN_Exotic_PlanA_Var1 wild version
  • Adjustments to lava river. Adding flow parameter and adjustments to the sound and pitch of the speed
  • Adding the predator bird attack vocal to the swoop animation. Not currently in use
  • Added Mage Tree Roots & Genreal Clean Up on Blue Quad, DLC Map
  • Added Geothermal Lakes and Foliage Pass of LC foliage, in P2 Purple Quad, DLC
  • Clean up resources and painted LC foliage, in P2 Purple Quad, DLC
  • Adjusted Frozen Rive Shader to use WP and replace default shader on SM
  • Fixing 1.3.0. dialogue
  • Adding in Dialogue for Promethus Main Mission Chain 1-5, Updating Quest Objectives and Item names to match dialogue
  • Added Deep Ice Deposit Spawns to Artic on Green/Blue Quad, DLC Map
  • Added growth stages for ALN_Exotic_PlantA
  • Adding texture files that didn’t get submitted properly for ALN_Exotic_PlantA
  • Adjustments to swamp quad footsteps. Adding more mud layer and dirt grit
  • Fixing Promethus Progression by granting account flags when players finish missions 1,2,3
  • Fixing Deployable Varitation Spawning in Prebuilt structure code
  • Updating Prometheus Story 2 so the prebuit structure spawns correctly and adding new structure json
  • Removing Removed Flags from being references into the Talents Table
  • Updating Prebuild Structure for the Treehouse as well as updating the base structure icons
  • Updating Promethus Story 1 & 2 to use a better flow for prebuild structures
  • First pass on lights support for lava rivers, disabled by default
  • Clean up resources and painted LC foliage, in P2 Purple Quad, DLC
  • Added cave with lava Cave_LC_SML_004
  • Foliage Pass on LC biome, clean up decals and resources, P2 Purple Quad, DLC
  • First pass on volcano mesh and textures
  • Updating Prometheus Story 3 quest steps and adding quest markers into the prometheus terrain
  • Updating Fish data to include 04, 05 and 06 variations. Suffixing BP with names and uniforming DT row names
  • LC Stones – added mesh, textures, FTs, BPs and data table entries
  • Volcanic Rocks – assigned correct PMs to materials
  • Adding in 3rd person Sledge hit animation and custom focusable for the sledgehammer to give more control over attachement offset etc
  • Implementation Of Volcano Mesh, Building Rest Of Volcano & Removed Old Impassable Meshes on Yellow/Red Quad, DLC Map
  • Swamp Rocks – assigned correct PMs to materials
  • Grasslands Rocks – assigned correct PMs to materials
  • Adding Sols Arctic Hideout Base
  • Updating Prometheus Mission 4, adding Sols Hideout, Swaping Boss Creature to be a Snow Stalker and Updating Questmarkers and locations for Quest
  • Tundra Rocks – assigned correct PMs to materials
  • Replaced Crevasse Static Meshes with BP Versions & Shorten Waterfalls that are too Long on Green/Blue Quad, DLC Map
  • Landscape Pass On Lava Rivers In Phase 1 and 2 Areas and Foliage Pass on Lava biome, clean up decals and resources, P2 Purple Quad, DLC
  • Regenerated Landscape LOD textures for Olympus to fix blurry low quality assets
  • Added foliage in LC biome, cleaned up decals and resources, P2 Purple Quad, DLC
  • Further small adjustment to small waterfalls volume curve (small vs big)
  • Setting up Voxel Distributions for Prometheus
  • LC Cliffs – added proper convex hull collision
  • Adding footstep crack ice sweetener event and sounds. Not currently hooked up. To use footstep override
  • Fix Striker GFur settings and add LODs
  • Add or fix LOD settings on various assets
  • Adding Correct Resource Collection to the various new plants added to prometheus
  • LC LavaCold meshes – added convex hull collision
  • Fix GeodeLamp asset settings, textures, LODs, etc
  • Finish Volcano Blockout Red Quad, DLC Map
  • Add Hyena, Cougar, Elephant, Jaguar, Piranha and SnowLeopard decoration statue data (not yet available to craft). Icons and recipes still need creating
  • Adding System for spawning Exotic Plants
  • Geothermal Pools – added convex hull collision to meshes LC_Geotherm_03-07, disabled RVT on their materials
  • Added Cave with Lava Cave_LC_MED_005
  • Landscape Pass On Lava Rivers In Phase 1 and 2 Areas and Foliage Pass on Lava biome, clean up decals and resources, P2 Purple Quad, DLC
  • Seperating Out Fishing Bench and allowing 2 devices to be placed on one deploy
  • Fishing bench can now craft rods and lures on one side and fillet fish on the other
  • Changed popping log array from front and re-appending from the back to a circular buffer
  • Removed ELogCategories enum and moved it to a data table
  • Array doesn’t change size after initialization anymore
  • Removed unnecessary functions
  • Changed BPs to use new DT enums/text
  • Changes were suggested from an upsource review
  • Reconciling offline work. fixing build validation
  • Went through all relevant files and refreshed all nodes and force saved the DT
  • Exotic Tinted Plants Resource Placement on Green/Blue Quad, DLC Map
  • Volcanic Rocks – Convex hull collision on LRG and MED rocks
  • Volcanic Rocks – Convex hull collision on MAC rocks
  • Exotic Tinted Plants Resource Placement on Purple Quad and A Foliage Pass, Purple Quad, DLC Map
  • Adding t3 and t4 communicator computer audio and events and BP addition
  • Finished Cave with Lava Cave_LC_MED_005
  • Volcanic Rocks – convex hull collision on cave entrance meshes
  • General clean up of foliage, decals and riverbanks in Grasslands and Tundra, Green Quad, DLC
  • Replicating the RunQuest Variable
  • Fix missing uproperty specifiers in MultiPointAudioNodeArray members

Currently, Icarus servers are down on PS(Steam). Check Icarus server status here.

Download free Icarus update on PC (Steam).

The post Icarus Update Patch Notes Details – January 27, 2023 appeared first on UpdateCrazy.

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Icarus Update Patch Notes Details – January 13, 2023 https://updatecrazy.com/icarus-update-patch-notes-details-january-13-2023/ Fri, 13 Jan 2023 09:51:36 +0000 https://updatecrazy.com/?p=82439 Read the official Icarus update patch notes for PC (Steam) players.

The post Icarus Update Patch Notes Details – January 13, 2023 appeared first on UpdateCrazy.

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A new Icarus update is available on PC (Steam). According to the official Icarus patch notes, the latest update adds new mission and exotic extraction balance. Apart from this, the Icarus patch also includes a long list of bug fixes and gameplay improvements.

Unfortunately, since the last major update, players are facing several issues. Today’s Icarus patch will address a few of these errors.

Also, check Icarus best graphics settings here.

Icarus Patch Notes – January 13, 2023

New Mission – REMNANT: Extraction

Added a new mission, REMNANT: Extraction. Similar to the introductory missions DEEP VEIN and PAYDAY, REMNANT guides players to place a number of radars in various locations to find, extract and launch exotics into orbit.

REMNANT takes place on Styx however, which has a much higher saturation of exotic deposits on the map, so the mission has a wide variety of outcomes. Lines from the radars will point players to different exotic deposits with varying distances, and allow them to learn the mechanics in a more dynamic environment with more paths to choose from.

Exotic Extraction Balance

Made changes to exotic extract, unifying the drill slot count across biomes and increasing relative mining speed to provide a balance.

All three biomes (forest, arctic and desert) will now have two extractors, reducing forest from three to two. To balance out the reduction, each extractor will extract exotics 50% faster, which provides a better situation for single player session where players may not want to have to craft multiple extractors.

Effectively, this just reduces the forest biome to only having two extractors, to be in line with the arctic and desert biomes, but these 2 extractors will be as effective as the previous 3 allowed in the forest biome.

Bug Fixes

  • Fixed a bug where if a client holds a shield and a one-handed weapon the UI doesn’t show the shield highlighted
  • Fixed an issue where Dropships & Dynamic missions can trigger outside of the playable area by implementing a new ‘Bounds Mask’
  • Before writing to Character/Profile/Prospect data, temporary backups of original files are created to as safeguards in case of an unexpected shutdown or game crash during the saving process. Save file restore occurs on the initial application load

Currently, Icarus servers are down on PS(Steam). Check Icarus server status here.

Download free Icarus update on PC (Steam).

The post Icarus Update Patch Notes Details – January 13, 2023 appeared first on UpdateCrazy.

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Icarus Update Patch Notes Details – November 29, 2022 https://updatecrazy.com/icarus-update-patch-notes-details-november-29-2022/ Tue, 29 Nov 2022 05:19:17 +0000 https://updatecrazy.com/?p=80913 Read the official Icarus update patch notes for PC (Steam) players.

The post Icarus Update Patch Notes Details – November 29, 2022 appeared first on UpdateCrazy.

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A new Icarus update is available on PC (Steam). According to the official Icarus patch notes, the latest update added various tweaks and changes. Apart from this, Icarus patch also includes a long list of bug fixes and gameplay improvements.

Unfortunately, since the last major update, players are facing several issues. Today’s Icarus patch will address a few of these errors.

Also, check Icarus best graphics settings here.

Icarus Patch Notes – November 29, 2022

  • Fixed SANDBOX, INFLUX & WETWORK missions which where blocked from completion due to them only checking for the pre-mesh swap actors.
  • Fixed a client crash that could occurring when spawning a reward pod upon completion of an open world mission, this was caused by the particle system attached.
  • Fixed Map Blockers in STYX re-appearing when the mission was reloaded and not being destroyed as intended as part of the quest. This will not fix missions in progress.
  • Fixed for dropship spawns not reloading correctly and allowing multiple players to drop in the same location.
  • Fixed Dynamic Cache and Collect missions with clients and servers having their crates & dead prospectors in different locations.

Currently, Icarus servers are down on PS(Steam). Check Icarus server status here.

Download free Icarus update on PC (Steam).

The post Icarus Update Patch Notes Details – November 29, 2022 appeared first on UpdateCrazy.

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Icarus Update Patch Notes Details – November 25, 2022 https://updatecrazy.com/icarus-update-patch-notes-details-november-25-2022/ Fri, 25 Nov 2022 11:02:30 +0000 https://updatecrazy.com/?p=80802 Read the official Icarus update patch notes for PC (Steam) players.

The post Icarus Update Patch Notes Details – November 25, 2022 appeared first on UpdateCrazy.

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A new Icarus update 1.2.26.104657 is rolling out on PC (Steam). According to the official Icarus patch notes, the latest update added new data setup for new revised Electic Furnaces and concrete Furnace asset. Apart from this, Icarus patch also includes a long list of bug fixes and gameplay improvements.

Unfortunately, since the last major update, players are facing several issues. Today’s Icarus patch will address a few of these errors.

Also, check Icarus best graphics settings here.

Icarus Patch Notes – November 25, 2022

New Content

  • Add data setup for new revised Electric Furnace asset. Existing spawned/crafted Electric Furnaces will remain the same for nostalgia reasons. Newly crafted Electric Furnaces will use the new mesh
  • Add data setup for new revised Concrete Furnace asset. Existing spawned/crafted Concrete Furnaces will remain the same for nostalgia reasons. Newly crafted Concrete Furnaces will use the new mesh
  • Fix Mats on new furnace DMs
  • Update Lightning Rod to use new revised asset
  • Add data setup for new revised Cooking Station asset. Existing spawned/crafted Cooking Stations will remain the same for nostalgia reasons. Newly crafted Cooking Stations will use the new mesh
  • Tweaked view distance settings for proxy meshes on new revised deployables
  • Add data setup for new revised Glassworking Bench asset. Existing spawned/crafted Glassworking Benches will remain the same for nostalgia reasons. Newly crafted Glassworking Benches will use the new mesh
  • Setting up waterwheel logic and power generation, adding new UI & unlocking on blueprint tree
  • Update Repair Bench BP to use new mesh
  • Update icon for updated Repair Bench
  • Fixed texture settings on Repair Bench assets
  • Delete repair bench mesh/materials/textures which were made obsolete by v2 assets
  • Fix material errors for Wood Bed DM
  • Update Interior Wood bed to use new v2 mesh
  • Add new Repair Bench
  • Can repair all items previously repaired at Fabricator and Machining Bench
  • Requires power to repair T4 and workshop items
  • Bypass stamina requirements for repair at bench
  • Add data setup for new revised Electric Dehumidifier asset. Existing spawned/crafted Electric Dehumidifiers will remain the same for nostalgia reasons. Newly crafted Electric Dehumidifiers will use the new mesh
  • Electric Dehumidifier – separated fans for animation
  • Updating Repair Bench UI to make consistent with the rest of the UI
  • Unlocking Repair bench in the Talent Tree and shifting to T3
  • AUGMENTATION: Extermination initial mission setup
  • Water wheels can now be only placed on flowing water
  • Adding and unlocking T4 Kitchen Bench, Stove, Storage and Sink, also adding recipes, meshes and deployable setups
  • Adding Snapping for Advanced Kitchen Blocks
  • Reworked herbalism bench pastes into enhancement tonics, these provide a much more significant buff, last 2 minutes and cost slightly more than the previous pastes.
  • AUGMENTATION: Updated mission requirements to utilize enhancement tonics
  • Added tonics and furnaces to dynamic quest reward options
  • Advanced Kitchen Bench & Electric Stove are now set up correctly with their available crafting recipes
  • Updating T4 Kitchen Deployables Names, Descrioptions and Flavour
  • Updating repair bench to be the only way to repair workshop items
  • Adding waterwheel generator crafting recipe
  • Updating Repair Bench UI to include new buttons
  • Adding new Strings for Repair Bench UI
  • Added advanced kitchen, waterwheel and repair bench icons
  • Players can now wash their hands at a plumbed sink for a 2minute crafting, movement, consumption reduction buff
  • Fixed typo in plumbed sink modifier
  • Players can now place items in the interactable sink
  • Cleaning in sink is only triggered when there is an active water connection
  • Updating Water wheel talent and itemable
  • Add Multiple Category Buttons To Repair Bench
  • Add DamagePercentForRepairAll to D_Durable
  • Added ability to toggle on and off auto-run
  • Add Multiple Category Buttons To Repair Bench
  • Removed the amount damage required for repair all from DT to BP variable
  • Conditionally hide repair buttons and info popup based on repair bench state
  • Allowed the waterwheel to not be affected by weather
  • Reorganized T4 kitchen pieces in talent tree.
  • Added recipes for T4 kitchen pieces.
  • Ensured recipes for T4 kitchen pieces cover previous recipes as required.
  • Fixed description of Marbled Kitchen Bench to indicate that it does not craft chemistry recipes.
  • FORSAKEN: Fixed typo in Thruster step
  • Fix location of Water network connection position on V2 Glassworking Bench
  • Add transparent sphere helper guides to show network socket positions in Editor
  • Removed Floatable trait from waterpump, causing it to error spam after being deployed
  • Adding in a tonic base mesh with material setup to easily change tonic liquid color and an Icon + color for the front of the bottle
  • AUGMENTATION: Increased mission timer to 3 days
  • Added autorun support to mounts. Pressing forward or backward movement input will disable autorun if active
  • Added enhancement tonic icons and added them to itemable datatable
  • Added new backend hooks to the Repair Bench for greater filtering/better UX (not yet implemented)
  • Enabled code enum generation on D_RecipeSets/D_TalentTrees tables
  • Resaved D_TalentsTree table to fix formatting issues
  • Reduced recipe costs of waterwheel.
  • Doubled time between items clogging up the waterwheel, resulting in less item returns but longer running time.
  • Removed waterwheel talent from repairing tree, as this is no longer required
  • Fixed crafting location for Repair Bench, now correctly crafted at Machining Bench
  • Added water connection to kitchen stove and electric stove, as there are now water recipes there
  • Fixed typo in Condensed Enzymes (was missing z)
  • Fixed typo in water tooltip for crop plots, receive instead of recieve
  • Removed fuel slot from electric stove, as this does not do anything.
  • Update icons for enhancement tonic modifiers to use new icons.
  • Fix a bug with the enzyme dynamic mission reward where it would show 2-3 enzymes as a reward but only give one (now correctly shows it will give 1)
  • GetRepairableItems function can now process multiple inventories at once with the ability to include/exclude workshop items
  • Cleaned up ItemManipulationComponent code
  • Dynamic Tools Mission: Required number of items no longer scales with difficulty, increasing required items at lower difficulty and reducing it at higher difficulty. – Fixed crossbow attachment reward giving the flexible frame instead of the lightweight frame. – Fixed icon for cooking bench talent to use new version
  • Fixed the stamina regeneration on the Stamina Enhancement Tonic not applying to the character
  • Updated Repair Bench description and flavor text
  • Add new UMG_RepairMaterialStack widget for displaying stacked repair materials in the Repair Bench
  • Fixed waterwheel item fill timer to correct value for new expected clog time
  • Fixing Repair Bench Confirmation UI to include correct stat changes
  • Fixing Waterwheel Timer
  • Waterwheel now checks there are spoiled plants in its inventory before adding other items to prevent expoits by removing non-stackable items
  • Increased energy generation of waterwheel to 2000 from 1500. – Increased time for clogging of the waterwheel to 2h50m, now requiring 50 items to fully clog (gains 1 item per 204s)
  • Changed glow colour on enhancement tonic icons
  • Update pivot position of Waterwheel SM and offset SK mesh in BP so that the wheel touches the water
  • Adding new developer prospect to force content server update
  • Fixed a bug where having sleep quality % buffs (e.g. washing hands) on the player wouldn’t affect the well rested buff
  • ADVANCED ORDER mission: Updated Health Restoration Paste requirement to Health Enhancement Tonic
  • CONCEALMENT mission: Updated Oxygen Restoration Paste requirement to Sustenance Enhancement Tonic

Fixed

  • Added pre-compiled Sentry binaries to version control
  • Added extra logging to ActorStateRecorderComponent
  • Shifted GPU/Driver info collection to USentrySubsystem::AddDefaultContext so it doesn’t spam log with gpu info
  • Dynamic Quest Reward improvements:
  • Increased the amount of storage granted by storage improvements (now 3 pieces of storage instead of 1)
  • Fixed Advanced Modifications: Melee reward
  • Fixed typo in Dietary Requirements
  • Added T3 light options to light rewards
  • Reduced chances for and increased reward amount of cooked T1 items
  • Increased reward amount for uncooked veggies
  • Added additional reward options
  • Removed Prime Meat options from dynamic quest rewards, as the item is no longer in use
  • Added validation to prevent a crash related to Quest initialisation during prospect reload
  • Fixing Mission Communication board Mesh
  • Fixing Water Pump Energy Requirements
  • Fixing issues with missions created prior to week 50 being in an end state and reverting back due to bad save informaiton
  • Committing fix for Icon editor crashing when clicking on a folder icon
  • Fixing issue with caches missions not providing xp
  • Fixing Collect Mission dead prospects from not being there on reload
  • Mission Communicator now works all the time in editor
  • Clients can now see the contents of Quest Rewards during selection
  • Update wood repair hammer name, description and flavor text to communicate merging of repair and upgrade hammers
  • Fixed an issue where deployables and buildings pieces could be destroyed when reloading an outpost/open world game. Reloaded IcarusActors and IcarusItems are now assigned their UID as soon as possible after spawning. UActorStateRecorderComponent::AttemptToFindOwner no longer accepts actors with valid UIDs as potential owners. Reduced default verbosity of various recorder-related log categories
  • Dynamic Hunt mission: Reduced spawning delay on creatures slightly.
  • Dynamic Cache mission: Items are no longer marked as quest items.
  • Dynamic Collect Prospector ID mission: Bears no longer respawn, but will still respawn on reload (to prevent login and logout to remove them)
  • Added missing RepairFunctionLibrary file missing from previous commit to fix the build

Future Content

  • Updates and improvements to swamp scatters and general ambience finessing
  • Fixed an edge case with the hotbar focusing secondary slot not going away when reviving
  • Add Enzyme Geyser to TU/AC/SW on Blue Quad, DLC Map
  • Apply water physical material to creek water mesh to fix creek footstep sounds, which were broken by the refactor required for lava footsteps
  • Removing breathing layer from b.dog aggro state
  • Placing Foliage, Exotic Meta Spawn and Enzyme Geyser’s, In Volcanic Biome, Purple Quad, Prometheus
  • Cleanup of Ice Cave on Green, Cave AC SML 005 Added & Cleanup on Blue Quad, DLC Map
  • Moved GetLoadout and GrantMetaItems character functions to their own component to improve dedicated server compatibility
  • Remove pointless Substance Toolbar buttons which are links to the website, taking up valuable Editor UI real estate
  • Added DEP_T3_Communiction Device
  • Adding more swamp lake scatter bubbles and interesting layers
  • Placed Respawn Dropships in Grasslands, added aspen saplings in GL,polished decals and foliage around GL/TU transition, Green Quad, DLC Map
  • Increasing the scale of the BatDog by 35% character to its correct size
  • adding in first pass base level tundra ambience. To be adjusted and fine tuned and adding more scatters
  • Upping the swamp quad character and corpse scale by 20% to better fit the vocalization feel
  • RVT Off on CF Sandbanks, Prometheus Cliffs/Rocks/CaveEntrances
  • Tree Trunk RVT OFF, Pine/Fir/Palm/Cypress
  • Submitting Flyer and textures
  • Adjustments to tundra and environment tweaks
  • Wood Fortifications – all meshes, textures, materials added. Adjusted settings in D_DeployableSetup and added sockets to improve placement
  • Adding biome data table info
  • Cleanup of Riverbanks & Cliffs on Green/Blue Quad, DLC Map
  • Added DEP_Landmine
  • Updated LOD for DEP_Landmine
  • Update Texture reporting in AssetInfo tool to take into account World Normal maps
  • Fixed Skeletal Mesh checking including Destructible Meshes in results
  • General Cleanup On, Purple Quad and Green Quad, Prometheus
  • Fix LODs on several SKs
  • Fix filenames and texture settings on new creature assets
  • Fix Diorama mesh using complex collision at over 100k tris
  • Delete test levels for new creatures uploaded into creature folders
  • Fix DM material errors for new cooking station
  • Adding tundra and grasslands ambient and scatters. Removing unused assets
  • UI layout tweaks to AssetInfo tool
  • Progress on Missing Materials check
  • Added Enzyme Geyser to SW & General Cleanup on Purple Quad, DLC Map
  • Placed Respawn Dropships in Grasslands, polished decals and cliffs around GL/TU , Green Quad, DLC Map
  • Converted HAB Character assets from Virtual Textures to standard to remove unnecessary technical overhead
  • Fixed up some filenames and deleted unused assets
  • Adding new tundra and grasslands subtle grass blend layer when around bushes. Adjustments to grasslands levels and dynamic sounds
  • Fixed Cypress BB texture being VirtualTexture
  • Fixed Tree and Grass Billboard masters using assets instead of default textures causing dozens of unnecessary asset references
  • Added Sulfur deposit meshes (duplicated stalagmites) + materials
  • Adjustments to LC_PlantDebris decal
  • Added subsurface to red grass in Lava Biome, LC_GrassA
  • Rename Crate MED asset because it keeps dirtying DTs with casing issues
  • Rename WildBoar assets folder because it keeps dirtying DTs with casing issues
  • Tweaked WildBoar GFur LOD settings to fix close up visuals
  • Adjusted M_RockMacroMaster and MF Dolerite/Moss/Sand/WindSweptSnow to reduce texture lookups and shader complexity, added cheaper triplanar method (MF_CheapTriplanar), WIP and older files saved in Dev folder
  • Added New Arctic Template Cave, ACMED_005, DLC Map
  • Fortifications – added first pass on wall piece with window
  • Made template Cave_AC_MED_006 Level for TU/AC on DLC Map
  • Placed Respawn Dropships in Grasslands and Tundra/Arctic, polished decals and cliffs around GL/TU , Green Quad, DLC Map
  • Added KIT_Brick
  • Added ITM_Brick Resource
  • Added IsValid check in UpdateSentryContext function to prevent log spam in HAB
  • Add pathway to climb out of Mega Tree Cave & Set Dress Mega Tree cave tunnel on Purple Quad, DLC Map
  • Finished Template Cave ACMED_005 and Added it into the Ice Cave On Blue Quad and General Cleanup, Blue Quad, Prometheus
  • Update D_Durable to fix build validation issue

Currently, Icarus servers are down on PS(Steam). Check Icarus server status here.

Download free Icarus update 1.2.23.103516 on PC (Steam).

The post Icarus Update Patch Notes Details – November 25, 2022 appeared first on UpdateCrazy.

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Icarus Update Patch Notes (New Weapons) – Nov 4, 2022 https://updatecrazy.com/icarus-update-patch-notes-new-weapons-nov-4-2022/ Fri, 04 Nov 2022 06:29:15 +0000 https://updatecrazy.com/?p=79637 Read the official Icarus update patch notes for PC (Steam) players.

The post Icarus Update Patch Notes (New Weapons) – Nov 4, 2022 appeared first on UpdateCrazy.

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A new Icarus August update 1.2.23.103516 is rolling out on PC (Steam). According to the official Icarus patch notes, the latest update added GameplayConfig datatable, reduced all armor durability values and much more.

Unfortunately, since the last major update, players are facing several issues. Today’s Icarus patch will address a few of these errors.

Also, check Icarus best graphics settings here.

Icarus Patch Notes – November 4, 2022

New Content

  • Removed ability to throw basic knives and spears
  • Allowed throwing knives and spears to stack
  • Slightly increased bone and titanium throwing knife damage
  • Unlocked Throwing Knives recipes for upcoming patch
  • Unlocked recipes for thrown knives and spears
  • Added break chance to thrown spears
  • Reduced stamina cost on thrown knives and spears significantly.
  • Allowed thrown knives to be thrown at lower charge, going less distance
  • Implemented base Platinum and Titanium Crossbows
  • Fixing issue where thrown knives and spears where recieving the durability and felling damage crafting Alterations when players had the appriopriate talents
  • Adding new Tag ‘Tool.Thrown’ and new tag queries for thrown/melee spears, thrown/melee knives
  • Fixing issue when throwing Knives & Spears that the item thrown would not be 1 but be the entire stack, example, throw one knife, the thrown knife has a stack count of 20
  • Added textures and Mat for BOW_Crossbow_T3_Platinum
  • Added textures and Mat for BOW_Crossbow_T4_Titanium
  • Removed throwing knife bonuses on Shengong Daokou Knife and replaced with a wear rate reduction bonus
  • Added icon representing thrown weapons
  • Updated item text for T3 and T4 crossbows
  • Added Throwing Weapons Item Icons and added into Itemable table. Updated throwing weapon icon
  • Add LOD for T4 Crossbow. Fix materials pointing to wrong Physical Material
  • Adding in base animation implementation for the new crossbows including character animations for the new type of reload, just missing the bolt part of the implementation where it shows in the players hand and on the crossbow
  • Fixing D_Meshable buildvalidation fail by pointing the crossbow entry to the correct mesh
  • Tweaking new crossbow reload animation montage to incluide a final bolt at the end section of the reload
  • Unlocked crafting recipes for Throwing Knives and Spears.
  • Increased throwing knife and spear stack size
  • Adding TV crossbow fire audio
  • Fixing throwing knives not appearing in your hand after throwing by adding in a notify to unhide the projectile after throwing
  • Fixed a bug where you were able to use throwable objects while in a menu
  • Adding in base implementation for the platinum crossbow, missing preview mesh of the bolt showing up buth all reload and fire assets hooked up and ready
  • Adding Titanium crossbow mechanical sounds and events and notifiers
  • Adding crossbow to data table
  • Fixed spear not blending back to idle smoothly after releasing input key. Fixed throwing spear action deducting stamina cost before throw. Fixed throwing spear not un-hiding after throw montage completed
  • Added support for chambered weapons to show a visible preview projectile mesh; AmmoController_SingleRoundReload now inherits from AmmoController_VisibleProjectile. Fixed Titanium Crossbow not showing preview projectile during reload animation
  • Updating thrown weapon recipes to provide a stack of 10 on each craft
  • Throwing knive actionable now only consumes primary input action
  • Adding in Item Classification Icon for the thrown weapons
  • Updating thrown weapon recipes to provide a stack of 5 on each craft
  • Rebalanced thrown weapon recipes around 5x craft. – Slightly reduced Platinum Crossbow fire rate
  • Tweaking the crossbows relead animation so that the bolt follows during the reload animation and adding in item icons for the new crossbows
  • Fixed icons for Platinum and Titanium Crossbows
  • Lots of additions and improvements to the crossbows. Separated each semgent out for speed variations and added new layers
  • Adjusted high tier crossbow pull to have more slide to match length of stretch sound and other small adjustments to spacializers
  • Updating the crossbow meshes to using the latest version, slightly cleaning up weighting and movemnts
  • Updating physics assets and adding LOD to the Platinum Crossbow
  • Slightly reduced delay between throwing a knife and starting your next throw, added the same delay to thrown spears (previously no delay)
  • Update new Crossbow icons
  • Allowed thrown spears to be charged for longer, providing slightly more power than before but lowering power at lower charges
  • Adding the spear equip to the end of the throw montage to make the throwing equip feel smoother than the previous snap

Fixed

  • Changing Resolution Scaling max value from 100 to 200 as a test to see if its supported
  • Add custom view distance settings for various world objects: EnzymeGeyser, Meta Deposits, Ore Deposits, Dropships
  • Added support for non-GOAP characters in GOAP debugger cheat
  • Fixed level not retrieving from correct source
  • Readding Translations lost in all languages in a commit last week where crowdin was trampled
  • Adding new Crowdin Recipe which force pushes all translations to crowdin
  • ABYSS: Fixed bug where biomes aren’t tracked correctly for research station deployment quest step
  • Add advanced mode to GetActorCount widget to pull any class type
  • Fixed typo in Healing Boost Module description
  • Resolved data table errors with the chamois variant
  • Fixed typo in Neat and Tidy talent Fertilized Alteration
  • Changing the min/max values of Resolution Scaling setting to match the min/max supported by the engine, which is 33 to 100 percent
  • Optimized Loading screen images, changed format to pow2, removed unused DT

Future Content

  • Undo single //Icarus_Stream/Trunk/Icarus/Content/ASS/VFX/WAT/SM_WaterfallBase.uasset revision 3 – still in use but ref didn’t flag
  • Fixing and hooking up T2 Communication Device so it can be deployed correctly using its own static mesh
  • Adding Scoria, Potatoes, and Tomato Item Meshes to D_Meshable datatable
  • Adding B.Dog aggro and idle breath audio
  • replacing proxy meshes for alien bones
  • Adding mangrove harvest audio, event and data table entry
  • Updating Setup for Scoria / Obsidian / Clay Reward Nodes so they provide the correct resource
  • Shifitng location of nodes so they are contained within their own folder
  • LC Impassables – geometry fixes, added additional LOD level to improve houdini integration
  • adjustments to mangrove harvest audio
  • Added Mangrove in Levels & Added Foliage to Trees in Levels
  • SM_Breakable_Obsidian Var 1 and 2 updated textures and collections
  • Adding Lava sapling harvest sound and adjustments to mangrove harvest audio
  • Set up the first of the swamp lake audio actors for testing
  • Adding Prometheus Story Mission 5 Basic Flow
  • Adding new prebuild outpost base
  • Setting up new required quest blueprints and mission hazards
  • B.Dog Data table setup
  • AI Setup for audio for new creatures
  • Polished foliage in TU and GL biome, deleted old Aspen trees and cleaned up resources in grasslands, Green Quad, DLC
  • Manual Foliage Cleanup in the Swamp Biome and Cave Void Placement, Purple Quad, Prometheus
  • Added Macros to Transition SW to GL , Added Trees to TU, Set dressed Transition Cave SW to TU & CleanUp on Blue Quad, DLC Map
  • Added polished details to main trunk pieces for AC_Aspen_Var1, as well as added burnt version of the same tree
  • Improvements and updates to mangrove harvest
  • Moved Top Layer Macros to Persistent Level, Blue Quad, DLC Map
  • Foliage tonal adjustments for consistency
  • Update proto swamp lake audio due to lost data
  • Adding bulbous harvest and adjustment to sapling harvest
  • Update to lava sapling collision
  • Polished foliage in TU and GL biome, deleted old Aspen trees and cleaned up resources in grasslands, Green Quad, DLC
  • Manual Foliage Cleanup in the Swamp Biome and Cave Void/Volume Placement, Purple Quad, Prometheus
  • Generate Edge Spline to TU Lakes, Generated Water Points, Set Dressed Transition Cave SW to TU & CleanUp on Blue Quad, DLC Map
  • Added Aspen seedlings to the project. Added foliage types, blueprints and added them to the Flod data table
  • Added Aspen saplings to the project. Added foliage types, blueprints and added them to the Flod data table
  • Adding Aspen specific tree events and adjustments and a few additioanl layers to make them more unique
  • Added version 2 of the tomato crops and items to the project with tomato fruit scaled up 100%. Uopdated foliage type, blueprint, and framing data table
  • Adding swamp bush harvest audio, event and data table entry
  • Add new Editor Utility Widget (EUW_GetActorCountInBiome) to look up actors and output their numbers on a per biome basis
  • Adding param to reduce volume of footsteps in swamp water based on event trigger consistency. Added to data tables
  • Added version 2 of the bean crops with z transform offset removed and growing frame mesh added
  • Manual Foliage Cleanup in the Swamp Biome and Cave Void/Volume Placement, Purple and Green Quad, Prometheus
  • Swap out all mangrove hollow trunk static mesh actors for BP versions in Blue and Purple quads. Mark meshes in hollow trunk BPs as static, and update fallen log master material to use correct physical material
  • Adding S.Bird notifiers to animations and also setting up event for geo pool for sound design
  • Fix Stalactites foliage setting to be able to paint on ceiling
  • New Voxel Added for DLC Map & Named with Pro Prefix
  • Fix Ponga Tree Z up foliage setting
  • Foliage Setup for Aspen Sapling and Seedlings
  • Changed Lava river mesh to be on 0 on WT and BP
  • Generated River and Lakes splines in Grasslands and Tundra, Green Quad, DLC
  • SM_Breakable_Clay Var 1 and 2 mesh, BP, textures and material
  • Updated text for the Orbital Exchange Interface item
  • Adding audio for geothermal lakes WIP. Also small adjustment to S.Bird notify timing and reverting water footstep to standard until DLC release
  • Fixed spelling error in ST_UMG
  • Added T2 Mission Communication Device Icon
  • Adjustments to Geo Lake event and data table
  • Updated item descriptions for new resources, crops, communicators, and devices
  • Updated name for new exotic resource
  • Updated new communicator names
  • Added prototype merged impassable and macro meshes, purple quad
  • Adding swamp lake audio and event and data table entry
  • Orbital Lase Strike Prototype BP and VFX
  • Added Ponga Tree to Mega Tree Var 1, Set Dressed SW to AC Cave, Added Mushrooms to BP_HollowTrunk & CleanUp on Blue Quad, DLC Map
  • Manual Foliage Cleanup in the Swamp Biome and Resource Placement in Volcanic Biome, Purple Quad, Prometheus
  • Created chamois variant base setup as a duplicate of the regular chamois
  • Resolved data table errors with the chamois variant
  • Added base setup for CRE_BlueBack and CRE_Mount_BlueBack. Needs to be updated with texture, fur, and IK control rig

Currently, Icarus servers are down on PS(Steam). Check Icarus server status here.

Download free Icarus update 1.2.23.103516 on PC (Steam).

The post Icarus Update Patch Notes (New Weapons) – Nov 4, 2022 appeared first on UpdateCrazy.

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Icarus Update Patch Notes (New Change) – Oct 21, 2022 https://updatecrazy.com/icarus-update-patch-notes-new-change-oct-21-2022/ Fri, 21 Oct 2022 05:59:14 +0000 https://updatecrazy.com/?p=78861 Read the official Icarus update patch notes for PC (Steam) players.

The post Icarus Update Patch Notes (New Change) – Oct 21, 2022 appeared first on UpdateCrazy.

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A new Icarus August update 1.2.21.102850 is rolling out on PC (Steam). According to the official Icarus patch notes, the latest update added GameplayConfig datatable, reduced all armor durability values and much more.

Unfortunately, since the last major update, players are facing several issues. Today’s Icarus patch will address a few of these errors.

Also, check Icarus best graphics settings here.

Icarus Patch Notes – October 21, 2022

New Content

  • Updating Armor Damage Equation so the Damage Dealt to armor is no longer tied to the amount resisted but instead directly off raw damage. This means that all armors will now take damage even if they dont have a specific resistance for that type (Something that resists only fire will be damaged by anything). It also means that resistance & armor durability is no longer inherintly linked and therefore better balancing can occur, both Durability and Resistances can be scaled independantly
  • Adding GameplayConfig datatable for default values for various gameplay constants
  • Updating Armor Damage Equation so armor accually takes damages
  • Reduced all armor durability values by 50% as part of armor damage mitigation refactor
  • SPELUNKING: Enabled Mission.
  • SPELUNKING: Moved supply crate to be closer to first objective, rather than close to dropship
  • Update quest queries to resolve build validation.
  • SPELUNKING: Update quest steps to better guide players to cave entrances
  • SPELUNKING: Fixed quest completion not being granted on prospect completion.
  • SPELUNKING: Added Aluminium to quest objectives

Fixed

  • Tweaked chatbox for readability
  • Modified DefaultScalability config to improve view distance settings. Default settings were too aggressive resulting in extremely short view distances which offered little to no performance gain, as distant objects are well optimized and don’t cause a huge performance hit
  • Deleted some old unused StaticMeshFoliage assets
  • Improved Culling Distance settings on various StaticMeshFoliage assets to draw at more appropriate distances (some way too far, some way too short)
  • Added Dithered LOD Transition support to MA_ITM shader as many foliage assets use this shader and without it, culling doesn’t work properly
  • Modified DefaultScalability config to improve view distance settings. Default settings were too aggressive resulting in extremely short view distances which offered little to no performance gain, as distant objects are well optimized and don’t cause a huge performance hit
  • Deleted some old unused StaticMeshFoliage assets
  • Improved Culling Distance settings on various StaticMeshFoliage assets to draw at more appropriate distances (some way too far, some way too short)
  • Added Dithered LOD Transition support to MA_ITM shader as many foliage assets use this shader and without it, culling doesn’t work properly
  • submitting all dead prospectors with aging variations BPs, textures, and materials
  • Clean out 15GB worth of unused assets in the Megascans folder
  • Added DataTable validation for D_MapIcons to prevent invisible icons due to invalid colour
  • Clean up a ton of unused assets. Lots of triplicate unused Material Functions and shaders/materials. More removal of unused Substance and Megascans assets
  • Fixed cave worm spawn on reload, if a player saves and reloads inside a cave then caveworms previously killed do not immediately respawn on load
  • Crafting jobs are now aborted if output storage becomes full, instead of the previous behaviour where each item was dropped into the world
  • Fix divide by zero assert seen in PIE
  • Update HideUI function to work while Mounted
  • Permit UI to be hidden when mounted
  • Gate attempts to open Inventory/Crafting/TechTree/Map/Menu Toggle when UI is hidden
  • Fixed an issue where the player would try to attack an arrow embedded creature/object with a melee weapon, the arrows would block the hit and the intended object would be unharmed
  • PAYDAY: Updated quest step to factor placed extractors, preventing issues where you could find the exotic deposit but not progress the mission. – PAYDAY: Updated Prospect view tooltip to indicate that it unlocks the workshop radar and extractor
  • Update HideUI function to work while Mounted and Photo Mode
  • Permit UI to be hidden when mounted
  • Permit UI to be hidden when in camera mode
  • Gate attempts to open Inventory/Crafting/TechTree/Map/Menu Toggle when UI is hidden
  • Gate attempts to open containers and context menus when UI is hidden
  • Unhide UI on death
  • Unhide UI on ESC
  • This means that the game is playable to a large degree when the UI is hidden
  • Fixed a bug where if you had too many stamina debuffs your stamina would drop so low that you wouldn’t be able to jump and would get stuck if you fall into any hole/crevice
  • Prevent cave worm spawn on reload, save respawn timeouts for cave worms, this means that if a player saves and reloads inside a cave then caveworms previously killed do not immediately respawn on load
  • VOYAGER: Fixed a progress blocker when the ship launches earlier in the quest.
  • VOYAGER: Fixed typo in quest description
  • Fixed bug where player couldn’t remove last item from crafting queue
  • Fixed bug where on-player crafting would not start if there were no backpack inventory slots available
  • Crafting jobs that run out of storage space now leave the paused crafting job in queue for visibility

Future Content

  • Added 4 variants of LC_Sapling_A to the project. Created foliage types, blueprints, and added to the Flod Data table
  • Spawning TU & AC Foliage on Blue/Green Quad, DLC Map
  • SW Impassables – fixes to 11 and 14, added 15-17, plus GL and TU variants
  • Finished first pass macro replacement with impassables, green quad
  • Spawning SW Trees, Ground Foliage & CleanUp on Blue Quad, DLC Map
  • Manual Foliage Placement in the Volcanic Biome, Purple Quad, Prometheus
  • Fix geothermal material disabling sulfur on medium/low
  • Removed VertexPainting from Ice Shader, added RVT Points shader functionality and BPs
  • Added new Crossbow Bolts, Explosive, Scatter, Bleed and Tazer
  • Decal painting, landscape painting and foliage manual painting in arctic biome and underwater dressing, Green Quand, DLC
  • Submitting dead prospector sinotai with aging variations BP’s – test
  • SM_Breakable_Scoria all variations mesh, material, blueprint and textures update
  • Added version 2 of HRB_Crop_Tomatoes with colour adjusted to fit the grasslands biome and optimised mesh. Added 5 growth stages, a dead variant, and a wild variant. Created a blueprint and foliage type for the wild variant
  • Removed unused BlueprintNativeEvent specifier on TerrainAnchor GetAnchorBounds to solve crashing when playing in editor
  • Added Tomatoes to GL_Foliage PFS
  • Added TU_Dirt to SnowLite Trees foliage
  • Removing large lava biome rocks from the interactable list because they are way too big to be used as minable voxels
  • Changed Shader on IcePillars/Icicles/GlacialCliff to MA_SnowIce and added Thickness mask option to shader
  • Changed DF Self Shadowing bias on Assets using Serac Shader to fix weird shadows, also enable mesh distance field to ice cave floors
  • Disable Pixel Offset on Frozen Lake Shader fix collision issues
  • Decal painting, landscape painting and foliage manual painting in GL biome, Green Quand, DLC
  • Spawning SW Trees, Ground Foliage & CleanUp on Blue Quad, DLC Map
  • Manual Foliage Placement in the Volcanic Biome, Purple Quad, Prometheus
  • Adding new Crafting Recipe for T2 mission communication device
  • Delete CF_Fern_01 FLOD row to fix build validation
  • Adding Mega Tree on Blue Quad, DLC Map
  • Test for Shared quad landscape painting and foliage spawning, Green and Purple Quad, DLC
  • Reduced spawn rate of general resources on DLC1 Spawner
  • Fix Shader on old ice stalagmites and self shadowing issues with ice cave entrances
  • Add simple collision and physical materials to swamp plants, update collision settings, and update audio tags in FLOD table
  • Added SW_ReedA with 5 variants, including updating the foliage types
  • Reduce spawn rate of large rocks on GL
  • Add ability to apply surface type and water depth parameters to felled tree impact sounds, specifically so that we can handle swamp trees landing in shallow water
  • Submitting Deer variant, including carcass, fur and winter variation
  • Spawning SW Trees, Ground Foliage, Added Riverbanks to Deepwater Swamp & CleanUp on Blue Quad, DLC Map
  • Exotic Delivery Radio – Static+Destructible mesh, textures, materials added
  • Exotic Delivery Radio – textures missed in last commit
  • Resave D_TreeAudioData to prevent validation error
  • Decal painting, landscape painting and foliage manual painting in GL biome, Green Quand, DLC
  • Manual Foliage Placement in the Volcanic Biome, Purple Quad, Prometheus
  • Removed some meshes from Terrain 019 that are meant for voxels
  • Removed large swamp meshes from the voxel table because they’re too big
  • Fixed lava lakes/rivers in Terrain 019 not displaying properly after generation
  • Adding Transport Pod Base Class, Exotic Delivery and Supply Pod Inherit from this, allows for common functions in each class
  • Adding Dynamic Travel Quest which allows a variable location rather than a hard set one
  • Added new Exotic Delivery Interface Item which can call down an exotic delivery ship
  • Adding new Quest Steps for Promethus Missions
  • Adding a base class for retrieve item, renaming quest retrieve item class to reflect its operations (it also spawns a crate)
  • Added new Quest Functionaility for Retrieving items
  • Adding all base implementation setup for the Bat Dog, all data table entries and base montage, blueprint and animation setups
  • LC Flax/Sapling, Rocks, Stalactites Foliage Setup + Spawner
  • Decal painting, landscape painting and foliage manual painting in GL biome, Green Quand, DLC
  • Spawning Ground Foliage, Reeds to Swamp, Added Riverbanks to Deepwater Swamp & CleanUp on Blue Quad, DLC Map
  • Manual Foliage Placement in the Volcanic Biome, Purple Quad, Prometheus
  • Adding Promethus Terrain Selection to Development Builds
  • Connecting Faction Missions to Talent Graph for Prometheus
  • Committed Completed Quest Objective Structure
  • Adding Cheat functions for setting / getting account flags
  • Adding new Map Icons for Various Transport Pods
  • Adding New Texture tweaks for various drop pods
  • Adding Basic Mission Structure in for two Prometheus Missions
  • Swapping Contaminated Bear Creature to be Bat dog in Prometheus Intro Mission
  • Adding in all base Needler setup, still needs ranged attack implementation and burrowing, but mimics the crocodile at the moment, physics asset setup to come, data table, blue print, montage and anim setup in
  • Fix issue where sometimes neither water splash nor jump landing sounds would play when player jumped in shallow water
  • Riverbanks LOD roughness fix
  • Moved Avalanched Meshes to Red Quad from Blue Quad, DLC Map
  • Basic audio setup for swamp cypress tree, including rough implementation of water trunk land sound
  • Macro Tops – Trimmed down versions of SW macros for use in map as flat rock shelves/pieces. SW, TU, GL variants
  • First pass of resource node audio setup for swamp foliage
  • Increased Flat Fade Distance on Reeds to fix view distance
  • Adding attack, Idle close and Idle distance audio and events for Striker
  • Adding in alien fossil cave temp
  • First pass on Glacier mesh and materials (red quad)
  • Adding base Predator bird setup and new swoop animations, still missing the corpse behavior and dive bomb logic
  • Missing dive bomb and swoop animations from last Predator bird commit
  • Added UMG_AreaSelect for open world mode
  • Added generic triplanar material for Avalanche on DLC1 Map
  • Decal painting, landscape painting and foliage manual painting in GL biome, Green Quand, DLC
  • Added Macro Tops, Reeds to Swamp, Added Riverbanks to Deepwater Swamp & CleanUp on Blue Quad, DLC Map
  • Manual Foliage Placement in the Swamp and Volcanic Biome, Purple Quad, Prometheus
  • Added potato foliage assets. Created blueprints, foliage types and added to FLOD data table
  • Adding Tech for providing prebuilt bases for use on terrains and missions
  • Adding some prebuilt bases for missions
  • Finishing up Another quest for Prometheus
  • Adding Various quest markers and quests to the Prometheus Map
  • Adding new Swamp and Volcanic Atmosphere types
  • Adding in P Bird sweep audio and event and adding to animation
  • Adding in full base setup for deer variant, D_AIsetup character and corpse blueprints, missing corpse description text and custom skeleton mesh

Currently, Icarus servers are down on PS(Steam). Check Icarus server status here.

Download free Icarus update 1.2.21.102850 on PC (Steam).

The post Icarus Update Patch Notes (New Change) – Oct 21, 2022 appeared first on UpdateCrazy.

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Icarus Update Patch Notes (New Content) – Oct 14, 2022 https://updatecrazy.com/icarus-update-patch-notes-new-content-oct-14-2022/ Fri, 14 Oct 2022 08:53:26 +0000 https://updatecrazy.com/?p=78346 Read the official Icarus update patch notes for PC (Steam) players.

The post Icarus Update Patch Notes (New Content) – Oct 14, 2022 appeared first on UpdateCrazy.

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A new Icarus August update 1.2.18.101993 is rolling out on PC (Steam). According to the official Icarus patch notes, the latest update added framework for Husbandry talent tree and a long list of bug fixes.

Unfortunately, since the last major update, players are facing several issues. Today’s Icarus patch will address a few of these errors.

Also, check Icarus best graphics settings here.

Icarus Patch Notes – October 14, 2022

New Content

  • Added framework for Husbandry talent tree. – Renamed Construction talent group to Habitation
  • Added base class for Spike Traps and cleaned up logic for Hedgehogs, basic Wood Hedgehog will now damage players, hedgehogs deal 50% damage to players
  • Added ranks to Husbandry tree talents. – Renamed Husbandry tree talents from placeholder names to more accurate names
  • Adding new Stats for Husbandry Talents
  • Added stats to Husbandry talent points
  • Updating Husbandy talents to include new stats
  • Setting up modifiers for new taming aura’s
  • Setting up crafting cost reductions for saddles and taming equipment
  • Adding new TamedCreatureModifiers Table for Determining the stat transfer between player and tamed creature / juvenile
  • Setting up Virtual stats for new husbandry stats
  • Hooking up Player States related to Riding Creatures (Oxygen, Food, Water Consumptions and Exposure Resistance)
  • Adding new Stats for Player Husbandry Talent Tree
  • Adding Missing Virtual Stats for Older Taming stats so we can work with the new system
  • Updated stats on Husbandry talents to fix build validation error.
  • Increased Buffalo Mount Health Regeneration
  • Players will now be kicked out of the mount inventory screen if player/mount distance becomes too large. Mounts now use generic ragdoll behaviour shared with other NPCs
  • Linked new stats to Husbandry talents.
  • Updated Husbandry talent and related stat descriptions
  • Creatures mounted by local player play audio when taking fall damage
  • Players are now prompted with a dialog to set name when first claiming a tamed mount. Shifted ‘open mount inventory’ functionality into mount class instead of inside actionable
  • Added first pass of Husbandry talent tree background
  • Setup specific XP events for Moa, Juvenile Moa and Juvenile Buffalo.
  • Enabled Juveniles to be counted towards baby animal kills and their respective parent creature type kills
  • Adding Husbandry talent tree background asset
  • Mounts and Juveniles will now have any player-owner driven stats applied to them when claimed, or when led by a new player in the case of juveniles. In the case of session reload, mounts and juveniles will wait for their most recent owning player to reconnect before reapplying relevant stats. Implemented following stats for use with husbandry talent tree: JuvenileFriendlyToPredators, TameSleepRequirement, IsJuvenile, IsMounted
  • Tamed mount food/water is no longer reduced when their current level tile is unloaded
  • Juvenile taming tooltip now switches temp requirement icon based on current environmental temperature. Fixed taming temperature virtual stat using the wrong base stats
  • Added ability to feed and give water to mounts from currently equipped hotbar item. Nutritional value of food is now counted when mounts/juveniles go to eat, meaning it will take more than one item to completely satisfy hunger

Fixed

  • Fix closed doors and windows sounding open after respawn. There is a potential issue with initialisation order, so try to set the open FMOD parameter again if it fails the first time on BeginPlay
  • Optimization pass on Buildables textures. Consistency pass on texture settings and reducing 4k textures to save memory
  • Optimized some assets with high triangle counts to improve performance
  • Remove sequence reference from Cave diorama causing unnecessary asset loads, wasting memory
  • Numerous texture optimizations and settings consistency pass to save memory
  • Fix LOD settings on Dead Prospetor meshes (LOD3 was 5k triangles), should have 6 LODs with the final being <1k
  • Delete unused Tree meshes which have bad LODs and no materials
  • Optimized and/or deleted unused assets in VFX/TRE folder to improve performance
  • Add LODs to assets missing them or needing settings improved. Delete unused assets
  • Fixed inaccurate collision on Scorpion Hedgehog mesh causing hits to fail often
  • Add new option to Graphics Menu (Limit Poolsize To VRAM) which may help alleviate blurry textures on GPUs with not enough memory. Note: this is enabled by default and should only be disabled if you are having texture issues. Disabling it may cause issues/crashes
  • Remove some of the many old variations of WIP HAB levels to allow easier cleanup of old otherwise unused assets. Deep chained asset references result in expensive assets being shipped unnecessarily, causing larger builds, bigger load times and more memory consumption
  • Removed Prospect007 entry from Terrains DT to fix validation error
  • Remove old levels which cause a ton of unnecessary references and make cleanup of old assets impossible
  • Prevent graphics settings from being applied before the graphics subsystem is ready, reset the resolution scale when entering/exiting DLSS/FSR, ensure r.ScreenPercentage CVar calls are made with ECVF_SetByScalability priority so that the LegacyScreenPercentageDriver can make changes, this means that resolution scaling works correctly (when DLSS/FSR are switched off) and multiple combinations of settings are applied
  • Move marker for this quest to a new serialization system (‘MapSearchArea’ vs ‘LocationSearchArea’), reload the mission several times to ensure the marker now always shows up, this means that the map marker should always appear after reload on the station to station mission
  • Accolade: Ravenous only tracks food consumed when consuming stack, wired PlayerTracker to consume food (of stack size 1) on right click ‘consume’, different code path from right click ‘consume stack’, this means players are awarded progress towards consumption accolades when comsuming single food items as well as stacks of food items
  • STRANGE HARVEST: Fixed typo in quest description
  • HOMESTEAD: Updated Rustic Statue objective to Rustic Icarus Statue, to better guide players to the correct statue to craft
  • Added Sandworm boss to all Olympus Exploration missions (min 1, max 4)
  • Styx has different Biomes from Olympus, so map accolades to atmospheres rather than biomes, this means that players correctly attain progress towards Biome accolades on Styx (Scorched Traveller, Forzen Traveller et al.)
  • Voyager Mission – Fixed Den item replenishment
  • Strange Harvest: Fixed respawn on boss to ensure respawning on prospect reload
  • Strange Harvest: Fixes issue preventing objective particles to appear
  • Fixed Holdfast Outpost getting stuck on preparing geometry when crossing into the B4 tile by adding the missing level bounds actors which guarantee the correct levels are loaded
  • Fixed weather timeline UI not updating correctly when mounted
  • Fixed bug where talent tree view could break when trying to assign talent points while mounted
  • Fixed bug where mounts and juveniles still wouldn’t attempt to move to beds or water troughs if they were off navmesh
  • Juvenile taming tooltip now switches temp requirement icon based on current environmental temperature. Fixed taming temperature virtual stat using the wrong base stats
  • Fixed bug where talent tree view could break when trying to assign talent points while mounted
  • Hand-feeding a mount will now apply a moderate amount of health regen, with the duration changing based on food’s nutrition. Mounts can now be affected by warm and cozy buff
  • Adding in all base AI setup for the Rock Dog, including all anim montages and placeholder stat values, still needs lava state hookup and lava based attacks to be completed
  • Fixed Nurturing Presence aura not affecting juvenile taming speed. Fixed NPCs not being able to receive aura modifiers
  • Fixing inherited collision on the wood gate that was stopping arrows, it is a door base BP which has the collision there to stop multiple doors being placed on top of eachother
  • Fixed bug where cave modifier / visual effects wouldn’t apply correctly when entering a cave while mounted
  • Fixed bug where Juveniles/Mounts would stop short of their bed/trough when interacting with it. Juveniles and Mounts should hang back a little more when following player owner. Fixed bug where taming speed stat wasn’t affecting the overall tame duration as expected; reworked the internal stats driving taming speed / duration
  • Extended the level streaming distance on Holdfast Outpost to solve the preparing geometry screen appearing when crossing into the B4 tile
  • Increased Buffalo mount carry weight limit to 300kg, Pack Harness adds an additional 300kg carry weight capacity
  • Fixed juveniles not being ignored by hostile creatures when using the ‘One With Nature’ talent
  • Implement audio cues when player manually feeds or waters mounts. Audio refs still to be added
  • Adding sounds and events for mounts being manually fed / watered
  • Fixed bug where player would consume held food item when hand-feeding mounts. Mounts and Juveniles will now reset the spoil timer on stacks of food left over after feeding from troughs
  • Fixed bug where player wouldn’t have their internal ‘IsMounted’ stat removed when dismounting from saddle
  • Strange Harvest: Significantly increased tether distance on boss to prevent unintentional resetting
  • Fixed bug where the ‘Feed’/’Give Water’ tooltip would show when looking at a mount with an invalid held item
  • Adding feeding mount sounds to BP and correcting the buffalo mouth socket in data table
  • Mounts and Juveniles will now receive a health regeneration boost after eating from food troughs (similar to hand feeding)
  • Fixed typo in Enzyme Geyser description, havest to harvest
  • Added footstep particles to mounts
  • Improved modifier stacking behaviour, longest modifier durations will now always take priority. TamingSpeed aura modifier is no longer visible to players
  • Fixed bug where mounts would start drowning if stood in water for too long

Future Content

  • Added Brick Buildable tier assets and added to blueprints
  • Added BLD_Stairs_Brick
  • Added foliage type asstes for the lava groundcover foliage. LC_Groundcover_A, LC Groundcover_B, LC_GrassA
  • Added on to Transition Cave on Purple Quad, DLC Map
  • Removed Tussocks and setup grass variations for Tundra Grass Layer
  • Change Snow Tree foliage variations to be able to paint on AC_Snow
  • Added SW_Bramble A, C, D, E, F, And G Foliage types, Blueprints, and added to FLOD Data table
  • Fixed underground cave cliffs material to No RVT, Green Quad, Styx
  • Added foliage types and BPs for several swamp plants, as well as the Toi Toi for Grasslands, along with all of their FLOD Data Table entries
  • Adding Pbird Attack and death audio and FMOD events
  • LC Ground Covers/Grass foliage setup
  • Added tags/queries for sledgehammer harvesting, currently set up so the node can only take damage from sledgehammer hits
  • Added sledgehammer breakable node class/functionality, with an example setup called BP_BreakableRockExample
  • AC Bushes/Foliage (Harvestable) Foliage Setup
  • Adding missing sledgehammer code files from previous commit
  • Added Cliffs for Avalanched AC on Blue Quad, DLC Map
  • Create SM from IceBorer SK
  • Tweak IceBorer constraints
  • Point to correct mesh for Ice Borer meshable and delete old greybox assets
  • Added Buttercups to GL_Grass and Foliage Setup
  • TU Tussocks Foliage Setup and Proedural Foliage Spawner
  • LC to SW Transition Cave Set Dressing, Purple Quad, Prometheus
  • Landscape Painting, Decal Pass and Cliff Placement, Green and Yellow Quad, DLC
  • Adding Pbird data table entries and setup and distant idle audio
  • Update Hitable row for Rock to reference new native C++ class
  • Set Reeds as Foliage type for Swamp
  • Manual AC Foliage Placement on Blue Quad, DLC Map
  • Decal painting, landscape painting and foliage manual painting in arctic biome, Green and Yellow Quands, DLC
  • Fixed up Needler assets. Added Carcass mat variation. Pointed SKs to their appropriate materials. Deleted SM. Optimized texture settings
  • LC to SW Transition Cave Set Dressing, Purple Quad, Prometheus
  • Swamp Macros – LOD pass, material edits on 04-06, plus GL and TU variants. Tweaked LOD distances on all meshes to transition sooner
  • Foliage Setup and Procedural Spawner for General SW_Dirt plants
  • Grass/GroundCover Setup for SW_Dirt
  • Foliage Setup and Procedural Spawner for Tree/Saplings on SW_Muddy
  • Toggle Grassland option on DLC1 Landscape to use new foliage/ grass options on CF layers
  • Foliage Setup for Shelf Mushrooms
  • Tweak Mangrove/Cypress Saplings generation values to balance spawn amount on SW_Muddy
  • Moved Large Scale Swamp Cliff Meshes Into the Persistant Level, Purple Quad, Prometheus
  • Remove E_Waterfall_Base_Foam_smallBurst emitter which is unused but contains errors and shows up in log in Steam build
  • Adding S.Bird close and far idle audio
  • SW Impassable meshes – added 01-06
  • Prototyped Stalactites/Stalagmites placement solution
  • Removed RVT option fo Cave entrance on CF_Cave_MED_01 to fix underground cave RVT problems
  • Adding S.Bird Attack vocalisations and event
  • SW Impassable meshes – added 07-08, material tweaks on all meshes
  • Manual AC & TU Foliage Placement on Blue Quad, DLC Map
  • Decal painting, landscape painting and foliage manual painting in arctic biome, Green Quand, DLC
  • LC to SW Transition Cave Set Dressing, Purple Quad, Prometheus
  • Adding GL_TussockA and it’s 3 variants, including foliage types
  • Updated Brick Tier Buildable changes
  • FT_D_TU_DirtDebris – decal created from Tundra grass terrain textures
  • Moved Large Scale Swamp Cliff Meshes Into Purple Quad Level, Purple Quad, Prometheus
  • Small SW rocks – material parenting changes, duplicated meshes for Tundra and Grasslands
  • Added inverted versions of selected cave stalagmites to create stalactites. Added foliage groups for these to allow them to be painted in the level. Tweaked material on Rock_Cave_Stalagmite_05 to match the others
  • Med SW rocks – material parenting changes, duplicated meshes for Tundra and Grasslands
  • Foliage Setup for ToiToi/GL Tussocks/Aspen Tree and Procedrual Spawners
  • Setup Foliage for SW Internal Cliff Plants
  • Tweaks to GL Foliage Instance Settings, Cull distance and shadows
  • Adding S.Bird flinch and death sounds and events
  • Added AC_TussocksA variants, including Foliage Types and BPs, and added them to the FLOD data table
  • Manual AC & TU Foliage Placement on Blue Quad, DLC Map
  • Manual Foliage Placement in the Volcanic Biome, Purple Quad, Prometheus
  • Decal painting, landscape painting and foliage manual painting in arctic biome and underwater dressing, Green Quand, DLC
  • Adding S.Bird Nip jaw and nip vocalisations and event
  • Swamp Rocks – FTs and associated BPs added for Lrg, med, sml rocks
  • Grasslands Rocks – FTs and associated BPs added for Lrg, med, sml rocks
  • tundra Rocks – FTs and associated BPs added for Lrg, med, sml rocks
  • Volcanic Rocks – FTs and associated BPs added for Lrg, med, sml rocks
  • Added 3 variants of bulbous flax plant for the lava biome with foliage types and blueprints
  • Adding S.Bird Nip audio to event and all footstep notifiers. Also adding all data entry tables for creature so far
  • Added bulbous Flax to the FLOD data table
  • Updated Brick Tier Floor
  • Swamp/GL/TU macros – polish on textures+materials
  • Volcanic Rocks – voxel cache files for LRG, MED, SML rocks
  • Swamp Rocks – voxel cache files for LRG, MED, SML rocks
  • Adding S.Bird aggro vocals and more unique idle layers
  • Tundra Rocks – voxel cache files for LRG, MED, SML rocks
  • Grasslands Rocks – voxel cache files for LRG, MED, SML rocks
  • Adding in base implemenation of opening wooden gate to use with the railings, all base assets and data table setups, currently is awarded to the player along side the wooden railing when it is unlocked, using the same cost processor recipe
  • Adding data table entries for aggro event for S.Bird
  • Manual Foliage Placement in the Volcanic Biome, Purple Quad, Prometheus
  • Manual AC & TU Foliage Placement on Blue Quad, DLC Map
  • Decal painting, landscape painting and foliage manual painting in arctic biome and underwater dressing, Green Quand, DLC
  • Added SW Impassable 09, plus GL variants of 1-9
  • macro replacement with impassables, green quad (WIP)
  • Adding S.Bird notifiers for movement sounds
  • Added AC_Pine_SnowLite and AC_Fir_SnowLite, including foliage types and BPs, as well as Data Table entries
  • Setup SW Rocks, Moss function tweak to fix moss inside voxels, Added rocks to SW_Dirt_Foliage Spawner
  • Submitting first pass fortification implemenation, includes wall, spikes, walkway and stairs and all base data table setups as well as relevant blueprints the system uses our existing deployable socket and snapping features, so doesnt requiore a building grid
  • SW Impassables – added 10-14, plus GL variants
  • Fixed UV distortion of SW_MAC_05
  • macro replacement with impassables, green quad (WIP2)
  • Created PFS for GL/CF/SW and General Resources, changed AC_Stone Shader to not use RVT for TU use, Added DLC Layers to Resources
  • Manual Foliage Placement in the Volcanic Biome, Purple Quad, Prometheus
  • Spawning SW Foliage on Blue Quad, DLC Map
  • Decal painting, landscape painting and foliage manual painting in arctic biome and underwater dressing, Green Quand, DLC
  • SM_Breakable_Scoria blueprint, mesh, material and textures
  • Setting up Deployable to call down an exotic extraction ship for delivering exotics while on a prospect (this is preperation of the data decentralisation game flow
  • Added Wood Railing Gate Icon to D_Itemable

Currently, Icarus servers are down on PS(Steam). Check Icarus server status here.

Download free Icarus update 1.2.17.101928 on PC (Steam).

The post Icarus Update Patch Notes (New Content) – Oct 14, 2022 appeared first on UpdateCrazy.

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Read Icarus Update Patch Notes here- October 7, 2022 https://updatecrazy.com/read-icarus-update-patch-notes-here-october-7-2022/ Fri, 07 Oct 2022 05:42:39 +0000 https://updatecrazy.com/?p=77927 Read the official Icarus update patch notes for PC (Steam) players.

The post Read Icarus Update Patch Notes here- October 7, 2022 appeared first on UpdateCrazy.

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A new Icarus August update 1.2.18.101993 is rolling out on PC (Steam). According to the official Icarus patch notes, the latest update addressed six more early Olympus missions. STRANGE HARVEST, HEADSTONE and KILL LIST have received large scale improvements

Unfortunately, since the last major update, players are facing several issues. Today’s Icarus patch will address a few of these errors.

Also, check Icarus best graphics settings here.

Icarus Patch Notes – October 7, 2022

Mission Revamps

  • Scaled AGRICULTURE: Supply Stockpile mission objectives with selected difficulty. Slightly reduced hunting shipment requirements on normal difficulty
  • Killlist mission – Mature Pack Wolfs now spawn at clue locations, their levels scale by selected difficulty
  • Killlist mission – Adding new Mature Pack Wolf Epic Creature Spawn Config
  • Killlist mission – Adding new Pack Wolf Anchored Behaviour with a distance of 1000 so it stays very close to its spawn zone
  • Killlist mission – When reaching a clue location, a map icon appears to show the exact interact target
  • Killlist mission – Shifting Quest Clue locations so the quest no longer requires back tracking when moving towards quest objectives
  • Killlist mission – Slightly tweaked multiplayer scaling on follower wolves and Alpha wolf
  • Killlist mission – Adding Map prompts to quest objectives
  • Headstone Mission – Updating Drop Location so it is closer to the mission objectives
  • Headstone Mission – Survey equipment is now contained on the players ship
  • Headstone Mission – AI now get angry and charges at the transmitter
  • Headstone Mission – Rebalanced AI which spawns and added more variety
  • Headstone Mission – Fixed Map markers so they reload correctly mid mission
  • Headstone Mission – Transmitter Health and Progress are now displayed as quest steps
  • Headstone Mission – Mission items are now correctly tagged as quest items
  • Headstone Mission – Replaced Crate with Supply pod when picking up transmitter
  • Headstone Mission – Added Manual Spawn points near Survey Deployment locations
  • Strange Harvest Mission – Changed Drop Point Location to add variation to early mission drop point locations
  • Strange Harvest Mission – Changed Entire Mission Flow, players now investigate toxins within an area eventually tracking down the source
  • Strange Harvest Mission – Adding new Contaminated Bear Creature with Anchored Behaviour, includes new materials, fur and particles
  • Strange Harvest Mission – Adding 3 new mission items (Flora, Digested Biomatters and a Bioweapon sample)
  • Strange Harvest Mission – Adjusting all objective locations to reduce player travel distance and backtracking
  • Strange Harvest Mission – Updated quest logic to use new systems present in styx, decremented beta weekend quest systems, fixing search area and map icon reloading
  • Strange Harvest Mission – Adding new Delivery Quest Markers and Droppod / Crashed Ship Variations
  • Strange Harvest Mission – Updating Quest Objectives and Mission breifing
  • Strange Harvest Mission – Adding new Map Icon for Contaiminated Bear
  • Strange Harvest Mission – Adding Delivery Step to Quest for collected items
  • Killlist Mission – Search area narrows down as you find each clue.
  • Killlist Mission – Increased tether range on follower wolves
  • Headstone Mission, fixed typo in quest step.
  • Heastone Mission, ensured AI stop spawning if transmitter is disabled.
  • Headstone Mission, fixed issues causing quest progress to be lost after completion.
  • Headstone Mission, changed spawn location to be closer to mission objectives
  • Strange Harvest Mission – Adding Contaminated Bear Corpse and tooltip
  • Strange Harvest Mission – Fixing Bioweapon not spawning in correct container & Delivery not checking correct container
  • Updating reward from 50 -> 85 for Strange Harvest Mission
  • Headstone Mission – Extending Creature Teathers to allow more nautral creature movements

Fixed

  • Fixed rotation on railing snap position for glass floors which was causing railings to be at 90 degree angles
  • Delete a bunch of unused DataTable content which is causing assets to be unnecessarily loaded (taking up memory resources and increasing build size) and clutter content
  • Added text to clarify water requirement on crafting windows for cement mixer, biofuel composter and electric composter
  • Fixed another bug with juvenile mounts disappearing when reloading a prospect; Freeze/Unfreeze functionality for IcarusNPCCharacters now stops all movement before freezing, and uses only the character capsule component for TerrainAnchor bounds
  • Added water connections to Masonry and Electric Masonry benches which increases processing speed when satisfied
  • Adjust Sandbanks LOD material roughness to fix inconsistency with base material
  • Ensure that the activation of the thermal component stays in step with (graphical) light activation, this means that players get a temperature buff when wood rag torch is equipped in light slot (as well as in hand)
  • Improve Scorpion Physics Asset to be more accurate by adding more smaller capsules to better encapsulate the mesh. Gaps between capsules meant projectiles could pass through without hit
  • Adjust equation for mammoth and elephant stomp knockback velocity, this means that large mammoth boss and elephants should no longer be able to knock players out of the map [Bug] Hurled across map by Mammoth to out-of-bounds area and killed, losing all equipment – SurviveIcarus
  • Mounts and Juveniles can now eat / drink from troughs that are off the navmesh
  • Fixed an issue preventing Heavy Glass Windows from being reinforced using a water connection, slighly reduced heatlh of these so when reinfoced they have the same health as the wall itself
  • Prevent graphics settings from being applied before the graphics subsystem is ready, this means that resolution scaling works correctly (when DLSS/FSR are switched off
  • Fixed issue causing the water trough to be labelled as Storage and gaining the Expanded alteration.
  • Added level scaling for Mammoths and Elephants, resulting in significantly increased health and minor increases to damage.
  • Fixed instance of Juveniles getting destroyed upon prospect reload. Removed code that was automatically cleaning up ‘stuck’ NPCs if they hadn’t moved from their original spawn location 15s after spawn
  • Removed ‘Set’ ItemsStatic entries from ValidAmmoTypes DT accidentally added in during data update, allowing the Workshop consumable stacks to be fired directly from the weapon.
  • Added DT Validation to prevent unwanted items being added in to ValidAmmoTypes DT
  • Added recipe to craft Bone from Mammoth Tusks at the Cooking Station.
  • Overflow bags generated when player respawns no longer simulate physics to prevent cases where they fall through the world
  • Reduced threshold for tames to get hungry and thirsty.
  • Fixed stat assignment on the Hunger modifier pointing to an incorrect stat.
  • Revert sRGB setting on map textures which have not been brightened up via art pass, causing them to appear too dark

Future Content

  • Updated CAC maps for IceCave Pillars, Ice Stalagtites and Stalagmites
  • Added foliage type and blueprints for tundra bush assets
  • Added Foliage type and Blueprints for Tundra Sapling assets. Updated FLod Data table with tundra foliage
  • Decals painting and cliff placement in arctic Blue Quad , DLC
  • Adding in WIP fur assets for the Bat dog for fur creation
  • T2 Mission Communication Device – mesh, textures, materials added
  • Painted Decals Volcanic Area & Added Cliffs to Base of Macros Volcanic Area on Purple Quad, DLC Map
  • Allowed the Shoot the Breeze talent to use the Material Processor as well as Mortar and Pestle
  • T2 Mission Communication Device – added DM, minor revisions to mesh and textures
  • Painted Decals Volcanic Area, Added Cliffs to Base of Macros Volcanic Area & Added on to Transition Cave on Purple Quad, DLC Map
  • Submitting Batdog, Batdog carcass, respective textures and fur
  • Adding Pbird wing flaps sounds, events and anim notifiers
  • Added Cliffs & Stalagmites to Transition Cave from SW to AC, Swapped Out RVT with NORVT on Blue Quad, DLC Map
  • Landscape Painting, Decal Pass and Cliff Placement, Green Quad, DLC
  • LC to SW Transition Cave Set Dressing, Purple Quad, Prometheus
  • Added Arrowhead Plant, Bog Flower, and Cypress Sapling as foliage types, BPs, and also added all to the FLOD Data Table

Currently, Icarus servers are down on PS(Steam). Check Icarus server status here.

Download free Icarus update 1.2.17.101928 on PC (Steam).

The post Read Icarus Update Patch Notes here- October 7, 2022 appeared first on UpdateCrazy.

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